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1/*
2 * puzzles.h: header file for my puzzle collection
3 */
4
5#ifndef PUZZLES_PUZZLES_H
6#define PUZZLES_PUZZLES_H
7
8#include <stdio.h> /* for FILE */
9#include <stdlib.h> /* for size_t */
10
11#ifndef TRUE
12#define TRUE 1
13#endif
14#ifndef FALSE
15#define FALSE 0
16#endif
17
18#define PI 3.141592653589793238462643383279502884197169399
19
20#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
21
22#define STR_INT(x) #x
23#define STR(x) STR_INT(x)
24
25/* NB not perfect because they evaluate arguments multiple times. */
26#ifndef max
27#define max(x,y) ( (x)>(y) ? (x) : (y) )
28#endif /* max */
29#ifndef min
30#define min(x,y) ( (x)<(y) ? (x) : (y) )
31#endif /* min */
32
33enum {
34 LEFT_BUTTON = 0x0200,
35 MIDDLE_BUTTON,
36 RIGHT_BUTTON,
37 LEFT_DRAG,
38 MIDDLE_DRAG,
39 RIGHT_DRAG,
40 LEFT_RELEASE,
41 MIDDLE_RELEASE,
42 RIGHT_RELEASE,
43 CURSOR_UP,
44 CURSOR_DOWN,
45 CURSOR_LEFT,
46 CURSOR_RIGHT,
47 CURSOR_SELECT,
48
49 /* made smaller because of 'limited range of datatype' errors. */
50 MOD_CTRL = 0x1000,
51 MOD_SHFT = 0x2000,
52 MOD_NUM_KEYPAD = 0x4000,
53 MOD_MASK = 0x7000 /* mask for all modifiers */
54};
55
56#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
57 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
58#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
59 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
60#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
61 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
62
63/*
64 * Flags in the back end's `flags' word.
65 */
66/* Bit flags indicating mouse button priorities */
67#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
68/* Flag indicating that Solve operations should be animated */
69#define SOLVE_ANIMATES ( 1 << 9 )
70/* end of `flags' word definitions */
71
72#define IGNOREARG(x) ( (x) = (x) )
73
74typedef struct frontend frontend;
75typedef struct config_item config_item;
76typedef struct midend midend;
77typedef struct random_state random_state;
78typedef struct game_params game_params;
79typedef struct game_state game_state;
80typedef struct game_ui game_ui;
81typedef struct game_drawstate game_drawstate;
82typedef struct game game;
83typedef struct blitter blitter;
84typedef struct document document;
85typedef struct drawing_api drawing_api;
86typedef struct drawing drawing;
87typedef struct psdata psdata;
88
89#define ALIGN_VNORMAL 0x000
90#define ALIGN_VCENTRE 0x100
91
92#define ALIGN_HLEFT 0x000
93#define ALIGN_HCENTRE 0x001
94#define ALIGN_HRIGHT 0x002
95
96#define FONT_FIXED 0
97#define FONT_VARIABLE 1
98
99/* For printing colours */
100#define HATCH_SOLID 0
101#define HATCH_CLEAR 1
102#define HATCH_SLASH 2
103#define HATCH_BACKSLASH 3
104#define HATCH_HORIZ 4
105#define HATCH_VERT 5
106#define HATCH_PLUS 6
107#define HATCH_X 7
108
109/*
110 * Structure used to pass configuration data between frontend and
111 * game
112 */
113enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
114struct config_item {
115 /*
116 * `name' is never dynamically allocated.
117 */
118 char *name;
119 /*
120 * `type' contains one of the above values.
121 */
122 int type;
123 /*
124 * For C_STRING, `sval' is always dynamically allocated and
125 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
126 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
127 * allocated, and contains a set of option strings separated by
128 * a delimiter. The delimeter is also the first character in
129 * the string, so for example ":Foo:Bar:Baz" gives three
130 * options `Foo', `Bar' and `Baz'.
131 */
132 char *sval;
133 /*
134 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
135 * indicates the chosen index from the `sval' list. In the
136 * above example, 0==Foo, 1==Bar and 2==Baz.
