chiark / gitweb /
Another function pair required for serialisation; these ones save
[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                            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 char *solve_game(game_state *state, game_state *currstate,
126                         game_aux_info *aux, 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 char *encode_ui(game_ui *ui)
146 {
147     return NULL;
148 }
149
150 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 FIXME;
161 };
162
163 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
164                             int x, int y, int button)
165 {
166     return NULL;
167 }
168
169 static game_state *execute_move(game_state *state, char *move)
170 {
171     return NULL;
172 }
173
174 /* ----------------------------------------------------------------------
175  * Drawing routines.
176  */
177
178 static void game_size(game_params *params, game_drawstate *ds,
179                       int *x, int *y, int expand)
180 {
181     *x = *y = 200;                     /* FIXME */
182 }
183
184 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
185 {
186     float *ret = snewn(3 * NCOLOURS, float);
187
188     frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
189
190     *ncolours = NCOLOURS;
191     return ret;
192 }
193
194 static game_drawstate *game_new_drawstate(game_state *state)
195 {
196     struct game_drawstate *ds = snew(struct game_drawstate);
197
198     ds->FIXME = 0;
199
200     return ds;
201 }
202
203 static void game_free_drawstate(game_drawstate *ds)
204 {
205     sfree(ds);
206 }
207
208 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
209                         game_state *state, int dir, game_ui *ui,
210                         float animtime, float flashtime)
211 {
212     /*
213      * The initial contents of the window are not guaranteed and
214      * can vary with front ends. To be on the safe side, all games
215      * should start by drawing a big background-colour rectangle
216      * covering the whole window.
217      */
218     draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
219 }
220
221 static float game_anim_length(game_state *oldstate, game_state *newstate,
222                               int dir, game_ui *ui)
223 {
224     return 0.0F;
225 }
226
227 static float game_flash_length(game_state *oldstate, game_state *newstate,
228                                int dir, game_ui *ui)
229 {
230     return 0.0F;
231 }
232
233 static int game_wants_statusbar(void)
234 {
235     return FALSE;
236 }
237
238 static int game_timing_state(game_state *state)
239 {
240     return TRUE;
241 }
242
243 #ifdef COMBINED
244 #define thegame nullgame
245 #endif
246
247 const struct game thegame = {
248     "Null Game", NULL,
249     default_params,
250     game_fetch_preset,
251     decode_params,
252     encode_params,
253     free_params,
254     dup_params,
255     FALSE, game_configure, custom_params,
256     validate_params,
257     new_game_desc,
258     game_free_aux_info,
259     validate_desc,
260     new_game,
261     dup_game,
262     free_game,
263     FALSE, solve_game,
264     FALSE, game_text_format,
265     new_ui,
266     free_ui,
267     encode_ui,
268     decode_ui,
269     game_changed_state,
270     interpret_move,
271     execute_move,
272     game_size,
273     game_colours,
274     game_new_drawstate,
275     game_free_drawstate,
276     game_redraw,
277     game_anim_length,
278     game_flash_length,
279     game_wants_statusbar,
280     FALSE, game_timing_state,
281     0,                                 /* mouse_priorities */
282 };