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]
This commit is contained in:
Simon Tatham
2005-01-17 13:48:57 +00:00
parent 46fa25240e
commit cc54553226
12 changed files with 626 additions and 346 deletions

90
cube.c
View File

@ -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,
};