Implement selection of game seeds, by reusing the config box
[sgt/puzzles] / nullgame.c
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
22 const char *const game_name = "Null Game";
23 const int game_can_configure = FALSE;
24
25 enum {
26 COL_BACKGROUND,
27 NCOLOURS
28 };
29
30 struct game_params {
31 int FIXME;
32 };
33
34 struct game_state {
35 int FIXME;
36 };
37
38 game_params *default_params(void)
39 {
40 game_params *ret = snew(game_params);
41
42 ret->FIXME = 0;
43
44 return ret;
45 }
46
47 int game_fetch_preset(int i, char **name, game_params **params)
48 {
49 return FALSE;
50 }
51
52 void free_params(game_params *params)
53 {
54 sfree(params);
55 }
56
57 game_params *dup_params(game_params *params)
58 {
59 game_params *ret = snew(game_params);
60 *ret = *params; /* structure copy */
61 return ret;
62 }
63
64 config_item *game_configure(game_params *params)
65 {
66 return NULL;
67 }
68
69 game_params *custom_params(config_item *cfg)
70 {
71 return NULL;
72 }
73
74 char *validate_params(game_params *params)
75 {
76 return NULL;
77 }
78
79 char *new_game_seed(game_params *params)
80 {
81 return dupstr("FIXME");
82 }
83
84 char *validate_seed(game_params *params, char *seed)
85 {
86 return NULL;
87 }
88
89 game_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
98 game_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
107 void free_game(game_state *state)
108 {
109 sfree(state);
110 }
111
112 game_state *make_move(game_state *from, int x, int y, int button)
113 {
114 return NULL;
115 }
116
117 /* ----------------------------------------------------------------------
118 * Drawing routines.
119 */
120
121 struct game_drawstate {
122 int FIXME;
123 };
124
125 void game_size(game_params *params, int *x, int *y)
126 {
127 *x = *y = 200; /* FIXME */
128 }
129
130 float *game_colours(frontend *fe, game_state *state, int *ncolours)
131 {
132 float *ret = snewn(3 * NCOLOURS, float);
133
134 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
135
136 *ncolours = NCOLOURS;
137 return ret;
138 }
139
140 game_drawstate *game_new_drawstate(game_state *state)
141 {
142 struct game_drawstate *ds = snew(struct game_drawstate);
143
144 ds->FIXME = 0;
145
146 return ds;
147 }
148
149 void game_free_drawstate(game_drawstate *ds)
150 {
151 sfree(ds);
152 }
153
154 void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
155 game_state *state, float animtime, float flashtime)
156 {
157 }
158
159 float game_anim_length(game_state *oldstate, game_state *newstate)
160 {
161 return 0.0F;
162 }
163
164 float game_flash_length(game_state *oldstate, game_state *newstate)
165 {
166 return 0.0F;
167 }
168
169 int game_wants_statusbar(void)
170 {
171 return FALSE;
172 }