Neat idea from Gareth: if you put a % on the end of the mine count
[sgt/puzzles] / puzzles.h
CommitLineData
720a8fb7 1/*
2 * puzzles.h: header file for my puzzle collection
3 */
4
5#ifndef PUZZLES_PUZZLES_H
6#define PUZZLES_PUZZLES_H
7
8#ifndef TRUE
9#define TRUE 1
10#endif
11#ifndef FALSE
12#define FALSE 0
13#endif
14
15#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
16
1d8e8ad8 17#define STR_INT(x) #x
18#define STR(x) STR_INT(x)
19
720a8fb7 20enum {
21 LEFT_BUTTON = 0x1000,
22 MIDDLE_BUTTON,
1482ee76 23 RIGHT_BUTTON,
74a4e547 24 LEFT_DRAG,
25 MIDDLE_DRAG,
26 RIGHT_DRAG,
27 LEFT_RELEASE,
28 MIDDLE_RELEASE,
29 RIGHT_RELEASE,
1482ee76 30 CURSOR_UP,
31 CURSOR_DOWN,
32 CURSOR_LEFT,
c71454c0 33 CURSOR_RIGHT,
3c833d45 34
f0ee053c 35 MOD_CTRL = 0x10000000,
36 MOD_SHFT = 0x20000000,
37 MOD_NUM_KEYPAD = 0x40000000,
38 MOD_MASK = 0x70000000 /* mask for all modifiers */
720a8fb7 39};
40
6776a950 41#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
42 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
43#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
44 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
45#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
46 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
47
4e7ef6e6 48#define IGNOREARG(x) ( (x) = (x) )
7f77ea24 49
2ef96bd6 50typedef struct frontend frontend;
c8230524 51typedef struct config_item config_item;
7f77ea24 52typedef struct midend_data midend_data;
53typedef struct random_state random_state;
54typedef struct game_params game_params;
55typedef struct game_state game_state;
6f2d8d7c 56typedef struct game_aux_info game_aux_info;
74a4e547 57typedef struct game_ui game_ui;
2ef96bd6 58typedef struct game_drawstate game_drawstate;
be8d5aa1 59typedef struct game game;
7f77ea24 60
4efb3868 61#define ALIGN_VNORMAL 0x000
62#define ALIGN_VCENTRE 0x100
63
64#define ALIGN_HLEFT 0x000
65#define ALIGN_HCENTRE 0x001
66#define ALIGN_HRIGHT 0x002
67
68#define FONT_FIXED 0
69#define FONT_VARIABLE 1
70
720a8fb7 71/*
c8230524 72 * Structure used to pass configuration data between frontend and
73 * game
74 */
95709966 75enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
c8230524 76struct config_item {
77 /*
78 * `name' is never dynamically allocated.
79 */
80 char *name;
81 /*
82 * `type' contains one of the above values.
83 */
84 int type;
85 /*
95709966 86 * For C_STRING, `sval' is always dynamically allocated and
87 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
88 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
89 * allocated, and contains a set of option strings separated by
90 * a delimiter. The delimeter is also the first character in
91 * the string, so for example ":Foo:Bar:Baz" gives three
92 * options `Foo', `Bar' and `Baz'.
c8230524 93 */
94 char *sval;
95 /*
95709966 96 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
c8230524 97 * indicates the chosen index from the `sval' list. In the
98 * above example, 0==Foo, 1==Bar and 2==Baz.
99 */
100 int ival;
101};
102
103/*
720a8fb7 104 * Platform routines
105 */
106void fatal(char *fmt, ...);
2ef96bd6 107void frontend_default_colour(frontend *fe, float *output);
4efb3868 108void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
109 int align, int colour, char *text);
2ef96bd6 110void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
111void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
112void draw_polygon(frontend *fe, int *coords, int npoints,
113 int fill, int colour);
4efb3868 114void clip(frontend *fe, int x, int y, int w, int h);
115void unclip(frontend *fe);
2ef96bd6 116void start_draw(frontend *fe);
117void draw_update(frontend *fe, int x, int y, int w, int h);
118void end_draw(frontend *fe);
119void deactivate_timer(frontend *fe);
120void activate_timer(frontend *fe);
fd1a1a2b 121void status_bar(frontend *fe, char *text);
cbb5549e 122void get_random_seed(void **randseed, int *randseedsize);
720a8fb7 123
124/*
7f77ea24 125 * midend.c
126 */
be8d5aa1 127midend_data *midend_new(frontend *fe, const game *ourgame);
7f77ea24 128void midend_free(midend_data *me);
129void midend_set_params(midend_data *me, game_params *params);
130void midend_size(midend_data *me, int *x, int *y);
5928817c 131void midend_new_game(midend_data *me);
7f77ea24 132void midend_restart_game(midend_data *me);
7f77ea24 133int midend_process_key(midend_data *me, int x, int y, int button);
2ef96bd6 134void midend_redraw(midend_data *me);
135float *midend_colours(midend_data *me, int *ncolours);
136void midend_timer(midend_data *me, float tplus);
eb2ad6f1 137int midend_num_presets(midend_data *me);
