Allow for trailing '\0' in game_text_format() in various games.
[sgt/puzzles] / puzzles.h
... / ...
CommitLineData
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#define STR_INT(x) #x
18#define STR(x) STR_INT(x)
19
20enum {
21 LEFT_BUTTON = 0x1000,
22 MIDDLE_BUTTON,
23 RIGHT_BUTTON,
24 LEFT_DRAG,
25 MIDDLE_DRAG,
26 RIGHT_DRAG,
27 LEFT_RELEASE,
28 MIDDLE_RELEASE,
29 RIGHT_RELEASE,
30 CURSOR_UP,
31 CURSOR_DOWN,
32 CURSOR_LEFT,
33 CURSOR_RIGHT,
34 CURSOR_UP_LEFT,
35 CURSOR_DOWN_LEFT,
36 CURSOR_UP_RIGHT,
37 CURSOR_DOWN_RIGHT
38};
39
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
47#define IGNOREARG(x) ( (x) = (x) )
48
49typedef struct frontend frontend;
50typedef struct config_item config_item;
51typedef struct midend_data midend_data;
52typedef struct random_state random_state;
53typedef struct game_params game_params;
54typedef struct game_state game_state;
55typedef struct game_aux_info game_aux_info;
56typedef struct game_ui game_ui;
57typedef struct game_drawstate game_drawstate;
58typedef struct game game;
59
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
70/*
71 * Structure used to pass configuration data between frontend and
72 * game
73 */
74enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
75struct 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 /*
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'.
92 */
93 char *sval;
94 /*
95 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
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/*
103 * Platform routines
104 */
105void fatal(char *fmt, ...);
106void frontend_default_colour(frontend *fe, float *output);
107void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
108 int align, int colour, char *text);
109void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
110void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
111void draw_polygon(frontend *fe, int *coords, int npoints,
112 int fill, int colour);
113void clip(frontend *fe, int x, int y, int w, int h);
114void unclip(frontend *fe);
115void start_draw(frontend *fe);
116void draw_update(frontend *fe, int x, int y, int w, int h);
117void end_draw(frontend *fe);
118void deactivate_timer(frontend *fe);
119void activate_timer(frontend *fe);
120void status_bar(frontend *fe, char *text);
121void get_random_seed(void **randseed, int *randseedsize);
122
123/*
124 * midend.c
125 */
126midend_data *midend_new(frontend *fe, const game *ourgame);
127void midend_free(midend_data *me);
128void midend_set_params(midend_data *me, game_params *params);
129void midend_size(midend_data *me, int *x, int *y);
130void midend_new_game(midend_data *me);
131void midend_restart_game(midend_data *me);
132int midend_process_key(midend_data *me, int x, int y, int button);
133void midend_redraw(midend_data *me);
134float *midend_colours(midend_data *me, int *ncolours);
135void midend_timer(midend_data *me, float tplus);
136int midend_num_presets(midend_data *me);
137void midend_fetch_preset(midend_data *me, int n,
138 char **name, game_params **params);
139int midend_wants_statusbar(midend_data *me);
140enum { CFG_SETTINGS, CFG_SEED };
141config_item *midend_get_config(midend_data *me, int which, char **wintitle);
142char *midend_set_config(midend_data *me, int which, config_item *cfg);
143char *midend_game_id(midend_data *me, char *id, int def_seed);
144char *midend_text_format(midend_data *me);
145char *midend_solve(midend_data *me);
146
147/*
148 * malloc.c
149 */
150void *smalloc(int size);
151void *srealloc(void *p, int size);
152void sfree(void *p);
153char *dupstr(const char *s);
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) \
159 ( (type *) srealloc ((array), (number) * sizeof (type)) )
160
161/*
162 * misc.c
163 */
164void free_cfg(config_item *cfg);
165
166/*
167 * random.c
168 */
169random_state *random_init(char *seed, int len);
170unsigned long random_bits(random_state *state, int bits);
171unsigned long random_upto(random_state *state, unsigned long limit);
172void random_free(random_state *state);
173
174/*
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.
180 */
181struct game {
182 const char *name;
183 const char *winhelp_topic;
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);
190 int can_configure;
191 config_item *(*configure)(game_params *params);
192 game_params *(*custom_params)(config_item *cfg);
193 char *(*validate_params)(game_params *params);
194 char *(*new_seed)(game_params *params, random_state *rs,
195 game_aux_info **aux);
196 void (*free_aux_info)(game_aux_info *aux);
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);
201 int can_solve;
202 game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
203 int can_format_as_text;
204 char *(*text_format)(game_state *state);
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
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.
225 */
226#ifdef COMBINED
227extern const game *gamelist[];
228extern const int gamecount;
229#else
230extern const game thegame;
231#endif
232
233#endif /* PUZZLES_PUZZLES_H */