Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / nullgame.c
CommitLineData
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>
b0e26073 18#include <ctype.h>
699b896a 19#include <math.h>
20
21#include "puzzles.h"
22
699b896a 23enum {
24 COL_BACKGROUND,
25 NCOLOURS
26};
27
28struct game_params {
29 int FIXME;
30};
31
32struct game_state {
33 int FIXME;
34};
35
be8d5aa1 36static game_params *default_params(void)
699b896a 37{
38 game_params *ret = snew(game_params);
39
40 ret->FIXME = 0;
41
42 return ret;
43}
44
be8d5aa1 45static int game_fetch_preset(int i, char **name, game_params **params)
699b896a 46{
47 return FALSE;
48}
49
be8d5aa1 50static void free_params(game_params *params)
699b896a 51{
52 sfree(params);
53}
54
be8d5aa1 55static game_params *dup_params(game_params *params)
699b896a 56{
57 game_params *ret = snew(game_params);
58 *ret = *params; /* structure copy */
59 return ret;
60}
61
1185e3c5 62static void decode_params(game_params *params, char const *string)
b0e26073 63{
b0e26073 64}
65
1185e3c5 66static char *encode_params(game_params *params, int full)
b0e26073 67{
68 return dupstr("FIXME");
69}
70
be8d5aa1 71static config_item *game_configure(game_params *params)
c8230524 72{
73 return NULL;
74}
75
be8d5aa1 76static game_params *custom_params(config_item *cfg)
c8230524 77{
78 return NULL;
79}
80
3ff276f2 81static char *validate_params(game_params *params, int full)
c8230524 82{
83 return NULL;
84}
85
1185e3c5 86static char *new_game_desc(game_params *params, random_state *rs,
c566778e 87 char **aux, int interactive)
699b896a 88{
89 return dupstr("FIXME");
90}
91
1185e3c5 92static char *validate_desc(game_params *params, char *desc)
5928817c 93{
94 return NULL;
95}
96
dafd6cf6 97static game_state *new_game(midend *me, game_params *params, char *desc)
699b896a 98{
99 game_state *state = snew(game_state);
100
101 state->FIXME = 0;
102
103 return state;
104}
105
be8d5aa1 106static game_state *dup_game(game_state *state)
699b896a 107{
108 game_state *ret = snew(game_state);
109
110 ret->FIXME = state->FIXME;
111
112 return ret;
113}
114
be8d5aa1 115static void free_game(game_state *state)
699b896a 116{
117 sfree(state);
118}
119
df11cd4e 120static char *solve_game(game_state *state, game_state *currstate,
c566778e 121 char *aux, char **error)
2ac6d24e 122{
123 return NULL;
124}
125
fa3abef5 126static int game_can_format_as_text_now(game_params *params)
127{
128 return TRUE;
129}
130
9b4b03d3 131static char *game_text_format(game_state *state)
132{
133 return NULL;
134}
135
be8d5aa1 136static game_ui *new_ui(game_state *state)
74a4e547 137{
138 return NULL;
139}
140
be8d5aa1 141static void free_ui(game_ui *ui)
74a4e547 142{
143}
144
844f605f 145static char *encode_ui(game_ui *ui)
ae8290c6 146{
147 return NULL;
148}
149
844f605f 150static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 151{
152}
153
07dfb697 154static void game_changed_state(game_ui *ui, game_state *oldstate,
155 game_state *newstate)
156{
157}
158
1e3e152d 159struct game_drawstate {
1f3ee4ee 160 int tilesize;
1e3e152d 161 int FIXME;
162};
163
e1f3c707 164static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
df11cd4e 165 int x, int y, int button)
166{
167 return NULL;
168}
169
170static game_state *execute_move(game_state *state, char *move)
699b896a 171{
172 return NULL;
173}
174
175/* ----------------------------------------------------------------------
176 * Drawing routines.
