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 void decode_params(game_params *params, char const *string)
66 static char *encode_params(game_params *params, int full)
68 return dupstr("FIXME");
71 static config_item *game_configure(game_params *params)
76 static game_params *custom_params(config_item *cfg)
81 static char *validate_params(game_params *params)
86 static char *new_game_desc(game_params *params, random_state *rs,
87 game_aux_info **aux, int interactive)
89 return dupstr("FIXME");
92 static void game_free_aux_info(game_aux_info *aux)
94 assert(!"Shouldn't happen");
97 static char *validate_desc(game_params *params, char *desc)
102 static game_state *new_game(midend_data *me, game_params *params, char *desc)
104 game_state *state = snew(game_state);
111 static game_state *dup_game(game_state *state)
113 game_state *ret = snew(game_state);
115 ret->FIXME = state->FIXME;
120 static void free_game(game_state *state)
125 static char *solve_game(game_state *state, game_state *currstate,
126 game_aux_info *aux, char **error)
131 static char *game_text_format(game_state *state)
136 static game_ui *new_ui(game_state *state)
141 static void free_ui(game_ui *ui)
145 static void game_changed_state(game_ui *ui, game_state *oldstate,
146 game_state *newstate)
150 struct game_drawstate {
154 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
155 int x, int y, int button)
160 static game_state *execute_move(game_state *state, char *move)
165 /* ----------------------------------------------------------------------
169 static void game_size(game_params *params, game_drawstate *ds,
170 int *x, int *y, int expand)
172 *x = *y = 200; /* FIXME */
175 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
177 float *ret = snewn(3 * NCOLOURS, float);
179 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
181 *ncolours = NCOLOURS;
185 static game_drawstate *game_new_drawstate(game_state *state)
187 struct game_drawstate *ds = snew(struct game_drawstate);
194 static void game_free_drawstate(game_drawstate *ds)
199 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
200 game_state *state, int dir, game_ui *ui,
201 float animtime, float flashtime)
204 * The initial contents of the window are not guaranteed and
205 * can vary with front ends. To be on the safe side, all games
206 * should start by drawing a big background-colour rectangle
207 * covering the whole window.
209 draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
212 static float game_anim_length(game_state *oldstate, game_state *newstate,
213 int dir, game_ui *ui)
218 static float game_flash_length(game_state *oldstate, game_state *newstate,
219 int dir, game_ui *ui)
224 static int game_wants_statusbar(void)
229 static int game_timing_state(game_state *state)
235 #define thegame nullgame
238 const struct game thegame = {
246 FALSE, game_configure, custom_params,
255 FALSE, game_text_format,
268 game_wants_statusbar,
269 FALSE, game_timing_state,
270 0, /* mouse_priorities */