Fix `visible' calculation (again).
[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>
18#include <math.h>
19
20#include "puzzles.h"
21
22const char *const game_name = "Null Game";
c8230524 23const int game_can_configure = FALSE;
699b896a 24
25enum {
26 COL_BACKGROUND,
27 NCOLOURS
28};
29
30struct game_params {
31 int FIXME;
32};
33
34struct game_state {
35 int FIXME;
36};
37
38game_params *default_params(void)
39{
40 game_params *ret = snew(game_params);
41
42 ret->FIXME = 0;
43
44 return ret;
45}
46
47int game_fetch_preset(int i, char **name, game_params **params)
48{
49 return FALSE;
50}
51
52void free_params(game_params *params)
53{
54 sfree(params);
55}
56
57game_params *dup_params(game_params *params)
58{
59 game_params *ret = snew(game_params);
60 *ret = *params; /* structure copy */
61 return ret;
62}
63
c8230524 64config_item *game_configure(game_params *params)
65{
66 return NULL;
67}
68
69game_params *custom_params(config_item *cfg)
70{
71 return NULL;
72}
73
74char *validate_params(game_params *params)
75{
76 return NULL;
77}
78
48d70ca9 79char *new_game_seed(game_params *params, random_state *rs)
699b896a 80{
81 return dupstr("FIXME");
82}
83
5928817c 84char *validate_seed(game_params *params, char *seed)
85{
86 return NULL;
87}
88
699b896a 89game_state *new_game(game_params *params, char *seed)
90{
91 game_state *state = snew(game_state);
92
93 state->FIXME = 0;
94
95 return state;
96}
97
98game_state *dup_game(game_state *state)
99{
100 game_state *ret = snew(game_state);
101
102 ret->FIXME = state->FIXME;
103
104 return ret;
105}
106
107void free_game(game_state *state)
108{
109 sfree(state);
110}
111
74a4e547 112game_ui *new_ui(game_state *state)
113{
114 return NULL;
115}
116
117void free_ui(game_ui *ui)
118{
119}
120
121game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
699b896a 122{
123 return NULL;
124}
125
126/* ----------------------------------------------------------------------
127 * Drawing routines.
128 */
129
130struct game_drawstate {
131 int FIXME;
132};
133
134void game_size(game_params *params, int *x, int *y)
135{
136 *x = *y = 200; /* FIXME */
137}
138
139float *game_colours(frontend *fe, game_state *state, int *ncolours)
140{
141 float *ret = snewn(3 * NCOLOURS, float);
142
143 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
144
145 *ncolours = NCOLOURS;
146 return ret;
147}
148
149game_drawstate *game_new_drawstate(game_state *state)
150{
151 struct game_drawstate *ds = snew(struct game_drawstate);
152
153 ds->FIXME = 0;
154
155 return ds;
156}
157
158void game_free_drawstate(game_drawstate *ds)
159{
160 sfree(ds);
161}
162
163void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
74a4e547 164 game_state *state, game_ui *ui,
165 float animtime, float flashtime)
699b896a 166{
1d30357e 167 /*
168 * The initial contents of the window are not guaranteed and
169 * can vary with front ends. To be on the safe side, all games
170 * should start by drawing a big background-colour rectangle
171 * covering the whole window.
172 */
173 draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
699b896a 174}
175
176float game_anim_length(game_state *oldstate, game_state *newstate)
177{
178 return 0.0F;
179}
180
181float game_flash_length(game_state *oldstate, game_state *newstate)
182{
183 return 0.0F;
184}
fd1a1a2b 185
186int game_wants_statusbar(void)
187{
188 return FALSE;
189}