Just noticed another thing that could easily catch me out when
[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
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
9d6c3859 65/* Another random flag that goes in the mouse priorities section for want
66 * of a better place to put it */
67#define SOLVE_ANIMATES ( 1 << 9 )
68
4e7ef6e6 69#define IGNOREARG(x) ( (x) = (x) )
7f77ea24 70
2ef96bd6 71typedef struct frontend frontend;
c8230524 72typedef struct config_item config_item;
7f77ea24 73typedef struct midend_data midend_data;
74typedef struct random_state random_state;
75typedef struct game_params game_params;
76typedef struct game_state game_state;
74a4e547 77typedef struct game_ui game_ui;
2ef96bd6 78typedef struct game_drawstate game_drawstate;
be8d5aa1 79typedef struct game game;
3161048d 80typedef struct blitter blitter;
7f77ea24 81
4efb3868 82#define ALIGN_VNORMAL 0x000
83#define ALIGN_VCENTRE 0x100
84
85#define ALIGN_HLEFT 0x000
86#define ALIGN_HCENTRE 0x001
87#define ALIGN_HRIGHT 0x002
88
89#define FONT_FIXED 0
90#define FONT_VARIABLE 1
91
720a8fb7 92/*
c8230524 93 * Structure used to pass configuration data between frontend and
94 * game
95 */
95709966 96enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
c8230524 97struct config_item {
98 /*
99 * `name' is never dynamically allocated.
100 */
101 char *name;
102 /*
103 * `type' contains one of the above values.
104 */
105 int type;
106 /*
95709966 107 * For C_STRING, `sval' is always dynamically allocated and
108 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
109 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
110 * allocated, and contains a set of option strings separated by
111 * a delimiter. The delimeter is also the first character in
112 * the string, so for example ":Foo:Bar:Baz" gives three
113 * options `Foo', `Bar' and `Baz'.
c8230524 114 */
115 char *sval;
116 /*
95709966 117 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
c8230524 118 * indicates the chosen index from the `sval' list. In the
119 * above example, 0==Foo, 1==Bar and 2==Baz.
120 */
121 int ival;
122};
123
124/*
720a8fb7 125 * Platform routines
126 */
ab53eb64 127
7b010604 128/* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
129#ifdef DEBUGGING
ab53eb64 130#define debug(x) (debug_printf x)
131void debug_printf(char *fmt, ...);
132#else
133#define debug(x)
134#endif
135
720a8fb7 136void fatal(char *fmt, ...);
2ef96bd6 137void frontend_default_colour(frontend *fe, float *output);
4efb3868 138void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
139 int align, int colour, char *text);
2ef96bd6 140void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
141void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
142void draw_polygon(frontend *fe, int *coords, int npoints,
28b5987d 143 int fillcolour, int outlinecolour);
550efd7f 144void draw_circle(frontend *fe, int cx, int cy, int radius,
28b5987d 145 int fillcolour, int outlinecolour);
4efb3868 146void clip(frontend *fe, int x, int y, int w, int h);
147void unclip(frontend *fe);
2ef96bd6 148void start_draw(frontend *fe);
149void draw_update(frontend *fe, int x, int y, int w, int h);
150void end_draw(frontend *fe);
151void deactivate_timer(frontend *fe);
152void activate_timer(frontend *fe);
fd1a1a2b 153void status_bar(frontend *fe, char *text);
cbb5549e 154void get_random_seed(void **randseed, int *randseedsize);
720a8fb7 155
3161048d 156blitter *blitter_new(int w, int h);
157void blitter_free(blitter *bl);
158/* save puts the portion of the current display with top-left corner
159 * (x,y) to the blitter. load puts it back again to the specified
160 * coords, or else wherever it was saved from
161 * (if x = y = BLITTER_FROMSAVED). */
162void blitter_save(frontend *fe, blitter *bl, int x, int y);
163#define BLITTER_FROMSAVED (-1)
164void blitter_load(frontend *fe, blitter *bl, int x, int y);
165
720a8fb7 166/*
7f77ea24 167 * midend.c
168 */
be8d5aa1 169midend_data *midend_new(frontend *fe, const game *ourgame);
7f77ea24 170void midend_free(midend_data *me);
171void midend_set_params(midend_data *me, game_params *params);
1e3e152d 172void midend_size(midend_data *me, int *x, int *y, int expand);
5928817c 173void midend_new_game(midend_data *me);
