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.
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.
36 static game_params *default_params(void)
38 game_params *ret = snew(game_params);
45 static int game_fetch_preset(int i, char **name, game_params **params)
50 static void free_params(game_params *params)
55 static game_params *dup_params(const game_params *params)
57 game_params *ret = snew(game_params);
58 *ret = *params; /* structure copy */
62 static void decode_params(game_params *params, char const *string)
66 static char *encode_params(const game_params *params, int full)
68 return dupstr("FIXME");
71 static config_item *game_configure(const game_params *params)
76 static game_params *custom_params(const config_item *cfg)
81 static char *validate_params(const game_params *params, int full)
86 static char *new_game_desc(const game_params *params, random_state *rs,
87 char **aux, int interactive)
89 return dupstr("FIXME");
92 static char *validate_desc(const game_params *params, const char *desc)
97 static game_state *new_game(midend *me, const game_params *params,
100 game_state *state = snew(game_state);
107 static game_state *dup_game(const game_state *state)
109 game_state *ret = snew(game_state);
111 ret->FIXME = state->FIXME;
116 static void free_game(game_state *state)
121 static char *solve_game(const game_state *state, const game_state *currstate,
122 const char *aux, char **error)
127 static int game_can_format_as_text_now(const game_params *params)
132 static char *game_text_format(const game_state *state)
137 static game_ui *new_ui(const game_state *state)
142 static void free_ui(game_ui *ui)
146 static char *encode_ui(const game_ui *ui)
151 static void decode_ui(game_ui *ui, const char *encoding)
155 static void game_changed_state(game_ui *ui, const game_state *oldstate,
156 const game_state *newstate)
160 struct game_drawstate {
165 static char *interpret_move(const game_state *state, game_ui *ui,
166 const game_drawstate *ds,
167 int x, int y, int button)
172 static game_state *execute_move(const game_state *state, const char *move)
177 /* ----------------------------------------------------------------------
181 static void game_compute_size(const game_params *params, int tilesize,
184 *x = *y = 10 * tilesize; /* FIXME */
187 static void game_set_size(drawing *dr, game_drawstate *ds,
188 const game_params *params, int tilesize)
190 ds->tilesize = tilesize;
193 static float *game_colours(frontend *fe, int *ncolours)
195 float *ret = snewn(3 * NCOLOURS, float);
197 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
199 *ncolours = NCOLOURS;
203 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
205 struct game_drawstate *ds = snew(struct game_drawstate);
213 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
218 static void game_redraw(drawing *dr, game_drawstate *ds,
219 const game_state *oldstate, const game_state *state,
220 int dir, const game_ui *ui,
221 float animtime, float flashtime)
224 * The initial contents of the window are not guaranteed and
225 * can vary with front ends. To be on the safe side, all games
226 * should start by drawing a big background-colour rectangle
227 * covering the whole window.
229 draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
230 draw_update(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize);
233 static float game_anim_length(const game_state *oldstate,
234 const game_state *newstate, int dir, game_ui *ui)
239 static float game_flash_length(const game_state *oldstate,
240 const game_state *newstate, int dir, game_ui *ui)
245 static int game_status(const game_state *state)
250 static int game_timing_state(const game_state *state, game_ui *ui)
255 static void game_print_size(const game_params *params, float *x, float *y)
259 static void game_print(drawing *dr, const game_state *state, int tilesize)
264 #define thegame nullgame
267 const struct game thegame = {
268 "Null Game", NULL, NULL,
270 game_fetch_preset, NULL,
275 FALSE, game_configure, custom_params,
283 FALSE, game_can_format_as_text_now, game_text_format,
291 20 /* FIXME */, game_compute_size, game_set_size,
299 FALSE, FALSE, game_print_size, game_print,
300 FALSE, /* wants_statusbar */
301 FALSE, game_timing_state,