Introduce a new game backend function (there seem to have been a lot
[sgt/puzzles] / puzzles.h
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
32 enum {
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
47 /* made smaller because of 'limited range of datatype' errors. */
48 MOD_CTRL = 0x1000,
49 MOD_SHFT = 0x2000,
50 MOD_NUM_KEYPAD = 0x4000,
51 MOD_MASK = 0x7000 /* mask for all modifiers */
52 };
53
54 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
55 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
56 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
57 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
58 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
59 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
60
61 /* Bit flags indicating mouse button priorities */
62 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
63
64 #define IGNOREARG(x) ( (x) = (x) )
65
66 typedef struct frontend frontend;
67 typedef struct config_item config_item;
68 typedef struct midend_data midend_data;
69 typedef struct random_state random_state;
70 typedef struct game_params game_params;
71 typedef struct game_state game_state;
72 typedef struct game_aux_info game_aux_info;
73 typedef struct game_ui game_ui;
74 typedef struct game_drawstate game_drawstate;
75 typedef struct game game;
76
77 #define ALIGN_VNORMAL 0x000
78 #define ALIGN_VCENTRE 0x100
79
80 #define ALIGN_HLEFT 0x000
81 #define ALIGN_HCENTRE 0x001
82 #define ALIGN_HRIGHT 0x002
83
84 #define FONT_FIXED 0
85 #define FONT_VARIABLE 1
86
87 /*
88 * Structure used to pass configuration data between frontend and
89 * game
90 */
91 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
92 struct config_item {
93 /*
94 * `name' is never dynamically allocated.
95 */
96 char *name;
97 /*
98 * `type' contains one of the above values.
99 */
100 int type;
101 /*
102 * For C_STRING, `sval' is always dynamically allocated and
103 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
104 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
105 * allocated, and contains a set of option strings separated by
106 * a delimiter. The delimeter is also the first character in
107 * the string, so for example ":Foo:Bar:Baz" gives three
108 * options `Foo', `Bar' and `Baz'.
109 */
110 char *sval;
111 /*
112 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
113 * indicates the chosen index from the `sval' list. In the
114 * above example, 0==Foo, 1==Bar and 2==Baz.
115 */
116 int ival;
117 };
118
119 /*
120 * Platform routines
121 */
122
123 #ifdef DEBUG
124 #define debug(x) (debug_printf x)
125 void debug_printf(char *fmt, ...);
126 #else
127 #define debug(x)
128 #endif
129
130 void fatal(char *fmt, ...);
131 void frontend_default_colour(frontend *fe, float *output);
132 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
133 int align, int colour, char *text);
134 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
135 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
136 void draw_polygon(frontend *fe, int *coords, int npoints,
137 int fill, int colour);
138 void clip(frontend *fe, int x, int y, int w, int h);
139 void unclip(frontend *fe);
140 void start_draw(frontend *fe);
141 void draw_update(frontend *fe, int x, int y, int w, int h);
142 void end_draw(frontend *fe);
143 void deactivate_timer(frontend *fe);
144 void activate_timer(frontend *fe);
145 void status_bar(frontend *fe, char *text);
146 void get_random_seed(void **randseed, int *randseedsize);
147
148 /*
149 * midend.c
150 */
151 midend_data *midend_new(frontend *fe, const game *ourgame);
152 void midend_free(midend_data *me);
153 void midend_set_params(midend_data *me, game_params *params);
154 void midend_size(midend_data *me, int *x, int *y);
155 void midend_new_game(midend_data *me);
156 void midend_restart_game(midend_data *me);
157 void midend_stop_anim(midend_data *me);
158 int midend_process_key(midend_data *me, int x, int y, int button);
159 void midend_force_redraw(midend_data *me);
160 void midend_redraw(midend_data *me);
161 float *midend_colours(midend_data *me, int *ncolours);
162 void midend_timer(midend_data *me, float tplus);
163 int midend_num_presets(midend_data *me);
164 void midend_fetch_preset(midend_data *me, int n,
165 char **name, game_params **params);
166 int midend_wants_statusbar(midend_data *me);
167 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
168 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
