chiark / gitweb /
26307e11452e2225e551a00c2cf01c8e85c634b9
[sgt-puzzles.git] / 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 };