I can never remember what that `TRUE' means in the game structure
[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,
34 CURSOR_UP_LEFT,
35 CURSOR_DOWN_LEFT,
36 CURSOR_UP_RIGHT,
37 CURSOR_DOWN_RIGHT
720a8fb7 38};
39
6776a950 40#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
41 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
42#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
43 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
44#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
45 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
46
4e7ef6e6 47#define IGNOREARG(x) ( (x) = (x) )
7f77ea24 48
2ef96bd6 49typedef struct frontend frontend;
c8230524 50typedef struct config_item config_item;
7f77ea24 51typedef struct midend_data midend_data;
52typedef struct random_state random_state;
53typedef struct game_params game_params;
54typedef struct game_state game_state;
74a4e547 55typedef struct game_ui game_ui;
2ef96bd6 56typedef struct game_drawstate game_drawstate;
be8d5aa1 57typedef struct game game;
7f77ea24 58
4efb3868 59#define ALIGN_VNORMAL 0x000
60#define ALIGN_VCENTRE 0x100
61
62#define ALIGN_HLEFT 0x000
63#define ALIGN_HCENTRE 0x001
64#define ALIGN_HRIGHT 0x002
65
66#define FONT_FIXED 0
67#define FONT_VARIABLE 1
68
720a8fb7 69/*
c8230524 70 * Structure used to pass configuration data between frontend and
71 * game
72 */
95709966 73enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
c8230524 74struct config_item {
75 /*
76 * `name' is never dynamically allocated.
77 */
78 char *name;
79 /*
80 * `type' contains one of the above values.
81 */
82 int type;
83 /*
95709966 84 * For C_STRING, `sval' is always dynamically allocated and
85 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
86 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
87 * allocated, and contains a set of option strings separated by
88 * a delimiter. The delimeter is also the first character in
89 * the string, so for example ":Foo:Bar:Baz" gives three
90 * options `Foo', `Bar' and `Baz'.
c8230524 91 */
92 char *sval;
93 /*
95709966 94 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
c8230524 95 * indicates the chosen index from the `sval' list. In the
96 * above example, 0==Foo, 1==Bar and 2==Baz.
97 */
98 int ival;
99};
100
101/*
720a8fb7 102 * Platform routines
103 */
104void fatal(char *fmt, ...);
2ef96bd6 105void frontend_default_colour(frontend *fe, float *output);
4efb3868 106void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
107 int align, int colour, char *text);
2ef96bd6 108void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
109void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
110void draw_polygon(frontend *fe, int *coords, int npoints,
111 int fill, int colour);
4efb3868 112void clip(frontend *fe, int x, int y, int w, int h);
113void unclip(frontend *fe);
2ef96bd6 114void start_draw(frontend *fe);
115void draw_update(frontend *fe, int x, int y, int w, int h);
116void end_draw(frontend *fe);
117void deactivate_timer(frontend *fe);
118void activate_timer(frontend *fe);
fd1a1a2b 119void status_bar(frontend *fe, char *text);
cbb5549e 120void get_random_seed(void **randseed, int *randseedsize);
720a8fb7 121
122/*
7f77ea24 123 * midend.c
124 */
be8d5aa1 125midend_data *midend_new(frontend *fe, const game *ourgame);
7f77ea24 126void midend_free(midend_data *me);
127void midend_set_params(midend_data *me, game_params *params);
128void midend_size(midend_data *me, int *x, int *y);
5928817c 129void midend_new_game(midend_data *me);
7f77ea24 130void midend_restart_game(midend_data *me);
7f77ea24 131int midend_process_key(midend_data *me, int x, int y, int button);
2ef96bd6 132void midend_redraw(midend_data *me);
133float *midend_colours(midend_data *me, int *ncolours);
134void midend_timer(midend_data *me, float tplus);
eb2ad6f1 135int midend_num_presets(midend_data *me);
136void midend_fetch_preset(midend_data *me, int n,
137 char **name, game_params **params);
fd1a1a2b 138int midend_wants_statusbar(midend_data *me);
5928817c 139enum { CFG_SETTINGS, CFG_SEED };
140config_item *midend_get_config(midend_data *me, int which, char **wintitle);
141char *midend_set_config(midend_data *me, int which, config_item *cfg);
8b7938e7 142char *midend_game_id(midend_data *me, char *id, int def_seed);
7f77ea24 143
144/*
720a8fb7 145 * malloc.c
146 */
147void *smalloc(int size);
148void *srealloc(void *p, int size);
149void sfree(void *p);
ab30d7be 150char *dupstr(const char *s);
720a8fb7 151#define snew(type) \
152 ( (type *) smalloc (sizeof (type)) )
153#define snewn(number, type) \
154 ( (type *) smalloc ((number) * sizeof (type)) )
155#define sresize(array, number, type) \
7f77ea24 156 ( (type *) srealloc ((array), (number) * sizeof (type)) )
720a8fb7 157
158/*
4efb3868 159 * misc.c
160 */
077f3cbe 161void free_cfg(config_item *cfg);
4efb3868 162
163/*
720a8fb7 164 * random.c
165 */
720a8fb7 166random_state *random_init(char *seed, int len);
48d70ca9 167unsigned long random_bits(random_state *state, int bits);
720a8fb7 168unsigned long random_upto(random_state *state, unsigned long limit);
169void random_free(random_state *state);
170
171/*
be8d5aa1 172 * Data structure containing the function calls and data specific
173 * to a particular game. This is enclosed in a data structure so
174 * that a particular platform can choose, if it wishes, to compile
175 * all the games into a single combined executable rather than
176 * having lots of little ones.
720a8fb7 177 */
be8d5aa1 178struct game {
179 const char *name;
180 const char *winhelp_topic;
be8d5aa1 181 game_params *(*default_params)(void);
182 int (*fetch_preset)(int i, char **name, game_params **params);
183 game_params *(*decode_params)(char const *string);
184 char *(*encode_params)(game_params *);
185 void (*free_params)(game_params *params);
186 game_params *(*dup_params)(game_params *params);
1d228b10 187 int can_configure;
be8d5aa1 188 config_item *(*configure)(game_params *params);
189 game_params *(*custom_params)(config_item *cfg);
190 char *(*validate_params)(game_params *params);
191 char *(*new_seed)(game_params *params, random_state *rs);
192 char *(*validate_seed)(game_params *params, char *seed);
193 game_state *(*new_game)(game_params *params, char *seed);
194 game_state *(*dup_game)(game_state *state);
195 void (*free_game)(game_state *state);
196 game_ui *(*new_ui)(game_state *state);
197 void (*free_ui)(game_ui *ui);
198 game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
199 int button);
200 void (*size)(game_params *params, int *x, int *y);
201 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
202 game_drawstate *(*new_drawstate)(game_state *state);
203 void (*free_drawstate)(game_drawstate *ds);
204 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
205 game_state *newstate, int dir, game_ui *ui, float anim_time,
206 float flash_time);
207 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir);
208 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir);
209 int (*wants_statusbar)(void);
210};
211
212/*
213 * For one-game-at-a-time platforms, there's a single structure
19ef4855 214 * like the above, under a fixed name. For all-at-once platforms,
215 * there's a list of all available puzzles in array form.
be8d5aa1 216 */
19ef4855 217#ifdef COMBINED
218extern const game *gamelist[];
219extern const int gamecount;
220#else
be8d5aa1 221extern const game thegame;
222#endif
720a8fb7 223
224#endif /* PUZZLES_PUZZLES_H */