Introduced a new function in every game which formats a game_state
[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 {
93 return dupstr("FIXME");
94 }
95
96 static char *validate_seed(game_params *params, char *seed)
97 {
98 return NULL;
99 }
100
101 static 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
110 static 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
119 static void free_game(game_state *state)
120 {
121 sfree(state);
122 }
123
124 static char *game_text_format(game_state *state)
125 {
126 return NULL;
127 }
128
129 static game_ui *new_ui(game_state *state)
130 {
131 return NULL;
132 }
133
134 static void free_ui(game_ui *ui)
135 {
136 }
137
138 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
139 int button)
140 {
141 return NULL;
142 }
143
144 /* ----------------------------------------------------------------------
145 * Drawing routines.
146 */
147
148 struct game_drawstate {
149 int FIXME;
150 };
151
152 static void game_size(game_params *params, int *x, int *y)
153 {
154 *x = *y = 200; /* FIXME */
155 }
156
157 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
158 {
159 float *ret = snewn(3 * NCOLOURS, float);
160
161 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
162
163 *ncolours = NCOLOURS;
164 return ret;
165 }
166
167 static game_drawstate *game_new_drawstate(game_state *state)
168 {
169 struct game_drawstate *ds = snew(struct game_drawstate);
170
171 ds->FIXME = 0;
172
173 return ds;
174 }
175
176 static void game_free_drawstate(game_drawstate *ds)
177 {
178 sfree(ds);
179 }
180
181 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
182 game_state *state, int dir, game_ui *ui,
183 float animtime, float flashtime)
184 {
185 /*
186 * The initial contents of the window are not guaranteed and
187 * can vary with front ends. To be on the safe side, all games
188 * should start by drawing a big background-colour rectangle
189 * covering the whole window.
190 */
191 draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
192 }
193
194 static float game_anim_length(game_state *oldstate, game_state *newstate,
195 int dir)
196 {
197 return 0.0F;
198 }
199
200 static float game_flash_length(game_state *oldstate, game_state *newstate,
201 int dir)
202 {
203 return 0.0F;
204 }
205
206 static int game_wants_statusbar(void)
207 {
208 return FALSE;
209 }
210
211 #ifdef COMBINED
212 #define thegame nullgame
213 #endif
214
215 const struct game thegame = {
216 "Null Game", NULL,
217 default_params,
218 game_fetch_preset,
219 decode_params,
220 encode_params,
221 free_params,
222 dup_params,
223 FALSE, game_configure, custom_params,
224 validate_params,
225 new_game_seed,
226 validate_seed,
227 new_game,
228 dup_game,
229 free_game,
230 FALSE, game_text_format,
231 new_ui,
232 free_ui,
233 make_move,
234 game_size,
235 game_colours,
236 game_new_drawstate,
237 game_free_drawstate,
238 game_redraw,
239 game_anim_length,
240 game_flash_length,
241 game_wants_statusbar,
242 };