Change of policy on game_changed_state(). Originally, it was called
[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 <stdlib.h> /* for size_t */
9
10#ifndef TRUE
11#define TRUE 1
12#endif
13#ifndef FALSE
14#define FALSE 0
15#endif
16
17#define PI 3.141592653589793238462643383279502884197169399
18
19#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
20
21#define STR_INT(x) #x
22#define STR(x) STR_INT(x)
23
24/* NB not perfect because they evaluate arguments multiple times. */
25#ifndef max
26#define max(x,y) ( (x)>(y) ? (x) : (y) )
27#endif /* max */
28#ifndef min
29#define min(x,y) ( (x)<(y) ? (x) : (y) )
30#endif /* min */
31
32enum {
33 LEFT_BUTTON = 0x0200,
34 MIDDLE_BUTTON,
35 RIGHT_BUTTON,
36 LEFT_DRAG,
37 MIDDLE_DRAG,
38 RIGHT_DRAG,
39 LEFT_RELEASE,
40 MIDDLE_RELEASE,
41 RIGHT_RELEASE,
42 CURSOR_UP,
43 CURSOR_DOWN,
44 CURSOR_LEFT,
45 CURSOR_RIGHT,
46 CURSOR_SELECT,
47
48 /* made smaller because of 'limited range of datatype' errors. */
49 MOD_CTRL = 0x1000,
50 MOD_SHFT = 0x2000,
51 MOD_NUM_KEYPAD = 0x4000,
52 MOD_MASK = 0x7000 /* mask for all modifiers */
53};
54
55#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
56 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
57#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
58 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
59#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
60 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
61
62/* Bit flags indicating mouse button priorities */
63#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
64
65#define IGNOREARG(x) ( (x) = (x) )
66
67typedef struct frontend frontend;
68typedef struct config_item config_item;
69typedef struct midend_data midend_data;
70typedef struct random_state random_state;
71typedef struct game_params game_params;
72typedef struct game_state game_state;
73typedef struct game_ui game_ui;
74typedef struct game_drawstate game_drawstate;
75typedef struct game game;
76typedef struct blitter blitter;
77
78#define ALIGN_VNORMAL 0x000
79#define ALIGN_VCENTRE 0x100
80
81#define ALIGN_HLEFT 0x000
82#define ALIGN_HCENTRE 0x001
83#define ALIGN_HRIGHT 0x002
84
85#define FONT_FIXED 0
86#define FONT_VARIABLE 1
87
88/*
89 * Structure used to pass configuration data between frontend and
90 * game
91 */
92enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
93struct config_item {
94 /*
95 * `name' is never dynamically allocated.
96 */
97 char *name;
98 /*
99 * `type' contains one of the above values.
100 */
101 int type;
102 /*
103 * For C_STRING, `sval' is always dynamically allocated and
104 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
105 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
106 * allocated, and contains a set of option strings separated by
107 * a delimiter. The delimeter is also the first character in
108 * the string, so for example ":Foo:Bar:Baz" gives three
109 * options `Foo', `Bar' and `Baz'.
110 */
111 char *sval;
112 /*
113 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
114 * indicates the chosen index from the `sval' list. In the
115 * above example, 0==Foo, 1==Bar and 2==Baz.
116 */
117 int ival;
118};
119
120/*
121 * Platform routines
122 */
123
124/* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
125#ifdef DEBUGGING
126#define debug(x) (debug_printf x)
127void debug_printf(char *fmt, ...);
128#else
129#define debug(x)
130#endif
131
132void fatal(char *fmt, ...);
133void frontend_default_colour(frontend *fe, float *output);
134void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
135 int align, int colour, char *text);
136void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
137void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
138void draw_polygon(frontend *fe, int *coords, int npoints,
139 int fillcolour, int outlinecolour);
140void draw_circle(frontend *fe, int cx, int cy, int radius,
141 int fillcolour, int outlinecolour);
142void clip(frontend *fe, int x, int y, int w, int h);
143void unclip(frontend *fe);
144void start_draw(frontend *fe);
145void draw_update(frontend *fe, int x, int y, int w, int h);
146void end_draw(frontend *fe);
147void deactivate_timer(frontend *fe);
148void activate_timer(frontend *fe);
149void status_bar(frontend *fe, char *text);
150void get_random_seed(void **randseed, int *randseedsize);
151
152blitter *blitter_new(int w, int h);
153void blitter_free(blitter *bl);
154/* save puts the portion of the current display with top-left corner
155 * (x,y) to the blitter. load puts it back again to the specified
156 * coords, or else wherever it was saved from
157 * (if x = y = BLITTER_FROMSAVED). */
158void blitter_save(frontend *fe, blitter *bl, int x, int y);
159#define BLITTER_FROMSAVED (-1)
160void blitter_load(frontend *fe, blitter *bl, int x, int y);
161
162/*
163 * midend.c
164 */
165midend_data *midend_new(frontend *fe, const game *ourgame);
166void midend_free(midend_data *me);
167void midend_set_params(midend_data *me, game_params *params);
168void midend_size(midend_data *me, int *x, int *y, int expand);
169void midend_new_game(midend_data *me);
170void midend_restart_game(midend_data *me);
171void midend_stop_anim(midend_data *me);
172int midend_process_key(midend_data *me, int x, int y, int button);
173void midend_force_redraw(midend_data *me);
174void midend_redraw(midend_data *me);
175float *midend_colours(midend_data *me, int *ncolours);
176void midend_timer(midend_data *me, float tplus);
177int midend_num_presets(midend_data *me);
178void midend_fetch_preset(midend_data *me, int n,
179 char **name, game_params **params);
180int midend_wants_statusbar(midend_data *me);
181enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
182config_item *midend_get_config(midend_data *me, int which, char **wintitle);
183char *midend_set_config(midend_data *me, int which, config_item *cfg);
184char *midend_game_id(midend_data *me, char *id);
185char *midend_text_format(midend_data *me);
186char *midend_solve(midend_data *me);
187void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc);
188char *midend_rewrite_statusbar(midend_data *me, char *text);
189void midend_serialise(midend_data *me,
190 void (*write)(void *ctx, void *buf, int len),
191 void *wctx);
192char *midend_deserialise(midend_data *me,
193 int (*read)(void *ctx, void *buf, int len),
194 void *rctx);
195
196/*
197 * malloc.c
198 */
199void *smalloc(size_t size);
200void *srealloc(void *p, size_t size);
201void sfree(void *p);
202char *dupstr(const char *s);
203#define snew(type) \
204 ( (type *) smalloc (sizeof (type)) )
205#define snewn(number, type) \
206 ( (type *) smalloc ((number) * sizeof (type)) )
207#define sresize(array, number, type) \
208 ( (type *) srealloc ((array), (number) * sizeof (type)) )
209
210/*
211 * misc.c
212 */
213void free_cfg(config_item *cfg);
214void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
215
216/* allocates output each time. len is always in bytes of binary data.
