2 * puzzles.h: header file for my puzzle collection
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
8 #include <stdlib.h> /* for size_t */
17 #define PI 3.141592653589793238462643383279502884197169399
19 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
22 #define STR(x) STR_INT(x)
24 /* NB not perfect because they evaluate arguments multiple times. */
26 #define max(x,y) ( (x)>(y) ? (x) : (y) )
29 #define min(x,y) ( (x)<(y) ? (x) : (y) )
48 /* made smaller because of 'limited range of datatype' errors. */
51 MOD_NUM_KEYPAD
= 0x4000,
52 MOD_MASK
= 0x7000 /* mask for all modifiers */
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))
62 /* Bit flags indicating mouse button priorities */
63 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
65 #define IGNOREARG(x) ( (x) = (x) )
67 typedef struct frontend frontend
;
68 typedef struct config_item config_item
;
69 typedef struct midend_data midend_data
;
70 typedef struct random_state random_state
;
71 typedef struct game_params game_params
;
72 typedef struct game_state game_state
;
73 typedef struct game_aux_info game_aux_info
;
74 typedef struct game_ui game_ui
;
75 typedef struct game_drawstate game_drawstate
;
76 typedef struct game game
;
77 typedef struct blitter blitter
;
79 #define ALIGN_VNORMAL 0x000
80 #define ALIGN_VCENTRE 0x100
82 #define ALIGN_HLEFT 0x000
83 #define ALIGN_HCENTRE 0x001
84 #define ALIGN_HRIGHT 0x002
87 #define FONT_VARIABLE 1
90 * Structure used to pass configuration data between frontend and
93 enum { C_STRING
, C_CHOICES
, C_BOOLEAN
, C_END
};
96 * `name' is never dynamically allocated.
100 * `type' contains one of the above values.
104 * For C_STRING, `sval' is always dynamically allocated and
105 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
106 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
107 * allocated, and contains a set of option strings separated by
108 * a delimiter. The delimeter is also the first character in
109 * the string, so for example ":Foo:Bar:Baz" gives three
110 * options `Foo', `Bar' and `Baz'.
114 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
115 * indicates the chosen index from the `sval' list. In the
116 * above example, 0==Foo, 1==Bar and 2==Baz.
125 /* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
127 #define debug(x) (debug_printf x)
128 void debug_printf(char *fmt
, ...);
133 void fatal(char *fmt
, ...);
134 void frontend_default_colour(frontend
*fe
, float *output
);
135 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
136 int align
, int colour
, char *text
);
137 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
);
138 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
);
139 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
140 int fill
, int colour
);
141 void draw_circle(frontend
*fe
, int cx
, int cy
, int radius
,
142 int fill
, int colour
);
143 void clip(frontend
*fe
, int x
, int y
, int w
, int h
);
144 void unclip(frontend
*fe
);
145 void start_draw(frontend
*fe
);
146 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
);
147 void end_draw(frontend
*fe
);
148 void deactivate_timer(frontend
*fe
);
149 void activate_timer(frontend
*fe
);
150 void status_bar(frontend
*fe
, char *text
);
151 void get_random_seed(void **randseed
, int *randseedsize
);
153 blitter
*blitter_new(int w
, int h
);
154 void blitter_free(blitter
*bl
);
155 /* save puts the portion of the current display with top-left corner
156 * (x,y) to the blitter. load puts it back again to the specified
157 * coords, or else wherever it was saved from
158 * (if x = y = BLITTER_FROMSAVED). */
159 void blitter_save(frontend
*fe
, blitter
*bl
, int x
, int y
);
160 #define BLITTER_FROMSAVED (-1)
161 void blitter_load(frontend
*fe
, blitter
*bl
, int x
, int y
);
166 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
);
167 void midend_free(midend_data
*me
);
168 void midend_set_params(midend_data
*me
, game_params
*params
);
169 void midend_size(midend_data
*me
, int *x
, int *y
, int expand
);
170 void midend_new_game(midend_data
*me
);
171 void midend_restart_game(midend_data
*me
);
172 void midend_stop_anim(midend_data
*me
);
173 int midend_process_key(midend_data
*me
, int x
, int y
, int button
);
174 void midend_force_redraw(midend_data
*me
);
175 void midend_redraw(midend_data
*me
);
176 float *midend_colours(midend_data
*me
, int *ncolours
);
177 void midend_timer(midend_data
*me
, float tplus
);
178 int midend_num_presets(midend_data
*me
);
179 void midend_fetch_preset(midend_data
*me
, int n
,
180 char **name
, game_params
**params
);
181 int midend_wants_statusbar(midend_data
*me
);
182 enum { CFG_SETTINGS
, CFG_SEED
, CFG_DESC
};
183 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
);
184 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
);
185 char *midend_game_id(midend_data
*me
, char *id
);
186 char *midend_text_format(midend_data
*me
);
187 char *midend_solve(midend_data
*me
);
188 void midend_supersede_game_desc(midend_data
*me
, char *desc
, char *privdesc
);
189 char *midend_rewrite_statusbar(midend_data
*me
, char *text
);
194 void *smalloc(size_t size
);
195 void *srealloc(void *p
, size_t size
);
197 char *dupstr(const char *s
);
199 ( (type *) smalloc (sizeof (type)) )
200 #define snewn(number, type) \
201 ( (type *) smalloc ((number) * sizeof (type)) )
202 #define sresize(array, number, type) \
203 ( (type *) srealloc ((array), (number) * sizeof (type)) )
208 void free_cfg(config_item
*cfg
);
209 void obfuscate_bitmap(unsigned char *bmp
, int bits
, int decode
);
211 /* allocates output each time. len is always in bytes of binary data.
