Files
puzzles/nullgame.c
Simon Tatham 137c1d7bbd Added a help file, mostly thanks to Jacob.
[originally from svn r4460]
2004-08-16 12:23:56 +00:00

206 lines
3.8 KiB
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, 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)
{
return 0.0F;
}
float game_flash_length(game_state *oldstate, game_state *newstate)
{
return 0.0F;
}
int game_wants_statusbar(void)
{
return FALSE;
}