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
;
78 #define ALIGN_VNORMAL 0x000
79 #define ALIGN_VCENTRE 0x100
81 #define ALIGN_HLEFT 0x000
82 #define ALIGN_HCENTRE 0x001
83 #define ALIGN_HRIGHT 0x002
86 #define FONT_VARIABLE 1
89 * Structure used to pass configuration data between frontend and
92 enum { C_STRING
, C_CHOICES
, C_BOOLEAN
, C_END
};
95 * `name' is never dynamically allocated.
99 * `type' contains one of the above values.
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'.
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.
125 #define debug(x) (debug_printf x)
126 void debug_printf(char *fmt
, ...);
131 void fatal(char *fmt
, ...);
132 void frontend_default_colour(frontend
*fe
, float *output
);
133 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
134 int align
, int colour
, char *text
);
135 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
);
136 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
);
137 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
138 int fill
, int colour
);
139 void clip(frontend
*fe
, int x
, int y
, int w
, int h
);
140 void unclip(frontend
*fe
);
141 void start_draw(frontend
*fe
);
142 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
);
143 void end_draw(frontend
*fe
);
144 void deactivate_timer(frontend
*fe
);
145 void activate_timer(frontend
*fe
);
146 void status_bar(frontend
*fe
, char *text
);
147 void get_random_seed(void **randseed
, int *randseedsize
);
152 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
);
153 void midend_free(midend_data
*me
);
154 void midend_set_params(midend_data
*me
, game_params
*params
);
155 void midend_size(midend_data
*me
, int *x
, int *y
, int expand
);
156 void midend_new_game(midend_data
*me
);
157 void midend_restart_game(midend_data
*me
);
158 void midend_stop_anim(midend_data
*me
);
159 int midend_process_key(midend_data
*me
, int x
, int y
, int button
);
160 void midend_force_redraw(midend_data
*me
);
161 void midend_redraw(midend_data
*me
);
162 float *midend_colours(midend_data
*me
, int *ncolours
);
163 void midend_timer(midend_data
*me
, float tplus
);
164 int midend_num_presets(midend_data
*me
);
165 void midend_fetch_preset(midend_data
*me
, int n
,
166 char **name
, game_params
**params
);
167 int midend_wants_statusbar(midend_data
*me
);
168 enum { CFG_SETTINGS
, CFG_SEED
, CFG_DESC
};
169 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
);
170 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
);
171 char *midend_game_id(midend_data
*me
, char *id
);
172 char *midend_text_format(midend_data
*me
);
173 char *midend_solve(midend_data
*me
);
174 void midend_supersede_game_desc(midend_data
*me
, char *desc
);
175 char *midend_rewrite_statusbar(midend_data
*me
, char *text
);
180 void *smalloc(size_t size
);
181 void *srealloc(void *p
, size_t size
);
183 char *dupstr(const char *s
);
185 ( (type *) smalloc (sizeof (type)) )
186 #define snewn(number, type) \
187 ( (type *) smalloc ((number) * sizeof (type)) )
188 #define sresize(array, number, type) \
189 ( (type *) srealloc ((array), (number) * sizeof (type)) )
194 void free_cfg(config_item
*cfg
);
204 random_state
*random_init(char *seed
, int len
);
205 unsigned long random_bits(random_state
*state
, int bits
);
206 unsigned long random_upto(random_state
*state
, unsigned long limit
);
207 void random_free(random_state
*state
);
208 char *random_state_encode(random_state
*state
);
209 random_state
*random_state_decode(char *input
);
210 /* random.c also exports SHA, which occasionally comes in useful. */
211 typedef unsigned long uint32
;
214 unsigned char block
[64];
218 void SHA_Init(SHA_State
*s
);
219 void SHA_Bytes(SHA_State
*s
, void *p
, int len
);
220 void SHA_Final(SHA_State
*s
, unsigned char *output
);
221 void SHA_Simple(void *p
, int len
, unsigned char *output
);
224 * Data structure containing the function calls and data specific
225 * to a particular game. This is enclosed in a data structure so
226 * that a particular platform can choose, if it wishes, to compile
227 * all the games into a single combined executable rather than
228 * having lots of little ones.
232 const char *winhelp_topic
;
233 game_params
*(*default_params
)(void);
234 int (*fetch_preset
)(int i
, char **name
, game_params
**params
);
235 void (*decode_params
)(game_params
*, char const *string
);
236 char *(*encode_params
)(game_params
*, int full
);
237 void (*free_params
)(game_params
*params
);
238 game_params
*(*dup_params
)(game_params
*params
);
240 config_item
*(*configure
)(game_params
*params
);
241 game_params
*(*custom_params
)(config_item
*cfg
);
242 char *(*validate_params
)(game_params
*params
);
243 char *(*new_desc
)(game_params
*params
, random_state
*rs
,
244 game_aux_info
**aux
, int interactive
);
245 void (*free_aux_info
)(game_aux_info
*aux
);
246 char *(*validate_desc
)(game_params
*params
, char *desc
);
247 game_state
*(*new_game
)(midend_data
*me
, game_params
*params
, char *desc
);
248 game_state
*(*dup_game
)(game_state
*state
);
249 void (*free_game
)(game_state
*state
);
251 game_state
*(*solve
)(game_state
*state
, game_aux_info
*aux
, char **error
);
252 int can_format_as_text
;
253 char *(*text_format
)(game_state
*state
);
254 game_ui
*(*new_ui
)(game_state
*state
);
255 void (*free_ui
)(game_ui
*ui
);
256 void (*changed_state
)(game_ui
*ui
, game_state
*oldstate
,
257 game_state
*newstate
);
258 game_state
*(*make_move
)(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
259 int x
, int y
, int button
);
260 void (*size
)(game_params
*params
, game_drawstate
*ds
, int *x
, int *y
,
262 float *(*colours
)(frontend
*fe
, game_state
*state
, int *ncolours
);
263 game_drawstate
*(*new_drawstate
)(game_state
*state
);
264 void (*free_drawstate
)(game_drawstate
*ds
);
265 void (*redraw
)(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
266 game_state
*newstate
, int dir
, game_ui
*ui
, float anim_time
,
268 float (*anim_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
270 float (*flash_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
272 int (*wants_statusbar
)(void);
274 int (*timing_state
)(game_state
*state
);
275 int mouse_priorities
;
279 * For one-game-at-a-time platforms, there's a single structure
280 * like the above, under a fixed name. For all-at-once platforms,
281 * there's a list of all available puzzles in array form.
284 extern const game
*gamelist
[];
285 extern const int gamecount
;
287 extern const game thegame
;
290 #endif /* PUZZLES_PUZZLES_H */