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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 /nullgame.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 'nullgame.c')
-rw-r--r--nullgame.c94
1 files changed, 63 insertions, 31 deletions
diff --git a/nullgame.c b/nullgame.c
index e704de9..3d5270d 100644
--- a/nullgame.c
+++ b/nullgame.c
@@ -20,10 +20,6 @@
#include "puzzles.h"
-const char *const game_name = "Null Game";
-const char *const game_winhelp_topic = NULL;
-const int game_can_configure = FALSE;
-
enum {
COL_BACKGROUND,
NCOLOURS
@@ -37,7 +33,7 @@ struct game_state {
int FIXME;
};
-game_params *default_params(void)
+static game_params *default_params(void)
{
game_params *ret = snew(game_params);
@@ -46,24 +42,24 @@ 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)
{
return FALSE;
}
-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 = snew(game_params);
@@ -72,37 +68,37 @@ game_params *decode_params(char const *string)
return ret;
}
-char *encode_params(game_params *params)
+static char *encode_params(game_params *params)
{
return dupstr("FIXME");
}
-config_item *game_configure(game_params *params)
+static config_item *game_configure(game_params *params)
{
return NULL;
}
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(config_item *cfg)
{
return NULL;
}
-char *validate_params(game_params *params)
+static char *validate_params(game_params *params)
{
return NULL;
}
-char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_seed(game_params *params, random_state *rs)
{
return dupstr("FIXME");
}
-char *validate_seed(game_params *params, char *seed)
+static 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);
@@ -111,7 +107,7 @@ 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);
@@ -120,21 +116,22 @@ 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)
{
return NULL;
}
@@ -147,12 +144,12 @@ struct game_drawstate {
int FIXME;
};
-void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, int *x, int *y)
{
*x = *y = 200; /* FIXME */
}
-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);
@@ -162,7 +159,7 @@ 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);
@@ -171,14 +168,14 @@ 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,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+ game_state *state, int dir, game_ui *ui,
+ float animtime, float flashtime)
{
/*
* The initial contents of the window are not guaranteed and
@@ -189,17 +186,52 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
}
-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 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)
{
return 0.0F;
}
-int game_wants_statusbar(void)
+static int game_wants_statusbar(void)
{
return FALSE;
}
+
+#ifdef COMBINED
+#define thegame nullgame
+#endif
+
+const struct game thegame = {
+ "Null Game", NULL, FALSE,
+ 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,
+};