Mouse-based interface for Cube: you left-click anywhere on the grid
[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)
82 {
83 return NULL;
84 }
85
86 static char *new_game_desc(game_params *params, random_state *rs,
87 game_aux_info **aux, int interactive)
88 {
89 return dupstr("FIXME");
90 }
91
92 static void game_free_aux_info(game_aux_info *aux)
93 {
94 assert(!"Shouldn't happen");
95 }
96
97 static char *validate_desc(game_params *params, char *desc)
98 {
99 return NULL;
100 }
101
102 static game_state *new_game(midend_data *me, game_params *params, char *desc)
103 {
104 game_state *state = snew(game_state);
105
106 state->FIXME = 0;
107
108 return state;
109 }
110
111 static game_state *dup_game(game_state *state)
112 {
113 game_state *ret = snew(game_state);
114
115 ret->FIXME = state->FIXME;
116
117 return ret;
118 }
119
120 static void free_game(game_state *state)
121 {
122 sfree(state);
123 }
124
125 static game_state *solve_game(game_state *state, game_aux_info *aux,
126 char **error)
127 {
128 return NULL;
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 game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
146 int x, int y, int button)
147 {
148 return NULL;
149 }
150
151 /* ----------------------------------------------------------------------
152 * Drawing routines.
153 */
154
155 struct game_drawstate {
156 int FIXME;
157 };
158
159 static void game_size(game_params *params, int *x, int *y)
160 {
161 *x = *y = 200; /* FIXME */
162 }
163
164 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
165 {
166 float *ret = snewn(3 * NCOLOURS, float);
167
168 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
169
170 *ncolours = NCOLOURS;
171 return ret;
172 }
173
174 static game_drawstate *game_new_drawstate(game_state *state)
175 {
176 struct game_drawstate *ds = snew(struct game_drawstate);
177
178 ds->FIXME = 0;
179
180 return ds;
181 }
182
183 static void game_free_drawstate(game_drawstate *ds)
184 {
185 sfree(ds);
186 }
187
188 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
189 game_state *state, int dir, game_ui *ui,
190 float animtime, float flashtime)
191 {
192 /*
193 * The initial contents of the window are not guaranteed and
194 * can vary with front ends. To be on the safe side, all games
195 * should start by drawing a big background-colour rectangle
196 * covering the whole window.
197 */
198 draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
199 }
200
201 static float game_anim_length(game_state *oldstate, game_state *newstate,
202 int dir, game_ui *ui)
203 {
204 return 0.0F;
205 }
206
207 static float game_flash_length(game_state *oldstate, game_state *newstate,
208 int dir, game_ui *ui)
209 {
210 return 0.0F;
211 }
212
213 static int game_wants_statusbar(void)
214 {
215 return FALSE;
216 }
217
218 static int game_timing_state(game_state *state)
219 {
220 return TRUE;
221 }
222
223 #ifdef COMBINED
224 #define thegame nullgame
225 #endif
226
227 const struct game thegame = {
228 "Null Game", NULL,
229 default_params,
230 game_fetch_preset,
231 decode_params,
232 encode_params,
233 free_params,
234 dup_params,
235 FALSE, game_configure, custom_params,
236 validate_params,
237 new_game_desc,
238 game_free_aux_info,
239 validate_desc,
240 new_game,
241 dup_game,
242 free_game,
243 FALSE, solve_game,
244 FALSE, game_text_format,
245 new_ui,
246 free_ui,
247 make_move,
248 game_size,
249 game_colours,
250 game_new_drawstate,
251 game_free_drawstate,
252 game_redraw,
253 game_anim_length,
254 game_flash_length,
255 game_wants_statusbar,
256 FALSE, game_timing_state,
257 };