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.
22 const char *const game_name
= "Null Game";
23 const int game_can_configure
= FALSE
;
38 game_params
*default_params(void)
40 game_params
*ret
= snew(game_params
);
47 int game_fetch_preset(int i
, char **name
, game_params
**params
)
52 void free_params(game_params
*params
)
57 game_params
*dup_params(game_params
*params
)
59 game_params
*ret
= snew(game_params
);
60 *ret
= *params
; /* structure copy */
64 config_item
*game_configure(game_params
*params
)
69 game_params
*custom_params(config_item
*cfg
)
74 char *validate_params(game_params
*params
)
79 char *new_game_seed(game_params
*params
, random_state
*rs
)
81 return dupstr("FIXME");
84 char *validate_seed(game_params
*params
, char *seed
)
89 game_state
*new_game(game_params
*params
, char *seed
)
91 game_state
*state
= snew(game_state
);
98 game_state
*dup_game(game_state
*state
)
100 game_state
*ret
= snew(game_state
);
102 ret
->FIXME
= state
->FIXME
;
107 void free_game(game_state
*state
)
112 game_ui
*new_ui(game_state
*state
)
117 void free_ui(game_ui
*ui
)
121 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
126 /* ----------------------------------------------------------------------
130 struct game_drawstate
{
134 void game_size(game_params
*params
, int *x
, int *y
)
136 *x
= *y
= 200; /* FIXME */
139 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
141 float *ret
= snewn(3 * NCOLOURS
, float);
143 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
145 *ncolours
= NCOLOURS
;
149 game_drawstate
*game_new_drawstate(game_state
*state
)
151 struct game_drawstate
*ds
= snew(struct game_drawstate
);
158 void game_free_drawstate(game_drawstate
*ds
)
163 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
164 game_state
*state
, game_ui
*ui
,
165 float animtime
, float flashtime
)
168 * The initial contents of the window are not guaranteed and
169 * can vary with front ends. To be on the safe side, all games
170 * should start by drawing a big background-colour rectangle
171 * covering the whole window.
173 draw_rect(fe
, 0, 0, 200, 200, COL_BACKGROUND
);
176 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
181 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
186 int game_wants_statusbar(void)