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 | |
15 | #define lenof(array) ( sizeof(array) / sizeof(*(array)) ) |
16 | |
17 | enum { |
18 | LEFT_BUTTON = 0x1000, |
19 | MIDDLE_BUTTON, |
1482ee76 |
20 | RIGHT_BUTTON, |
74a4e547 |
21 | LEFT_DRAG, |
22 | MIDDLE_DRAG, |
23 | RIGHT_DRAG, |
24 | LEFT_RELEASE, |
25 | MIDDLE_RELEASE, |
26 | RIGHT_RELEASE, |
1482ee76 |
27 | CURSOR_UP, |
28 | CURSOR_DOWN, |
29 | CURSOR_LEFT, |
c71454c0 |
30 | CURSOR_RIGHT, |
31 | CURSOR_UP_LEFT, |
32 | CURSOR_DOWN_LEFT, |
33 | CURSOR_UP_RIGHT, |
34 | CURSOR_DOWN_RIGHT |
720a8fb7 |
35 | }; |
36 | |
4e7ef6e6 |
37 | #define IGNOREARG(x) ( (x) = (x) ) |
7f77ea24 |
38 | |
2ef96bd6 |
39 | typedef struct frontend frontend; |
c8230524 |
40 | typedef struct config_item config_item; |
7f77ea24 |
41 | typedef struct midend_data midend_data; |
42 | typedef struct random_state random_state; |
43 | typedef struct game_params game_params; |
44 | typedef struct game_state game_state; |
74a4e547 |
45 | typedef struct game_ui game_ui; |
2ef96bd6 |
46 | typedef struct game_drawstate game_drawstate; |
be8d5aa1 |
47 | typedef struct game game; |
7f77ea24 |
48 | |
4efb3868 |
49 | #define ALIGN_VNORMAL 0x000 |
50 | #define ALIGN_VCENTRE 0x100 |
51 | |
52 | #define ALIGN_HLEFT 0x000 |
53 | #define ALIGN_HCENTRE 0x001 |
54 | #define ALIGN_HRIGHT 0x002 |
55 | |
56 | #define FONT_FIXED 0 |
57 | #define FONT_VARIABLE 1 |
58 | |
720a8fb7 |
59 | /* |
c8230524 |
60 | * Structure used to pass configuration data between frontend and |
61 | * game |
62 | */ |
95709966 |
63 | enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END }; |
c8230524 |
64 | struct config_item { |
65 | /* |
66 | * `name' is never dynamically allocated. |
67 | */ |
68 | char *name; |
69 | /* |
70 | * `type' contains one of the above values. |
71 | */ |
72 | int type; |
73 | /* |
95709966 |
74 | * For C_STRING, `sval' is always dynamically allocated and |
75 | * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL. |
76 | * For C_CHOICES, `sval' is non-NULL, _not_ dynamically |
77 | * allocated, and contains a set of option strings separated by |
78 | * a delimiter. The delimeter is also the first character in |
79 | * the string, so for example ":Foo:Bar:Baz" gives three |
80 | * options `Foo', `Bar' and `Baz'. |
c8230524 |
81 | */ |
82 | char *sval; |
83 | /* |
95709966 |
84 | * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it |
c8230524 |
85 | * indicates the chosen index from the `sval' list. In the |
86 | * above example, 0==Foo, 1==Bar and 2==Baz. |
87 | */ |
88 | int ival; |
89 | }; |
90 | |
91 | /* |
720a8fb7 |
92 | * Platform routines |
93 | */ |
94 | void fatal(char *fmt, ...); |
2ef96bd6 |
95 | void frontend_default_colour(frontend *fe, float *output); |
4efb3868 |
96 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
97 | int align, int colour, char *text); |
2ef96bd6 |
98 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour); |
99 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour); |
100 | void draw_polygon(frontend *fe, int *coords, int npoints, |
101 | int fill, int colour); |
4efb3868 |
102 | void clip(frontend *fe, int x, int y, int w, int h); |
103 | void unclip(frontend *fe); |
2ef96bd6 |
104 | void start_draw(frontend *fe); |
105 | void draw_update(frontend *fe, int x, int y, int w, int h); |
106 | void end_draw(frontend *fe); |
107 | void deactivate_timer(frontend *fe); |
108 | void activate_timer(frontend *fe); |
fd1a1a2b |
109 | void status_bar(frontend *fe, char *text); |
cbb5549e |
110 | void get_random_seed(void **randseed, int *randseedsize); |
720a8fb7 |
111 | |
112 | /* |
7f77ea24 |
113 | * midend.c |
114 | */ |
be8d5aa1 |
115 | midend_data *midend_new(frontend *fe, const game *ourgame); |
7f77ea24 |
116 | void midend_free(midend_data *me); |
117 | void midend_set_params(midend_data *me, game_params *params); |
118 | void midend_size(midend_data *me, int *x, int *y); |
5928817c |
119 | void midend_new_game(midend_data *me); |
7f77ea24 |
120 | void midend_restart_game(midend_data *me); |
7f77ea24 |
121 | int midend_process_key(midend_data *me, int x, int y, int button); |
2ef96bd6 |
122 | void midend_redraw(midend_data *me); |
