Introduce the concept of a `game_aux_info' structure. This is
[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 <ctype.h>
19 #include <math.h>
20
21 #include "puzzles.h"
22
23 enum {
24 COL_BACKGROUND,
25 NCOLOURS
26 };
27
28 struct game_params {
29 int FIXME;
30 };
31
32 struct game_state {
33 int FIXME;
34 };
35
36 static game_params *default_params(void)
37 {
38 game_params *ret = snew(game_params);
39
40 ret->FIXME = 0;
41
42 return ret;
43 }
44
45 static int game_fetch_preset(int i, char **name, game_params **params)
46 {
47 return FALSE;
48 }
49
50 static void free_params(game_params *params)
51 {
52 sfree(params);
53 }
54
55 static 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
62 static 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
71 static char *encode_params(game_params *params)
72 {
73 return dupstr("FIXME");
74 }
75
76 static config_item *game_configure(game_params *params)
77 {
78 return NULL;
79 }
80
81 static game_params *custom_params(config_item *cfg)
82 {
83 return NULL;
84 }
85
86 static char *validate_params(game_params *params)
87 {
88 return NULL;
89 }
90
91 static char *new_game_seed(game_params *params, random_state *rs,
92 game_aux_info **aux)
93 {
94 return dupstr("FIXME");
95 }
96
97 void game_free_aux_info(game_aux_info *aux)
98 {
99 assert(!"Shouldn't happen");
100 }
101
102 static char *validate_seed(game_params *params, char *seed)
103 {
104 return NULL;
105 }
106
107 static game_state *new_game(game_params *params, char *seed)
108 {
109 game_state *state = snew(game_state);
110
111 state->FIXME = 0;
112
113 return state;
114 }
115
116 static game_state *dup_game(game_state *state)
117 {
118 game_state *ret = snew(game_state);
119
120 ret->FIXME = state->FIXME;
121
122 return ret;
123 }
124
125 static void free_game(game_state *state)
126 {
127 sfree(state);
128 }
129
130 static char *game_text_format(game_state *state)
131 {
132 return NULL;
133 }
134
135 static game_ui *new_ui(game_state *state)
136 {
137 return NULL;
138 }
139
140 static void free_ui(game_ui *ui)
141 {
142 }
143
144 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
145 int button)
146 {
147 return NULL;
148 }
149
150 /* ----------------------------------------------------------------------
151 * Drawing routines.
152 */
153
154 struct game_drawstate {
155 int FIXME;
156 };
157
158 static void game_size(game_params *params, int *x, int *y)
159 {
160 *x = *y = 200; /* FIXME */
161 }
162
163 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
164 {
165 float *ret = snewn(3 * NCOLOURS, float);
166
167 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
168
169 *ncolours = NCOLOURS;
170 return ret;
171 }
172
173 static game_drawstate *game_new_drawstate(game_state *state)
174 {
175 struct game_drawstate *ds = snew(struct game_drawstate);
176
177 ds->FIXME = 0;
178
179 return ds;
180 }
181
182 static void game_free_drawstate(game_drawstate *ds)
183 {
184 sfree(ds);
185 }
186
187 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
188 game_state *state, int dir, game_ui *ui,
189 float animtime, float flashtime)
190 {
191 /*
192 * The initial contents of the window are not guaranteed and
193 * can vary with front ends. To be on the safe side, all games
194 * should start by drawing a big background-colour rectangle
195 * covering the whole window.
196 */
197 draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
198 }
199
200 static float game_anim_length(game_state *oldstate, game_state *newstate,
201 int dir)
202 {
203 return 0.0F;
204 }
205
206 static float game_flash_length(game_state *oldstate, game_state *newstate,
207 int dir)
208 {
209 return 0.0F;
210 }
211
212 static int game_wants_statusbar(void)
213 {
214 return FALSE;
215 }
216
217 #ifdef COMBINED
218 #define thegame nullgame
219 #endif
220
221 const struct game thegame = {
222 "Null Game", NULL,
223 default_params,
224 game_fetch_preset,
225 decode_params,
226 encode_params,
227 free_params,
228 dup_params,
229 FALSE, game_configure, custom_params,
230 validate_params,
231 new_game_seed,
232 game_free_aux_info,
233 validate_seed,
234 new_game,
235 dup_game,
236 free_game,
237 FALSE, game_text_format,
238 new_ui,
239 free_ui,
240 make_move,
241 game_size,
242 game_colours,
243 game_new_drawstate,
244 game_free_drawstate,
245 game_redraw,
246 game_anim_length,
247 game_flash_length,
248 game_wants_statusbar,
249 };