699b896a |
1 | /* |
2 | * nullgame.c [FIXME]: Template defining the null game (in which no |
3 | * moves are permitted and nothing is ever drawn). This file exists |
4 | * solely as a basis for constructing new game definitions - it |
5 | * helps to have something which will compile from the word go and |
6 | * merely doesn't _do_ very much yet. |
7 | * |
8 | * Parts labelled FIXME actually want _removing_ (e.g. the dummy |
9 | * field in each of the required data structures, and this entire |
10 | * comment itself) when converting this source file into one |
11 | * describing a real game. |
12 | */ |
13 | |
14 | #include <stdio.h> |
15 | #include <stdlib.h> |
16 | #include <string.h> |
17 | #include <assert.h> |
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18 | #include <ctype.h> |
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19 | #include <math.h> |
20 | |
21 | #include "puzzles.h" |
22 | |
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23 | enum { |
24 | COL_BACKGROUND, |
25 | NCOLOURS |
26 | }; |
27 | |
28 | struct game_params { |
29 | int FIXME; |
30 | }; |
31 | |
32 | struct game_state { |
33 | int FIXME; |
34 | }; |
35 | |
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36 | static game_params *default_params(void) |
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37 | { |
38 | game_params *ret = snew(game_params); |
39 | |
40 | ret->FIXME = 0; |
41 | |
42 | return ret; |
43 | } |
44 | |
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45 | static int game_fetch_preset(int i, char **name, game_params **params) |
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46 | { |
47 | return FALSE; |
48 | } |
49 | |
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50 | static void free_params(game_params *params) |
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51 | { |
52 | sfree(params); |
53 | } |
54 | |
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55 | static game_params *dup_params(game_params *params) |
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56 | { |
57 | game_params *ret = snew(game_params); |
58 | *ret = *params; /* structure copy */ |
59 | return ret; |
60 | } |
61 | |
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62 | static void decode_params(game_params *params, char const *string) |
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63 | { |
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64 | } |
65 | |
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66 | static char *encode_params(game_params *params, int full) |
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67 | { |
68 | return dupstr("FIXME"); |
69 | } |
70 | |
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71 | static config_item *game_configure(game_params *params) |
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72 | { |
73 | return NULL; |
74 | } |
75 | |
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76 | static game_params *custom_params(config_item *cfg) |
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77 | { |
78 | return NULL; |
79 | } |
80 | |
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81 | static char *validate_params(game_params *params) |
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82 | { |
83 | return NULL; |
84 | } |
85 | |
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86 | static char *new_game_desc(game_params *params, random_state *rs, |
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87 | game_aux_info **aux) |
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88 | { |
89 | return dupstr("FIXME"); |
90 | } |
91 | |
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92 | static void game_free_aux_info(game_aux_info *aux) |
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93 | { |
94 | assert(!"Shouldn't happen"); |
95 | } |
96 | |
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97 | static char *validate_desc(game_params *params, char *desc) |
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98 | { |
99 | return NULL; |
100 | } |
101 | |
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102 | static game_state *new_game(game_params *params, char *desc) |
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103 | { |
104 | game_state *state = snew(game_state); |
105 | |
106 | state->FIXME = 0; |
107 | |
108 | return state; |
109 | } |
110 | |
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111 | static game_state *dup_game(game_state *state) |
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112 | { |
113 | game_state *ret = snew(game_state); |
114 | |
115 | ret->FIXME = state->FIXME; |
116 | |
117 | return ret; |
118 | } |
119 | |
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120 | static void free_game(game_state *state) |
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121 | { |
122 | sfree(state); |
123 | } |
124 | |
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125 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
126 | char **error) |
127 | { |
128 | return NULL; |
129 | } |
130 | |
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131 | static char *game_text_format(game_state *state) |
132 | { |
133 | return NULL; |
134 | } |
135 | |
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136 | static game_ui *new_ui(game_state *state) |
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137 | { |
138 | return NULL; |
139 | } |
140 | |
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141 | static void free_ui(game_ui *ui) |
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142 | { |
143 | } |
144 | |
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145 | static game_state *make_move(game_state *from, game_ui *ui, int x, int y, |
146 | int button) |
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147 | { |
148 | return NULL; |
149 | } |
150 | |
151 | /* ---------------------------------------------------------------------- |
152 | * Drawing routines. |
153 | */ |
154 | |
155 | struct game_drawstate { |
156 | int FIXME; |
157 | }; |
158 | |
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159 | static void game_size(game_params *params, int *x, int *y) |
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160 | { |
161 | *x = *y = 200; /* FIXME */ |
162 | } |
163 | |
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164 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
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165 | { |
166 | float *ret = snewn(3 * NCOLOURS, float); |
167 | |
168 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
169 | |
170 | *ncolours = NCOLOURS; |
171 | return ret; |
172 | } |
173 | |
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174 | static game_drawstate *game_new_drawstate(game_state *state) |
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175 | { |
176 | struct game_drawstate *ds = snew(struct game_drawstate); |
177 | |
178 | ds->FIXME = 0; |
179 | |
180 | return ds; |
181 | } |
182 | |
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183 | static void game_free_drawstate(game_drawstate *ds) |
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184 | { |
185 | sfree(ds); |
186 | } |
187 | |
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188 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
189 | game_state *state, int dir, game_ui *ui, |
190 | float animtime, float flashtime) |
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191 | { |
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192 | /* |
193 | * The initial contents of the window are not guaranteed and |
194 | * can vary with front ends. To be on the safe side, all games |
195 | * should start by drawing a big background-colour rectangle |
196 | * covering the whole window. |
197 | */ |
198 | draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND); |
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199 | } |
200 | |
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201 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
202 | int dir) |
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203 | { |
204 | return 0.0F; |
205 | } |
206 | |
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207 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
208 | int dir) |
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209 | { |
210 | return 0.0F; |
211 | } |
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212 | |
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213 | static int game_wants_statusbar(void) |
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214 | { |
215 | return FALSE; |
216 | } |
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217 | |
218 | #ifdef COMBINED |
219 | #define thegame nullgame |
220 | #endif |
221 | |
222 | const struct game thegame = { |
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223 | "Null Game", NULL, |
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224 | default_params, |
225 | game_fetch_preset, |
226 | decode_params, |
227 | encode_params, |
228 | free_params, |
229 | dup_params, |
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230 | FALSE, game_configure, custom_params, |
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231 | validate_params, |
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232 | new_game_desc, |
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233 | game_free_aux_info, |
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234 | validate_desc, |
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235 | new_game, |
236 | dup_game, |
237 | free_game, |
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238 | FALSE, solve_game, |
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239 | FALSE, game_text_format, |
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240 | new_ui, |
241 | free_ui, |
242 | make_move, |
243 | game_size, |
244 | game_colours, |
245 | game_new_drawstate, |
246 | game_free_drawstate, |
247 | game_redraw, |
248 | game_anim_length, |
249 | game_flash_length, |
250 | game_wants_statusbar, |
251 | }; |