ref: 03e455c2c625fdaad509f5cd56382b8b3bb1eb03
dir: /nullgame.c/
/* * nullgame.c [FIXME]: Template defining the null game (in which no * moves are permitted and nothing is ever drawn). This file exists * solely as a basis for constructing new game definitions - it * helps to have something which will compile from the word go and * merely doesn't _do_ very much yet. * * Parts labelled FIXME actually want _removing_ (e.g. the dummy * field in each of the required data structures, and this entire * comment itself) when converting this source file into one * describing a real game. */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <assert.h> #include <ctype.h> #include <math.h> #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 }; struct game_params { int FIXME; }; struct game_state { int FIXME; }; game_params *default_params(void) { game_params *ret = snew(game_params); ret->FIXME = 0; return ret; } int game_fetch_preset(int i, char **name, game_params **params) { return FALSE; } void free_params(game_params *params) { sfree(params); } game_params *dup_params(game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } game_params *decode_params(char const *string) { game_params *ret = snew(game_params); ret->FIXME = 0; return ret; } char *encode_params(game_params *params) { return dupstr("FIXME"); } config_item *game_configure(game_params *params) { return NULL; } game_params *custom_params(config_item *cfg) { return NULL; } char *validate_params(game_params *params) { return NULL; } char *new_game_seed(game_params *params, random_state *rs) { return dupstr("FIXME"); } char *validate_seed(game_params *params, char *seed) { return NULL; } game_state *new_game(game_params *params, char *seed) { game_state *state = snew(game_state); state->FIXME = 0; return state; } game_state *dup_game(game_state *state) { game_state *ret = snew(game_state); ret->FIXME = state->FIXME; return ret; } void free_game(game_state *state) { sfree(state); } game_ui *new_ui(game_state *state) { return NULL; } void free_ui(game_ui *ui) { } game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) { return NULL; } /* ---------------------------------------------------------------------- * Drawing routines. */ struct game_drawstate { int FIXME; }; void game_size(game_params *params, int *x, int *y) { *x = *y = 200; /* FIXME */ } float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); *ncolours = NCOLOURS; return ret; } game_drawstate *game_new_drawstate(game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); ds->FIXME = 0; return ds; } void game_free_drawstate(game_drawstate *ds) { sfree(ds); } void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { /* * The initial contents of the window are not guaranteed and * can vary with front ends. To be on the safe side, all games * should start by drawing a big background-colour rectangle * covering the whole window. */ draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND); } float game_anim_length(game_state *oldstate, game_state *newstate, int dir) { return 0.0F; } float game_flash_length(game_state *oldstate, game_state *newstate, int dir) { return 0.0F; } int game_wants_statusbar(void) { return FALSE; }