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

@ -18,10 +18,6 @@
#define max(x,y) ( (x)>(y) ? (x):(y) )
#define min(x,y) ( (x)<(y) ? (x):(y) )
const char *const game_name = "Pattern";
const char *const game_winhelp_topic = "games.pattern";
const int game_can_configure = TRUE;
enum {
COL_BACKGROUND,
COL_EMPTY,
@ -61,7 +57,7 @@ struct game_state {
#define FLASH_TIME 0.13F
game_params *default_params(void)
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
@ -70,7 +66,7 @@ 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];
@ -96,19 +92,19 @@ 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;
@ -126,7 +122,7 @@ 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;
@ -138,7 +134,7 @@ 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];
@ -165,7 +161,7 @@ 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);
@ -175,7 +171,7 @@ game_params *custom_params(config_item *cfg)
return ret;
}
char *validate_params(game_params *params)
static char *validate_params(game_params *params)
{
if (params->w <= 0 && params->h <= 0)
return "Width and height must both be greater than zero";
@ -315,7 +311,7 @@ static void generate(random_state *rs, int w, int h, unsigned char *retgrid)
sfree(fgrid);
}
int compute_rowdata(int *ret, unsigned char *start, int len, int step)
static int compute_rowdata(int *ret, unsigned char *start, int len, int step)
{
int i, n;
@ -443,7 +439,7 @@ static unsigned char *generate_soluble(random_state *rs, int w, int h)
return grid;
}
char *new_game_seed(game_params *params, random_state *rs)
static char *new_game_seed(game_params *params, random_state *rs)
{
unsigned char *grid;
int i, j, max, rowlen, *rowdata;
@ -507,7 +503,7 @@ char *new_game_seed(game_params *params, random_state *rs)
return seed;
}
char *validate_seed(game_params *params, char *seed)
static char *validate_seed(game_params *params, char *seed)
{
int i, n, rowspace;
char *p;
@ -549,7 +545,7 @@ 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)
{
int i;
char *p;
@ -584,7 +580,7 @@ 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);
@ -607,7 +603,7 @@ game_state *dup_game(game_state *state)
return ret;
}
void free_game(game_state *state)
static void free_game(game_state *state)
{
sfree(state->rowdata);
sfree(state->rowlen);
@ -624,7 +620,7 @@ struct game_ui {
int drag, release, state;
};
game_ui *new_ui(game_state *state)
static game_ui *new_ui(game_state *state)
{
game_ui *ret;
@ -634,12 +630,13 @@ game_ui *new_ui(game_state *state)
return ret;
}
void free_ui(game_ui *ui)
static void free_ui(game_ui *ui)
{
sfree(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)
{
game_state *ret;
@ -775,13 +772,13 @@ struct game_drawstate {
unsigned char *visible;
};
void game_size(game_params *params, int *x, int *y)
static void game_size(game_params *params, int *x, int *y)
{
*x = SIZE(params->w);
*y = SIZE(params->h);
}
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);
@ -807,7 +804,7 @@ 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);
@ -820,7 +817,7 @@ 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);
@ -848,7 +845,7 @@ static void grid_square(frontend *fe, game_drawstate *ds,
TILE_SIZE, TILE_SIZE);
}
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)
{
@ -957,19 +954,54 @@ 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 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 (!oldstate->completed && newstate->completed)
return FLASH_TIME;
return 0.0F;
}
int game_wants_statusbar(void)
static int game_wants_statusbar(void)
{
return FALSE;
}
#ifdef COMBINED
#define thegame pattern
#endif
const struct game thegame = {
"Pattern", "games.pattern", 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,
};