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superdom plugin: make functions/variables static where possible

Change-Id: Ibe0d8daacd9b7b9da506b3efe46092b9433d52ef
This commit is contained in:
Bertrik Sikken 2012-04-14 17:19:02 +02:00
parent e54ee56a57
commit cf1e54b21e

View file

@ -228,13 +228,13 @@ enum {
RET_VAL_QUIT_ERR, /* quit or error */ RET_VAL_QUIT_ERR, /* quit or error */
}; };
void gen_interest(void); static void gen_interest(void);
void init_resources(void); static void init_resources(void);
int select_square(void); static int select_square(void);
void update_score(void); static void update_score(void);
void gen_resources(void); static void gen_resources(void);
void draw_cursor(void); static void draw_cursor(void);
void draw_board(void); static void draw_board(void);
struct tile{ struct tile{
signed int colour; /* -1 = Unset */ signed int colour; /* -1 = Unset */
@ -259,7 +259,7 @@ struct resources {
int moves; int moves;
}; };
struct settings { static struct settings {
int compstartfarms; int compstartfarms;
int compstartinds; int compstartinds;
int humanstartfarms; int humanstartfarms;
@ -269,19 +269,19 @@ struct settings {
int movesperturn; int movesperturn;
} superdom_settings; } superdom_settings;
struct resources humanres; static struct resources humanres;
struct resources compres; static struct resources compres;
enum { GS_PROD, GS_MOVE, GS_WAR }; enum { GS_PROD, GS_MOVE, GS_WAR };
int gamestate; static int gamestate;
struct cursor{ static struct cursor{
int x; int x;
int y; int y;
} cursor; } cursor;
struct tile board[12][12]; static struct tile board[12][12];
void init_board(void) { static void init_board(void) {
int i,j; int i,j;
rb->srand(*rb->current_tick); rb->srand(*rb->current_tick);
for(i=0;i<12;i++) { /* Hopefully about 50% each colour */ for(i=0;i<12;i++) { /* Hopefully about 50% each colour */
@ -426,7 +426,7 @@ void draw_board(void) {
rb->lcd_update(); rb->lcd_update();
} }
int calc_strength(int colour, int x, int y) { static int calc_strength(int colour, int x, int y) {
int a, b, score=0; int a, b, score=0;
for (a = -1; a < 2; a++) { for (a = -1; a < 2; a++) {
for (b = -1; b < 2; b++) { for (b = -1; b < 2; b++) {
@ -526,7 +526,7 @@ void gen_resources(void) {
compres.food += incfood; compres.food += incfood;
} }
void update_score(void) { static void update_score(void) {
int strength; int strength;
rb->lcd_setfont(FONT_SYSFIXED); rb->lcd_setfont(FONT_SYSFIXED);
rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID); rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID);
@ -539,7 +539,7 @@ void update_score(void) {
rb->lcd_setfont(FONT_UI); rb->lcd_setfont(FONT_UI);
} }
int settings_menu(void) { static int settings_menu(void) {
int selection = 0; int selection = 0;
MENUITEM_STRINGLIST(menu, "Super Domination Settings", NULL, MENUITEM_STRINGLIST(menu, "Super Domination Settings", NULL,
@ -614,7 +614,7 @@ static int superdom_help(void) {
return RET_VAL_OK; return RET_VAL_OK;
} }
int start_menu(void) { static int start_menu(void) {
int selection = 0; int selection = 0;
MENUITEM_STRINGLIST(menu, "Super Domination Menu", NULL, MENUITEM_STRINGLIST(menu, "Super Domination Menu", NULL,
@ -646,7 +646,7 @@ int start_menu(void) {
return RET_VAL_QUIT_ERR; return RET_VAL_QUIT_ERR;
} }
int save_game(void) { static int save_game(void) {
int fd; int fd;
char savepath[MAX_PATH]; char savepath[MAX_PATH];
@ -697,7 +697,7 @@ int save_game(void) {
return 0; return 0;
} }
int ingame_menu(void) { static int ingame_menu(void) {
MENUITEM_STRINGLIST(menu, "Super Domination Menu", NULL, MENUITEM_STRINGLIST(menu, "Super Domination Menu", NULL,
"Return to game", "Save Game", "Return to game", "Save Game",
"Playback Control", "Quit"); "Playback Control", "Quit");
@ -729,7 +729,7 @@ int ingame_menu(void) {
return RET_VAL_OK; return RET_VAL_OK;
} }
int get_number(char* param, int* value, int max) { static int get_number(char* param, int* value, int max) {
static const char *button_labels[4][3] = { static const char *button_labels[4][3] = {
{ "1", "2", "3" }, { "1", "2", "3" },