169 char *midend_set_config(midend_data *me, int which, config_item *cfg);
170 char *midend_game_id(midend_data *me, char *id);
171 char *midend_text_format(midend_data *me);
172 char *midend_solve(midend_data *me);
173 void midend_supersede_game_desc(midend_data *me, char *desc);
174 char *midend_rewrite_statusbar(midend_data *me, char *text);
175
176 /*
177 * malloc.c
178 */
179 void *smalloc(size_t size);
180 void *srealloc(void *p, size_t size);
181 void sfree(void *p);
182 char *dupstr(const char *s);
183 #define snew(type) \
184 ( (type *) smalloc (sizeof (type)) )
185 #define snewn(number, type) \
186 ( (type *) smalloc ((number) * sizeof (type)) )
187 #define sresize(array, number, type) \
188 ( (type *) srealloc ((array), (number) * sizeof (type)) )
189
190 /*
191 * misc.c
192 */
193 void free_cfg(config_item *cfg);
194
195 /*
196 * version.c
197 */
198 extern char ver[];
199
200 /*
201 * random.c
202 */
203 random_state *random_init(char *seed, int len);
204 unsigned long random_bits(random_state *state, int bits);
205 unsigned long random_upto(random_state *state, unsigned long limit);
206 void random_free(random_state *state);
207 char *random_state_encode(random_state *state);
208 random_state *random_state_decode(char *input);
209 /* random.c also exports SHA, which occasionally comes in useful. */
210 typedef unsigned long uint32;
211 typedef struct {
212 uint32 h[5];
213 unsigned char block[64];
214 int blkused;
215 uint32 lenhi, lenlo;
216 } SHA_State;
217 void SHA_Init(SHA_State *s);
218 void SHA_Bytes(SHA_State *s, void *p, int len);
219 void SHA_Final(SHA_State *s, unsigned char *output);
220 void SHA_Simple(void *p, int len, unsigned char *output);
221
222 /*
223 * Data structure containing the function calls and data specific
224 * to a particular game. This is enclosed in a data structure so
225 * that a particular platform can choose, if it wishes, to compile
226 * all the games into a single combined executable rather than
227 * having lots of little ones.
228 */
229 struct game {
230 const char *name;
231 const char *winhelp_topic;
232 game_params *(*default_params)(void);
233 int (*fetch_preset)(int i, char **name, game_params **params);
234 void (*decode_params)(game_params *, char const *string);
235 char *(*encode_params)(game_params *, int full);
236 void (*free_params)(game_params *params);
237 game_params *(*dup_params)(game_params *params);
238 int can_configure;
239 config_item *(*configure)(game_params *params);
240 game_params *(*custom_params)(config_item *cfg);
241 char *(*validate_params)(game_params *params);
242 char *(*new_desc)(game_params *params, random_state *rs,
243 game_aux_info **aux, int interactive);
244 void (*free_aux_info)(game_aux_info *aux);
245 char *(*validate_desc)(game_params *params, char *desc);
246 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
247 game_state *(*dup_game)(game_state *state);
248 void (*free_game)(game_state *state);
249 int can_solve;
250 game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
251 int can_format_as_text;
252 char *(*text_format)(game_state *state);
253 game_ui *(*new_ui)(game_state *state);
254 void (*free_ui)(game_ui *ui);
255 void (*changed_state)(game_ui *ui, game_state *oldstate,
256 game_state *newstate);
257 game_state *(*make_move)(game_state *from, game_ui *ui, game_drawstate *ds,
258 int x, int y, int button);
259 void (*size)(game_params *params, int *x, int *y);
260 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
261 game_drawstate *(*new_drawstate)(game_state *state);
262 void (*free_drawstate)(game_drawstate *ds);
263 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
264 game_state *newstate, int dir, game_ui *ui, float anim_time,
265 float flash_time);
266 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
267 game_ui *ui);
268 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
269 game_ui *ui);
270 int (*wants_statusbar)(void);
271 int is_timed;
272 int (*timing_state)(game_state *state);
273 int mouse_priorities;
274 };
275
276 /*
277 * For one-game-at-a-time platforms, there's a single structure
278 * like the above, under a fixed name. For all-at-once platforms,
279 * there's a list of all available puzzles in array form.
280 */
281 #ifdef COMBINED
282 extern const game *gamelist[];
283 extern const int gamecount;
284 #else
285 extern const game thegame;
286 #endif
287
288 #endif /* PUZZLES_PUZZLES_H */