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