217 * May assert (or just go wrong) if lengths are unchecked. */
218char *bin2hex(const unsigned char *in, int inlen);
219unsigned char *hex2bin(const char *in, int outlen);
220
221/* Sets (and possibly dims) background from frontend default colour,
222 * and auto-generates highlight and lowlight colours too. */
223void game_mkhighlight(frontend *fe, float *ret,
224 int background, int highlight, int lowlight);
225
226/*
227 * version.c
228 */
229extern char ver[];
230
231/*
232 * random.c
233 */
234random_state *random_init(char *seed, int len);
235unsigned long random_bits(random_state *state, int bits);
236unsigned long random_upto(random_state *state, unsigned long limit);
237void random_free(random_state *state);
238char *random_state_encode(random_state *state);
239random_state *random_state_decode(char *input);
240/* random.c also exports SHA, which occasionally comes in useful. */
241typedef unsigned long uint32;
242typedef struct {
243 uint32 h[5];
244 unsigned char block[64];
245 int blkused;
246 uint32 lenhi, lenlo;
247} SHA_State;
248void SHA_Init(SHA_State *s);
249void SHA_Bytes(SHA_State *s, void *p, int len);
250void SHA_Final(SHA_State *s, unsigned char *output);
251void SHA_Simple(void *p, int len, unsigned char *output);
252
253/*
254 * Data structure containing the function calls and data specific
255 * to a particular game. This is enclosed in a data structure so
256 * that a particular platform can choose, if it wishes, to compile
257 * all the games into a single combined executable rather than
258 * having lots of little ones.
259 */
260struct game {
261 const char *name;
262 const char *winhelp_topic;
263 game_params *(*default_params)(void);
264 int (*fetch_preset)(int i, char **name, game_params **params);
265 void (*decode_params)(game_params *, char const *string);
266 char *(*encode_params)(game_params *, int full);
267 void (*free_params)(game_params *params);
268 game_params *(*dup_params)(game_params *params);
269 int can_configure;
270 config_item *(*configure)(game_params *params);
271 game_params *(*custom_params)(config_item *cfg);
272 char *(*validate_params)(game_params *params, int full);
273 char *(*new_desc)(game_params *params, random_state *rs,
274 char **aux, int interactive);
275 char *(*validate_desc)(game_params *params, char *desc);
276 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
277 game_state *(*dup_game)(game_state *state);
278 void (*free_game)(game_state *state);
279 int can_solve;
280 char *(*solve)(game_state *orig, game_state *curr,
281 char *aux, char **error);
282 int can_format_as_text;
283 char *(*text_format)(game_state *state);
284 game_ui *(*new_ui)(game_state *state);
285 void (*free_ui)(game_ui *ui);
286 char *(*encode_ui)(game_ui *ui);
287 void (*decode_ui)(game_ui *ui, char *encoding);
288 void (*changed_state)(game_ui *ui, game_state *oldstate,
289 game_state *newstate);
290 char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
291 int x, int y, int button);
292 game_state *(*execute_move)(game_state *state, char *move);
293 int preferred_tilesize;
294 void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
295 void (*set_size)(game_drawstate *ds, game_params *params, int tilesize);
296 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
297 game_drawstate *(*new_drawstate)(game_state *state);
298 void (*free_drawstate)(game_drawstate *ds);
299 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
300 game_state *newstate, int dir, game_ui *ui, float anim_time,
301 float flash_time);
302 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
303 game_ui *ui);
304 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
305 game_ui *ui);
306 int (*wants_statusbar)(void);
307 int is_timed;
308 int (*timing_state)(game_state *state);
309 int mouse_priorities;
310};
311
312/*
313 * For one-game-at-a-time platforms, there's a single structure
314 * like the above, under a fixed name. For all-at-once platforms,
315 * there's a list of all available puzzles in array form.
316 */
317#ifdef COMBINED
318extern const game *gamelist[];
319extern const int gamecount;
320#else
321extern const game thegame;
322#endif
323
324#endif /* PUZZLES_PUZZLES_H */