Clarify that difficulty does not increase forever as you increase
[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
17enum {
18 LEFT_BUTTON = 0x1000,
19 MIDDLE_BUTTON,
20 RIGHT_BUTTON,
21 LEFT_DRAG,
22 MIDDLE_DRAG,
23 RIGHT_DRAG,
24 LEFT_RELEASE,
25 MIDDLE_RELEASE,
26 RIGHT_RELEASE,
27 CURSOR_UP,
28 CURSOR_DOWN,
29 CURSOR_LEFT,
30 CURSOR_RIGHT,
31 CURSOR_UP_LEFT,
32 CURSOR_DOWN_LEFT,
33 CURSOR_UP_RIGHT,
34 CURSOR_DOWN_RIGHT
35};
36
37#define IGNOREARG(x) ( (x) = (x) )
38
39typedef struct frontend frontend;
40typedef struct config_item config_item;
41typedef struct midend_data midend_data;
42typedef struct random_state random_state;
43typedef struct game_params game_params;
44typedef struct game_state game_state;
45typedef struct game_ui game_ui;
46typedef struct game_drawstate game_drawstate;
47
48#define ALIGN_VNORMAL 0x000
49#define ALIGN_VCENTRE 0x100
50
51#define ALIGN_HLEFT 0x000
52#define ALIGN_HCENTRE 0x001
53#define ALIGN_HRIGHT 0x002
54
55#define FONT_FIXED 0
56#define FONT_VARIABLE 1
57
58/*
59 * Structure used to pass configuration data between frontend and
60 * game
61 */
62enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
63struct config_item {
64 /*
65 * `name' is never dynamically allocated.
66 */
67 char *name;
68 /*
69 * `type' contains one of the above values.
70 */
71 int type;
72 /*
73 * For C_STRING, `sval' is always dynamically allocated and
74 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
75 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
76 * allocated, and contains a set of option strings separated by
77 * a delimiter. The delimeter is also the first character in
78 * the string, so for example ":Foo:Bar:Baz" gives three
79 * options `Foo', `Bar' and `Baz'.
80 */
81 char *sval;
82 /*
83 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
84 * indicates the chosen index from the `sval' list. In the
85 * above example, 0==Foo, 1==Bar and 2==Baz.
86 */
87 int ival;
88};
89
90/*
91 * Platform routines
92 */
93void fatal(char *fmt, ...);
94void frontend_default_colour(frontend *fe, float *output);
95void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
96 int align, int colour, char *text);
97void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
98void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
99void draw_polygon(frontend *fe, int *coords, int npoints,
100 int fill, int colour);
101void clip(frontend *fe, int x, int y, int w, int h);
102void unclip(frontend *fe);
103void start_draw(frontend *fe);
104void draw_update(frontend *fe, int x, int y, int w, int h);
105void end_draw(frontend *fe);
106void deactivate_timer(frontend *fe);
107void activate_timer(frontend *fe);
108void status_bar(frontend *fe, char *text);
109
110/*
111 * midend.c
112 */
113midend_data *midend_new(frontend *fe, void *randseed, int randseedsize);
114void midend_free(midend_data *me);
115void midend_set_params(midend_data *me, game_params *params);
116void midend_size(midend_data *me, int *x, int *y);
117void midend_new_game(midend_data *me);
118void midend_restart_game(midend_data *me);
119int midend_process_key(midend_data *me, int x, int y, int button);
120void midend_redraw(midend_data *me);
121float *midend_colours(midend_data *me, int *ncolours);
122void midend_timer(midend_data *me, float tplus);
123int midend_num_presets(midend_data *me);
124void midend_fetch_preset(midend_data *me, int n,
125 char **name, game_params **params);
126int midend_wants_statusbar(midend_data *me);
127enum { CFG_SETTINGS, CFG_SEED };
128config_item *midend_get_config(midend_data *me, int which, char **wintitle);
129char *midend_set_config(midend_data *me, int which, config_item *cfg);
130char *midend_game_id(midend_data *me, char *id, int def_seed);
131
132/*
133 * malloc.c
134 */
135void *smalloc(int size);
136void *srealloc(void *p, int size);
137void sfree(void *p);
138char *dupstr(const char *s);
139#define snew(type) \
140 ( (type *) smalloc (sizeof (type)) )
141#define snewn(number, type) \
142 ( (type *) smalloc ((number) * sizeof (type)) )
143#define sresize(array, number, type) \
144 ( (type *) srealloc ((array), (number) * sizeof (type)) )
145
146/*
147 * misc.c
148 */
149void free_cfg(config_item *cfg);
150
151/*
152 * random.c
153 */
154random_state *random_init(char *seed, int len);
155unsigned long random_bits(random_state *state, int bits);
156unsigned long random_upto(random_state *state, unsigned long limit);
157void random_free(random_state *state);
158
159/*
160 * Game-specific routines
161 */
162extern const char *const game_name;
163extern const char *const game_winhelp_topic;
164const int game_can_configure;
165game_params *default_params(void);
166int game_fetch_preset(int i, char **name, game_params **params);
167game_params *decode_params(char const *string);
168char *encode_params(game_params *);
169void free_params(game_params *params);
170game_params *dup_params(game_params *params);
171config_item *game_configure(game_params *params);
172game_params *custom_params(config_item *cfg);
173char *validate_params(game_params *params);
174char *new_game_seed(game_params *params, random_state *rs);
175char *validate_seed(game_params *params, char *seed);
176game_state *new_game(game_params *params, char *seed);
177game_state *dup_game(game_state *state);
178void free_game(game_state *state);
179game_ui *new_ui(game_state *state);
180void free_ui(game_ui *ui);
181game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button);
182void game_size(game_params *params, int *x, int *y);
183float *game_colours(frontend *fe, game_state *state, int *ncolours);
184game_drawstate *game_new_drawstate(game_state *state);
185void game_free_drawstate(game_drawstate *ds);
186void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
187 game_state *newstate, game_ui *ui, float anim_time,
188 float flash_time);
189float game_anim_length(game_state *oldstate, game_state *newstate);
190float game_flash_length(game_state *oldstate, game_state *newstate);
191int game_wants_statusbar(void);
192
193#endif /* PUZZLES_PUZZLES_H */