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authorSimon Tatham <anakin@pobox.com>2005-01-17 13:48:57 +0000
committerSimon Tatham <anakin@pobox.com>2005-01-17 13:48:57 +0000
commitcc545532268b04e05005bf65f53f0a1ba39335ba (patch)
tree10b02ae3146652cc3e603baacbc6b28734dac889 /cube.c
parent46fa25240e2e1609c4431a639f6e9c4bb6f50b39 (diff)
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Rather than each game backend file exporting a whole load of
functions and a couple of variables, now each one exports a single structure containing a load of function pointers and said variables. This should make it easy to support platforms on which it's sensible to compile all the puzzles into a single monolithic application. The two existing platforms are still one-binary-per-game. [originally from svn r5126]
Diffstat (limited to 'cube.c')
-rw-r--r--cube.c90
1 files changed, 61 insertions, 29 deletions
diff --git a/cube.c b/cube.c
index d5221e6..71c56d8 100644
--- a/cube.c
+++ b/cube.c
@@ -11,10 +11,6 @@
#include "puzzles.h"
-const char *const game_name = "Cube";
-const char *const game_winhelp_topic = "games.cube";
-const int game_can_configure = TRUE;
-
#define MAXVERTICES 20
#define MAXFACES 20
#define MAXORDER 4
@@ -215,7 +211,7 @@ struct game_state {
int movecount;
};
-game_params *default_params(void)
+static game_params *default_params(void)
{
game_params *ret = snew(game_params);
@@ -226,7 +222,7 @@ game_params *default_params(void)
return ret;
}
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret = snew(game_params);
char *str;
@@ -266,19 +262,19 @@ int game_fetch_preset(int i, char **name, game_params **params)
return TRUE;
}
-void free_params(game_params *params)
+static void free_params(game_params *params)
{
sfree(params);
}
-game_params *dup_params(game_params *params)
+static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
-game_params *decode_params(char const *string)
+static game_params *decode_params(char const *string)
{
game_params *ret = default_params();
@@ -299,7 +295,7 @@ game_params *decode_params(char const *string)
return ret;
}
-char *encode_params(game_params *params)
+static char *encode_params(game_params *params)
{
char data[256];
@@ -477,7 +473,7 @@ static int grid_area(int d1, int d2, int order)
return d1*d1 + d2*d2 + 4*d1*d2;
}
-config_item *game_configure(game_params *params)
+static config_item *game_configure(game_params *params)
{
config_item *ret = snewn(4, config_item);
char buf[80];
@@ -507,7 +503,7 @@ config_item *game_configure(game_params *params)
return ret;
}
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
@@ -533,7 +529,7 @@ static void count_grid_square_callback(void *ctx, struct grid_square *sq)
classes[thisclass]++;
}
-char *validate_params(game_params *params)
+static char *validate_params(game_params *params)
{
int classes[5];
int i;
@@ -593,7 +589,7 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq)
data->squareindex++;
}
-char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_seed(game_params *params, random_state *rs)
{
struct grid_data data;
int i, j, k, m, area, facesperclass;
@@ -842,7 +838,7 @@ static struct solid *transform_poly(const struct solid *solid, int flip,
return ret;
}
-char *validate_seed(game_params *params, char *seed)
+static char *validate_seed(game_params *params, char *seed)
{
int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
int i, j;
@@ -870,7 +866,7 @@ char *validate_seed(game_params *params, char *seed)
return NULL;
}
-game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(game_params *params, char *seed)
{
game_state *state = snew(game_state);
int area;
@@ -949,7 +945,7 @@ game_state *new_game(game_params *params, char *seed)
return state;
}
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
{
game_state *ret = snew(game_state);
@@ -978,21 +974,22 @@ game_state *dup_game(game_state *state)
return ret;
}
-void free_game(game_state *state)
+static void free_game(game_state *state)
{
sfree(state);
}
-game_ui *new_ui(game_state *state)
+static game_ui *new_ui(game_state *state)
{
return NULL;
}
-void free_ui(game_ui *ui)
+static void free_ui(game_ui *ui)
{
}
-game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
+static game_state *make_move(game_state *from, game_ui *ui,
+ int x, int y, int button)
{
int direction;
int pkey[2], skey[2], dkey[2];
@@ -1309,14 +1306,14 @@ static struct bbox find_bbox(game_params *params)
return bb;
}
-void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, int *x, int *y)
{
struct bbox bb = find_bbox(params);
*x = (int)((bb.r - bb.l + 2*solids[params->solid]->border) * GRID_SCALE);
*y = (int)((bb.d - bb.u + 2*solids[params->solid]->border) * GRID_SCALE);
}
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
@@ -1334,7 +1331,7 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
return ret;
}
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
struct bbox bb = find_bbox(&state->params);
@@ -1345,12 +1342,12 @@ game_drawstate *game_new_drawstate(game_state *state)
return ds;
}
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(game_drawstate *ds)
{
sfree(ds);
}
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
@@ -1512,17 +1509,52 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
}
}
-float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
+static float game_anim_length(game_state *oldstate,
+ game_state *newstate, int dir)
{
return ROLLTIME;
}
-float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
+static float game_flash_length(game_state *oldstate,
+ game_state *newstate, int dir)
{
return 0.0F;
}
-int game_wants_statusbar(void)
+static int game_wants_statusbar(void)
{
return TRUE;
}
+
+#ifdef COMBINED
+#define thegame cube
+#endif
+
+const struct game thegame = {
+ "Cube", "games.cube", TRUE,
+ default_params,
+ game_fetch_preset,
+ decode_params,
+ encode_params,
+ free_params,
+ dup_params,
+ game_configure,
+ custom_params,
+ validate_params,
+ new_game_seed,
+ validate_seed,
+ new_game,
+ dup_game,
+ free_game,
+ new_ui,
+ free_ui,
+ make_move,
+ game_size,
+ game_colours,
+ game_new_drawstate,
+ game_free_drawstate,
+ game_redraw,
+ game_anim_length,
+ game_flash_length,
+ game_wants_statusbar,
+};