2 * nullgame.c [FIXME]: Template defining the null game (in which no
3 * moves are permitted and nothing is ever drawn). This file exists
4 * solely as a basis for constructing new game definitions - it
5 * helps to have something which will compile from the word go and
6 * merely doesn't _do_ very much yet.
8 * Parts labelled FIXME actually want _removing_ (e.g. the dummy
9 * field in each of the required data structures, and this entire
10 * comment itself) when converting this source file into one
11 * describing a real game.
36 static game_params *default_params(void)
38 game_params *ret = snew(game_params);
45 static int game_fetch_preset(int i, char **name, game_params **params)
50 static void free_params(game_params *params)
55 static game_params *dup_params(game_params *params)
57 game_params *ret = snew(game_params);
58 *ret = *params; /* structure copy */
62 static game_params *decode_params(char const *string)
64 game_params *ret = snew(game_params);
71 static char *encode_params(game_params *params)
73 return dupstr("FIXME");
76 static config_item *game_configure(game_params *params)
81 static game_params *custom_params(config_item *cfg)
86 static char *validate_params(game_params *params)
91 static char *new_game_seed(game_params *params, random_state *rs,
94 return dupstr("FIXME");
97 static void game_free_aux_info(game_aux_info *aux)
99 assert(!"Shouldn't happen");
102 static char *validate_seed(game_params *params, char *seed)
107 static game_state *new_game(game_params *params, char *seed)
109 game_state *state = snew(game_state);
116 static game_state *dup_game(game_state *state)
118 game_state *ret = snew(game_state);
120 ret->FIXME = state->FIXME;
125 static void free_game(game_state *state)
130 static game_state *solve_game(game_state *state, game_aux_info *aux,
136 static char *game_text_format(game_state *state)
141 static game_ui *new_ui(game_state *state)
146 static void free_ui(game_ui *ui)
150 static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
156 /* ----------------------------------------------------------------------
160 struct game_drawstate {
164 static void game_size(game_params *params, int *x, int *y)
166 *x = *y = 200; /* FIXME */
169 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
171 float *ret = snewn(3 * NCOLOURS, float);
173 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
175 *ncolours = NCOLOURS;
179 static game_drawstate *game_new_drawstate(game_state *state)
181 struct game_drawstate *ds = snew(struct game_drawstate);
188 static void game_free_drawstate(game_drawstate *ds)
193 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
194 game_state *state, int dir, game_ui *ui,
195 float animtime, float flashtime)
198 * The initial contents of the window are not guaranteed and
199 * can vary with front ends. To be on the safe side, all games
200 * should start by drawing a big background-colour rectangle
201 * covering the whole window.
203 draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
206 static float game_anim_length(game_state *oldstate, game_state *newstate,
212 static float game_flash_length(game_state *oldstate, game_state *newstate,
218 static int game_wants_statusbar(void)
224 #define thegame nullgame
227 const struct game thegame = {
235 FALSE, game_configure, custom_params,
244 FALSE, game_text_format,
255 game_wants_statusbar,