2 * puzzles.h: header file for my puzzle collection
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
15 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
18 #define STR(x) STR_INT(x)
35 MOD_NUM_KEYPAD
= 0x40000000
38 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
39 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
40 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
41 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
42 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
43 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
45 #define IGNOREARG(x) ( (x) = (x) )
47 typedef struct frontend frontend
;
48 typedef struct config_item config_item
;
49 typedef struct midend_data midend_data
;
50 typedef struct random_state random_state
;
51 typedef struct game_params game_params
;
52 typedef struct game_state game_state
;
53 typedef struct game_aux_info game_aux_info
;
54 typedef struct game_ui game_ui
;
55 typedef struct game_drawstate game_drawstate
;
56 typedef struct game game
;
58 #define ALIGN_VNORMAL 0x000
59 #define ALIGN_VCENTRE 0x100
61 #define ALIGN_HLEFT 0x000
62 #define ALIGN_HCENTRE 0x001
63 #define ALIGN_HRIGHT 0x002
66 #define FONT_VARIABLE 1
69 * Structure used to pass configuration data between frontend and
72 enum { C_STRING
, C_CHOICES
, C_BOOLEAN
, C_END
};
75 * `name' is never dynamically allocated.
79 * `type' contains one of the above values.
83 * For C_STRING, `sval' is always dynamically allocated and
84 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
85 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
86 * allocated, and contains a set of option strings separated by
87 * a delimiter. The delimeter is also the first character in
88 * the string, so for example ":Foo:Bar:Baz" gives three
89 * options `Foo', `Bar' and `Baz'.
93 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
94 * indicates the chosen index from the `sval' list. In the
95 * above example, 0==Foo, 1==Bar and 2==Baz.
103 void fatal(char *fmt
, ...);
104 void frontend_default_colour(frontend
*fe
, float *output
);
105 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
106 int align
, int colour
, char *text
);
107 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
);
108 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
);
109 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
110 int fill
, int colour
);
111 void clip(frontend
*fe
, int x
, int y
, int w
, int h
);
112 void unclip(frontend
*fe
);
113 void start_draw(frontend
*fe
);
114 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
);
115 void end_draw(frontend
*fe
);
116 void deactivate_timer(frontend
*fe
);
117 void activate_timer(frontend
*fe
);
118 void status_bar(frontend
*fe
, char *text
);
119 void get_random_seed(void **randseed
, int *randseedsize
);
124 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
);
125 void midend_free(midend_data
*me
);
126 void midend_set_params(midend_data
*me
, game_params
*params
);
127 void midend_size(midend_data
*me
, int *x
, int *y
);
128 void midend_new_game(midend_data
*me
);
129 void midend_restart_game(midend_data
*me
);
130 int midend_process_key(midend_data
*me
, int x
, int y
, int button
);
131 void midend_redraw(midend_data
*me
);
132 float *midend_colours(midend_data
*me
, int *ncolours
);
133 void midend_timer(midend_data
*me
, float tplus
);
134 int midend_num_presets(midend_data
*me
);
135 void midend_fetch_preset(midend_data
*me
, int n
,
136 char **name
, game_params
**params
);
137 int midend_wants_statusbar(midend_data
*me
);
138 enum { CFG_SETTINGS
, CFG_SEED
, CFG_DESC
};
139 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
);
140 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
);
141 char *midend_game_id(midend_data
*me
, char *id
);
142 char *midend_text_format(midend_data
*me
);
143 char *midend_solve(midend_data
*me
);
148 void *smalloc(int size
);
149 void *srealloc(void *p
, int size
);
151 char *dupstr(const char *s
);
153 ( (type *) smalloc (sizeof (type)) )
154 #define snewn(number, type) \
155 ( (type *) smalloc ((number) * sizeof (type)) )
156 #define sresize(array, number, type) \
157 ( (type *) srealloc ((array), (number) * sizeof (type)) )
162 void free_cfg(config_item
*cfg
);
172 random_state
*random_init(char *seed
, int len
);
173 unsigned long random_bits(random_state
*state
, int bits
);
174 unsigned long random_upto(random_state
*state
, unsigned long limit
);
175 void random_free(random_state
*state
);
178 * Data structure containing the function calls and data specific
179 * to a particular game. This is enclosed in a data structure so
180 * that a particular platform can choose, if it wishes, to compile
181 * all the games into a single combined executable rather than
182 * having lots of little ones.
186 const char *winhelp_topic
;
187 game_params
*(*default_params
)(void);
188 int (*fetch_preset
)(int i
, char **name
, game_params
**params
);
189 void (*decode_params
)(game_params
*, char const *string
);
190 char *(*encode_params
)(game_params
*, int full
);
191 void (*free_params
)(game_params
*params
);
192 game_params
*(*dup_params
)(game_params
*params
);
194 config_item
*(*configure
)(game_params
*params
);
195 game_params
*(*custom_params
)(config_item
*cfg
);
196 char *(*validate_params
)(game_params
*params
);
197 char *(*new_desc
)(game_params
*params
, random_state
*rs
,
198 game_aux_info
**aux
);
199 void (*free_aux_info
)(game_aux_info
*aux
);
200 char *(*validate_desc
)(game_params
*params
, char *desc
);
201 game_state
*(*new_game
)(game_params
*params
, char *desc
);
202 game_state
*(*dup_game
)(game_state
*state
);
203 void (*free_game
)(game_state
*state
);
205 game_state
*(*solve
)(game_state
*state
, game_aux_info
*aux
, char **error
);
206 int can_format_as_text
;
207 char *(*text_format
)(game_state
*state
);
208 game_ui
*(*new_ui
)(game_state
*state
);
209 void (*free_ui
)(game_ui
*ui
);
210 game_state
*(*make_move
)(game_state
*from
, game_ui
*ui
, int x
, int y
,
212 void (*size
)(game_params
*params
, int *x
, int *y
);
213 float *(*colours
)(frontend
*fe
, game_state
*state
, int *ncolours
);
214 game_drawstate
*(*new_drawstate
)(game_state
*state
);
215 void (*free_drawstate
)(game_drawstate
*ds
);
216 void (*redraw
)(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
217 game_state
*newstate
, int dir
, game_ui
*ui
, float anim_time
,
219 float (*anim_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
);
220 float (*flash_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
);
221 int (*wants_statusbar
)(void);
225 * For one-game-at-a-time platforms, there's a single structure
226 * like the above, under a fixed name. For all-at-once platforms,
227 * there's a list of all available puzzles in array form.
230 extern const game
*gamelist
[];
231 extern const int gamecount
;
233 extern const game thegame
;
236 #endif /* PUZZLES_PUZZLES_H */