{ "4", "5", "6" }, { "4", "5", "6" },
@ -886,7 +886,7 @@ int get_number(char* param, int* value, int max) {
return ret; return ret;
} }
bool tile_has_item(int type, int x, int y) { static bool tile_has_item(int type, int x, int y) {
switch(type) { switch(type) {
case 0: case 0:
return (board[x][y].men > 0); return (board[x][y].men > 0);
@ -910,7 +910,7 @@ bool tile_has_item(int type, int x, int y) {
return false; return false;
} }
int buy_resources(int colour, int type, int x, int y, int nummen) { static int buy_resources(int colour, int type, int x, int y, int nummen) {
const char *itemnames[][6] = { const char *itemnames[][6] = {
{ {
"them", "them",
@ -1022,7 +1022,7 @@ int buy_resources(int colour, int type, int x, int y, int nummen) {
return RET_VAL_OK; return RET_VAL_OK;
} }
int buy_resources_menu(void) { static int buy_resources_menu(void) {
int selection = 0,nummen; int selection = 0,nummen;
MENUITEM_STRINGLIST(menu, "Buy Resources", NULL, MENUITEM_STRINGLIST(menu, "Buy Resources", NULL,
@ -1064,7 +1064,7 @@ int buy_resources_menu(void) {
return RET_VAL_OK; return RET_VAL_OK;
} }
int move_unit(int colour, int type, int fromx, int fromy, static int move_unit(int colour, int type, int fromx, int fromy,
int tox, int toy, int nummen) { int tox, int toy, int nummen) {
const char *itemnames[][3] = { const char *itemnames[][3] = {
{ {
@ -1152,7 +1152,7 @@ int move_unit(int colour, int type, int fromx, int fromy,
return RET_VAL_OK; return RET_VAL_OK;
} }
int move_unit_menu(void) { static int move_unit_menu(void) {
int selection = 0; int selection = 0;
MENUITEM_STRINGLIST(menu, "Move unit", NULL, MENUITEM_STRINGLIST(menu, "Move unit", NULL,
@ -1176,7 +1176,7 @@ int move_unit_menu(void) {
return RET_VAL_OK; return RET_VAL_OK;
} }
int launch_nuke(int colour, int nukex, int nukey, int targetx, int targety) { static int launch_nuke(int colour, int nukex, int nukey, int targetx, int targety) {
bool human = (colour == COLOUR_LIGHT); bool human = (colour == COLOUR_LIGHT);
int temp; int temp;
struct resources *res; struct resources *res;
@ -1227,7 +1227,7 @@ int launch_nuke(int colour, int nukex, int nukey, int targetx, int targety) {
return RET_VAL_OK; return RET_VAL_OK;
} }
int movement_menu(void) { static int movement_menu(void) {
int selection = 0, temp; int selection = 0, temp;
MENUITEM_STRINGLIST(menu, "Movement", NULL, MENUITEM_STRINGLIST(menu, "Movement", NULL,
@ -1328,7 +1328,7 @@ static const char* inventory_data(int selected_item, void * data,
return buffer; return buffer;
} }
int show_inventory(void) { static int show_inventory(void) {
struct simplelist_info info; struct simplelist_info info;
rb->simplelist_info_init(&info, "Inventory", 9, NULL); rb->simplelist_info_init(&info, "Inventory", 9, NULL);
info.hide_selection = true; info.hide_selection = true;
@ -1340,7 +1340,7 @@ int show_inventory(void) {
} }
} }
int production_menu(void) { static int production_menu(void) {
int selection = 0, temp; int selection = 0, temp;
MENUITEM_STRINGLIST(menu, "Production", NULL, MENUITEM_STRINGLIST(menu, "Production", NULL,
@ -1401,7 +1401,7 @@ int production_menu(void) {
return RET_VAL_OK; return RET_VAL_OK;
} }
void init_resources(void) { static void init_resources(void) {
humanres.cash = superdom_settings.startcash; humanres.cash = superdom_settings.startcash;
humanres.food = superdom_settings.startfood; humanres.food = superdom_settings.startfood;
humanres.tanks = 0; humanres.tanks = 0;
@ -1424,7 +1424,7 @@ void init_resources(void) {
compres.moves = 0; compres.moves = 0;
} }
int select_square(void) { static int select_square(void) {
int button = 0; int button = 0;
draw_board(); draw_board();
draw_cursor(); draw_cursor();
@ -1527,7 +1527,7 @@ int select_square(void) {
} }
} }
int killmen(int colour) { static int killmen(int colour) {
bool human = (colour == COLOUR_LIGHT); bool human = (colour == COLOUR_LIGHT);
int menkilled,i,j; int menkilled,i,j;
int percent; int percent;
@ -1557,7 +1557,7 @@ int killmen(int colour) {
} }
/* return -1 if error, 1 if attack is succeeded, 0 otherwise */ /* return -1 if error, 1 if attack is succeeded, 0 otherwise */
