Add WinHelp topic
[sgt/puzzles] / puzzles.h
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720a8fb7 1/*
2 * puzzles.h: header file for my puzzle collection
3 */
4
5#ifndef PUZZLES_PUZZLES_H
6#define PUZZLES_PUZZLES_H
7
ab53eb64 8#include <stdlib.h> /* for size_t */
9
720a8fb7 10#ifndef TRUE
11#define TRUE 1
12#endif
13#ifndef FALSE
14#define FALSE 0
15#endif
16
b2a646f1 17#define PI 3.141592653589793238462643383279502884197169399
18
720a8fb7 19#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
20
1d8e8ad8 21#define STR_INT(x) #x
22#define STR(x) STR_INT(x)
23
ab53eb64 24/* NB not perfect because they evaluate arguments multiple times. */
41184c24 25#ifndef max
ab53eb64 26#define max(x,y) ( (x)>(y) ? (x) : (y) )
41184c24 27#endif /* max */
28#ifndef min
ab53eb64 29#define min(x,y) ( (x)<(y) ? (x) : (y) )
41184c24 30#endif /* min */
ab53eb64 31
720a8fb7 32enum {
ab53eb64 33 LEFT_BUTTON = 0x0200,
720a8fb7 34 MIDDLE_BUTTON,
1482ee76 35 RIGHT_BUTTON,
74a4e547 36 LEFT_DRAG,
37 MIDDLE_DRAG,
38 RIGHT_DRAG,
39 LEFT_RELEASE,
40 MIDDLE_RELEASE,
41 RIGHT_RELEASE,
1482ee76 42 CURSOR_UP,
43 CURSOR_DOWN,
44 CURSOR_LEFT,
c71454c0 45 CURSOR_RIGHT,
4cd25760 46 CURSOR_SELECT,
3c833d45 47
ab53eb64 48 /* made smaller because of 'limited range of datatype' errors. */
49 MOD_CTRL = 0x1000,
50 MOD_SHFT = 0x2000,
51 MOD_NUM_KEYPAD = 0x4000,
52 MOD_MASK = 0x7000 /* mask for all modifiers */
720a8fb7 53};
54
6776a950 55#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
56 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
57#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
58 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
59#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
60 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
61
93b1da3d 62/* Bit flags indicating mouse button priorities */
63#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
64
4e7ef6e6 65#define IGNOREARG(x) ( (x) = (x) )
7f77ea24 66
2ef96bd6 67typedef struct frontend frontend;
c8230524 68typedef struct config_item config_item;
7f77ea24 69typedef struct midend_data midend_data;
70typedef struct random_state random_state;
71typedef struct game_params game_params;
72typedef struct game_state game_state;
6f2d8d7c 73typedef struct game_aux_info game_aux_info;
74a4e547 74typedef struct game_ui game_ui;
2ef96bd6 75typedef struct game_drawstate game_drawstate;
be8d5aa1 76typedef struct game game;
7f77ea24 77
4efb3868 78#define ALIGN_VNORMAL 0x000
79#define ALIGN_VCENTRE 0x100
80
81#define ALIGN_HLEFT 0x000
82#define ALIGN_HCENTRE 0x001
83#define ALIGN_HRIGHT 0x002
84
85#define FONT_FIXED 0
86#define FONT_VARIABLE 1
87
720a8fb7 88/*
c8230524 89 * Structure used to pass configuration data between frontend and
90 * game
91 */
95709966 92enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
c8230524 93struct config_item {
94 /*
95 * `name' is never dynamically allocated.
96 */
97 char *name;
98 /*
99 * `type' contains one of the above values.
100 */
101 int type;
102 /*
95709966 103 * For C_STRING, `sval' is always dynamically allocated and
104 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
105 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
106 * allocated, and contains a set of option strings separated by
107 * a delimiter. The delimeter is also the first character in
108 * the string, so for example ":Foo:Bar:Baz" gives three
109 * options `Foo', `Bar' and `Baz'.
c8230524 110 */
111 char *sval;
112 /*
95709966 113 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
c8230524 114 * indicates the chosen index from the `sval' list. In the
115 * above example, 0==Foo, 1==Bar and 2==Baz.
