ref: 245e4f8ab45f6b2f74923a9a7a189f87c5d2152c
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 bool 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(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ return ret; } static void decode_params(game_params *params, char const *string) { } static char *encode_params(const game_params *params, bool full) { return dupstr("FIXME"); } static config_item *game_configure(const game_params *params) { return NULL; } static game_params *custom_params(const config_item *cfg) { return NULL; } static const char *validate_params(const game_params *params, bool full) { return NULL; } static char *new_game_desc(const game_params *params, random_state *rs, char **aux, bool interactive) { return dupstr("FIXME"); } static const char *validate_desc(const game_params *params, const char *desc) { return NULL; } static game_state *new_game(midend *me, const game_params *params, const char *desc) { game_state *state = snew(game_state); state->FIXME = 0; return state; } static game_state *dup_game(const 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 *solve_game(const game_state *state, const game_state *currstate, const char *aux, const char **error) { return NULL; } static bool game_can_format_as_text_now(const game_params *params) { return true; } static char *game_text_format(const game_state *state) { return NULL; } static game_ui *new_ui(const game_state *state) { return NULL; } static void free_ui(game_ui *ui) { } static char *encode_ui(const game_ui *ui) { return NULL; } static void decode_ui(game_ui *ui, const char *encoding) { } static void game_changed_state(game_ui *ui, const game_state *oldstate, const game_state *newstate) { } struct game_drawstate { int tilesize; int FIXME; }; static char *interpret_move(const game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { return NULL; } static game_state *execute_move(const game_state *state, const char *move) { return NULL; } /* ---------------------------------------------------------------------- * Drawing routines. */ static void game_compute_size(const game_params *params, int tilesize, int *x, int *y) { *x = *y = 10 * tilesize; /* FIXME */ } static void game_set_size(drawing *dr, game_drawstate *ds, const game_params *params, int tilesize) { ds->tilesize = tilesize; } static float *game_colours(frontend *fe, 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(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); ds->tilesize = 0; ds->FIXME = 0; return ds; } static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds); } static void game_redraw(drawing *dr, game_drawstate *ds, const game_state *oldstate, const game_state *state, int dir, const 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(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND); draw_update(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize); } static float game_anim_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static float game_flash_length(const game_state *oldstate, const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } static void game_get_cursor_location(const game_ui *ui, const game_drawstate *ds, const game_state *state, const game_params *params, int *x, int *y, int *w, int *h) { } static int game_status(const game_state *state) { return 0; } static bool game_timing_state(const game_state *state, game_ui *ui) { return true; } static void game_print_size(const game_params *params, float *x, float *y) { } static void game_print(drawing *dr, const game_state *state, int tilesize) { } #ifdef COMBINED #define thegame nullgame #endif const struct game thegame = { "Null Game", NULL, NULL, default_params, game_fetch_preset, NULL, decode_params, encode_params, free_params, dup_params, false, game_configure, custom_params, validate_params, new_game_desc, validate_desc, new_game, dup_game, free_game, false, solve_game, false, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, decode_ui, NULL, /* game_request_keys */ game_changed_state, interpret_move, execute_move, 20 /* FIXME */, game_compute_size, game_set_size, game_colours, game_new_drawstate, game_free_drawstate, game_redraw, game_anim_length, game_flash_length, game_get_cursor_location, game_status, false, false, game_print_size, game_print, false, /* wants_statusbar */ false, game_timing_state, 0, /* flags */ };