Bah, and remove the TODO item. As usual.
[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
b2a646f1 15#define PI 3.141592653589793238462643383279502884197169399
16
720a8fb7 17#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
18
1d8e8ad8 19#define STR_INT(x) #x
20#define STR(x) STR_INT(x)
21
720a8fb7 22enum {
23 LEFT_BUTTON = 0x1000,
24 MIDDLE_BUTTON,
1482ee76 25 RIGHT_BUTTON,
74a4e547 26 LEFT_DRAG,
27 MIDDLE_DRAG,
28 RIGHT_DRAG,
29 LEFT_RELEASE,
30 MIDDLE_RELEASE,
31 RIGHT_RELEASE,
1482ee76 32 CURSOR_UP,
33 CURSOR_DOWN,
34 CURSOR_LEFT,
c71454c0 35 CURSOR_RIGHT,
3c833d45 36
f0ee053c 37 MOD_CTRL = 0x10000000,
38 MOD_SHFT = 0x20000000,
39 MOD_NUM_KEYPAD = 0x40000000,
40 MOD_MASK = 0x70000000 /* mask for all modifiers */
720a8fb7 41};
42
6776a950 43#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
44 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
45#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
46 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
47#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
48 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
49
4e7ef6e6 50#define IGNOREARG(x) ( (x) = (x) )
7f77ea24 51
2ef96bd6 52typedef struct frontend frontend;
c8230524 53typedef struct config_item config_item;
7f77ea24 54typedef struct midend_data midend_data;
55typedef struct random_state random_state;
56typedef struct game_params game_params;
57typedef struct game_state game_state;
6f2d8d7c 58typedef struct game_aux_info game_aux_info;
74a4e547 59typedef struct game_ui game_ui;
2ef96bd6 60typedef struct game_drawstate game_drawstate;
be8d5aa1 61typedef struct game game;
7f77ea24 62
4efb3868 63#define ALIGN_VNORMAL 0x000
64#define ALIGN_VCENTRE 0x100
65
66#define ALIGN_HLEFT 0x000
67#define ALIGN_HCENTRE 0x001
68#define ALIGN_HRIGHT 0x002
69
70#define FONT_FIXED 0
71#define FONT_VARIABLE 1
72
720a8fb7 73/*
c8230524 74 * Structure used to pass configuration data between frontend and
75 * game
76 */
95709966 77enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
c8230524 78struct config_item {
79 /*
80 * `name' is never dynamically allocated.
81 */
82 char *name;
83 /*
84 * `type' contains one of the above values.
85 */
86 int type;
87 /*
95709966 88 * For C_STRING, `sval' is always dynamically allocated and
89 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
90 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
91 * allocated, and contains a set of option strings separated by
92 * a delimiter. The delimeter is also the first character in
93 * the string, so for example ":Foo:Bar:Baz" gives three
94 * options `Foo', `Bar' and `Baz'.
c8230524 95 */
96 char *sval;
97 /*
95709966 98 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
c8230524 99 * indicates the chosen index from the `sval' list. In the
100 * above example, 0==Foo, 1==Bar and 2==Baz.
101 */
102 int ival;
103};
104
105/*
720a8fb7 106 * Platform routines
107 */
108void fatal(char *fmt, ...);
2ef96bd6 109void frontend_default_colour(frontend *fe, float *output);
4efb3868 110void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
111 int align, int colour, char *text);
2ef96bd6 112void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
113void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
114void draw_polygon(frontend *fe, int *coords, int npoints,
115 int fill, int colour);
4efb3868 116void clip(frontend *fe, int x, int y, int w, int h);
117void unclip(frontend *fe);
2ef96bd6 118void start_draw(frontend *fe);
119void draw_update(frontend *fe, int x, int y, int w, int h);
120void end_draw(frontend *fe);
121void deactivate_timer(frontend *fe);
122void activate_timer(frontend *fe);
fd1a1a2b 123void status_bar(frontend *fe, char *text);
cbb5549e 124void get_random_seed(void **randseed, int *randseedsize);
720a8fb7 125
126/*
7f77ea24 127 * midend.c
128 */
be8d5aa1 129midend_data *midend_new(frontend *fe, const game *ourgame);
7f77ea24 130void midend_free(midend_data *me);
131void midend_set_params(midend_data *me, game_params *params);
132void midend_size(midend_data *me, int *x, int *y);
5928817c 133void midend_new_game(midend_data *me);
7f77ea24 134void midend_restart_game(midend_data *me);
7f77ea24 135int midend_process_key(midend_data *me, int x, int y, int button);
008b4378 136void midend_force_redraw(midend_data *me);
2ef96bd6 137void midend_redraw(midend_data *me);
138float *midend_colours(midend_data *me, int *ncolours);
139void midend_timer(midend_data *me, float tplus);
eb2ad6f1 140int midend_num_presets(midend_data *me);
141void midend_fetch_preset(midend_data *me, int n,
142 char **name, game_params **params);
fd1a1a2b 143int midend_wants_statusbar(midend_data *me);
1185e3c5 144enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
