| 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 | |
| 23 | const char *const game_name = "Null Game"; |
| 24 | const char *const game_winhelp_topic = NULL; |
| 25 | const int game_can_configure = FALSE; |
| 26 | |
| 27 | enum { |
| 28 | COL_BACKGROUND, |
| 29 | NCOLOURS |
| 30 | }; |
| 31 | |
| 32 | struct game_params { |
| 33 | int FIXME; |
| 34 | }; |
| 35 | |
| 36 | struct game_state { |
| 37 | int FIXME; |
| 38 | }; |
| 39 | |
| 40 | game_params *default_params(void) |
| 41 | { |
| 42 | game_params *ret = snew(game_params); |
| 43 | |
| 44 | ret->FIXME = 0; |
| 45 | |
| 46 | return ret; |
| 47 | } |
| 48 | |
| 49 | int game_fetch_preset(int i, char **name, game_params **params) |
| 50 | { |
| 51 | return FALSE; |
| 52 | } |
| 53 | |
| 54 | void free_params(game_params *params) |
| 55 | { |
| 56 | sfree(params); |
| 57 | } |
| 58 | |
| 59 | game_params *dup_params(game_params *params) |
| 60 | { |
| 61 | game_params *ret = snew(game_params); |
| 62 | *ret = *params; /* structure copy */ |
| 63 | return ret; |
| 64 | } |
| 65 | |
| 66 | game_params *decode_params(char const *string) |
| 67 | { |
| 68 | game_params *ret = snew(game_params); |
| 69 | |
| 70 | ret->FIXME = 0; |
| 71 | |
| 72 | return ret; |
| 73 | } |
| 74 | |
| 75 | char *encode_params(game_params *params) |
| 76 | { |
| 77 | return dupstr("FIXME"); |
| 78 | } |
| 79 | |
| 80 | config_item *game_configure(game_params *params) |
| 81 | { |
| 82 | return NULL; |
| 83 | } |
| 84 | |
| 85 | game_params *custom_params(config_item *cfg) |
| 86 | { |
| 87 | return NULL; |
| 88 | } |
| 89 | |
| 90 | char *validate_params(game_params *params) |
| 91 | { |
| 92 | return NULL; |
| 93 | } |
| 94 | |
| 95 | char *new_game_seed(game_params *params, random_state *rs) |
| 96 | { |
| 97 | return dupstr("FIXME"); |
| 98 | } |
| 99 | |
| 100 | char *validate_seed(game_params *params, char *seed) |
| 101 | { |
| 102 | return NULL; |
| 103 | } |
| 104 | |
| 105 | game_state *new_game(game_params *params, char *seed) |
| 106 | { |
| 107 | game_state *state = snew(game_state); |
| 108 | |
| 109 | state->FIXME = 0; |
| 110 | |
| 111 | return state; |
| 112 | } |
| 113 | |
| 114 | game_state *dup_game(game_state *state) |
| 115 | { |
| 116 | game_state *ret = snew(game_state); |
| 117 | |
| 118 | ret->FIXME = state->FIXME; |
| 119 | |
| 120 | return ret; |
| 121 | } |
| 122 | |
| 123 | void free_game(game_state *state) |
| 124 | { |
| 125 | sfree(state); |
| 126 | } |
| 127 | |
| 128 | game_ui *new_ui(game_state *state) |
| 129 | { |
| 130 | return NULL; |
| 131 | } |
| 132 | |
| 133 | void free_ui(game_ui *ui) |
| 134 | { |
| 135 | } |
| 136 | |
| 137 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
| 138 | { |
| 139 | return NULL; |
| 140 | } |
| 141 | |
| 142 | /* ---------------------------------------------------------------------- |
| 143 | * Drawing routines. |
| 144 | */ |
| 145 | |
| 146 | struct game_drawstate { |
| 147 | int FIXME; |
| 148 | }; |
| 149 | |
| 150 | void game_size(game_params *params, int *x, int *y) |
| 151 | { |
| 152 | *x = *y = 200; /* FIXME */ |
| 153 | } |
| 154 | |
| 155 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 156 | { |
| 157 | float *ret = snewn(3 * NCOLOURS, float); |
| 158 | |
| 159 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 160 | |
| 161 | *ncolours = NCOLOURS; |
| 162 | return ret; |
| 163 | } |
| 164 | |
| 165 | game_drawstate *game_new_drawstate(game_state *state) |
| 166 | { |
| 167 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 168 | |
| 169 | ds->FIXME = 0; |
| 170 | |
| 171 | return ds; |
| 172 | } |
| 173 | |
| 174 | void game_free_drawstate(game_drawstate *ds) |
| 175 | { |
| 176 | sfree(ds); |
| 177 | } |
| 178 | |
| 179 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 180 | game_state *state, int dir, game_ui *ui, |
| 181 | float animtime, float flashtime) |
| 182 | { |
| 183 | /* |
| 184 | * The initial contents of the window are not guaranteed and |
| 185 | * can vary with front ends. To be on the safe side, all games |
| 186 | * should start by drawing a big background-colour rectangle |
| 187 | * covering the whole window. |
| 188 | */ |
| 189 | draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND); |
| 190 | } |
| 191 | |
| 192 | float game_anim_length(game_state *oldstate, game_state *newstate, int dir) |
| 193 | { |
| 194 | return 0.0F; |
| 195 | } |
| 196 | |
| 197 | float game_flash_length(game_state *oldstate, game_state *newstate, int dir) |
| 198 | { |
| 199 | return 0.0F; |
| 200 | } |
| 201 | |
| 202 | int game_wants_statusbar(void) |
| 203 | { |
| 204 | return FALSE; |
| 205 | } |