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