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