5928817c 145config_item *midend_get_config(midend_data *me, int which, char **wintitle);
146char *midend_set_config(midend_data *me, int which, config_item *cfg);
1185e3c5 147char *midend_game_id(midend_data *me, char *id);
9b4b03d3 148char *midend_text_format(midend_data *me);
2ac6d24e 149char *midend_solve(midend_data *me);
c380832d 150void midend_supersede_game_desc(midend_data *me, char *desc);
48dcdd62 151char *midend_rewrite_statusbar(midend_data *me, char *text);
7f77ea24 152
153/*
720a8fb7 154 * malloc.c
155 */
156void *smalloc(int size);
157void *srealloc(void *p, int size);
158void sfree(void *p);
ab30d7be 159char *dupstr(const char *s);
720a8fb7 160#define snew(type) \
161 ( (type *) smalloc (sizeof (type)) )
162#define snewn(number, type) \
163 ( (type *) smalloc ((number) * sizeof (type)) )
164#define sresize(array, number, type) \
7f77ea24 165 ( (type *) srealloc ((array), (number) * sizeof (type)) )
720a8fb7 166
167/*
4efb3868 168 * misc.c
169 */
077f3cbe 170void free_cfg(config_item *cfg);
4efb3868 171
172/*
97098757 173 * version.c
174 */
175extern char ver[];
176
177/*
720a8fb7 178 * random.c
179 */
720a8fb7 180random_state *random_init(char *seed, int len);
48d70ca9 181unsigned long random_bits(random_state *state, int bits);
720a8fb7 182unsigned long random_upto(random_state *state, unsigned long limit);
183void random_free(random_state *state);
c380832d 184char *random_state_encode(random_state *state);
185random_state *random_state_decode(char *input);
7959b517 186/* random.c also exports SHA, which occasionally comes in useful. */
187typedef unsigned long uint32;
188typedef struct {
189 uint32 h[5];
190 unsigned char block[64];
191 int blkused;
192 uint32 lenhi, lenlo;
193} SHA_State;
194void SHA_Init(SHA_State *s);
195void SHA_Bytes(SHA_State *s, void *p, int len);
196void SHA_Final(SHA_State *s, unsigned char *output);
197void SHA_Simple(void *p, int len, unsigned char *output);
720a8fb7 198
199/*
be8d5aa1 200 * Data structure containing the function calls and data specific
201 * to a particular game. This is enclosed in a data structure so
202 * that a particular platform can choose, if it wishes, to compile
203 * all the games into a single combined executable rather than
204 * having lots of little ones.
720a8fb7 205 */
be8d5aa1 206struct game {
207 const char *name;
208 const char *winhelp_topic;
be8d5aa1 209 game_params *(*default_params)(void);
210 int (*fetch_preset)(int i, char **name, game_params **params);
1185e3c5 211 void (*decode_params)(game_params *, char const *string);
212 char *(*encode_params)(game_params *, int full);
be8d5aa1 213 void (*free_params)(game_params *params);
214 game_params *(*dup_params)(game_params *params);
1d228b10 215 int can_configure;
be8d5aa1 216 config_item *(*configure)(game_params *params);
217 game_params *(*custom_params)(config_item *cfg);
218 char *(*validate_params)(game_params *params);
1185e3c5 219 char *(*new_desc)(game_params *params, random_state *rs,
6aa6af4c 220 game_aux_info **aux, int interactive);
6f2d8d7c 221 void (*free_aux_info)(game_aux_info *aux);
1185e3c5 222 char *(*validate_desc)(game_params *params, char *desc);
c380832d 223 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
be8d5aa1 224 game_state *(*dup_game)(game_state *state);
225 void (*free_game)(game_state *state);
2ac6d24e 226 int can_solve;
227 game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
9b4b03d3 228 int can_format_as_text;
229 char *(*text_format)(game_state *state);
be8d5aa1 230 game_ui *(*new_ui)(game_state *state);
231 void (*free_ui)(game_ui *ui);
c0361acd 232 game_state *(*make_move)(game_state *from, game_ui *ui, game_drawstate *ds,
233 int x, int y, int button);
be8d5aa1 234 void (*size)(game_params *params, int *x, int *y);
235 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
236 game_drawstate *(*new_drawstate)(game_state *state);
237 void (*free_drawstate)(game_drawstate *ds);
238 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
239 game_state *newstate, int dir, game_ui *ui, float anim_time,
240 float flash_time);
e3f21163 241 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
242 game_ui *ui);
243 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
244 game_ui *ui);
be8d5aa1 245 int (*wants_statusbar)(void);
48dcdd62 246 int is_timed;
247 int (*timing_state)(game_state *state);
be8d5aa1 248};
249
250/*
251 * For one-game-at-a-time platforms, there's a single structure
19ef4855 252 * like the above, under a fixed name. For all-at-once platforms,
253 * there's a list of all available puzzles in array form.
be8d5aa1 254 */
19ef4855 255#ifdef COMBINED
256extern const game *gamelist[];
257extern const int gamecount;
258#else
be8d5aa1 259extern const game thegame;
260#endif
720a8fb7 261
262#endif /* PUZZLES_PUZZLES_H */