Prepare to release sgt-puzzles (20170606.272beef-1).
[sgt-puzzles.git] / nullgame.c
blob183b1e39c259f69f42b72c16ba032d220f471091
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.
14 #include <stdio.h>
15 #include <stdlib.h>
16 #include <string.h>
17 #include <assert.h>
18 #include <ctype.h>
19 #include <math.h>
21 #include "puzzles.h"
23 enum {
24 COL_BACKGROUND,
25 NCOLOURS
28 struct game_params {
29 int FIXME;
32 struct game_state {
33 int FIXME;
36 static game_params *default_params(void)
38 game_params *ret = snew(game_params);
40 ret->FIXME = 0;
42 return ret;
45 static int game_fetch_preset(int i, char **name, game_params **params)
47 return FALSE;
50 static void free_params(game_params *params)
52 sfree(params);
55 static game_params *dup_params(const game_params *params)
57 game_params *ret = snew(game_params);
58 *ret = *params; /* structure copy */
59 return ret;
62 static void decode_params(game_params *params, char const *string)
66 static char *encode_params(const game_params *params, int full)
68 return dupstr("FIXME");
71 static config_item *game_configure(const game_params *params)
73 return NULL;
76 static game_params *custom_params(const config_item *cfg)
78 return NULL;
81 static char *validate_params(const game_params *params, int full)
83 return NULL;
86 static char *new_game_desc(const game_params *params, random_state *rs,
87 char **aux, int interactive)
89 return dupstr("FIXME");
92 static char *validate_desc(const game_params *params, const char *desc)
94 return NULL;
97 static game_state *new_game(midend *me, const game_params *params,
98 const char *desc)
100 game_state *state = snew(game_state);
102 state->FIXME = 0;
104 return state;
107 static game_state *dup_game(const game_state *state)
109 game_state *ret = snew(game_state);
111 ret->FIXME = state->FIXME;
113 return ret;
116 static void free_game(game_state *state)
118 sfree(state);
121 static char *solve_game(const game_state *state, const game_state *currstate,
122 const char *aux, char **error)
124 return NULL;
127 static int game_can_format_as_text_now(const game_params *params)
129 return TRUE;
132 static char *game_text_format(const game_state *state)
134 return NULL;
137 static game_ui *new_ui(const game_state *state)
139 return NULL;
142 static void free_ui(game_ui *ui)
146 static char *encode_ui(const game_ui *ui)
148 return NULL;
151 static void decode_ui(game_ui *ui, const char *encoding)
155 static void game_changed_state(game_ui *ui, const game_state *oldstate,
156 const game_state *newstate)
160 struct game_drawstate {
161 int tilesize;
162 int FIXME;
165 static char *interpret_move(const game_state *state, game_ui *ui,
166 const game_drawstate *ds,
167 int x, int y, int button)
169 return NULL;
172 static game_state *execute_move(const game_state *state, const char *move)
174 return NULL;
177 /* ----------------------------------------------------------------------
178 * Drawing routines.
181 static void game_compute_size(const game_params *params, int tilesize,
182 int *x, int *y)
184 *x = *y = 10 * tilesize; /* FIXME */
187 static void game_set_size(drawing *dr, game_drawstate *ds,
188 const game_params *params, int tilesize)
190 ds->tilesize = tilesize;
193 static float *game_colours(frontend *fe, int *ncolours)
195 float *ret = snewn(3 * NCOLOURS, float);
197 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
199 *ncolours = NCOLOURS;
200 return ret;
203 static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
205 struct game_drawstate *ds = snew(struct game_drawstate);
207 ds->tilesize = 0;
208 ds->FIXME = 0;
210 return ds;
213 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
215 sfree(ds);
218 static void game_redraw(drawing *dr, game_drawstate *ds,
219 const game_state *oldstate, const game_state *state,
220 int dir, const game_ui *ui,
221 float animtime, float flashtime)
224 * The initial contents of the window are not guaranteed and
225 * can vary with front ends. To be on the safe side, all games
226 * should start by drawing a big background-colour rectangle
227 * covering the whole window.
229 draw_rect(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
230 draw_update(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize);
233 static float game_anim_length(const game_state *oldstate,
234 const game_state *newstate, int dir, game_ui *ui)
236 return 0.0F;
239 static float game_flash_length(const game_state *oldstate,
240 const game_state *newstate, int dir, game_ui *ui)
242 return 0.0F;
245 static int game_status(const game_state *state)
247 return 0;
250 static int game_timing_state(const game_state *state, game_ui *ui)
252 return TRUE;
255 static void game_print_size(const game_params *params, float *x, float *y)
259 static void game_print(drawing *dr, const game_state *state, int tilesize)
263 #ifdef COMBINED
264 #define thegame nullgame
265 #endif
267 const struct game thegame = {
268 "Null Game", NULL, NULL,
269 default_params,
270 game_fetch_preset, NULL,
271 decode_params,
272 encode_params,
273 free_params,
274 dup_params,
275 FALSE, game_configure, custom_params,
276 validate_params,
277 new_game_desc,
278 validate_desc,
279 new_game,
280 dup_game,
281 free_game,
282 FALSE, solve_game,
283 FALSE, game_can_format_as_text_now, game_text_format,
284 new_ui,
285 free_ui,
286 encode_ui,
287 decode_ui,
288 game_changed_state,
289 interpret_move,
290 execute_move,
291 20 /* FIXME */, game_compute_size, game_set_size,
292 game_colours,
293 game_new_drawstate,
294 game_free_drawstate,
295 game_redraw,
296 game_anim_length,
297 game_flash_length,
298 game_status,
299 FALSE, FALSE, game_print_size, game_print,
300 FALSE, /* wants_statusbar */
301 FALSE, game_timing_state,
302 0, /* flags */