X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/cbb5549e12c8edfd8b38b642b7b25c1fb8912c9b..19ef4855cd8681b43024a9df144c22aae91abc4f:/puzzles.h diff --git a/puzzles.h b/puzzles.h index 027a973..4de81a7 100644 --- a/puzzles.h +++ b/puzzles.h @@ -44,6 +44,7 @@ typedef struct game_params game_params; typedef struct game_state game_state; typedef struct game_ui game_ui; typedef struct game_drawstate game_drawstate; +typedef struct game game; #define ALIGN_VNORMAL 0x000 #define ALIGN_VCENTRE 0x100 @@ -111,7 +112,7 @@ void get_random_seed(void **randseed, int *randseedsize); /* * midend.c */ -midend_data *midend_new(frontend *fe); +midend_data *midend_new(frontend *fe, const game *ourgame); void midend_free(midend_data *me); void midend_set_params(midend_data *me, game_params *params); void midend_size(midend_data *me, int *x, int *y); @@ -158,37 +159,56 @@ unsigned long random_upto(random_state *state, unsigned long limit); void random_free(random_state *state); /* - * Game-specific routines + * Data structure containing the function calls and data specific + * to a particular game. This is enclosed in a data structure so + * that a particular platform can choose, if it wishes, to compile + * all the games into a single combined executable rather than + * having lots of little ones. */ -extern const char *const game_name; -extern const char *const game_winhelp_topic; -const int game_can_configure; -game_params *default_params(void); -int game_fetch_preset(int i, char **name, game_params **params); -game_params *decode_params(char const *string); -char *encode_params(game_params *); -void free_params(game_params *params); -game_params *dup_params(game_params *params); -config_item *game_configure(game_params *params); -game_params *custom_params(config_item *cfg); -char *validate_params(game_params *params); -char *new_game_seed(game_params *params, random_state *rs); -char *validate_seed(game_params *params, char *seed); -game_state *new_game(game_params *params, char *seed); -game_state *dup_game(game_state *state); -void free_game(game_state *state); -game_ui *new_ui(game_state *state); -void free_ui(game_ui *ui); -game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button); -void game_size(game_params *params, int *x, int *y); -float *game_colours(frontend *fe, game_state *state, int *ncolours); -game_drawstate *game_new_drawstate(game_state *state); -void game_free_drawstate(game_drawstate *ds); -void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, - game_state *newstate, int dir, game_ui *ui, float anim_time, - float flash_time); -float game_anim_length(game_state *oldstate, game_state *newstate, int dir); -float game_flash_length(game_state *oldstate, game_state *newstate, int dir); -int game_wants_statusbar(void); +struct game { + const char *name; + const char *winhelp_topic; + int can_configure; + game_params *(*default_params)(void); + int (*fetch_preset)(int i, char **name, game_params **params); + game_params *(*decode_params)(char const *string); + char *(*encode_params)(game_params *); + void (*free_params)(game_params *params); + game_params *(*dup_params)(game_params *params); + config_item *(*configure)(game_params *params); + game_params *(*custom_params)(config_item *cfg); + char *(*validate_params)(game_params *params); + char *(*new_seed)(game_params *params, random_state *rs); + char *(*validate_seed)(game_params *params, char *seed); + game_state *(*new_game)(game_params *params, char *seed); + game_state *(*dup_game)(game_state *state); + void (*free_game)(game_state *state); + game_ui *(*new_ui)(game_state *state); + void (*free_ui)(game_ui *ui); + game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y, + int button); + void (*size)(game_params *params, int *x, int *y); + float *(*colours)(frontend *fe, game_state *state, int *ncolours); + game_drawstate *(*new_drawstate)(game_state *state); + void (*free_drawstate)(game_drawstate *ds); + void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate, + game_state *newstate, int dir, game_ui *ui, float anim_time, + float flash_time); + float (*anim_length)(game_state *oldstate, game_state *newstate, int dir); + float (*flash_length)(game_state *oldstate, game_state *newstate, int dir); + int (*wants_statusbar)(void); +}; + +/* + * For one-game-at-a-time platforms, there's a single structure + * like the above, under a fixed name. For all-at-once platforms, + * there's a list of all available puzzles in array form. + */ +#ifdef COMBINED +extern const game *gamelist[]; +extern const int gamecount; +#else +extern const game thegame; +#endif #endif /* PUZZLES_PUZZLES_H */