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