#include "game.h" #include #include struct game_s { square** tab_cell; }; game game_new(square* squares) { game g = (game)malloc(sizeof(game)); if (g == NULL) { fprintf(stderr, "not enough memory\n"); exit(EXIT_FAILURE); } g->tab_cell = (square**)malloc(sizeof(square**) * DEFAULT_SIZE); if (g->tab_cell == NULL) { fprintf(stderr, "not enough memory\n"); exit(EXIT_FAILURE); } for (int i = 0; i < DEFAULT_SIZE; i++) { g->tab_cell[i] = (square*)malloc(sizeof(square*) * DEFAULT_SIZE); if (g->tab_cell[i] == NULL) { fprintf(stderr, "not enough memory\n"); exit(EXIT_FAILURE); } } return g; } game game_new_empty(void) { return; } game game_copy(cgame g) { return; } bool game_equal(cgame g1, cgame g2) { return; } void game_delete(game g) { return; } void game_set_square(game g, uint i, uint j, square s) { return; } square game_get_square(cgame g, uint i, uint j) { return; } square game_get_state(cgame g, uint i, uint j) { return; } square game_get_flags(cgame g, uint i, uint j) { return; } bool game_is_blank(cgame g, uint i, uint j) { return; } bool game_is_lightbulb(cgame g, uint i, uint j) { return; } bool game_is_black(cgame g, uint i, uint j) { return; } int game_get_black_number(cgame g, uint i, uint j) { return; } bool game_is_marked(cgame g, uint i, uint j) { return; } bool game_is_lighted(cgame g, uint i, uint j) { return; } bool game_has_error(cgame g, uint i, uint j) { return; } bool game_check_move(cgame g, uint i, uint j, square s) { return; } void game_play_move(game g, uint i, uint j, square s) { return; } void game_update_flags(game g) { return; } bool game_is_over(cgame g) { return; } void game_restart(game g) { return; }