2 * puzzles.h: header file for my puzzle collection
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
15 #define PI 3.141592653589793238462643383279502884197169399
17 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
20 #define STR(x) STR_INT(x)
37 MOD_CTRL
= 0x10000000,
38 MOD_SHFT
= 0x20000000,
39 MOD_NUM_KEYPAD
= 0x40000000,
40 MOD_MASK
= 0x70000000 /* mask for all modifiers */
43 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
44 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
45 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
46 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
47 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
48 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
50 #define IGNOREARG(x) ( (x) = (x) )
52 typedef struct frontend frontend
;
53 typedef struct config_item config_item
;
54 typedef struct midend_data midend_data
;
55 typedef struct random_state random_state
;
56 typedef struct game_params game_params
;
57 typedef struct game_state game_state
;
58 typedef struct game_aux_info game_aux_info
;
59 typedef struct game_ui game_ui
;
60 typedef struct game_drawstate game_drawstate
;
61 typedef struct game game
;
63 #define ALIGN_VNORMAL 0x000
64 #define ALIGN_VCENTRE 0x100
66 #define ALIGN_HLEFT 0x000
67 #define ALIGN_HCENTRE 0x001
68 #define ALIGN_HRIGHT 0x002
71 #define FONT_VARIABLE 1
74 * Structure used to pass configuration data between frontend and
77 enum { C_STRING
, C_CHOICES
, C_BOOLEAN
, C_END
};
80 * `name' is never dynamically allocated.
84 * `type' contains one of the above values.
88 * For C_STRING, `sval' is always dynamically allocated and
89 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
90 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
91 * allocated, and contains a set of option strings separated by
92 * a delimiter. The delimeter is also the first character in
93 * the string, so for example ":Foo:Bar:Baz" gives three
94 * options `Foo', `Bar' and `Baz'.
98 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
99 * indicates the chosen index from the `sval' list. In the
100 * above example, 0==Foo, 1==Bar and 2==Baz.
108 void fatal(char *fmt
, ...);
109 void frontend_default_colour(frontend
*fe
, float *output
);
110 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
111 int align
, int colour
, char *text
);
112 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
);
113 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
);
114 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
115 int fill
, int colour
);
116 void clip(frontend
*fe
, int x
, int y
, int w
, int h
);
117 void unclip(frontend
*fe
);
118 void start_draw(frontend
*fe
);
119 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
);
120 void end_draw(frontend
*fe
);
121 void deactivate_timer(frontend
*fe
);
122 void activate_timer(frontend
*fe
);
123 void status_bar(frontend
*fe
, char *text
);
124 void get_random_seed(void **randseed
, int *randseedsize
);
129 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
);
130 void midend_free(midend_data
*me
);
131 void midend_set_params(midend_data
*me
, game_params
*params
);
132 void midend_size(midend_data
*me
, int *x
, int *y
);
133 void midend_new_game(midend_data
*me
);
134 void midend_restart_game(midend_data
*me
);
135 int midend_process_key(midend_data
*me
, int x
, int y
, int button
);
136 void midend_force_redraw(midend_data
*me
);
137 void midend_redraw(midend_data
*me
);
138 float *midend_colours(midend_data
*me
, int *ncolours
);
139 void midend_timer(midend_data
*me
, float tplus
);
140 int midend_num_presets(midend_data
*me
);
141 void midend_fetch_preset(midend_data
*me
, int n
,
142 char **name
, game_params
**params
);
143 int midend_wants_statusbar(midend_data
*me
);
144 enum { CFG_SETTINGS
, CFG_SEED
, CFG_DESC
};
145 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
);
146 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
