Files
puzzles/nullgame.c
Simon Tatham 6e42ddd31b Implement selection of game seeds, by reusing the config box
mechanism I've just invented (the midend handles the standard game
selection configuration). Each game is now required to validate its
own seed data before attempting to base a game on it and potentially
confusing itself.

[originally from svn r4186]
2004-05-03 08:51:31 +00:00

173 lines
3.1 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 <math.h>
#include "puzzles.h"
const char *const game_name = "Null Game";
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;
}
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)
{
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_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;
}