116 */
117 int ival;
118};
119
120/*
720a8fb7 121 * Platform routines
122 */
ab53eb64 123
124#ifdef DEBUG
125#define debug(x) (debug_printf x)
126void debug_printf(char *fmt, ...);
127#else
128#define debug(x)
129#endif
130
720a8fb7 131void fatal(char *fmt, ...);
2ef96bd6 132void frontend_default_colour(frontend *fe, float *output);
4efb3868 133void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
134 int align, int colour, char *text);
2ef96bd6 135void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
136void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
137void draw_polygon(frontend *fe, int *coords, int npoints,
138 int fill, int colour);
4efb3868 139void clip(frontend *fe, int x, int y, int w, int h);
140void unclip(frontend *fe);
2ef96bd6 141void start_draw(frontend *fe);
142void draw_update(frontend *fe, int x, int y, int w, int h);
143void end_draw(frontend *fe);
144void deactivate_timer(frontend *fe);
145void activate_timer(frontend *fe);
fd1a1a2b 146void status_bar(frontend *fe, char *text);
cbb5549e 147void get_random_seed(void **randseed, int *randseedsize);
720a8fb7 148
149/*
7f77ea24 150 * midend.c
151 */
be8d5aa1 152midend_data *midend_new(frontend *fe, const game *ourgame);
7f77ea24 153void midend_free(midend_data *me);
154void midend_set_params(midend_data *me, game_params *params);
1e3e152d 155void midend_size(midend_data *me, int *x, int *y, int expand);
5928817c 156void midend_new_game(midend_data *me);
7f77ea24 157void midend_restart_game(midend_data *me);
ab53eb64 158void midend_stop_anim(midend_data *me);
7f77ea24 159int midend_process_key(midend_data *me, int x, int y, int button);
008b4378 160void midend_force_redraw(midend_data *me);
2ef96bd6 161void midend_redraw(midend_data *me);
162float *midend_colours(midend_data *me, int *ncolours);
163void midend_timer(midend_data *me, float tplus);
eb2ad6f1 164int midend_num_presets(midend_data *me);
165void midend_fetch_preset(midend_data *me, int n,
166 char **name, game_params **params);
fd1a1a2b 167int midend_wants_statusbar(midend_data *me);
1185e3c5 168enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
5928817c 169config_item *midend_get_config(midend_data *me, int which, char **wintitle);
170char *midend_set_config(midend_data *me, int which, config_item *cfg);
1185e3c5 171char *midend_game_id(midend_data *me, char *id);
9b4b03d3 172char *midend_text_format(midend_data *me);
2ac6d24e 173char *midend_solve(midend_data *me);
c380832d 174void midend_supersede_game_desc(midend_data *me, char *desc);
48dcdd62 175char *midend_rewrite_statusbar(midend_data *me, char *text);
7f77ea24 176
177/*
720a8fb7 178 * malloc.c
179 */
ab53eb64 180void *smalloc(size_t size);
181void *srealloc(void *p, size_t size);
720a8fb7 182void sfree(void *p);
ab30d7be 183char *dupstr(const char *s);
720a8fb7 184#define snew(type) \
185 ( (type *) smalloc (sizeof (type)) )
186#define snewn(number, type) \
187 ( (type *) smalloc ((number) * sizeof (type)) )
188#define sresize(array, number, type) \
7f77ea24 189 ( (type *) srealloc ((array), (number) * sizeof (type)) )
720a8fb7 190
191/*
4efb3868 192 * misc.c
193 */
077f3cbe 194void free_cfg(config_item *cfg);
4efb3868 195
196/*
97098757 197 * version.c
198 */
199extern char ver[];
200
201/*
720a8fb7 202 * random.c
203 */
720a8fb7 204random_state *random_init(char *seed, int len);
48d70ca9 205unsigned long random_bits(random_state *state, int bits);
720a8fb7 206unsigned long random_upto(random_state *state, unsigned long limit);
207void random_free(random_state *state);
c380832d 208char *random_state_encode(random_state *state);
209random_state *random_state_decode(char *input);
7959b517 210/* random.c also exports SHA, which occasionally comes in useful. */
211typedef unsigned long uint32;
212typedef struct {
213 uint32 h[5];
214 unsigned char block[64];
215 int blkused;
216 uint32 lenhi, lenlo;
217} SHA_State;
218void SHA_Init(SHA_State *s);
219void SHA_Bytes(SHA_State *s, void *p, int len);
220void SHA_Final(SHA_State *s, unsigned char *output);
221void SHA_Simple(void *p, int len, unsigned char *output);
720a8fb7 222
223/*
be8d5aa1 224 * Data structure containing the function calls and data specific
225 * to a particular game. This is enclosed in a data structure so
226 * that a particular platform can choose, if it wishes, to compile
227 * all the games into a single combined executable rather than
228 * having lots of little ones.
