ref: 4e5a0a3d67e95f515f8bef7cb9bbd103cab89aa7
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 <math.h> #include "puzzles.h" const char *const game_name = "Null Game"; 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; } char *new_game_seed(game_params *params) { return dupstr("FIXME"); } 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_state *make_move(game_state *from, 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, float animtime, float flashtime) { } float game_anim_length(game_state *oldstate, game_state *newstate) { return 0.0F; } float game_flash_length(game_state *oldstate, game_state *newstate) { return 0.0F; } int game_wants_statusbar(void) { return FALSE; }