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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 | |
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17 | #define STR_INT(x) #x |
18 | #define STR(x) STR_INT(x) |
19 | |
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20 | enum { |
21 | LEFT_BUTTON = 0x1000, |
22 | MIDDLE_BUTTON, |
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23 | RIGHT_BUTTON, |
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24 | LEFT_DRAG, |
25 | MIDDLE_DRAG, |
26 | RIGHT_DRAG, |
27 | LEFT_RELEASE, |
28 | MIDDLE_RELEASE, |
29 | RIGHT_RELEASE, |
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30 | CURSOR_UP, |
31 | CURSOR_DOWN, |
32 | CURSOR_LEFT, |
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33 | CURSOR_RIGHT, |
34 | CURSOR_UP_LEFT, |
35 | CURSOR_DOWN_LEFT, |
36 | CURSOR_UP_RIGHT, |
37 | CURSOR_DOWN_RIGHT |
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38 | }; |
39 | |
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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) ) |
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48 | |
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49 | typedef struct frontend frontend; |
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50 | typedef struct config_item config_item; |
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51 | typedef struct midend_data midend_data; |
52 | typedef struct random_state random_state; |
53 | typedef struct game_params game_params; |
54 | typedef struct game_state game_state; |
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55 | typedef struct game_aux_info game_aux_info; |
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56 | typedef struct game_ui game_ui; |
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57 | typedef struct game_drawstate game_drawstate; |
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58 | typedef struct game game; |
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59 | |
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60 | #define ALIGN_VNORMAL 0x000 |
61 | #define ALIGN_VCENTRE 0x100 |
62 | |
63 | #define ALIGN_HLEFT 0x000 |
64 | #define ALIGN_HCENTRE 0x001 |
65 | #define ALIGN_HRIGHT 0x002 |
66 | |
67 | #define FONT_FIXED 0 |
68 | #define FONT_VARIABLE 1 |
69 | |
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70 | /* |
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71 | * Structure used to pass configuration data between frontend and |
72 | * game |
73 | */ |
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74 | enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END }; |
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75 | struct config_item { |
76 | /* |
77 | * `name' is never dynamically allocated. |
78 | */ |
79 | char *name; |
80 | /* |
81 | * `type' contains one of the above values. |
82 | */ |
83 | int type; |
84 | /* |
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85 | * For C_STRING, `sval' is always dynamically allocated and |
86 | * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL. |
87 | * For C_CHOICES, `sval' is non-NULL, _not_ dynamically |
88 | * allocated, and contains a set of option strings separated by |
89 | * a delimiter. The delimeter is also the first character in |
90 | * the string, so for example ":Foo:Bar:Baz" gives three |
91 | * options `Foo', `Bar' and `Baz'. |
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92 | */ |
93 | char *sval; |
94 | /* |
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95 | * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it |
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96 | * indicates the chosen index from the `sval' list. In the |
97 | * above example, 0==Foo, 1==Bar and 2==Baz. |
98 | */ |
99 | int ival; |
100 | }; |
101 | |
102 | /* |
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103 | * Platform routines |
104 | */ |
105 | void fatal(char *fmt, ...); |
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106 | void frontend_default_colour(frontend *fe, float *output); |
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107 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
108 | int align, int colour, char *text); |
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109 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour); |
110 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour); |
111 | void draw_polygon(frontend *fe, int *coords, int npoints, |
112 | int fill, int colour); |
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113 | void clip(frontend *fe, int x, int y, int w, int h); |
114 | void unclip(frontend *fe); |
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115 | void start_draw(frontend *fe); |
116 | void draw_update(frontend *fe, int x, int y, int w, int h); |
117 | void end_draw(frontend *fe); |
118 | void deactivate_timer(frontend *fe); |
119 | void activate_timer(frontend *fe); |
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120 | void status_bar(frontend *fe, char *text); |
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121 | void get_random_seed(void **randseed, int *randseedsize); |
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122 | |
123 | /* |
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124 | * midend.c |
125 | */ |
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126 | midend_data *midend_new(frontend *fe, const game *ourgame); |
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127 | void midend_free(midend_data *me); |
128 | void midend_set_params(midend_data *me, game_params *params); |
129 | void midend_size(midend_data *me, int *x, int *y); |
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130 | void midend_new_game(midend_data *me); |
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131 | void midend_restart_game(midend_data *me); |
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132 | int midend_process_key(midend_data *me, int x, int y, int button); |
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133 | void midend_redraw(midend_data *me); |
