| 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 | |
| 20 | enum { |
| 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 | |
| 35 | MOD_CTRL = 0x10000000, |
| 36 | MOD_SHFT = 0x20000000, |
| 37 | MOD_NUM_KEYPAD = 0x40000000, |
| 38 | MOD_MASK = 0x70000000 /* mask for all modifiers */ |
| 39 | }; |
| 40 | |
| 41 | #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \ |
| 42 | (unsigned)(RIGHT_BUTTON - LEFT_BUTTON)) |
| 43 | #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \ |
| 44 | (unsigned)(RIGHT_DRAG - LEFT_DRAG)) |
| 45 | #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \ |
| 46 | (unsigned)(RIGHT_RELEASE - LEFT_RELEASE)) |
| 47 | |
| 48 | #define IGNOREARG(x) ( (x) = (x) ) |
| 49 | |
| 50 | typedef struct frontend frontend; |
| 51 | typedef struct config_item config_item; |
| 52 | typedef struct midend_data midend_data; |
| 53 | typedef struct random_state random_state; |
| 54 | typedef struct game_params game_params; |
| 55 | typedef struct game_state game_state; |
| 56 | typedef struct game_aux_info game_aux_info; |
| 57 | typedef struct game_ui game_ui; |
| 58 | typedef struct game_drawstate game_drawstate; |
| 59 | typedef struct game game; |
| 60 | |
| 61 | #define ALIGN_VNORMAL 0x000 |
| 62 | #define ALIGN_VCENTRE 0x100 |
| 63 | |
| 64 | #define ALIGN_HLEFT 0x000 |
| 65 | #define ALIGN_HCENTRE 0x001 |
| 66 | #define ALIGN_HRIGHT 0x002 |
| 67 | |
| 68 | #define FONT_FIXED 0 |
| 69 | #define FONT_VARIABLE 1 |
| 70 | |
| 71 | /* |
| 72 | * Structure used to pass configuration data between frontend and |
| 73 | * game |
| 74 | */ |
| 75 | enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END }; |
| 76 | struct config_item { |
| 77 | /* |
| 78 | * `name' is never dynamically allocated. |
| 79 | */ |
| 80 | char *name; |
| 81 | /* |
| 82 | * `type' contains one of the above values. |
| 83 | */ |
| 84 | int type; |
| 85 | /* |
| 86 | * For C_STRING, `sval' is always dynamically allocated and |
| 87 | * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL. |
| 88 | * For C_CHOICES, `sval' is non-NULL, _not_ dynamically |
| 89 | * allocated, and contains a set of option strings separated by |
| 90 | * a delimiter. The delimeter is also the first character in |
| 91 | * the string, so for example ":Foo:Bar:Baz" gives three |
| 92 | * options `Foo', `Bar' and `Baz'. |
| 93 | */ |
| 94 | char *sval; |
| 95 | /* |
| 96 | * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it |
| 97 | * indicates the chosen index from the `sval' list. In the |
| 98 | * above example, 0==Foo, 1==Bar and 2==Baz. |
| 99 | */ |
| 100 | int ival; |
| 101 | }; |
| 102 | |
| 103 | /* |
| 104 | * Platform routines |
| 105 | */ |
| 106 | void fatal(char *fmt, ...); |
| 107 | void frontend_default_colour(frontend *fe, float *output); |
| 108 | void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, |
| 109 | int align, int colour, char *text); |
| 110 | void draw_rect(frontend *fe, int x, int y, int w, int h, int colour); |
| 111 | void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour); |
| 112 | void draw_polygon(frontend *fe, int *coords, int npoints, |
| 113 | int fill, int colour); |
| 114 | void clip(frontend *fe, int x, int y, int w, int h); |
| 115 | void unclip(frontend *fe); |
| 116 | void start_draw(frontend *fe); |
| 117 | void draw_update(frontend *fe, int x, int y, int w, int h); |
| 118 | void end_draw(frontend *fe); |
| 119 | void deactivate_timer(frontend *fe); |
| 120 | void activate_timer(frontend *fe); |
| 121 | void status_bar(frontend *fe, char *text); |
| 122 | void get_random_seed(void **randseed, int *randseedsize); |
| 123 | |
| 124 | /* |
| 125 | * midend.c |
| 126 | */ |
| 127 | midend_data *midend_new(frontend *fe, const game *ourgame); |
| 128 | void midend_free(midend_data *me); |
| 129 | void midend_set_params(midend_data *me, game_params *params); |
| 130 | void midend_size(midend_data *me, int *x, int *y); |
| 131 | void midend_new_game(midend_data *me); |
| 132 | void midend_restart_game(midend_data *me); |
| 133 | int midend_process_key(midend_data *me, int x, int y, int button); |
| 134 | void midend_redraw(midend_data *me); |
| 135 | float *midend_colours(midend_data *me, int *ncolours); |
| 136 | void midend_timer(midend_data *me, float tplus); |
| 137 | int midend_num_presets(midend_data *me); |
| 138 | void midend_fetch_preset(midend_data *me, int n, |
