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) )
47 /* made smaller because of 'limited range of datatype' errors. */
50 MOD_NUM_KEYPAD
= 0x4000,
51 MOD_MASK
= 0x7000 /* mask for all modifiers */
54 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
55 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
56 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
57 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
58 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
59 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
61 /* Bit flags indicating mouse button priorities */
62 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
64 #define IGNOREARG(x) ( (x) = (x) )
66 typedef struct frontend frontend
;
67 typedef struct config_item config_item
;
68 typedef struct midend_data midend_data
;
69 typedef struct random_state random_state
;
70 typedef struct game_params game_params
;
71 typedef struct game_state game_state
;
72 typedef struct game_aux_info game_aux_info
;
73 typedef struct game_ui game_ui
;
74 typedef struct game_drawstate game_drawstate
;
75 typedef struct game game
;
77 #define ALIGN_VNORMAL 0x000
78 #define ALIGN_VCENTRE 0x100
80 #define ALIGN_HLEFT 0x000
81 #define ALIGN_HCENTRE 0x001
82 #define ALIGN_HRIGHT 0x002
85 #define FONT_VARIABLE 1
88 * Structure used to pass configuration data between frontend and
91 enum { C_STRING
, C_CHOICES
, C_BOOLEAN
, C_END
};
94 * `name' is never dynamically allocated.
98 * `type' contains one of the above values.
102 * For C_STRING, `sval' is always dynamically allocated and
103 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
104 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
105 * allocated, and contains a set of option strings separated by
106 * a delimiter. The delimeter is also the first character in
107 * the string, so for example ":Foo:Bar:Baz" gives three
108 * options `Foo', `Bar' and `Baz'.
112 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
113 * indicates the chosen index from the `sval' list. In the
114 * above example, 0==Foo, 1==Bar and 2==Baz.
124 #define debug(x) (debug_printf x)
125 void debug_printf(char *fmt
, ...);
130 void fatal(char *fmt
, ...);
131 void frontend_default_colour(frontend
*fe
, float *output
);
132 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
133 int align
, int colour
, char *text
);
134 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
);
135 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
);
136 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
137 int fill
, int colour
);
138 void clip(frontend
*fe
, int x
, int y
, int w
, int h
);
139 void unclip(frontend
*fe
);
140 void start_draw(frontend
*fe
);
141 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
);
142 void end_draw(frontend
*fe
);
143 void deactivate_timer(frontend
*fe
);
144 void activate_timer(frontend
*fe
);
145 void status_bar(frontend
*fe
, char *text
);
146 void get_random_seed(void **randseed
, int *randseedsize
);
151 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
);
152 void midend_free(midend_data
*me
);
153 void midend_set_params(midend_data
*me
, game_params
*params
);
154 void midend_size(midend_data
*me
, int *x
, int *y
);
155 void midend_new_game(midend_data
*me
);
156 void midend_restart_game(midend_data
*me
);
157 void midend_stop_anim(midend_data
*me
);
158 int midend_process_key(midend_data
*me
, int x
, int y
, int button
);
159 void midend_force_redraw(midend_data
*me
);
160 void midend_redraw(midend_data
*me
);
161 float *midend_colours(midend_data
*me
, int *ncolours
);
162 void midend_timer(midend_data
*me
, float tplus
);
163 int midend_num_presets(midend_data
*me
);
164 void midend_fetch_preset(midend_data
*me
, int n
,
165 char **name
, game_params
**params
);
166 int midend_wants_statusbar(midend_data
*me
);
167 enum { CFG_SETTINGS
, CFG_SEED
, CFG_DESC
};
168 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
);