7f77ea24 174void midend_restart_game(midend_data *me);
ab53eb64 175void midend_stop_anim(midend_data *me);
7f77ea24 176int midend_process_key(midend_data *me, int x, int y, int button);
008b4378 177void midend_force_redraw(midend_data *me);
2ef96bd6 178void midend_redraw(midend_data *me);
179float *midend_colours(midend_data *me, int *ncolours);
180void midend_timer(midend_data *me, float tplus);
eb2ad6f1 181int midend_num_presets(midend_data *me);
182void midend_fetch_preset(midend_data *me, int n,
183 char **name, game_params **params);
fd1a1a2b 184int midend_wants_statusbar(midend_data *me);
1185e3c5 185enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
5928817c 186config_item *midend_get_config(midend_data *me, int which, char **wintitle);
187char *midend_set_config(midend_data *me, int which, config_item *cfg);
1185e3c5 188char *midend_game_id(midend_data *me, char *id);
9b4b03d3 189char *midend_text_format(midend_data *me);
2ac6d24e 190char *midend_solve(midend_data *me);
0a6892db 191void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc);
48dcdd62 192char *midend_rewrite_statusbar(midend_data *me, char *text);
a4393230 193void midend_serialise(midend_data *me,
194 void (*write)(void *ctx, void *buf, int len),
195 void *wctx);
196char *midend_deserialise(midend_data *me,
197 int (*read)(void *ctx, void *buf, int len),
198 void *rctx);
7f77ea24 199
200/*
720a8fb7 201 * malloc.c
202 */
ab53eb64 203void *smalloc(size_t size);
204void *srealloc(void *p, size_t size);
720a8fb7 205void sfree(void *p);
ab30d7be 206char *dupstr(const char *s);
720a8fb7 207#define snew(type) \
208 ( (type *) smalloc (sizeof (type)) )
209#define snewn(number, type) \
210 ( (type *) smalloc ((number) * sizeof (type)) )
211#define sresize(array, number, type) \
7f77ea24 212 ( (type *) srealloc ((array), (number) * sizeof (type)) )
720a8fb7 213
214/*
4efb3868 215 * misc.c
216 */
077f3cbe 217void free_cfg(config_item *cfg);
74476385 218void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
219
220/* allocates output each time. len is always in bytes of binary data.
221 * May assert (or just go wrong) if lengths are unchecked. */
222char *bin2hex(const unsigned char *in, int inlen);
223unsigned char *hex2bin(const char *in, int outlen);
224
937a9eff 225/* Sets (and possibly dims) background from frontend default colour,
226 * and auto-generates highlight and lowlight colours too. */
227void game_mkhighlight(frontend *fe, float *ret,
228 int background, int highlight, int lowlight);
4efb3868 229
c8305fa8 230/* Randomly shuffles an array of items. */
231void shuffle(void *array, int nelts, int eltsize, random_state *rs);
232
bf7ebf5a 233/* Draw a rectangle outline, using the frontend's draw_line. */
234void draw_rect_outline(frontend *fe, int x, int y, int w, int h,
235 int colour);
236
4efb3868 237/*
f1010613 238 * dsf.c
239 */
240int dsf_canonify(int *dsf, int val);
241void dsf_merge(int *dsf, int v1, int v2);
242
243/*
97098757 244 * version.c
245 */
246extern char ver[];
247
248/*
720a8fb7 249 * random.c
250 */
720a8fb7 251random_state *random_init(char *seed, int len);
e9f8a17f 252random_state *random_copy(random_state *tocopy);
48d70ca9 253unsigned long random_bits(random_state *state, int bits);
720a8fb7 254unsigned long random_upto(random_state *state, unsigned long limit);
255void random_free(random_state *state);
c380832d 256char *random_state_encode(random_state *state);
257random_state *random_state_decode(char *input);
7959b517 258/* random.c also exports SHA, which occasionally comes in useful. */
259typedef unsigned long uint32;
260typedef struct {
261 uint32 h[5];
262 unsigned char block[64];
263 int blkused;
264 uint32 lenhi, lenlo;
265} SHA_State;
266void SHA_Init(SHA_State *s);
267void SHA_Bytes(SHA_State *s, void *p, int len);
268void SHA_Final(SHA_State *s, unsigned char *output);
269void SHA_Simple(void *p, int len, unsigned char *output);
720a8fb7 270
271/*
be8d5aa1 272 * Data structure containing the function calls and data specific
273 * to a particular game. This is enclosed in a data structure so
274 * that a particular platform can choose, if it wishes, to compile
275 * all the games into a single combined executable rather than
276 * having lots of little ones.