| 139 | char **name, game_params **params); |
| 140 | int midend_wants_statusbar(midend_data *me); |
| 141 | enum { CFG_SETTINGS, CFG_SEED, CFG_DESC }; |
| 142 | config_item *midend_get_config(midend_data *me, int which, char **wintitle); |
| 143 | char *midend_set_config(midend_data *me, int which, config_item *cfg); |
| 144 | char *midend_game_id(midend_data *me, char *id); |
| 145 | char *midend_text_format(midend_data *me); |
| 146 | char *midend_solve(midend_data *me); |
| 147 | |
| 148 | /* |
| 149 | * malloc.c |
| 150 | */ |
| 151 | void *smalloc(int size); |
| 152 | void *srealloc(void *p, int size); |
| 153 | void sfree(void *p); |
| 154 | char *dupstr(const char *s); |
| 155 | #define snew(type) \ |
| 156 | ( (type *) smalloc (sizeof (type)) ) |
| 157 | #define snewn(number, type) \ |
| 158 | ( (type *) smalloc ((number) * sizeof (type)) ) |
| 159 | #define sresize(array, number, type) \ |
| 160 | ( (type *) srealloc ((array), (number) * sizeof (type)) ) |
| 161 | |
| 162 | /* |
| 163 | * misc.c |
| 164 | */ |
| 165 | void free_cfg(config_item *cfg); |
| 166 | |
| 167 | /* |
| 168 | * version.c |
| 169 | */ |
| 170 | extern char ver[]; |
| 171 | |
| 172 | /* |
| 173 | * random.c |
| 174 | */ |
| 175 | random_state *random_init(char *seed, int len); |
| 176 | unsigned long random_bits(random_state *state, int bits); |
| 177 | unsigned long random_upto(random_state *state, unsigned long limit); |
| 178 | void random_free(random_state *state); |
| 179 | |
| 180 | /* |
| 181 | * Data structure containing the function calls and data specific |
| 182 | * to a particular game. This is enclosed in a data structure so |
| 183 | * that a particular platform can choose, if it wishes, to compile |
| 184 | * all the games into a single combined executable rather than |
| 185 | * having lots of little ones. |
| 186 | */ |
| 187 | struct game { |
| 188 | const char *name; |
| 189 | const char *winhelp_topic; |
| 190 | game_params *(*default_params)(void); |
| 191 | int (*fetch_preset)(int i, char **name, game_params **params); |
| 192 | void (*decode_params)(game_params *, char const *string); |
| 193 | char *(*encode_params)(game_params *, int full); |
| 194 | void (*free_params)(game_params *params); |
| 195 | game_params *(*dup_params)(game_params *params); |
| 196 | int can_configure; |
| 197 | config_item *(*configure)(game_params *params); |
| 198 | game_params *(*custom_params)(config_item *cfg); |
| 199 | char *(*validate_params)(game_params *params); |
| 200 | char *(*new_desc)(game_params *params, random_state *rs, |
| 201 | game_aux_info **aux); |
| 202 | void (*free_aux_info)(game_aux_info *aux); |
| 203 | char *(*validate_desc)(game_params *params, char *desc); |
| 204 | game_state *(*new_game)(game_params *params, char *desc); |
| 205 | game_state *(*dup_game)(game_state *state); |
| 206 | void (*free_game)(game_state *state); |
| 207 | int can_solve; |
| 208 | game_state *(*solve)(game_state *state, game_aux_info *aux, char **error); |
| 209 | int can_format_as_text; |
| 210 | char *(*text_format)(game_state *state); |
| 211 | game_ui *(*new_ui)(game_state *state); |
| 212 | void (*free_ui)(game_ui *ui); |
| 213 | game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y, |
| 214 | int button); |
| 215 | void (*size)(game_params *params, int *x, int *y); |
| 216 | float *(*colours)(frontend *fe, game_state *state, int *ncolours); |
| 217 | game_drawstate *(*new_drawstate)(game_state *state); |
| 218 | void (*free_drawstate)(game_drawstate *ds); |
| 219 | void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 220 | game_state *newstate, int dir, game_ui *ui, float anim_time, |
| 221 | float flash_time); |
| 222 | float (*anim_length)(game_state *oldstate, game_state *newstate, int dir); |
| 223 | float (*flash_length)(game_state *oldstate, game_state *newstate, int dir); |
| 224 | int (*wants_statusbar)(void); |
| 225 | }; |
| 226 | |
| 227 | /* |
| 228 | * For one-game-at-a-time platforms, there's a single structure |
| 229 | * like the above, under a fixed name. For all-at-once platforms, |
| 230 | * there's a list of all available puzzles in array form. |
| 231 | */ |
| 232 | #ifdef COMBINED |
| 233 | extern const game *gamelist[]; |
| 234 | extern const int gamecount; |
| 235 | #else |
| 236 | extern const game thegame; |
| 237 | #endif |
| 238 | |
| 239 | #endif /* PUZZLES_PUZZLES_H */ |