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.
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.
36 static game_params
*default_params(void)
38 game_params
*ret
= snew(game_params
);
45 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
50 static void free_params(game_params
*params
)
55 static game_params
*dup_params(game_params
*params
)
57 game_params
*ret
= snew(game_params
);
58 *ret
= *params
; /* structure copy */
62 static void decode_params(game_params
*params
, char const *string
)
66 static char *encode_params(game_params
*params
, int full
)
68 return dupstr("FIXME");
71 static config_item
*game_configure(game_params
*params
)
76 static game_params
*custom_params(config_item
*cfg
)
81 static char *validate_params(game_params
*params
, int full
)
86 static char *new_game_desc(game_params
*params
, random_state
*rs
,
87 char **aux
, int interactive
)
89 return dupstr("FIXME");
92 static char *validate_desc(game_params
*params
, char *desc
)
97 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
99 game_state
*state
= snew(game_state
);
106 static game_state
*dup_game(game_state
*state
)
108 game_state
*ret
= snew(game_state
);
110 ret
->FIXME
= state
->FIXME
;
115 static void free_game(game_state
*state
)
120 static char *solve_game(game_state
*state
, game_state
*currstate
,
121 char *aux
, char **error
)
126 static char *game_text_format(game_state
*state
)
131 static game_ui
*new_ui(game_state
*state
)
136 static void free_ui(game_ui
*ui
)
140 static char *encode_ui(game_ui
*ui
)
145 static void decode_ui(game_ui
*ui
, char *encoding
)
149 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
150 game_state
*newstate
)
154 struct game_drawstate
{
159 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
160 int x
, int y
, int button
)
165 static game_state
*execute_move(game_state
*state
, char *move
)
170 /* ----------------------------------------------------------------------
174 static void game_compute_size(game_params
*params
, int tilesize
,
177 *x
= *y
= 10 * tilesize
; /* FIXME */
180 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
181 game_params
*params
, int tilesize
)
183 ds
->tilesize
= tilesize
;
186 static float *game_colours(frontend
*fe
, int *ncolours
)
188 float *ret
= snewn(3 * NCOLOURS
, float);
190 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
192 *ncolours
= NCOLOURS
;
196 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
198 struct game_drawstate
*ds
= snew(struct game_drawstate
);
206 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
211 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
212 game_state
*state
, int dir
, game_ui
*ui
,
213 float animtime
, float flashtime
)
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.
221 draw_rect(dr
, 0, 0, 10*ds
->tilesize
, 10*ds
->tilesize
, COL_BACKGROUND
);
224 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
225 int dir
, game_ui
*ui
)
230 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
231 int dir
, game_ui
*ui
)
236 static int game_timing_state(game_state
*state
, game_ui
*ui
)
241 static void game_print_size(game_params
*params
, float *x
, float *y
)
245 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
250 #define thegame nullgame
253 const struct game thegame
= {
254 "Null Game", NULL
, NULL
,
261 FALSE
, game_configure
, custom_params
,
269 FALSE
, game_text_format
,
277 20 /* FIXME */, game_compute_size
, game_set_size
,
284 FALSE
, FALSE
, game_print_size
, game_print
,
285 FALSE
, /* wants_statusbar */
286 FALSE
, game_timing_state
,