137 */
138 int ival;
139};
140
141/*
142 * Platform routines
143 */
144
145/* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
146#ifdef DEBUGGING
147#define debug(x) (debug_printf x)
148void debug_printf(char *fmt, ...);
149#else
150#define debug(x)
151#endif
152
153void fatal(char *fmt, ...);
154void frontend_default_colour(frontend *fe, float *output);
155void deactivate_timer(frontend *fe);
156void activate_timer(frontend *fe);
157void get_random_seed(void **randseed, int *randseedsize);
158
159/*
160 * drawing.c
161 */
162drawing *drawing_new(const drawing_api *api, midend *me, void *handle);
163void drawing_free(drawing *dr);
164void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
165 int align, int colour, char *text);
166void draw_rect(drawing *dr, int x, int y, int w, int h, int colour);
167void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour);
168void draw_polygon(drawing *dr, int *coords, int npoints,
169 int fillcolour, int outlinecolour);
170void draw_circle(drawing *dr, int cx, int cy, int radius,
171 int fillcolour, int outlinecolour);
172void clip(drawing *dr, int x, int y, int w, int h);
173void unclip(drawing *dr);
174void start_draw(drawing *dr);
175void draw_update(drawing *dr, int x, int y, int w, int h);
176void end_draw(drawing *dr);
177void status_bar(drawing *dr, char *text);
178blitter *blitter_new(drawing *dr, int w, int h);
179void blitter_free(drawing *dr, blitter *bl);
180/* save puts the portion of the current display with top-left corner
181 * (x,y) to the blitter. load puts it back again to the specified
182 * coords, or else wherever it was saved from
183 * (if x = y = BLITTER_FROMSAVED). */
184void blitter_save(drawing *dr, blitter *bl, int x, int y);
185#define BLITTER_FROMSAVED (-1)
186void blitter_load(drawing *dr, blitter *bl, int x, int y);
187void print_begin_doc(drawing *dr, int pages);
188void print_begin_page(drawing *dr, int number);
189void print_begin_puzzle(drawing *dr, float xm, float xc,
190 float ym, float yc, int pw, int ph, float wmm,
191 float scale);
192void print_end_puzzle(drawing *dr);
193void print_end_page(drawing *dr, int number);
194void print_end_doc(drawing *dr);
195void print_get_colour(drawing *dr, int colour, int *hatch,
196 float *r, float *g, float *b);
197int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
198int print_grey_colour(drawing *dr, int hatch, float grey);
199int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b);
200void print_line_width(drawing *dr, int width);
201
202/*
203 * midend.c
204 */
205midend *midend_new(frontend *fe, const game *ourgame,
206 const drawing_api *drapi, void *drhandle);
207void midend_free(midend *me);
208void midend_set_params(midend *me, game_params *params);
209game_params *midend_get_params(midend *me);
210void midend_size(midend *me, int *x, int *y, int expand);
211void midend_new_game(midend *me);
212void midend_restart_game(midend *me);
213void midend_stop_anim(midend *me);
214int midend_process_key(midend *me, int x, int y, int button);
215void midend_force_redraw(midend *me);
216void midend_redraw(midend *me);
217float *midend_colours(midend *me, int *ncolours);
218void midend_freeze_timer(midend *me, float tprop);
219void midend_timer(midend *me, float tplus);
220int midend_num_presets(midend *me);
221void midend_fetch_preset(midend *me, int n,
222 char **name, game_params **params);
223int midend_wants_statusbar(midend *me);
224enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
225config_item *midend_get_config(midend *me, int which, char **wintitle);
226char *midend_set_config(midend *me, int which, config_item *cfg);
227char *midend_game_id(midend *me, char *id);
228char *midend_get_game_id(midend *me);
229char *midend_text_format(midend *me);
230char *midend_solve(midend *me);
231void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
232char *midend_rewrite_statusbar(midend *me, char *text);
233void midend_serialise(midend *me,
234 void (*write)(void *ctx, void *buf, int len),
235 void *wctx);
236char *midend_deserialise(midend *me,
237 int (*read)(void *ctx, void *buf, int len),
238 void *rctx);
239/* Printing functions supplied by the mid-end */
240char *midend_print_puzzle(midend *me, document *doc, int with_soln);
241
242/*
243 * malloc.c
244 */
245void *smalloc(size_t size);
246void *srealloc(void *p, size_t size);
247void sfree(void *p);
248char *dupstr(const char *s);
249#define snew(type) \
250 ( (type *) smalloc (sizeof (type)) )
251#define snewn(number, type) \
252 ( (type *) smalloc ((number) * sizeof (type)) )
253#define sresize(array, number, type) \
254 ( (type *) srealloc ((array), (number) * sizeof (type)) )
255
256/*
257 * misc.c
258 */
259void free_cfg(config_item *cfg);
260void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
261
262/* allocates output each time. len is always in bytes of binary data.