);
147 char *midend_game_id(midend_data
*me
, char *id
);
148 char *midend_text_format(midend_data
*me
);
149 char *midend_solve(midend_data
*me
);
150 void midend_supersede_game_desc(midend_data
*me
, char *desc
);
151 char *midend_rewrite_statusbar(midend_data
*me
, char *text
);
156 void *smalloc(int size
);
157 void *srealloc(void *p
, int size
);
159 char *dupstr(const char *s
);
161 ( (type *) smalloc (sizeof (type)) )
162 #define snewn(number, type) \
163 ( (type *) smalloc ((number) * sizeof (type)) )
164 #define sresize(array, number, type) \
165 ( (type *) srealloc ((array), (number) * sizeof (type)) )
170 void free_cfg(config_item
*cfg
);
180 random_state
*random_init(char *seed
, int len
);
181 unsigned long random_bits(random_state
*state
, int bits
);
182 unsigned long random_upto(random_state
*state
, unsigned long limit
);
183 void random_free(random_state
*state
);
184 char *random_state_encode(random_state
*state
);
185 random_state
*random_state_decode(char *input
);
186 /* random.c also exports SHA, which occasionally comes in useful. */
187 typedef unsigned long uint32
;
190 unsigned char block
[64];
194 void SHA_Init(SHA_State
*s
);
195 void SHA_Bytes(SHA_State
*s
, void *p
, int len
);
196 void SHA_Final(SHA_State
*s
, unsigned char *output
);
197 void SHA_Simple(void *p
, int len
, unsigned char *output
);
200 * Data structure containing the function calls and data specific
201 * to a particular game. This is enclosed in a data structure so
202 * that a particular platform can choose, if it wishes, to compile
203 * all the games into a single combined executable rather than
204 * having lots of little ones.
208 const char *winhelp_topic
;
209 game_params
*(*default_params
)(void);
210 int (*fetch_preset
)(int i
, char **name
, game_params
**params
);
211 void (*decode_params
)(game_params
*, char const *string
);
212 char *(*encode_params
)(game_params
*, int full
);
213 void (*free_params
)(game_params
*params
);
214 game_params
*(*dup_params
)(game_params
*params
);
216 config_item
*(*configure
)(game_params
*params
);
217 game_params
*(*custom_params
)(config_item
*cfg
);
218 char *(*validate_params
)(game_params
*params
);
219 char *(*new_desc
)(game_params
*params
, random_state
*rs
,
220 game_aux_info
**aux
, int interactive
);
221 void (*free_aux_info
)(game_aux_info
*aux
);
222 char *(*validate_desc
)(game_params
*params
, char *desc
);
223 game_state
*(*new_game
)(midend_data
*me
, game_params
*params
, char *desc
);
224 game_state
*(*dup_game
)(game_state
*state
);
225 void (*free_game
)(game_state
*state
);
227 game_state
*(*solve
)(game_state
*state
, game_aux_info
*aux
, char **error
);
228 int can_format_as_text
;
229 char *(*text_format
)(game_state
*state
);
230 game_ui
*(*new_ui
)(game_state
*state
);
231 void (*free_ui
)(game_ui
*ui
);
232 game_state
*(*make_move
)(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
233 int x
, int y
, int button
);
234 void (*size
)(game_params
*params
, int *x
, int *y
);
235 float *(*colours
)(frontend
*fe
, game_state
*state
, int *ncolours
);
236 game_drawstate
*(*new_drawstate
)(game_state
*state
);
237 void (*free_drawstate
)(game_drawstate
*ds
);
238 void (*redraw
)(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
239 game_state
*newstate
, int dir
, game_ui
*ui
, float anim_time
,
241 float (*anim_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
243 float (*flash_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
245 int (*wants_statusbar
)(void);
247 int (*timing_state
)(game_state
*state
);
251 * For one-game-at-a-time platforms, there's a single structure
252 * like the above, under a fixed name. For all-at-once platforms,
253 * there's a list of all available puzzles in array form.
256 extern const game
*gamelist
[];
257 extern const int gamecount
;
259 extern const game thegame
;
262 #endif /* PUZZLES_PUZZLES_H */