chiark / gitweb /
Fix completion checking in Killer Solo.
[sgt-puzzles.git] / nullgame.c
index a318131f986e7cffcda7c242353e4608cbfb1738..5e5a07385ec3a9b5bbe4573d99f5f90dffbde747 100644 (file)
 
 #include "puzzles.h"
 
-const char *const game_name = "Null Game";
-const char *const game_winhelp_topic = NULL;
-const int game_can_configure = FALSE;
-
 enum {
     COL_BACKGROUND,
     NCOLOURS
@@ -37,7 +33,7 @@ struct game_state {
     int FIXME;
 };
 
-game_params *default_params(void)
+static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
@@ -46,63 +42,60 @@ game_params *default_params(void)
     return ret;
 }
 
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
 {
     return FALSE;
 }
 
-void free_params(game_params *params)
+static void free_params(game_params *params)
 {
     sfree(params);
 }
 
-game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
 {
     game_params *ret = snew(game_params);
     *ret = *params;                   /* structure copy */
     return ret;
 }
 
-game_params *decode_params(char const *string)
+static void decode_params(game_params *params, char const *string)
 {
-    game_params *ret = snew(game_params);
-
-    ret->FIXME = 0;
-
-    return ret;
 }
 
-char *encode_params(game_params *params)
+static char *encode_params(const game_params *params, int full)
 {
     return dupstr("FIXME");
 }
 
-config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
 {
     return NULL;
 }
 
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
 {
     return NULL;
 }
 
-char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
 {
     return NULL;
 }
 
-char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_desc(const game_params *params, random_state *rs,
+                          char **aux, int interactive)
 {
     return dupstr("FIXME");
 }
 
-char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     return NULL;
 }
 
-game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(midend *me, const game_params *params,
+                            const char *desc)
 {
     game_state *state = snew(game_state);
 
@@ -111,7 +104,7 @@ game_state *new_game(game_params *params, char *seed)
     return state;
 }
 
-game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
 {
     game_state *ret = snew(game_state);
 
@@ -120,39 +113,84 @@ game_state *dup_game(game_state *state)
     return ret;
 }
 
-void free_game(game_state *state)
+static void free_game(game_state *state)
 {
     sfree(state);
 }
 
-game_ui *new_ui(game_state *state)
+static char *solve_game(const game_state *state, const game_state *currstate,
+                        const char *aux, char **error)
 {
     return NULL;
 }
 
-void free_ui(game_ui *ui)
+static int game_can_format_as_text_now(const game_params *params)
 {
+    return TRUE;
 }
 
-game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
+static char *game_text_format(const game_state *state)
 {
     return NULL;
 }
 
-/* ----------------------------------------------------------------------
- * Drawing routines.
- */
+static game_ui *new_ui(const game_state *state)
+{
+    return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+                               const game_state *newstate)
+{
+}
 
 struct game_drawstate {
+    int tilesize;
     int FIXME;
 };
 
-void game_size(game_params *params, int *x, int *y)
+static char *interpret_move(const game_state *state, game_ui *ui,
+                            const game_drawstate *ds,
+                            int x, int y, int button)
+{
+    return NULL;
+}
+
+static game_state *execute_move(const game_state *state, const char *move)
+{
+    return NULL;
+}
+
+/* ----------------------------------------------------------------------
+ * Drawing routines.
+ */
+
+static void game_compute_size(const game_params *params, int tilesize,
+                              int *x, int *y)
+{
+    *x = *y = 10 * tilesize;          /* FIXME */
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                          const game_params *params, int tilesize)
 {
-    *x = *y = 200;                     /* FIXME */
+    ds->tilesize = tilesize;
 }
 
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
@@ -162,23 +200,25 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
     return ret;
 }
 
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
 
+    ds->tilesize = 0;
     ds->FIXME = 0;
 
     return ds;
 }
 
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds);
 }
 
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                 game_state *state, game_ui *ui,
-                 float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+                        const game_state *oldstate, const game_state *state,
+                        int dir, const game_ui *ui,
+                        float animtime, float flashtime)
 {
     /*
      * The initial contents of the window are not guaranteed and
@@ -186,20 +226,78 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
      * should start by drawing a big background-colour rectangle
      * covering the whole window.
      */
-    draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
+    draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
+    draw_update(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize);
 }
 
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(const game_state *oldstate,
+                              const game_state *newstate, int dir, game_ui *ui)
 {
     return 0.0F;
 }
 
-float game_flash_length(game_state *oldstate, game_state *newstate)
+static float game_flash_length(const game_state *oldstate,
+                               const game_state *newstate, int dir, game_ui *ui)
 {
     return 0.0F;
 }
 
-int game_wants_statusbar(void)
+static int game_status(const game_state *state)
 {
-    return FALSE;
+    return 0;
 }
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+    return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
+#ifdef COMBINED
+#define thegame nullgame
+#endif
+
+const struct game thegame = {
+    "Null Game", NULL, NULL,
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_params,
+    FALSE, game_configure, custom_params,
+    validate_params,
+    new_game_desc,
+    validate_desc,
+    new_game,
+    dup_game,
+    free_game,
+    FALSE, solve_game,
+    FALSE, game_can_format_as_text_now, game_text_format,
+    new_ui,
+    free_ui,
+    encode_ui,
+    decode_ui,
+    game_changed_state,
+    interpret_move,
+    execute_move,
+    20 /* FIXME */, game_compute_size, game_set_size,
+    game_colours,
+    game_new_drawstate,
+    game_free_drawstate,
+    game_redraw,
+    game_anim_length,
+    game_flash_length,
+    game_status,
+    FALSE, FALSE, game_print_size, game_print,
+    FALSE,                            /* wants_statusbar */
+    FALSE, game_timing_state,
+    0,                                /* flags */
+};