plugins: another round of making local functions static

git-svn-id: svn://svn.rockbox.org/rockbox/trunk@30758 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Bertrik Sikken 2011-10-15 20:38:08 +00:00
parent 2176fb38b6
commit fe67a87885
17 changed files with 171 additions and 168 deletions

View file

@ -381,28 +381,28 @@ typedef struct tile
/* the height and width of the field */
#define MAX_HEIGHT (LCD_HEIGHT/TileSize)
#define MAX_WIDTH (LCD_WIDTH/TileSize)
int height = MAX_HEIGHT;
int width = MAX_WIDTH;
int top;
int left;
static int height = MAX_HEIGHT;
static int width = MAX_WIDTH;
static int top;
static int left;
/* The Minefield. Caution it is defined as Y, X! Not the opposite. */
tile minefield[MAX_HEIGHT][MAX_WIDTH];
static tile minefield[MAX_HEIGHT][MAX_WIDTH];
/* total number of mines on the game */
int mine_num = 0;
static int mine_num = 0;
/* percentage of mines on minefield used during generation */
int percent = 16;
static int percent = 16;
/* number of tiles left on the game */
int tiles_left;
static int tiles_left;
/* Because mines are set after the first move... */
bool no_mines = true;
static bool no_mines = true;
/* We need a stack (created on discover()) for the cascade algorithm. */
int stack_pos = 0;
static int stack_pos = 0;
#ifdef HAVE_TOUCHSCREEN
@ -411,7 +411,7 @@ static struct ts_raster mine_raster = { 0, 0, MAX_WIDTH, MAX_HEIGHT, TileSize, T
#endif
void push( int *stack, int y, int x )
static void push( int *stack, int y, int x )
{
if( stack_pos <= height*width )
{
@ -421,7 +421,7 @@ void push( int *stack, int y, int x )
}
/* Unveil tiles and push them to stack if they are empty. */
void unveil( int *stack, int y, int x )
static void unveil( int *stack, int y, int x )
{
if( x < 0 || y < 0 || x > width - 1 || y > height - 1
|| minefield[y][x].known
@ -433,14 +433,14 @@ void unveil( int *stack, int y, int x )
push( stack, y, x );
}
int is_flagged( int y, int x )
static int is_flagged( int y, int x )
{
if( x >= 0 && y >= 0 && x < width && y < height && minefield[y][x].flag )
return 1;
return 0;
}
int neighbors_flagged( int y, int x )
static int neighbors_flagged( int y, int x )
{
return is_flagged( y-1, x-1 ) +
is_flagged( y-1, x ) +
@ -453,7 +453,7 @@ int neighbors_flagged( int y, int x )
is_flagged( y+1, x+1 );
}
bool discover( int y, int x, bool explore_neighbors )
static bool discover( int y, int x, bool explore_neighbors )
{
/* Selected tile. */
if( x < 0 || y < 0 || x > width - 1 || y > height - 1)
@ -513,7 +513,7 @@ bool discover( int y, int x, bool explore_neighbors )
}
/* Reset the whole board for a new game. */
void minesweeper_init( void )
static void minesweeper_init( void )
{
rb->memset(minefield, 0, sizeof(minefield));
no_mines = true;
@ -524,7 +524,7 @@ void minesweeper_init( void )
/* put mines on the mine field */
/* there is p% chance that a tile is a mine */
/* if the tile has coordinates (x,y), then it can't be a mine */
void minesweeper_putmines( int p, int x, int y )
static void minesweeper_putmines( int p, int x, int y )
{
int i,j;
@ -585,7 +585,7 @@ void minesweeper_putmines( int p, int x, int y )
/* A function that will uncover all the board, when the user wins or loses.
can easily be expanded, (just a call assigned to a button) as a solver. */
void mine_show( void )
static void mine_show( void )
{
int i, j, button;
@ -622,7 +622,7 @@ void mine_show( void )
#endif
}
int count_tiles_left( void )
static int count_tiles_left( void )
{
int tiles = 0;
int i, j;
@ -633,7 +633,7 @@ int count_tiles_left( void )
return tiles;
}
int count_flags( void )
static int count_flags( void )
{
int flags = 0;
int i, j;
@ -645,7 +645,7 @@ int count_flags( void )
}
/* welcome screen where player can chose mine percentage */
enum minesweeper_status menu( void )
static enum minesweeper_status menu( void )
{
int selection = 0, result = MINESWEEPER_QUIT;
bool menu_quit = false;
@ -698,7 +698,7 @@ enum minesweeper_status menu( void )
}
/* the big and ugly game function */
enum minesweeper_status minesweeper( void )
static enum minesweeper_status minesweeper( void )
{
int i, j;
int button;