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
void deactivate_timer(frontend *fe);
void activate_timer(frontend *fe);
void status_bar(frontend *fe, char *text);
+void get_random_seed(void **randseed, int *randseedsize);
/*
* midend.c
*/
-midend_data *midend_new(frontend *fe, void *randseed, int randseedsize);
+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);
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, game_ui *ui, float anim_time,
- float flash_time);
-float game_anim_length(game_state *oldstate, game_state *newstate);
-float game_flash_length(game_state *oldstate, game_state *newstate);
-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);
+};
+
+/*
+ * Here we include the knowledge of which platforms are of which
+ * type.
+ */
+#ifdef MAC_OS_X /* this must be defined in the OS X Makefile */
+#define COMBINED
+#endif
+
+/*
+ * 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 */