123 | float *midend_colours(midend_data *me, int *ncolours); |
124 | void midend_timer(midend_data *me, float tplus); |
eb2ad6f1 |
125 | int midend_num_presets(midend_data *me); |
126 | void midend_fetch_preset(midend_data *me, int n, |
127 | char **name, game_params **params); |
fd1a1a2b |
128 | int midend_wants_statusbar(midend_data *me); |
5928817c |
129 | enum { CFG_SETTINGS, CFG_SEED }; |
130 | config_item *midend_get_config(midend_data *me, int which, char **wintitle); |
131 | char *midend_set_config(midend_data *me, int which, config_item *cfg); |
8b7938e7 |
132 | char *midend_game_id(midend_data *me, char *id, int def_seed); |
7f77ea24 |
133 | |
134 | /* |
720a8fb7 |
135 | * malloc.c |
136 | */ |
137 | void *smalloc(int size); |
138 | void *srealloc(void *p, int size); |
139 | void sfree(void *p); |
ab30d7be |
140 | char *dupstr(const char *s); |
720a8fb7 |
141 | #define snew(type) \ |
142 | ( (type *) smalloc (sizeof (type)) ) |
143 | #define snewn(number, type) \ |
144 | ( (type *) smalloc ((number) * sizeof (type)) ) |
145 | #define sresize(array, number, type) \ |
7f77ea24 |
146 | ( (type *) srealloc ((array), (number) * sizeof (type)) ) |
720a8fb7 |
147 | |
148 | /* |
4efb3868 |
149 | * misc.c |
150 | */ |
077f3cbe |
151 | void free_cfg(config_item *cfg); |
4efb3868 |
152 | |
153 | /* |
720a8fb7 |
154 | * random.c |
155 | */ |
720a8fb7 |
156 | random_state *random_init(char *seed, int len); |
48d70ca9 |
157 | unsigned long random_bits(random_state *state, int bits); |
720a8fb7 |
158 | unsigned long random_upto(random_state *state, unsigned long limit); |
159 | void random_free(random_state *state); |
160 | |
161 | /* |
be8d5aa1 |
162 | * Data structure containing the function calls and data specific |
163 | * to a particular game. This is enclosed in a data structure so |
164 | * that a particular platform can choose, if it wishes, to compile |
165 | * all the games into a single combined executable rather than |
166 | * having lots of little ones. |
720a8fb7 |
167 | */ |
be8d5aa1 |
168 | struct game { |
169 | const char *name; |
170 | const char *winhelp_topic; |
171 | int can_configure; |
172 | game_params *(*default_params)(void); |
173 | int (*fetch_preset)(int i, char **name, game_params **params); |
174 | game_params *(*decode_params)(char const *string); |
175 | char *(*encode_params)(game_params *); |
176 | void (*free_params)(game_params *params); |
177 | game_params *(*dup_params)(game_params *params); |
178 | config_item *(*configure)(game_params *params); |
179 | game_params *(*custom_params)(config_item *cfg); |
180 | char *(*validate_params)(game_params *params); |
181 | char *(*new_seed)(game_params *params, random_state *rs); |
182 | char *(*validate_seed)(game_params *params, char *seed); |
183 | game_state *(*new_game)(game_params *params, char *seed); |
184 | game_state *(*dup_game)(game_state *state); |
185 | void (*free_game)(game_state *state); |
186 | game_ui *(*new_ui)(game_state *state); |
187 | void (*free_ui)(game_ui *ui); |
188 | game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y, |
189 | int button); |
190 | void (*size)(game_params *params, int *x, int *y); |
191 | float *(*colours)(frontend *fe, game_state *state, int *ncolours); |
192 | game_drawstate *(*new_drawstate)(game_state *state); |
193 | void (*free_drawstate)(game_drawstate *ds); |
194 | void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate, |
195 | game_state *newstate, int dir, game_ui *ui, float anim_time, |
196 | float flash_time); |
197 | float (*anim_length)(game_state *oldstate, game_state *newstate, int dir); |
198 | float (*flash_length)(game_state *oldstate, game_state *newstate, int dir); |
199 | int (*wants_statusbar)(void); |
200 | }; |
201 | |
202 | /* |
203 | * For one-game-at-a-time platforms, there's a single structure |
19ef4855 |
204 | * like the above, under a fixed name. For all-at-once platforms, |
205 | * there's a list of all available puzzles in array form. |
be8d5aa1 |
206 | */ |
19ef4855 |
207 | #ifdef COMBINED |
208 | extern const game *gamelist[]; |
209 | extern const int gamecount; |
210 | #else |
be8d5aa1 |
211 | extern const game thegame; |
212 | #endif |
720a8fb7 |
213 | |
214 | #endif /* PUZZLES_PUZZLES_H */ |