720a8fb7 229 */
be8d5aa1 230struct game {
231 const char *name;
232 const char *winhelp_topic;
be8d5aa1 233 game_params *(*default_params)(void);
234 int (*fetch_preset)(int i, char **name, game_params **params);
1185e3c5 235 void (*decode_params)(game_params *, char const *string);
236 char *(*encode_params)(game_params *, int full);
be8d5aa1 237 void (*free_params)(game_params *params);
238 game_params *(*dup_params)(game_params *params);
1d228b10 239 int can_configure;
be8d5aa1 240 config_item *(*configure)(game_params *params);
241 game_params *(*custom_params)(config_item *cfg);
242 char *(*validate_params)(game_params *params);
1185e3c5 243 char *(*new_desc)(game_params *params, random_state *rs,
6aa6af4c 244 game_aux_info **aux, int interactive);
6f2d8d7c 245 void (*free_aux_info)(game_aux_info *aux);
1185e3c5 246 char *(*validate_desc)(game_params *params, char *desc);
c380832d 247 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
be8d5aa1 248 game_state *(*dup_game)(game_state *state);
249 void (*free_game)(game_state *state);
2ac6d24e 250 int can_solve;
4a29930e 251 game_state *(*solve)(game_state *orig, game_state *curr,
252 game_aux_info *aux, char **error);
9b4b03d3 253 int can_format_as_text;
254 char *(*text_format)(game_state *state);
be8d5aa1 255 game_ui *(*new_ui)(game_state *state);
256 void (*free_ui)(game_ui *ui);
07dfb697 257 void (*changed_state)(game_ui *ui, game_state *oldstate,
258 game_state *newstate);
c0361acd 259 game_state *(*make_move)(game_state *from, game_ui *ui, game_drawstate *ds,
260 int x, int y, int button);
1e3e152d 261 void (*size)(game_params *params, game_drawstate *ds, int *x, int *y,
262 int expand);
be8d5aa1 263 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
264 game_drawstate *(*new_drawstate)(game_state *state);
265 void (*free_drawstate)(game_drawstate *ds);
266 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
267 game_state *newstate, int dir, game_ui *ui, float anim_time,
268 float flash_time);
e3f21163 269 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
270 game_ui *ui);
271 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
272 game_ui *ui);
be8d5aa1 273 int (*wants_statusbar)(void);
48dcdd62 274 int is_timed;
275 int (*timing_state)(game_state *state);
93b1da3d 276 int mouse_priorities;
be8d5aa1 277};
278
279/*
280 * For one-game-at-a-time platforms, there's a single structure
19ef4855 281 * like the above, under a fixed name. For all-at-once platforms,
282 * there's a list of all available puzzles in array form.
be8d5aa1 283 */
19ef4855 284#ifdef COMBINED
285extern const game *gamelist[];
286extern const int gamecount;
287#else
be8d5aa1 288extern const game thegame;
289#endif
720a8fb7 290
291#endif /* PUZZLES_PUZZLES_H */