More serialisation changes: the game_aux_info structure has now been
[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 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_data *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 char *game_text_format(game_state *state)
127 {
128 return NULL;
129 }
130
131 static game_ui *new_ui(game_state *state)
132 {
133 return NULL;
134 }
135
136 static void free_ui(game_ui *ui)
137 {
138 }
139
140 char *encode_ui(game_ui *ui)
141 {
142 return NULL;
143 }
144
145 void decode_ui(game_ui *ui, char *encoding)
146 {
147 }
148
149 static void game_changed_state(game_ui *ui, game_state *oldstate,
150 game_state *newstate)
151 {
152 }
153
154 struct game_drawstate {
155 int FIXME;
156 };
157
158 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
159 int x, int y, int button)
160 {
161 return NULL;
162 }
163
164 static game_state *execute_move(game_state *state, char *move)
165 {
166 return NULL;
167 }
168
169 /* ----------------------------------------------------------------------
170 * Drawing routines.
171 */
172
173 static void game_size(game_params *params, game_drawstate *ds,
174 int *x, int *y, int expand)
175 {
176 *x = *y = 200; /* FIXME */
177 }
178
179 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
180 {
181 float *ret = snewn(3 * NCOLOURS, float);
182
183 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
184
185 *ncolours = NCOLOURS;
186 return ret;
187 }
188
189 static game_drawstate *game_new_drawstate(game_state *state)
190 {
191 struct game_drawstate *ds = snew(struct game_drawstate);
192
193 ds->FIXME = 0;
194
195 return ds;
196 }
197
198 static void game_free_drawstate(game_drawstate *ds)
199 {
200 sfree(ds);
201 }
202
203 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
204 game_state *state, int dir, game_ui *ui,
205 float animtime, float flashtime)
206 {
207 /*
208 * The initial contents of the window are not guaranteed and
209 * can vary with front ends. To be on the safe side, all games
210 * should start by drawing a big background-colour rectangle
211 * covering the whole window.
212 */
213 draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
214 }
215
216 static float game_anim_length(game_state *oldstate, game_state *newstate,
217 int dir, game_ui *ui)
218 {
219 return 0.0F;
220 }
221
222 static float game_flash_length(game_state *oldstate, game_state *newstate,
223 int dir, game_ui *ui)
224 {
225 return 0.0F;
226 }
227
228 static int game_wants_statusbar(void)
229 {
230 return FALSE;
231 }
232
233 static int game_timing_state(game_state *state)
234 {
235 return TRUE;
236 }
237
238 #ifdef COMBINED
239 #define thegame nullgame
240 #endif
241
242 const struct game thegame = {
243 "Null Game", NULL,
244 default_params,
245 game_fetch_preset,
246 decode_params,
247 encode_params,
248 free_params,
249 dup_params,
250 FALSE, game_configure, custom_params,
251 validate_params,
252 new_game_desc,
253 validate_desc,
254 new_game,
255 dup_game,
256 free_game,
257 FALSE, solve_game,
258 FALSE, game_text_format,
259 new_ui,
260 free_ui,
261 encode_ui,
262 decode_ui,
263 game_changed_state,
264 interpret_move,
265 execute_move,
266 game_size,
267 game_colours,
268 game_new_drawstate,
269 game_free_drawstate,
270 game_redraw,
271 game_anim_length,
272 game_flash_length,
273 game_wants_statusbar,
274 FALSE, game_timing_state,
275 0, /* mouse_priorities */
276 };