720a8fb7 277 */
be8d5aa1 278struct game {
279 const char *name;
280 const char *winhelp_topic;
be8d5aa1 281 game_params *(*default_params)(void);
282 int (*fetch_preset)(int i, char **name, game_params **params);
1185e3c5 283 void (*decode_params)(game_params *, char const *string);
284 char *(*encode_params)(game_params *, int full);
be8d5aa1 285 void (*free_params)(game_params *params);
286 game_params *(*dup_params)(game_params *params);
1d228b10 287 int can_configure;
be8d5aa1 288 config_item *(*configure)(game_params *params);
289 game_params *(*custom_params)(config_item *cfg);
3ff276f2 290 char *(*validate_params)(game_params *params, int full);
1185e3c5 291 char *(*new_desc)(game_params *params, random_state *rs,
c566778e 292 char **aux, int interactive);
1185e3c5 293 char *(*validate_desc)(game_params *params, char *desc);
c380832d 294 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
be8d5aa1 295 game_state *(*dup_game)(game_state *state);
296 void (*free_game)(game_state *state);
2ac6d24e 297 int can_solve;
df11cd4e 298 char *(*solve)(game_state *orig, game_state *curr,
c566778e 299 char *aux, char **error);
9b4b03d3 300 int can_format_as_text;
301 char *(*text_format)(game_state *state);
be8d5aa1 302 game_ui *(*new_ui)(game_state *state);
303 void (*free_ui)(game_ui *ui);
ae8290c6 304 char *(*encode_ui)(game_ui *ui);
305 void (*decode_ui)(game_ui *ui, char *encoding);
07dfb697 306 void (*changed_state)(game_ui *ui, game_state *oldstate,
307 game_state *newstate);
df11cd4e 308 char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
309 int x, int y, int button);
310 game_state *(*execute_move)(game_state *state, char *move);
1f3ee4ee 311 int preferred_tilesize;
312 void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
313 void (*set_size)(game_drawstate *ds, game_params *params, int tilesize);
be8d5aa1 314 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
315 game_drawstate *(*new_drawstate)(game_state *state);
316 void (*free_drawstate)(game_drawstate *ds);
317 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
318 game_state *newstate, int dir, game_ui *ui, float anim_time,
319 float flash_time);
e3f21163 320 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
321 game_ui *ui);
322 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
323 game_ui *ui);
be8d5aa1 324 int (*wants_statusbar)(void);
48dcdd62 325 int is_timed;
4d08de49 326 int (*timing_state)(game_state *state, game_ui *ui);
93b1da3d 327 int mouse_priorities;
be8d5aa1 328};
329
330/*
331 * For one-game-at-a-time platforms, there's a single structure
19ef4855 332 * like the above, under a fixed name. For all-at-once platforms,
333 * there's a list of all available puzzles in array form.
be8d5aa1 334 */
19ef4855 335#ifdef COMBINED
336extern const game *gamelist[];
337extern const int gamecount;
338#else
be8d5aa1 339extern const game thegame;
340#endif
720a8fb7 341
342#endif /* PUZZLES_PUZZLES_H */