chiark / gitweb /
New rule: interpret_move() is passed a pointer to the game_drawstate
[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, int full)
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 *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 int game_can_format_as_text_now(game_params *params)
127 {
128     return TRUE;
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 char *encode_ui(game_ui *ui)
146 {
147     return NULL;
148 }
149
150 static void decode_ui(game_ui *ui, char *encoding)
151 {
152 }
153
154 static void game_changed_state(game_ui *ui, game_state *oldstate,
155                                game_state *newstate)
156 {
157 }
158
159 struct game_drawstate {
160     int tilesize;
161     int FIXME;
162 };
163
164 static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
165                             int x, int y, int button)
166 {
167     return NULL;
168 }
169
170 static game_state *execute_move(game_state *state, char *move)
171 {
172     return NULL;
173 }
174
175 /* ----------------------------------------------------------------------
176  * Drawing routines.
177  */
178
179 static void game_compute_size(game_params *params, int tilesize,
180                               int *x, int *y)
181 {
182     *x = *y = 10 * tilesize;           /* FIXME */
183 }
184
185 static void game_set_size(drawing *dr, game_drawstate *ds,
186                           game_params *params, int tilesize)
187 {
188     ds->tilesize = tilesize;
189 }
190
191 static float *game_colours(frontend *fe, int *ncolours)
192 {
193     float *ret = snewn(3 * NCOLOURS, float);
194
195     frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
196
197     *ncolours = NCOLOURS;
198     return ret;
199 }
200
201 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
202 {
203     struct game_drawstate *ds = snew(struct game_drawstate);
204
205     ds->tilesize = 0;
206     ds->FIXME = 0;
207
208     return ds;
209 }
210
211 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
212 {
213     sfree(ds);
214 }
215
216 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
217                         game_state *state, int dir, game_ui *ui,
218                         float animtime, float flashtime)
219 {
220     /*
221      * The initial contents of the window are not guaranteed and
222      * can vary with front ends. To be on the safe side, all games
223      * should start by drawing a big background-colour rectangle
224      * covering the whole window.
225      */
226     draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
227 }
228
229 static float game_anim_length(game_state *oldstate, game_state *newstate,
230                               int dir, game_ui *ui)
231 {
232     return 0.0F;
233 }
234
235 static float game_flash_length(game_state *oldstate, game_state *newstate,
236                                int dir, game_ui *ui)
237 {
238     return 0.0F;
239 }
240
241 static int game_status(game_state *state)
242 {
243     return 0;
244 }
245
246 static int game_timing_state(game_state *state, game_ui *ui)
247 {
248     return TRUE;
249 }
250
251 static void game_print_size(game_params *params, float *x, float *y)
252 {
253 }
254
255 static void game_print(drawing *dr, game_state *state, int tilesize)
256 {
257 }
258
259 #ifdef COMBINED
260 #define thegame nullgame
261 #endif
262
263 const struct game thegame = {
264     "Null Game", NULL, NULL,
265     default_params,
266     game_fetch_preset,
267     decode_params,
268     encode_params,
269     free_params,
270     dup_params,
271     FALSE, game_configure, custom_params,
272     validate_params,
273     new_game_desc,
274     validate_desc,
275     new_game,
276     dup_game,
277     free_game,
278     FALSE, solve_game,
279     FALSE, game_can_format_as_text_now, game_text_format,
280     new_ui,
281     free_ui,
282     encode_ui,
283     decode_ui,
284     game_changed_state,
285     interpret_move,
286     execute_move,
287     20 /* FIXME */, game_compute_size, game_set_size,
288     game_colours,
289     game_new_drawstate,
290     game_free_drawstate,
291     game_redraw,
292     game_anim_length,
293     game_flash_length,
294     game_status,
295     FALSE, FALSE, game_print_size, game_print,
296     FALSE,                             /* wants_statusbar */
297     FALSE, game_timing_state,
298     0,                                 /* flags */
299 };