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