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

View File

@ -13,10 +13,6 @@
#include "puzzles.h"
#include "tree234.h"
const char *const game_name = "Netslide";
const char *const game_winhelp_topic = "games.netslide";
const int game_can_configure = TRUE;
#define PI 3.141592653589793238462643383279502884197169399
#define MATMUL(xr,yr,m,x,y) do { \
@ -139,13 +135,13 @@ static struct xyd *new_xyd(int x, int y, int direction)
return xyd;
}
void slide_col(game_state *state, int dir, int col);
void slide_row(game_state *state, int dir, int row);
static void slide_col(game_state *state, int dir, int col);
static void slide_row(game_state *state, int dir, int row);
/* ----------------------------------------------------------------------
* Manage game parameters.
*/
game_params *default_params(void)
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
@ -157,7 +153,7 @@ 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];
@ -190,19 +186,19 @@ 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;
@ -227,7 +223,7 @@ 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;
@ -243,7 +239,7 @@ 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];
@ -281,7 +277,7 @@ 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);
@ -293,7 +289,7 @@ 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 <= 1 && params->height <= 1)
return "Width and height must both be greater than one";
@ -312,7 +308,7 @@ 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
@ -330,7 +326,7 @@ 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
@ -343,7 +339,7 @@ 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;
@ -714,7 +710,7 @@ 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;
@ -737,7 +733,7 @@ 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);
@ -815,7 +811,7 @@ struct game_ui {
int cur_visible;
};
game_ui *new_ui(game_state *state)
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cur_x = state->width / 2;
@ -825,7 +821,7 @@ game_ui *new_ui(game_state *state)
return ui;
}
void free_ui(game_ui *ui)
static void free_ui(game_ui *ui)
{
sfree(ui);
}
@ -834,7 +830,7 @@ void free_ui(game_ui *ui)
* Process a move.
*/
void slide_row(game_state *state, int dir, int row)
static void slide_row(game_state *state, int dir, int row)
{
int x = dir > 0 ? -1 : state->width;
int tx = x + dir;
@ -848,7 +844,7 @@ void slide_row(game_state *state, int dir, int row)
state->tiles[T(state, tx, row)] = endtile;
}
void slide_col(game_state *state, int dir, int col)
static void slide_col(game_state *state, int dir, int col)
{
int y = dir > 0 ? -1 : state->height;
int ty = y + dir;
@ -862,7 +858,8 @@ void slide_col(game_state *state, int dir, int col)
state->tiles[T(state, col, ty)] = endtile;
}
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)
{
int cx, cy;
int n, dx, dy;
@ -945,7 +942,7 @@ 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);
@ -958,19 +955,19 @@ 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 = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
*y = BORDER * 2 + 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;
@ -1286,7 +1283,7 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy)
draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
}
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;
@ -1481,12 +1478,14 @@ 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)
{
return ANIM_TIME;
}
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
@ -1509,7 +1508,40 @@ 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 netslide
#endif
const struct game thegame = {
"Netslide", "games.netslide", 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,
};