ref: 9e240e45df4929f77b1a088cffbf7aaa6050ed03
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" enum { COL_BACKGROUND, NCOLOURS }; struct game_params { int FIXME; }; struct game_state { int FIXME; }; static game_params *default_params(void) { game_params *ret = snew(game_params); ret->FIXME = 0; return ret; } static int game_fetch_preset(int i, char **name, game_params **params) { return FALSE; } static void free_params(game_params *params) { sfree(params); } static game_params *dup_params(game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } static game_params *decode_params(char const *string) { game_params *ret = snew(game_params); ret->FIXME = 0; return ret; } static char *encode_params(game_params *params) { return dupstr("FIXME"); } static config_item *game_configure(game_params *params) { return NULL; } static game_params *custom_params(config_item *cfg) { return NULL; } static char *validate_params(game_params *params) { return NULL; } static char *new_game_seed(game_params *params, random_state *rs, game_aux_info **aux) { return dupstr("FIXME"); } void game_free_aux_info(game_aux_info *aux) { assert(!"Shouldn't happen"); } static char *validate_seed(game_params *params, char *seed) { return NULL; } static game_state *new_game(game_params *params, char *seed) { game_state *state = snew(game_state); state->FIXME = 0; return state; } static game_state *dup_game(game_state *state) { game_state *ret = snew(game_state); ret->FIXME = state->FIXME; return ret; } static void free_game(game_state *state) { sfree(state); } static char *game_text_format(game_state *state) { return NULL; } static game_ui *new_ui(game_state *state) { return NULL; } static void free_ui(game_ui *ui) { } static 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; }; static void game_size(game_params *params, int *x, int *y) { *x = *y = 200; /* FIXME */ } static 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; } static game_drawstate *game_new_drawstate(game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); ds->FIXME = 0; return ds; } static void game_free_drawstate(game_drawstate *ds) { sfree(ds); } static 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); } static float game_anim_length(game_state *oldstate, game_state *newstate, int dir) { return 0.0F; } static float game_flash_length(game_state *oldstate, game_state *newstate, int dir) { return 0.0F; } static int game_wants_statusbar(void) { return FALSE; } #ifdef COMBINED #define thegame nullgame #endif const struct game thegame = { "Null Game", NULL, default_params, game_fetch_preset, decode_params, encode_params, free_params, dup_params, FALSE, game_configure, custom_params, validate_params, new_game_seed, game_free_aux_info, validate_seed, new_game, dup_game, free_game, FALSE, game_text_format, new_ui, free_ui, make_move, game_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, game_wants_statusbar, };