177 */
178
1f3ee4ee 179static void game_compute_size(game_params *params, int tilesize,
180 int *x, int *y)
699b896a 181{
1f3ee4ee 182 *x = *y = 10 * tilesize; /* FIXME */
183}
184
dafd6cf6 185static void game_set_size(drawing *dr, game_drawstate *ds,
186 game_params *params, int tilesize)
1f3ee4ee 187{
188 ds->tilesize = tilesize;
699b896a 189}
190
8266f3fc 191static float *game_colours(frontend *fe, int *ncolours)
699b896a 192{
193 float *ret = snewn(3 * NCOLOURS, float);
194
195 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
196
197 *ncolours = NCOLOURS;
198 return ret;
199}
200
dafd6cf6 201static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
699b896a 202{
203 struct game_drawstate *ds = snew(struct game_drawstate);
204
1f3ee4ee 205 ds->tilesize = 0;
699b896a 206 ds->FIXME = 0;
207
208 return ds;
209}
210
dafd6cf6 211static void game_free_drawstate(drawing *dr, game_drawstate *ds)
699b896a 212{
213 sfree(ds);
214}
215
dafd6cf6 216static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
be8d5aa1 217 game_state *state, int dir, game_ui *ui,
218 float animtime, float flashtime)
699b896a 219{
1d30357e 220 /*
221 * The initial contents of the window are not guaranteed and
222 * can vary with front ends. To be on the safe side, all games
223 * should start by drawing a big background-colour rectangle
224 * covering the whole window.
225 */
dafd6cf6 226 draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
699b896a 227}
228
be8d5aa1 229static float game_anim_length(game_state *oldstate, game_state *newstate,
e3f21163 230 int dir, game_ui *ui)
699b896a 231{
232 return 0.0F;
233}
234
be8d5aa1 235static float game_flash_length(game_state *oldstate, game_state *newstate,
e3f21163 236 int dir, game_ui *ui)
699b896a 237{
238 return 0.0F;
239}
fd1a1a2b 240
1cea529f 241static int game_status(game_state *state)
4496362f 242{
1cea529f 243 return 0;
4496362f 244}
245
4d08de49 246static int game_timing_state(game_state *state, game_ui *ui)
48dcdd62 247{
248 return TRUE;
249}
250
dafd6cf6 251static void game_print_size(game_params *params, float *x, float *y)
252{
253}
254
255static void game_print(drawing *dr, game_state *state, int tilesize)
256{
257}
258
be8d5aa1 259#ifdef COMBINED
260#define thegame nullgame
261#endif
262
263const struct game thegame = {
750037d7 264 "Null Game", NULL, NULL,
be8d5aa1 265 default_params,
266 game_fetch_preset,
267 decode_params,
268 encode_params,
269 free_params,
270 dup_params,
1d228b10 271 FALSE, game_configure, custom_params,
be8d5aa1 272 validate_params,
1185e3c5 273 new_game_desc,
1185e3c5 274 validate_desc,
be8d5aa1 275 new_game,
276 dup_game,
277 free_game,
2ac6d24e 278 FALSE, solve_game,
fa3abef5 279 FALSE, game_can_format_as_text_now, game_text_format,
be8d5aa1 280 new_ui,
281 free_ui,
ae8290c6 282 encode_ui,
283 decode_ui,
07dfb697 284 game_changed_state,
df11cd4e 285 interpret_move,
286 execute_move,
1f3ee4ee 287 20 /* FIXME */, game_compute_size, game_set_size,
be8d5aa1 288 game_colours,
289 game_new_drawstate,
290 game_free_drawstate,
291 game_redraw,
292 game_anim_length,
293 game_flash_length,
1cea529f 294 game_status,
dafd6cf6 295 FALSE, FALSE, game_print_size, game_print,
ac9f41c4 296 FALSE, /* wants_statusbar */
48dcdd62 297 FALSE, game_timing_state,
2705d374 298 0, /* flags */
be8d5aa1 299};