Stop the analysis pass in Loopy's redraw routine from being
[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 void decode_params(game_params *params, char const *string)
63 {
64 }
65
66 static char *encode_params(game_params *params, int full)
67 {
68 return dupstr("FIXME");
69 }
70
71 static config_item *game_configure(game_params *params)
72 {
73 return NULL;
74 }
75
76 static game_params *custom_params(config_item *cfg)
77 {
78 return NULL;
79 }
80
81 static char *validate_params(game_params *params, int full)
82 {
83 return NULL;
84 }
85
86 static char *new_game_desc(game_params *params, random_state *rs,
87 char **aux, int interactive)
88 {
89 return dupstr("FIXME");
90 }
91
92 static char *validate_desc(game_params *params, char *desc)
93 {
94 return NULL;
95 }
96
97 static game_state *new_game(midend *me, game_params *params, char *desc)
98 {
99 game_state *state = snew(game_state);
100
101 state->FIXME = 0;
102
103 return state;
104 }
105
106 static game_state *dup_game(game_state *state)
107 {
108 game_state *ret = snew(game_state);
109
110 ret->FIXME = state->FIXME;
111
112 return ret;
113 }
114
115 static void free_game(game_state *state)
116 {
117 sfree(state);
118 }
119
120 static char *solve_game(game_state *state, game_state *currstate,
121 char *aux, char **error)
122 {
123 return NULL;
124 }
125
126 static int game_can_format_as_text_now(game_params *params)
127 {
128 return TRUE;
129 }
130
131 static char *game_text_format(game_state *state)
132 {
133 return NULL;
134 }
135
136 static game_ui *new_ui(game_state *state)
137 {
138 return NULL;
139 }
140
141 static void free_ui(game_ui *ui)
142 {
143 }
144
145 static char *encode_ui(game_ui *ui)
146 {
147 return NULL;
148 }
149
150 static void decode_ui(game_ui *ui, char *encoding)
151 {
152 }
153
154 static void game_changed_state(game_ui *ui, game_state *oldstate,
155 game_state *newstate)
156 {
157 }
158
159 struct game_drawstate {
160 int tilesize;
161 int FIXME;
162 };
163
164 static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
165 int x, int y, int button)
166 {
167 return NULL;
168 }
169
170 static game_state *execute_move(game_state *state, char *move)
171 {
172 return NULL;
173 }
174
175 /* ----------------------------------------------------------------------
176 * Drawing routines.
177 */
178
179 static void game_compute_size(game_params *params, int tilesize,
180 int *x, int *y)
181 {
182 *x = *y = 10 * tilesize; /* FIXME */
183 }
184
185 static void game_set_size(drawing *dr, game_drawstate *ds,
186 game_params *params, int tilesize)
187 {
188 ds->tilesize = tilesize;
189 }
190
191 static float *game_colours(frontend *fe, int *ncolours)
192 {
193 float *ret = snewn(3 * NCOLOURS, float);
194
195 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
196
197 *ncolours = NCOLOURS;
198 return ret;
199 }
200
201 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
202 {
203 struct game_drawstate *ds = snew(struct game_drawstate);
204
205 ds->tilesize = 0;
206 ds->FIXME = 0;
207
208 return ds;
209 }
210
211 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
212 {
213 sfree(ds);
214 }
215
216 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
217 game_state *state, int dir, game_ui *ui,
218 float animtime, float flashtime)
219 {
220 /*
221 * The initial contents of the window are not guaranteed and
222 * can vary with front ends. To be on the safe side, all games
223 * should start by drawing a big background-colour rectangle
224 * covering the whole window.
225 */
226 draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
227 }
228
229 static float game_anim_length(game_state *oldstate, game_state *newstate,
230 int dir, game_ui *ui)
231 {
232 return 0.0F;
233 }
234
235 static float game_flash_length(game_state *oldstate, game_state *newstate,
236 int dir, game_ui *ui)
237 {
238 return 0.0F;
239 }
240
241 static int game_status(game_state *state)
242 {
243 return 0;
244 }
245
246 static int game_timing_state(game_state *state, game_ui *ui)
247 {
248 return TRUE;
249 }
250
251 static void game_print_size(game_params *params, float *x, float *y)
252 {
253 }
254
255 static void game_print(drawing *dr, game_state *state, int tilesize)
256 {
257 }
258
259 #ifdef COMBINED
260 #define thegame nullgame
261 #endif
262
263 const struct game thegame = {
264 "Null Game", NULL, NULL,
265 default_params,
266 game_fetch_preset,
267 decode_params,
268 encode_params,
269 free_params,
270 dup_params,
271 FALSE, game_configure, custom_params,
272 validate_params,
273 new_game_desc,
274 validate_desc,
275 new_game,
276 dup_game,
277 free_game,
278 FALSE, solve_game,
279 FALSE, game_can_format_as_text_now, game_text_format,
280 new_ui,
281 free_ui,
282 encode_ui,
283 decode_ui,
284 game_changed_state,
285 interpret_move,
286 execute_move,
287 20 /* FIXME */, game_compute_size, game_set_size,
288 game_colours,
289 game_new_drawstate,
290 game_free_drawstate,
291 game_redraw,
292 game_anim_length,
293 game_flash_length,
294 game_status,
295 FALSE, FALSE, game_print_size, game_print,
296 FALSE, /* wants_statusbar */
297 FALSE, game_timing_state,
298 0, /* flags */
299 };