263 * May assert (or just go wrong) if lengths are unchecked. */
264char *bin2hex(const unsigned char *in, int inlen);
265unsigned char *hex2bin(const char *in, int outlen);
266
267/* Sets (and possibly dims) background from frontend default colour,
268 * and auto-generates highlight and lowlight colours too. */
269void game_mkhighlight(frontend *fe, float *ret,
270 int background, int highlight, int lowlight);
271
272/* Randomly shuffles an array of items. */
273void shuffle(void *array, int nelts, int eltsize, random_state *rs);
274
275/* Draw a rectangle outline, using the drawing API's draw_line. */
276void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
277 int colour);
278
279/*
280 * dsf.c
281 */
282int *snew_dsf(int size);
283
284void print_dsf(int *dsf, int size);
285
286/* Return the canonical element of the equivalence class containing element
287 * val. If 'inverse' is non-NULL, this function will put into it a flag
288 * indicating whether the canonical element is inverse to val. */
289int edsf_canonify(int *dsf, int val, int *inverse);
290int dsf_canonify(int *dsf, int val);
291
292/* Allow the caller to specify that two elements should be in the same
293 * equivalence class. If 'inverse' is TRUE, the elements are actually opposite
294 * to one another in some sense. This function will fail an assertion if the
295 * caller gives it self-contradictory data, ie if two elements are claimed to
296 * be both opposite and non-opposite. */
297void edsf_merge(int *dsf, int v1, int v2, int inverse);
298void dsf_merge(int *dsf, int v1, int v2);
299void dsf_init(int *dsf, int len);
300
301/*
302 * version.c
303 */
304extern char ver[];
305
306/*
307 * random.c
308 */
309random_state *random_new(char *seed, int len);
310random_state *random_copy(random_state *tocopy);
311unsigned long random_bits(random_state *state, int bits);
312unsigned long random_upto(random_state *state, unsigned long limit);
313void random_free(random_state *state);
314char *random_state_encode(random_state *state);
315random_state *random_state_decode(char *input);
316/* random.c also exports SHA, which occasionally comes in useful. */
317typedef unsigned long uint32;
318typedef struct {
319 uint32 h[5];
320 unsigned char block[64];
321 int blkused;
322 uint32 lenhi, lenlo;
323} SHA_State;
324void SHA_Init(SHA_State *s);
325void SHA_Bytes(SHA_State *s, void *p, int len);
326void SHA_Final(SHA_State *s, unsigned char *output);
327void SHA_Simple(void *p, int len, unsigned char *output);
328
329/*
330 * printing.c
331 */
332document *document_new(int pw, int ph, float userscale);
333void document_free(document *doc);
334void document_add_puzzle(document *doc, const game *game, game_params *par,
335 game_state *st, game_state *st2);
336void document_print(document *doc, drawing *dr);
337
338/*
339 * ps.c
340 */
341psdata *ps_init(FILE *outfile, int colour);
342void ps_free(psdata *ps);
343drawing *ps_drawing_api(psdata *ps);
344
345/*
346 * combi.c: provides a structure and functions for iterating over
347 * combinations (i.e. choosing r things out of n).
348 */
349typedef struct _combi_ctx {
350 int r, n, nleft, total;
351 int *a;
352} combi_ctx;
353
354combi_ctx *new_combi(int r, int n);
355void reset_combi(combi_ctx *combi);
356combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
357void free_combi(combi_ctx *combi);
358
359/*
360 * Data structure containing the function calls and data specific
361 * to a particular game. This is enclosed in a data structure so
362 * that a particular platform can choose, if it wishes, to compile
363 * all the games into a single combined executable rather than
364 * having lots of little ones.
