Introduce the concept of a `game_aux_info' structure. This is
[sgt/puzzles] / cube.c
diff --git a/cube.c b/cube.c
index afd2ebd..33ef6d3 100644 (file)
--- a/cube.c
+++ b/cube.c
@@ -11,9 +11,6 @@
 
 #include "puzzles.h"
 
-const char *const game_name = "Cube";
-const int game_can_configure = TRUE;
-
 #define MAXVERTICES 20
 #define MAXFACES 20
 #define MAXORDER 4
@@ -28,7 +25,7 @@ struct solid {
     float border;                      /* border required around arena */
 };
 
-static const struct solid tetrahedron = {
+static const struct solid s_tetrahedron = {
     4,
     {
         0.0F, -0.57735026919F, -0.20412414523F,
@@ -49,7 +46,7 @@ static const struct solid tetrahedron = {
     0.0F, 0.3F
 };
 
-static const struct solid cube = {
+static const struct solid s_cube = {
     8,
     {
         -0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F,
@@ -69,7 +66,7 @@ static const struct solid cube = {
     0.3F, 0.5F
 };
 
-static const struct solid octahedron = {
+static const struct solid s_octahedron = {
     6,
     {
         -0.5F, -0.28867513459472505F, 0.4082482904638664F,
@@ -96,7 +93,7 @@ static const struct solid octahedron = {
     0.0F, 0.5F
 };
 
-static const struct solid icosahedron = {
+static const struct solid s_icosahedron = {
     12,
     {
         0.0F, 0.57735026919F, 0.75576131408F,
@@ -148,7 +145,7 @@ enum {
     TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON
 };
 static const struct solid *solids[] = {
-    &tetrahedron, &cube, &octahedron, &icosahedron
+    &s_tetrahedron, &s_cube, &s_octahedron, &s_icosahedron
 };
 
 enum {
@@ -214,7 +211,7 @@ struct game_state {
     int movecount;
 };
 
-game_params *default_params(void)
+static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
@@ -225,7 +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;
@@ -265,19 +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();
 
@@ -298,7 +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];
 
@@ -476,7 +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];
@@ -506,7 +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);
 
@@ -532,7 +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;
@@ -592,7 +589,8 @@ 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,
+                          game_aux_info **aux)
 {
     struct grid_data data;
     int i, j, k, m, area, facesperclass;
@@ -693,6 +691,11 @@ char *new_game_seed(game_params *params, random_state *rs)
     return seed;
 }
 
+static void game_free_aux_info(game_aux_info *aux)
+{
+    assert(!"Shouldn't happen");
+}
+
 static void add_grid_square_callback(void *ctx, struct grid_square *sq)
 {
     game_state *state = (game_state *)ctx;
@@ -841,7 +844,7 @@ 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;
@@ -869,7 +872,7 @@ 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;
@@ -948,7 +951,7 @@ 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);
 
@@ -977,21 +980,27 @@ 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 char *game_text_format(game_state *state)
 {
     return NULL;
 }
 
-void free_ui(game_ui *ui)
+static game_ui *new_ui(game_state *state)
 {
+    return NULL;
 }
 
-game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
+static void free_ui(game_ui *ui)
+{
+}
+
+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];
@@ -1308,14 +1317,14 @@ 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);
 
@@ -1333,7 +1342,7 @@ 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);
@@ -1344,13 +1353,13 @@ 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, game_ui *ui,
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+                 game_state *state, int dir, game_ui *ui,
                  float animtime, float flashtime)
 {
     int i, j;
@@ -1365,13 +1374,15 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     draw_rect(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
               (int)((bb.d-bb.u+2.0F) * GRID_SCALE), COL_BACKGROUND);
 
-    if (oldstate && oldstate->movecount > state->movecount) {
+    if (dir < 0) {
         game_state *t;
 
         /*
          * This is an Undo. So reverse the order of the states, and
          * run the roll timer backwards.
          */
+       assert(oldstate);
+
         t = oldstate;
         oldstate = state;
         state = t;
@@ -1509,17 +1520,53 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     }
 }
 
-float game_anim_length(game_state *oldstate, game_state *newstate)
+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)
+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",
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_params,
+    TRUE, game_configure, custom_params,
+    validate_params,
+    new_game_seed,
+    game_free_aux_info,
+    validate_seed,
+    new_game,
+    dup_game,
+    free_game,
+    NULL, game_text_format,
+    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,
+};