I've had two complaints that Solo ought to recognise the numeric
[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 #ifndef TRUE
9 #define TRUE 1
10 #endif
11 #ifndef FALSE
12 #define FALSE 0
13 #endif
14
15 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
16
17 #define STR_INT(x) #x
18 #define STR(x) STR_INT(x)
19
20 enum {
21 LEFT_BUTTON = 0x1000,
22 MIDDLE_BUTTON,
23 RIGHT_BUTTON,
24 LEFT_DRAG,
25 MIDDLE_DRAG,
26 RIGHT_DRAG,
27 LEFT_RELEASE,
28 MIDDLE_RELEASE,
29 RIGHT_RELEASE,
30 CURSOR_UP,
31 CURSOR_DOWN,
32 CURSOR_LEFT,
33 CURSOR_RIGHT,
34
35 MOD_NUM_KEYPAD = 0x40000000
36 };
37
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))
44
45 #define IGNOREARG(x) ( (x) = (x) )
46
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;
57
58 #define ALIGN_VNORMAL 0x000
59 #define ALIGN_VCENTRE 0x100
60
61 #define ALIGN_HLEFT 0x000
62 #define ALIGN_HCENTRE 0x001
63 #define ALIGN_HRIGHT 0x002
64
65 #define FONT_FIXED 0
66 #define FONT_VARIABLE 1
67
68 /*
69 * Structure used to pass configuration data between frontend and
70 * game
71 */
72 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
73 struct config_item {
74 /*
75 * `name' is never dynamically allocated.
76 */
77 char *name;
78 /*
79 * `type' contains one of the above values.
80 */
81 int type;
82 /*
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'.
90 */
91 char *sval;
92 /*
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.
96 */
97 int ival;
98 };
99
100 /*
101 * Platform routines
102 */
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);
120
121 /*
122 * midend.c
123 */
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 };
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, int def_seed);
142 char *midend_text_format(midend_data *me);
143 char *midend_solve(midend_data *me);
144
145 /*
146 * malloc.c
147 */
148 void *smalloc(int size);
149 void *srealloc(void *p, int size);
150 void sfree(void *p);
151 char *dupstr(const char *s);
152 #define snew(type) \
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)) )
158
159 /*
160 * misc.c
161 */
162 void free_cfg(config_item *cfg);
163
164 /*
165 * random.c
166 */
167 random_state *random_init(char *seed, int len);
168 unsigned long random_bits(random_state *state, int bits);
169 unsigned long random_upto(random_state *state, unsigned long limit);
170 void random_free(random_state *state);
171
172 /*
173 * Data structure containing the function calls and data specific
174 * to a particular game. This is enclosed in a data structure so
175 * that a particular platform can choose, if it wishes, to compile
176 * all the games into a single combined executable rather than
177 * having lots of little ones.
178 */
179 struct game {
180 const char *name;
181 const char *winhelp_topic;
182 game_params *(*default_params)(void);
183 int (*fetch_preset)(int i, char **name, game_params **params);
184 game_params *(*decode_params)(char const *string);
185 char *(*encode_params)(game_params *);
186 void (*free_params)(game_params *params);
187 game_params *(*dup_params)(game_params *params);
188 int can_configure;
189 config_item *(*configure)(game_params *params);
190 game_params *(*custom_params)(config_item *cfg);
191 char *(*validate_params)(game_params *params);
192 char *(*new_seed)(game_params *params, random_state *rs,
193 game_aux_info **aux);
194 void (*free_aux_info)(game_aux_info *aux);
195 char *(*validate_seed)(game_params *params, char *seed);
196 game_state *(*new_game)(game_params *params, char *seed);
197 game_state *(*dup_game)(game_state *state);
198 void (*free_game)(game_state *state);
199 int can_solve;
200 game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
201 int can_format_as_text;
202 char *(*text_format)(game_state *state);
203 game_ui *(*new_ui)(game_state *state);
204 void (*free_ui)(game_ui *ui);
205 game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
206 int button);
207 void (*size)(game_params *params, int *x, int *y);
208 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
209 game_drawstate *(*new_drawstate)(game_state *state);
210 void (*free_drawstate)(game_drawstate *ds);
211 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
212 game_state *newstate, int dir, game_ui *ui, float anim_time,
213 float flash_time);
214 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir);
215 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir);
216 int (*wants_statusbar)(void);
217 };
218
219 /*
220 * For one-game-at-a-time platforms, there's a single structure
221 * like the above, under a fixed name. For all-at-once platforms,
222 * there's a list of all available puzzles in array form.
223 */
224 #ifdef COMBINED
225 extern const game *gamelist[];
226 extern const int gamecount;
227 #else
228 extern const game thegame;
229 #endif
230
231 #endif /* PUZZLES_PUZZLES_H */