365 */
366struct game {
367 const char *name;
368 const char *winhelp_topic, *htmlhelp_topic;
369 game_params *(*default_params)(void);
370 int (*fetch_preset)(int i, char **name, game_params **params);
371 void (*decode_params)(game_params *, char const *string);
372 char *(*encode_params)(game_params *, int full);
373 void (*free_params)(game_params *params);
374 game_params *(*dup_params)(game_params *params);
375 int can_configure;
376 config_item *(*configure)(game_params *params);
377 game_params *(*custom_params)(config_item *cfg);
378 char *(*validate_params)(game_params *params, int full);
379 char *(*new_desc)(game_params *params, random_state *rs,
380 char **aux, int interactive);
381 char *(*validate_desc)(game_params *params, char *desc);
382 game_state *(*new_game)(midend *me, game_params *params, char *desc);
383 game_state *(*dup_game)(game_state *state);
384 void (*free_game)(game_state *state);
385 int can_solve;
386 char *(*solve)(game_state *orig, game_state *curr,
387 char *aux, char **error);
388 int can_format_as_text;
389 char *(*text_format)(game_state *state);
390 game_ui *(*new_ui)(game_state *state);
391 void (*free_ui)(game_ui *ui);
392 char *(*encode_ui)(game_ui *ui);
393 void (*decode_ui)(game_ui *ui, char *encoding);
394 void (*changed_state)(game_ui *ui, game_state *oldstate,
395 game_state *newstate);
396 char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
397 int x, int y, int button);
398 game_state *(*execute_move)(game_state *state, char *move);
399 int preferred_tilesize;
400 void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
401 void (*set_size)(drawing *dr, game_drawstate *ds,
402 game_params *params, int tilesize);
403 float *(*colours)(frontend *fe, int *ncolours);
404 game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
405 void (*free_drawstate)(drawing *dr, game_drawstate *ds);
406 void (*redraw)(drawing *dr, game_drawstate *ds, game_state *oldstate,
407 game_state *newstate, int dir, game_ui *ui, float anim_time,
408 float flash_time);
409 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
410 game_ui *ui);
411 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
412 game_ui *ui);
413 int can_print, can_print_in_colour;
414 void (*print_size)(game_params *params, float *x, float *y);
415 void (*print)(drawing *dr, game_state *state, int tilesize);
416 int wants_statusbar;
417 int is_timed;
418 int (*timing_state)(game_state *state, game_ui *ui);
419 int flags;
420};
421
422/*
423 * Data structure containing the drawing API implemented by the
424 * front end and also by cross-platform printing modules such as
425 * PostScript.
426 */
427struct drawing_api {
428 void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize,
429 int align, int colour, char *text);
430 void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour);
431 void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
432 int colour);
433 void (*draw_polygon)(void *handle, int *coords, int npoints,
434 int fillcolour, int outlinecolour);
435 void (*draw_circle)(void *handle, int cx, int cy, int radius,
436 int fillcolour, int outlinecolour);
437 void (*draw_update)(void *handle, int x, int y, int w, int h);
438 void (*clip)(void *handle, int x, int y, int w, int h);
439 void (*unclip)(void *handle);
440 void (*start_draw)(void *handle);
441 void (*end_draw)(void *handle);
442 void (*status_bar)(void *handle, char *text);
443 blitter *(*blitter_new)(void *handle, int w, int h);
444 void (*blitter_free)(void *handle, blitter *bl);
445 void (*blitter_save)(void *handle, blitter *bl, int x, int y);
446 void (*blitter_load)(void *handle, blitter *bl, int x, int y);
447 void (*begin_doc)(void *handle, int pages);
448 void (*begin_page)(void *handle, int number);
449 void (*begin_puzzle)(void *handle, float xm, float xc,
450 float ym, float yc, int pw, int ph, float wmm);
451 void (*end_puzzle)(void *handle);
452 void (*end_page)(void *handle, int number);
453 void (*end_doc)(void *handle);
454 void (*line_width)(void *handle, float width);
455};
456
457/*
458 * For one-game-at-a-time platforms, there's a single structure
459 * like the above, under a fixed name. For all-at-once platforms,
460 * there's a list of all available puzzles in array form.
461 */
462#ifdef COMBINED
463extern const game *gamelist[];
464extern const int gamecount;
465#else
466extern const game thegame;
467#endif
468
469#endif /* PUZZLES_PUZZLES_H */