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nullgame.c
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nullgame.c
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/*
* 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"
enum {
COL_BACKGROUND,
NCOLOURS
};
struct game_params {
int FIXME;
};
struct game_state {
int FIXME;
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->FIXME = 0;
return ret;
}
static bool game_fetch_preset(int i, char **name, game_params **params)
{
return false;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *params, char const *string)
{
}
static char *encode_params(const game_params *params, bool full)
{
return dupstr("FIXME");
}
static config_item *game_configure(const game_params *params)
{
return NULL;
}
static game_params *custom_params(const config_item *cfg)
{
return NULL;
}
static const char *validate_params(const game_params *params, bool full)
{
return NULL;
}
static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, bool interactive)
{
return dupstr("FIXME");
}
static const char *validate_desc(const game_params *params, const char *desc)
{
return NULL;
}
static game_state *new_game(midend *me, const game_params *params,
const char *desc)
{
game_state *state = snew(game_state);
state->FIXME = 0;
return state;
}
static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
ret->FIXME = state->FIXME;
return ret;
}
static void free_game(game_state *state)
{
sfree(state);
}
static char *solve_game(const game_state *state, const game_state *currstate,
const char *aux, const char **error)
{
return NULL;
}
static bool game_can_format_as_text_now(const game_params *params)
{
return true;
}
static char *game_text_format(const game_state *state)
{
return NULL;
}
static game_ui *new_ui(const game_state *state)
{
return NULL;
}
static void free_ui(game_ui *ui)
{
}
static char *encode_ui(const game_ui *ui)
{
return NULL;
}
static void decode_ui(game_ui *ui, const char *encoding)
{
}
static void game_changed_state(game_ui *ui, const game_state *oldstate,
const game_state *newstate)
{
}
struct game_drawstate {
int tilesize;
int FIXME;
};
static char *interpret_move(const game_state *state, game_ui *ui,
const game_drawstate *ds,
int x, int y, int button)
{
return NULL;
}
static game_state *execute_move(const game_state *state, const char *move)
{
return NULL;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
static void game_compute_size(const game_params *params, int tilesize,
int *x, int *y)
{
*x = *y = 10 * tilesize; /* FIXME */
}
static void game_set_size(drawing *dr, game_drawstate *ds,
const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
ds->tilesize = 0;
ds->FIXME = 0;
return ds;
}
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds);
}
static void game_redraw(drawing *dr, game_drawstate *ds,
const game_state *oldstate, const game_state *state,
int dir, const 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(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
draw_update(dr, 0, 0, 10*ds->tilesize, 10*ds->tilesize);
}
static float game_anim_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(const game_state *oldstate,
const game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
static void game_get_cursor_location(const game_ui *ui,
const game_drawstate *ds,
const game_state *state,
const game_params *params,
int *x, int *y, int *w, int *h)
{
}
static int game_status(const game_state *state)
{
return 0;
}
static bool game_timing_state(const game_state *state, game_ui *ui)
{
return true;
}
static void game_print_size(const game_params *params, float *x, float *y)
{
}
static void game_print(drawing *dr, const game_state *state, int tilesize)
{
}
#ifdef COMBINED
#define thegame nullgame
#endif
const struct game thegame = {
"Null Game", NULL, NULL,
default_params,
game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
dup_params,
false, game_configure, custom_params,
validate_params,
new_game_desc,
validate_desc,
new_game,
dup_game,
free_game,
false, solve_game,
false, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
decode_ui,
NULL, /* game_request_keys */
game_changed_state,
interpret_move,
execute_move,
20 /* FIXME */, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_get_cursor_location,
game_status,
false, false, game_print_size, game_print,
false, /* wants_statusbar */
false, game_timing_state,
0, /* flags */
};