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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 /net.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 'net.c')
-rw-r--r--net.c90
1 files changed, 61 insertions, 29 deletions
diff --git a/net.c b/net.c
index 6849dbc..7b3a501 100644
--- a/net.c
+++ b/net.c
@@ -12,10 +12,6 @@
#include "puzzles.h"
#include "tree234.h"
-const char *const game_name = "Net";
-const char *const game_winhelp_topic = "games.net";
-const int game_can_configure = TRUE;
-
#define PI 3.141592653589793238462643383279502884197169399
#define MATMUL(xr,yr,m,x,y) do { \
@@ -127,7 +123,7 @@ static struct xyd *new_xyd(int x, int y, int direction)
/* ----------------------------------------------------------------------
* Manage game parameters.
*/
-game_params *default_params(void)
+static game_params *default_params(void)
{
game_params *ret = snew(game_params);
@@ -139,7 +135,7 @@ 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;
char str[80];
@@ -173,19 +169,19 @@ 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();
char const *p = string;
@@ -207,7 +203,7 @@ game_params *decode_params(char const *string)
return ret;
}
-char *encode_params(game_params *params)
+static char *encode_params(game_params *params)
{
char ret[400];
int len;
@@ -223,7 +219,7 @@ char *encode_params(game_params *params)
return dupstr(ret);
}
-config_item *game_configure(game_params *params)
+static config_item *game_configure(game_params *params)
{
config_item *ret;
char buf[80];
@@ -261,7 +257,7 @@ 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);
@@ -273,7 +269,7 @@ game_params *custom_params(config_item *cfg)
return ret;
}
-char *validate_params(game_params *params)
+static char *validate_params(game_params *params)
{
if (params->width <= 0 && params->height <= 0)
return "Width and height must both be greater than zero";
@@ -294,7 +290,7 @@ char *validate_params(game_params *params)
* Randomly select a new game seed.
*/
-char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_seed(game_params *params, random_state *rs)
{
/*
* The full description of a Net game is far too large to
@@ -312,7 +308,7 @@ char *new_game_seed(game_params *params, random_state *rs)
return dupstr(buf);
}
-char *validate_seed(game_params *params, char *seed)
+static char *validate_seed(game_params *params, char *seed)
{
/*
* Since any string at all will suffice to seed the RNG, there
@@ -325,7 +321,7 @@ char *validate_seed(game_params *params, char *seed)
* Construct an initial game state, given a seed and parameters.
*/
-game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(game_params *params, char *seed)
{
random_state *rs;
game_state *state;
@@ -676,7 +672,7 @@ 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;
@@ -696,7 +692,7 @@ game_state *dup_game(game_state *state)
return ret;
}
-void free_game(game_state *state)
+static void free_game(game_state *state)
{
sfree(state->tiles);
sfree(state->barriers);
@@ -770,7 +766,7 @@ struct game_ui {
random_state *rs; /* used for jumbling */
};
-game_ui *new_ui(game_state *state)
+static game_ui *new_ui(game_state *state)
{
void *seed;
int seedsize;
@@ -785,7 +781,7 @@ game_ui *new_ui(game_state *state)
return ui;
}
-void free_ui(game_ui *ui)
+static void free_ui(game_ui *ui)
{
random_free(ui->rs);
sfree(ui);
@@ -794,7 +790,8 @@ void free_ui(game_ui *ui)
/* ----------------------------------------------------------------------
* Process a move.
*/
-game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button)
+static game_state *make_move(game_state *state, game_ui *ui,
+ int x, int y, int button)
{
game_state *ret, *nullret;
int tx, ty, orig;
@@ -951,7 +948,7 @@ struct game_drawstate {
unsigned char *visible;
};
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(game_state *state)
{
game_drawstate *ds = snew(game_drawstate);
@@ -964,19 +961,19 @@ 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->visible);
sfree(ds);
}
-void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, int *x, int *y)
{
*x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
*y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
}
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret;
@@ -1284,7 +1281,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile,
draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
}
-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 t, float ft)
{
int x, y, tx, ty, frame, last_rotate_dir;
@@ -1436,7 +1433,8 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
sfree(active);
}
-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)
{
int x, y, last_rotate_dir;
@@ -1462,7 +1460,8 @@ float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
return 0.0F;
}
-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)
{
/*
* If the game has just been completed, we display a completion
@@ -1485,7 +1484,40 @@ 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 net
+#endif
+
+const struct game thegame = {
+ "Net", "games.net", 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,
+};