169 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
);
170 char *midend_game_id(midend_data
*me
, char *id
);
171 char *midend_text_format(midend_data
*me
);
172 char *midend_solve(midend_data
*me
);
173 void midend_supersede_game_desc(midend_data
*me
, char *desc
);
174 char *midend_rewrite_statusbar(midend_data
*me
, char *text
);
179 void *smalloc(size_t size
);
180 void *srealloc(void *p
, size_t size
);
182 char *dupstr(const char *s
);
184 ( (type *) smalloc (sizeof (type)) )
185 #define snewn(number, type) \
186 ( (type *) smalloc ((number) * sizeof (type)) )
187 #define sresize(array, number, type) \
188 ( (type *) srealloc ((array), (number) * sizeof (type)) )
193 void free_cfg(config_item
*cfg
);
203 random_state
*random_init(char *seed
, int len
);
204 unsigned long random_bits(random_state
*state
, int bits
);
205 unsigned long random_upto(random_state
*state
, unsigned long limit
);
206 void random_free(random_state
*state
);
207 char *random_state_encode(random_state
*state
);
208 random_state
*random_state_decode(char *input
);
209 /* random.c also exports SHA, which occasionally comes in useful. */
210 typedef unsigned long uint32
;
213 unsigned char block
[64];
217 void SHA_Init(SHA_State
*s
);
218 void SHA_Bytes(SHA_State
*s
, void *p
, int len
);
219 void SHA_Final(SHA_State
*s
, unsigned char *output
);
220 void SHA_Simple(void *p
, int len
, unsigned char *output
);
223 * Data structure containing the function calls and data specific
224 * to a particular game. This is enclosed in a data structure so
225 * that a particular platform can choose, if it wishes, to compile
226 * all the games into a single combined executable rather than
227 * having lots of little ones.
231 const char *winhelp_topic
;
232 game_params
*(*default_params
)(void);
233 int (*fetch_preset
)(int i
, char **name
, game_params
**params
);
234 void (*decode_params
)(game_params
*, char const *string
);
235 char *(*encode_params
)(game_params
*, int full
);
236 void (*free_params
)(game_params
*params
);
237 game_params
*(*dup_params
)(game_params
*params
);
239 config_item
*(*configure
)(game_params
*params
);
240 game_params
*(*custom_params
)(config_item
*cfg
);
241 char *(*validate_params
)(game_params
*params
);
242 char *(*new_desc
)(game_params
*params
, random_state
*rs
,
243 game_aux_info
**aux
, int interactive
);
244 void (*free_aux_info
)(game_aux_info
*aux
);
245 char *(*validate_desc
)(game_params
*params
, char *desc
);
246 game_state
*(*new_game
)(midend_data
*me
, game_params
*params
, char *desc
);
247 game_state
*(*dup_game
)(game_state
*state
);
248 void (*free_game
)(game_state
*state
);
250 game_state
*(*solve
)(game_state
*state
, game_aux_info
*aux
, char **error
);
251 int can_format_as_text
;
252 char *(*text_format
)(game_state
*state
);
253 game_ui
*(*new_ui
)(game_state
*state
);
254 void (*free_ui
)(game_ui
*ui
);
255 game_state
*(*make_move
)(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
256 int x
, int y
, int button
);
257 void (*size
)(game_params
*params
, int *x
, int *y
);
258 float *(*colours
)(frontend
*fe
, game_state
*state
, int *ncolours
);
259 game_drawstate
*(*new_drawstate
)(game_state
*state
);
260 void (*free_drawstate
)(game_drawstate
*ds
);
261 void (*redraw
)(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
262 game_state
*newstate
, int dir
, game_ui
*ui
, float anim_time
,
264 float (*anim_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
266 float (*flash_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
268 int (*wants_statusbar
)(void);
270 int (*timing_state
)(game_state
*state
);
271 int mouse_priorities
;
275 * For one-game-at-a-time platforms, there's a single structure
276 * like the above, under a fixed name. For all-at-once platforms,
277 * there's a list of all available puzzles in array form.
280 extern const game
*gamelist
[];
281 extern const int gamecount
;
283 extern const game thegame
;
286 #endif /* PUZZLES_PUZZLES_H */