I can never remember what that `TRUE' means in the game structure
[sgt/puzzles] / nullgame.c
... / ...
CommitLineData
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 <ctype.h>
19#include <math.h>
20
21#include "puzzles.h"
22
23enum {
24 COL_BACKGROUND,
25 NCOLOURS
26};
27
28struct game_params {
29 int FIXME;
30};
31
32struct game_state {
33 int FIXME;
34};
35
36static game_params *default_params(void)
37{
38 game_params *ret = snew(game_params);
39
40 ret->FIXME = 0;
41
42 return ret;
43}
44
45static int game_fetch_preset(int i, char **name, game_params **params)
46{
47 return FALSE;
48}
49
50static void free_params(game_params *params)
51{
52 sfree(params);
53}
54
55static game_params *dup_params(game_params *params)
56{
57 game_params *ret = snew(game_params);
58 *ret = *params; /* structure copy */
59 return ret;
60}
61
62static game_params *decode_params(char const *string)
63{
64 game_params *ret = snew(game_params);
65
66 ret->FIXME = 0;
67
68 return ret;
69}
70
71static char *encode_params(game_params *params)
72{
73 return dupstr("FIXME");
74}
75
76static config_item *game_configure(game_params *params)
77{
78 return NULL;
79}
80
81static game_params *custom_params(config_item *cfg)
82{
83 return NULL;
84}
85
86static char *validate_params(game_params *params)
87{
88 return NULL;
89}
90
91static char *new_game_seed(game_params *params, random_state *rs)
92{
93 return dupstr("FIXME");
94}
95
96static char *validate_seed(game_params *params, char *seed)
97{
98 return NULL;
99}
100
101static game_state *new_game(game_params *params, char *seed)
102{
103 game_state *state = snew(game_state);
104
105 state->FIXME = 0;
106
107 return state;
108}
109
110static game_state *dup_game(game_state *state)
111{
112 game_state *ret = snew(game_state);
113
114 ret->FIXME = state->FIXME;
115
116 return ret;
117}
118
119static void free_game(game_state *state)
120{
121 sfree(state);
122}
123
124static game_ui *new_ui(game_state *state)
125{
126 return NULL;
127}
128
129static void free_ui(game_ui *ui)
130{
131}
132
133static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
134 int button)
135{
136 return NULL;
137}
138
139/* ----------------------------------------------------------------------
140 * Drawing routines.
141 */
142
143struct game_drawstate {
144 int FIXME;
145};
146
147static void game_size(game_params *params, int *x, int *y)
148{
149 *x = *y = 200; /* FIXME */
150}
151
152static float *game_colours(frontend *fe, game_state *state, int *ncolours)
153{
154 float *ret = snewn(3 * NCOLOURS, float);
155
156 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
157
158 *ncolours = NCOLOURS;
159 return ret;
160}
161
162static game_drawstate *game_new_drawstate(game_state *state)
163{
164 struct game_drawstate *ds = snew(struct game_drawstate);
165
166 ds->FIXME = 0;
167
168 return ds;
169}
170
171static void game_free_drawstate(game_drawstate *ds)
172{
173 sfree(ds);
174}
175
176static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
177 game_state *state, int dir, game_ui *ui,
178 float animtime, float flashtime)
179{
180 /*
181 * The initial contents of the window are not guaranteed and
182 * can vary with front ends. To be on the safe side, all games
183 * should start by drawing a big background-colour rectangle
184 * covering the whole window.
185 */
186 draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
187}
188
189static float game_anim_length(game_state *oldstate, game_state *newstate,
190 int dir)
191{
192 return 0.0F;
193}
194
195static float game_flash_length(game_state *oldstate, game_state *newstate,
196 int dir)
197{
198 return 0.0F;
199}
200
201static int game_wants_statusbar(void)
202{
203 return FALSE;
204}
205
206#ifdef COMBINED
207#define thegame nullgame
208#endif
209
210const struct game thegame = {
211 "Null Game", NULL,
212 default_params,
213 game_fetch_preset,
214 decode_params,
215 encode_params,
216 free_params,
217 dup_params,
218 FALSE, game_configure, custom_params,
219 validate_params,
220 new_game_seed,
221 validate_seed,
222 new_game,
223 dup_game,
224 free_game,
225 new_ui,
226 free_ui,
227 make_move,
228 game_size,
229 game_colours,
230 game_new_drawstate,
231 game_free_drawstate,
232 game_redraw,
233 game_anim_length,
234 game_flash_length,
235 game_wants_statusbar,
236};