134 | float *midend_colours(midend_data *me, int *ncolours); |
135 | void midend_timer(midend_data *me, float tplus); |
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136 | int midend_num_presets(midend_data *me); |
137 | void midend_fetch_preset(midend_data *me, int n, |
138 | char **name, game_params **params); |
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139 | int midend_wants_statusbar(midend_data *me); |
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140 | enum { CFG_SETTINGS, CFG_SEED }; |
141 | config_item *midend_get_config(midend_data *me, int which, char **wintitle); |
142 | char *midend_set_config(midend_data *me, int which, config_item *cfg); |
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143 | char *midend_game_id(midend_data *me, char *id, int def_seed); |
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144 | char *midend_text_format(midend_data *me); |
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145 | char *midend_solve(midend_data *me); |
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146 | |
147 | /* |
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148 | * malloc.c |
149 | */ |
150 | void *smalloc(int size); |
151 | void *srealloc(void *p, int size); |
152 | void sfree(void *p); |
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153 | char *dupstr(const char *s); |
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154 | #define snew(type) \ |
155 | ( (type *) smalloc (sizeof (type)) ) |
156 | #define snewn(number, type) \ |
157 | ( (type *) smalloc ((number) * sizeof (type)) ) |
158 | #define sresize(array, number, type) \ |
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159 | ( (type *) srealloc ((array), (number) * sizeof (type)) ) |
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160 | |
161 | /* |
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162 | * misc.c |
163 | */ |
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164 | void free_cfg(config_item *cfg); |
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165 | |
166 | /* |
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167 | * random.c |
168 | */ |
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169 | random_state *random_init(char *seed, int len); |
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170 | unsigned long random_bits(random_state *state, int bits); |
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171 | unsigned long random_upto(random_state *state, unsigned long limit); |
172 | void random_free(random_state *state); |
173 | |
174 | /* |
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175 | * Data structure containing the function calls and data specific |
176 | * to a particular game. This is enclosed in a data structure so |
177 | * that a particular platform can choose, if it wishes, to compile |
178 | * all the games into a single combined executable rather than |
179 | * having lots of little ones. |
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180 | */ |
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181 | struct game { |
182 | const char *name; |
183 | const char *winhelp_topic; |
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184 | game_params *(*default_params)(void); |
185 | int (*fetch_preset)(int i, char **name, game_params **params); |
186 | game_params *(*decode_params)(char const *string); |
187 | char *(*encode_params)(game_params *); |
188 | void (*free_params)(game_params *params); |
189 | game_params *(*dup_params)(game_params *params); |
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190 | int can_configure; |
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191 | config_item *(*configure)(game_params *params); |
192 | game_params *(*custom_params)(config_item *cfg); |
193 | char *(*validate_params)(game_params *params); |
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194 | char *(*new_seed)(game_params *params, random_state *rs, |
195 | game_aux_info **aux); |
196 | void (*free_aux_info)(game_aux_info *aux); |
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197 | char *(*validate_seed)(game_params *params, char *seed); |
198 | game_state *(*new_game)(game_params *params, char *seed); |
199 | game_state *(*dup_game)(game_state *state); |
200 | void (*free_game)(game_state *state); |
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201 | int can_solve; |
202 | game_state *(*solve)(game_state *state, game_aux_info *aux, char **error); |
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203 | int can_format_as_text; |
204 | char *(*text_format)(game_state *state); |
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205 | game_ui *(*new_ui)(game_state *state); |
206 | void (*free_ui)(game_ui *ui); |
207 | game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y, |
208 | int button); |
209 | void (*size)(game_params *params, int *x, int *y); |
210 | float *(*colours)(frontend *fe, game_state *state, int *ncolours); |
211 | game_drawstate *(*new_drawstate)(game_state *state); |
212 | void (*free_drawstate)(game_drawstate *ds); |
213 | void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate, |
214 | game_state *newstate, int dir, game_ui *ui, float anim_time, |
215 | float flash_time); |
216 | float (*anim_length)(game_state *oldstate, game_state *newstate, int dir); |
217 | float (*flash_length)(game_state *oldstate, game_state *newstate, int dir); |
218 | int (*wants_statusbar)(void); |
219 | }; |
220 | |
221 | /* |
222 | * For one-game-at-a-time platforms, there's a single structure |
19ef4855 |
223 | * like the above, under a fixed name. For all-at-once platforms, |
224 | * there's a list of all available puzzles in array form. |
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225 | */ |
19ef4855 |
226 | #ifdef COMBINED |
227 | extern const game *gamelist[]; |
228 | extern const int gamecount; |
229 | #else |
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230 | extern const game thegame; |
231 | #endif |
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232 | |
233 | #endif /* PUZZLES_PUZZLES_H */ |