int attack_territory(int colour, int x, int y) { static int attack_territory(int colour, int x, int y) {
bool human = (colour == COLOUR_LIGHT); bool human = (colour == COLOUR_LIGHT);
int str_diff; int str_diff;
@ -1613,7 +1613,7 @@ int attack_territory(int colour, int x, int y) {
return 0; return 0;
} }
int war_menu(void) { static int war_menu(void) {
int selection = 0, temp; int selection = 0, temp;
MENUITEM_STRINGLIST(menu, "War!", NULL, MENUITEM_STRINGLIST(menu, "War!", NULL,
@ -1652,7 +1652,7 @@ struct threat {
int str_diff; int str_diff;
}; };
bool place_adjacent(bool tank, int x, int y) { static bool place_adjacent(bool tank, int x, int y) {
int type = (tank? 1: 2); int type = (tank? 1: 2);
if(!buy_resources(COLOUR_DARK, type, x, y, 0)) { if(!buy_resources(COLOUR_DARK, type, x, y, 0)) {
return true; return true;
@ -1672,7 +1672,7 @@ bool place_adjacent(bool tank, int x, int y) {
return false; return false;
} }
bool has_adjacent(int x, int y) { static bool has_adjacent(int x, int y) {
if((board[x][y].colour == COLOUR_LIGHT) && if((board[x][y].colour == COLOUR_LIGHT) &&
((board[x-1][y].colour == COLOUR_DARK) || ((board[x-1][y].colour == COLOUR_DARK) ||
(board[x+1][y].colour == COLOUR_DARK) || (board[x+1][y].colour == COLOUR_DARK) ||
@ -1683,7 +1683,7 @@ bool has_adjacent(int x, int y) {
return 0; return 0;
} }
void find_adjacent(int x, int y, int* adj_x, int* adj_y) { static void find_adjacent(int x, int y, int* adj_x, int* adj_y) {
/* Finds adjacent squares, returning squares without tanks on them /* Finds adjacent squares, returning squares without tanks on them
* in preference to those with them */ * in preference to those with them */
if(board[x-1][y].colour == COLOUR_DARK) { if(board[x-1][y].colour == COLOUR_DARK) {
@ -1708,7 +1708,7 @@ void find_adjacent(int x, int y, int* adj_x, int* adj_y) {
} }
} }
void computer_allocate(void) { static void computer_allocate(void) {
/* Firstly, decide whether to go offensive or defensive. /* Firstly, decide whether to go offensive or defensive.
* This is primarily decided by the human player posing a threat to either * This is primarily decided by the human player posing a threat to either
* the computer's farms or factories */ * the computer's farms or factories */
@ -1864,7 +1864,7 @@ void computer_allocate(void) {
compres.cash = 0; compres.cash = 0;
} }
int find_adj_target(int x, int y, struct cursor* adj) { static int find_adj_target(int x, int y, struct cursor* adj) {
/* Find a square next to a computer's farm or factory owned by the player /* Find a square next to a computer's farm or factory owned by the player
* that is vulnerable. Return 1 on success, 0 otherwise */ * that is vulnerable. Return 1 on success, 0 otherwise */
if(board[x+1][y].colour == COLOUR_LIGHT && if(board[x+1][y].colour == COLOUR_LIGHT &&
@ -1894,7 +1894,7 @@ int find_adj_target(int x, int y, struct cursor* adj) {
return 0; return 0;
} }
void computer_war(void) { static void computer_war(void) {
/* Work out where to attack - prioritise the defence of buildings */ /* Work out where to attack - prioritise the defence of buildings */
int i, j; int i, j;
bool found_target = true; bool found_target = true;
@ -2007,7 +2007,7 @@ static int load_game(const char* file) {
return 0; return 0;
} }
void default_settings(void) { static void default_settings(void) {
superdom_settings.compstartfarms = 1; superdom_settings.compstartfarms = 1;
superdom_settings.compstartinds = 1; superdom_settings.compstartinds = 1;
superdom_settings.humanstartfarms = 2; superdom_settings.humanstartfarms = 2;
@ -2017,7 +2017,7 @@ void default_settings(void) {
superdom_settings.movesperturn = 2; superdom_settings.movesperturn = 2;
} }
int average_strength(int colour) { static int average_strength(int colour) {
/* This function calculates the average strength of the given player, /* This function calculates the average strength of the given player,
* used to determine when the computer wins or loses. */ * used to determine when the computer wins or loses. */
int i,j; int i,j;