138void midend_fetch_preset(midend_data *me, int n,
139 char **name, game_params **params);
fd1a1a2b 140int midend_wants_statusbar(midend_data *me);
1185e3c5 141enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
5928817c 142config_item *midend_get_config(midend_data *me, int which, char **wintitle);
143char *midend_set_config(midend_data *me, int which, config_item *cfg);
1185e3c5 144char *midend_game_id(midend_data *me, char *id);
9b4b03d3 145char *midend_text_format(midend_data *me);
2ac6d24e 146char *midend_solve(midend_data *me);
7f77ea24 147
148/*
720a8fb7 149 * malloc.c
150 */
151void *smalloc(int size);
152void *srealloc(void *p, int size);
153void sfree(void *p);
ab30d7be 154char *dupstr(const char *s);
720a8fb7 155#define snew(type) \
156 ( (type *) smalloc (sizeof (type)) )
157#define snewn(number, type) \
158 ( (type *) smalloc ((number) * sizeof (type)) )
159#define sresize(array, number, type) \
7f77ea24 160 ( (type *) srealloc ((array), (number) * sizeof (type)) )
720a8fb7 161
162/*
4efb3868 163 * misc.c
164 */
077f3cbe 165void free_cfg(config_item *cfg);
4efb3868 166
167/*
97098757 168 * version.c
169 */
170extern char ver[];
171
172/*
720a8fb7 173 * random.c
174 */
720a8fb7 175random_state *random_init(char *seed, int len);
48d70ca9 176unsigned long random_bits(random_state *state, int bits);
720a8fb7 177unsigned long random_upto(random_state *state, unsigned long limit);
178void random_free(random_state *state);
7959b517 179/* random.c also exports SHA, which occasionally comes in useful. */
180typedef unsigned long uint32;
181typedef struct {
182 uint32 h[5];
183 unsigned char block[64];
184 int blkused;
185 uint32 lenhi, lenlo;
186} SHA_State;
187void SHA_Init(SHA_State *s);
188void SHA_Bytes(SHA_State *s, void *p, int len);
189void SHA_Final(SHA_State *s, unsigned char *output);
190void SHA_Simple(void *p, int len, unsigned char *output);
720a8fb7 191
192/*
be8d5aa1 193 * Data structure containing the function calls and data specific
194 * to a particular game. This is enclosed in a data structure so
195 * that a particular platform can choose, if it wishes, to compile
196 * all the games into a single combined executable rather than
197 * having lots of little ones.
720a8fb7 198 */
be8d5aa1 199struct game {
200 const char *name;
201 const char *winhelp_topic;
be8d5aa1 202 game_params *(*default_params)(void);
203 int (*fetch_preset)(int i, char **name, game_params **params);
1185e3c5 204 void (*decode_params)(game_params *, char const *string);
205 char *(*encode_params)(game_params *, int full);
be8d5aa1 206 void (*free_params)(game_params *params);
207 game_params *(*dup_params)(game_params *params);
1d228b10 208 int can_configure;
be8d5aa1 209 config_item *(*configure)(game_params *params);
210 game_params *(*custom_params)(config_item *cfg);
211 char *(*validate_params)(game_params *params);
1185e3c5 212 char *(*new_desc)(game_params *params, random_state *rs,
6f2d8d7c 213 game_aux_info **aux);
214 void (*free_aux_info)(game_aux_info *aux);
1185e3c5 215 char *(*validate_desc)(game_params *params, char *desc);
216 game_state *(*new_game)(game_params *params, char *desc);
be8d5aa1 217 game_state *(*dup_game)(game_state *state);
218 void (*free_game)(game_state *state);
2ac6d24e 219 int can_solve;
220 game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
9b4b03d3 221 int can_format_as_text;
222 char *(*text_format)(game_state *state);
be8d5aa1 223 game_ui *(*new_ui)(game_state *state);
224 void (*free_ui)(game_ui *ui);
225 game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
226 int button);
227 void (*size)(game_params *params, int *x, int *y);
228 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
229 game_drawstate *(*new_drawstate)(game_state *state);
230 void (*free_drawstate)(game_drawstate *ds);
231 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
232 game_state *newstate, int dir, game_ui *ui, float anim_time,
233 float flash_time);
e3f21163 234 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
235 game_ui *ui);
236 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
237 game_ui *ui);
be8d5aa1 238 int (*wants_statusbar)(void);
239};
240
241/*
242 * For one-game-at-a-time platforms, there's a single structure
19ef4855 243 * like the above, under a fixed name. For all-at-once platforms,
244 * there's a list of all available puzzles in array form.
be8d5aa1 245 */
19ef4855 246#ifdef COMBINED
247extern const game *gamelist[];
248extern const int gamecount;
249#else
be8d5aa1 250extern const game thegame;
251#endif
720a8fb7 252
253#endif /* PUZZLES_PUZZLES_H */