chiark / gitweb /
Add a `full' parameter to validate_params(), analogous to the one in
[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_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 static char *encode_ui(game_ui *ui)
141 {
142     return NULL;
143 }
144
145 static 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 tilesize;
156     int FIXME;
157 };
158
159 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
160                             int x, int y, int button)
161 {
162     return NULL;
163 }
164
165 static game_state *execute_move(game_state *state, char *move)
166 {
167     return NULL;
168 }
169
170 /* ----------------------------------------------------------------------
171  * Drawing routines.
172  */
173
174 static void game_compute_size(game_params *params, int tilesize,
175                               int *x, int *y)
176 {
177     *x = *y = 10 * tilesize;           /* FIXME */
178 }
179
180 static void game_set_size(game_drawstate *ds, game_params *params,
181                           int tilesize)
182 {
183     ds->tilesize = tilesize;
184 }
185
186 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
187 {
188     float *ret = snewn(3 * NCOLOURS, float);
189
190     frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
191
192     *ncolours = NCOLOURS;
193     return ret;
194 }
195
196 static game_drawstate *game_new_drawstate(game_state *state)
197 {
198     struct game_drawstate *ds = snew(struct game_drawstate);
199
200     ds->tilesize = 0;
201     ds->FIXME = 0;
202
203     return ds;
204 }
205
206 static void game_free_drawstate(game_drawstate *ds)
207 {
208     sfree(ds);
209 }
210
211 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
212                         game_state *state, int dir, game_ui *ui,
213                         float animtime, float flashtime)
214 {
215     /*
216      * The initial contents of the window are not guaranteed and
217      * can vary with front ends. To be on the safe side, all games
218      * should start by drawing a big background-colour rectangle
219      * covering the whole window.
220      */
221     draw_rect(fe, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
222 }
223
224 static float game_anim_length(game_state *oldstate, game_state *newstate,
225                               int dir, game_ui *ui)
226 {
227     return 0.0F;
228 }
229
230 static float game_flash_length(game_state *oldstate, game_state *newstate,
231                                int dir, game_ui *ui)
232 {
233     return 0.0F;
234 }
235
236 static int game_wants_statusbar(void)
237 {
238     return FALSE;
239 }
240
241 static int game_timing_state(game_state *state)
242 {
243     return TRUE;
244 }
245
246 #ifdef COMBINED
247 #define thegame nullgame
248 #endif
249
250 const struct game thegame = {
251     "Null Game", NULL,
252     default_params,
253     game_fetch_preset,
254     decode_params,
255     encode_params,
256     free_params,
257     dup_params,
258     FALSE, game_configure, custom_params,
259     validate_params,
260     new_game_desc,
261     validate_desc,
262     new_game,
263     dup_game,
264     free_game,
265     FALSE, solve_game,
266     FALSE, game_text_format,
267     new_ui,
268     free_ui,
269     encode_ui,
270     decode_ui,
271     game_changed_state,
272     interpret_move,
273     execute_move,
274     20 /* FIXME */, game_compute_size, game_set_size,
275     game_colours,
276     game_new_drawstate,
277     game_free_drawstate,
278     game_redraw,
279     game_anim_length,
280     game_flash_length,
281     game_wants_statusbar,
282     FALSE, game_timing_state,
283     0,                                 /* mouse_priorities */
284 };