212 * May assert (or just go wrong) if lengths are unchecked. */
213 char *bin2hex(const unsigned char *in
, int inlen
);
214 unsigned char *hex2bin(const char *in
, int outlen
);
225 random_state
*random_init(char *seed
, int len
);
226 unsigned long random_bits(random_state
*state
, int bits
);
227 unsigned long random_upto(random_state
*state
, unsigned long limit
);
228 void random_free(random_state
*state
);
229 char *random_state_encode(random_state
*state
);
230 random_state
*random_state_decode(char *input
);
231 /* random.c also exports SHA, which occasionally comes in useful. */
232 typedef unsigned long uint32
;
235 unsigned char block
[64];
239 void SHA_Init(SHA_State
*s
);
240 void SHA_Bytes(SHA_State
*s
, void *p
, int len
);
241 void SHA_Final(SHA_State
*s
, unsigned char *output
);
242 void SHA_Simple(void *p
, int len
, unsigned char *output
);
245 * Data structure containing the function calls and data specific
246 * to a particular game. This is enclosed in a data structure so
247 * that a particular platform can choose, if it wishes, to compile
248 * all the games into a single combined executable rather than
249 * having lots of little ones.
253 const char *winhelp_topic
;
254 game_params
*(*default_params
)(void);
255 int (*fetch_preset
)(int i
, char **name
, game_params
**params
);
256 void (*decode_params
)(game_params
*, char const *string
);
257 char *(*encode_params
)(game_params
*, int full
);
258 void (*free_params
)(game_params
*params
);
259 game_params
*(*dup_params
)(game_params
*params
);
261 config_item
*(*configure
)(game_params
*params
);
262 game_params
*(*custom_params
)(config_item
*cfg
);
263 char *(*validate_params
)(game_params
*params
);
264 char *(*new_desc
)(game_params
*params
, random_state
*rs
,
265 game_aux_info
**aux
, int interactive
);
266 void (*free_aux_info
)(game_aux_info
*aux
);
267 char *(*validate_desc
)(game_params
*params
, char *desc
);
268 game_state
*(*new_game
)(midend_data
*me
, game_params
*params
, char *desc
);
269 game_state
*(*dup_game
)(game_state
*state
);
270 void (*free_game
)(game_state
*state
);
272 char *(*solve
)(game_state
*orig
, game_state
*curr
,
273 game_aux_info
*aux
, char **error
);
274 int can_format_as_text
;
275 char *(*text_format
)(game_state
*state
);
276 game_ui
*(*new_ui
)(game_state
*state
);
277 void (*free_ui
)(game_ui
*ui
);
278 void (*changed_state
)(game_ui
*ui
, game_state
*oldstate
,
279 game_state
*newstate
);
280 char *(*interpret_move
)(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
281 int x
, int y
, int button
);
282 game_state
*(*execute_move
)(game_state
*state
, char *move
);
283 void (*size
)(game_params
*params
, game_drawstate
*ds
, int *x
, int *y
,
285 float *(*colours
)(frontend
*fe
, game_state
*state
, int *ncolours
);
286 game_drawstate
*(*new_drawstate
)(game_state
*state
);
287 void (*free_drawstate
)(game_drawstate
*ds
);
288 void (*redraw
)(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
289 game_state
*newstate
, int dir
, game_ui
*ui
, float anim_time
,
291 float (*anim_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
293 float (*flash_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
295 int (*wants_statusbar
)(void);
297 int (*timing_state
)(game_state
*state
);
298 int mouse_priorities
;
302 * For one-game-at-a-time platforms, there's a single structure
303 * like the above, under a fixed name. For all-at-once platforms,
304 * there's a list of all available puzzles in array form.
307 extern const game
*gamelist
[];
308 extern const int gamecount
;
310 extern const game thegame
;
313 #endif /* PUZZLES_PUZZLES_H */