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Brand new difficulty level in Solo. The other day Gareth and I
[sgt/puzzles]
/
nullgame.c
diff --git
a/nullgame.c
b/nullgame.c
index
212d5c2
..
6463bf7
100644
(file)
--- a/
nullgame.c
+++ b/
nullgame.c
@@
-94,7
+94,7
@@
static char *validate_desc(game_params *params, char *desc)
return NULL;
}
return NULL;
}
-static game_state *new_game(midend
_data
*me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
{
game_state *state = snew(game_state);
@@
-177,8
+177,8
@@
static void game_compute_size(game_params *params, int tilesize,
*x = *y = 10 * tilesize; /* FIXME */
}
*x = *y = 10 * tilesize; /* FIXME */
}
-static void game_set_size(
game_drawstate *ds, game_params *param
s,
- int tilesize)
+static void game_set_size(
drawing *dr, game_drawstate *d
s,
+
game_params *params,
int tilesize)
{
ds->tilesize = tilesize;
}
{
ds->tilesize = tilesize;
}
@@
-193,7
+193,7
@@
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
return ret;
}
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(
drawing *dr,
game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
{
struct game_drawstate *ds = snew(struct game_drawstate);
@@
-203,12
+203,12
@@
static game_drawstate *game_new_drawstate(game_state *state)
return ds;
}
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(
drawing *dr,
game_drawstate *ds)
{
sfree(ds);
}
{
sfree(ds);
}
-static void game_redraw(
frontend *fe
, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(
drawing *dr
, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
@@
-218,7
+218,7
@@
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* should start by drawing a big background-colour rectangle
* covering the whole window.
*/
* should start by drawing a big background-colour rectangle
* covering the whole window.
*/
- draw_rect(
fe
, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
+ draw_rect(
dr
, 0, 0, 10*ds->tilesize, 10*ds->tilesize, COL_BACKGROUND);
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
@@
-243,6
+243,14
@@
static int game_timing_state(game_state *state, game_ui *ui)
return TRUE;
}
return TRUE;
}
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+}
+
#ifdef COMBINED
#define thegame nullgame
#endif
#ifdef COMBINED
#define thegame nullgame
#endif
@@
-278,6
+286,7
@@
const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
game_redraw,
game_anim_length,
game_flash_length,
+ FALSE, FALSE, game_print_size, game_print,
game_wants_statusbar,
FALSE, game_timing_state,
0, /* mouse_priorities */
game_wants_statusbar,
FALSE, game_timing_state,
0, /* mouse_priorities */