First cut at a game timer. Yet another backend function which
[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_CTRL = 0x10000000,
36 MOD_SHFT = 0x20000000,
37 MOD_NUM_KEYPAD = 0x40000000,
38 MOD_MASK = 0x70000000 /* mask for all modifiers */
39 };
40
41 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
42 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
43 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
44 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
45 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
46 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
47
48 #define IGNOREARG(x) ( (x) = (x) )
49
50 typedef struct frontend frontend;
51 typedef struct config_item config_item;
52 typedef struct midend_data midend_data;
53 typedef struct random_state random_state;
54 typedef struct game_params game_params;
55 typedef struct game_state game_state;
56 typedef struct game_aux_info game_aux_info;
57 typedef struct game_ui game_ui;
58 typedef struct game_drawstate game_drawstate;
59 typedef struct game game;
60
61 #define ALIGN_VNORMAL 0x000
62 #define ALIGN_VCENTRE 0x100
63
64 #define ALIGN_HLEFT 0x000
65 #define ALIGN_HCENTRE 0x001
66 #define ALIGN_HRIGHT 0x002
67
68 #define FONT_FIXED 0
69 #define FONT_VARIABLE 1
70
71 /*
72 * Structure used to pass configuration data between frontend and
73 * game
74 */
75 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
76 struct config_item {
77 /*
78 * `name' is never dynamically allocated.
79 */
80 char *name;
81 /*
82 * `type' contains one of the above values.
83 */
84 int type;
85 /*
86 * For C_STRING, `sval' is always dynamically allocated and
87 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
88 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
89 * allocated, and contains a set of option strings separated by
90 * a delimiter. The delimeter is also the first character in
91 * the string, so for example ":Foo:Bar:Baz" gives three
92 * options `Foo', `Bar' and `Baz'.
93 */
94 char *sval;
95 /*
96 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
97 * indicates the chosen index from the `sval' list. In the
98 * above example, 0==Foo, 1==Bar and 2==Baz.
99 */
100 int ival;
101 };
102
103 /*
104 * Platform routines
105 */
106 void fatal(char *fmt, ...);
107 void frontend_default_colour(frontend *fe, float *output);
108 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
109 int align, int colour, char *text);
110 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
111 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
112 void draw_polygon(frontend *fe, int *coords, int npoints,
113 int fill, int colour);
114 void clip(frontend *fe, int x, int y, int w, int h);
115 void unclip(frontend *fe);
116 void start_draw(frontend *fe);
117 void draw_update(frontend *fe, int x, int y, int w, int h);
118 void end_draw(frontend *fe);
119 void deactivate_timer(frontend *fe);
120 void activate_timer(frontend *fe);
121 void status_bar(frontend *fe, char *text);
122 void get_random_seed(void **randseed, int *randseedsize);
123
124 /*
125 * midend.c
126 */
127 midend_data *midend_new(frontend *fe, const game *ourgame);
128 void midend_free(midend_data *me);
129 void midend_set_params(midend_data *me, game_params *params);
130 void midend_size(midend_data *me, int *x, int *y);
131 void midend_new_game(midend_data *me);
132 void midend_restart_game(midend_data *me);
133 int midend_process_key(midend_data *me, int x, int y, int button);
134 void midend_redraw(midend_data *me);
135 float *midend_colours(midend_data *me, int *ncolours);
136 void midend_timer(midend_data *me, float tplus);
137 int midend_num_presets(midend_data *me);
138 void midend_fetch_preset(midend_data *me, int n,
139 char **name, game_params **params);
140 int midend_wants_statusbar(midend_data *me);
141 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
142 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
143 char *midend_set_config(midend_data *me, int which, config_item *cfg);
144 char *midend_game_id(midend_data *me, char *id);
145 char *midend_text_format(midend_data *me);
146 char *midend_solve(midend_data *me);
147 void midend_supersede_game_desc(midend_data *me, char *desc);
148 char *midend_rewrite_statusbar(midend_data *me, char *text);
149
150 /*
151 * malloc.c
152 */
153 void *smalloc(int size);
154 void *srealloc(void *p, int size);
155 void sfree(void *p);
156 char *dupstr(const char *s);
157 #define snew(type) \
158 ( (type *) smalloc (sizeof (type)) )
159 #define snewn(number, type) \
160 ( (type *) smalloc ((number) * sizeof (type)) )
161 #define sresize(array, number, type) \
162 ( (type *) srealloc ((array), (number) * sizeof (type)) )
163
164 /*
165 * misc.c
166 */
167 void free_cfg(config_item *cfg);
168
169 /*
170 * version.c
171 */
172 extern char ver[];
173
174 /*
175 * random.c
176 */
177 random_state *random_init(char *seed, int len);
178 unsigned long random_bits(random_state *state, int bits);
179 unsigned long random_upto(random_state *state, unsigned long limit);
180 void random_free(random_state *state);
181 char *random_state_encode(random_state *state);
182 random_state *random_state_decode(char *input);
183 /* random.c also exports SHA, which occasionally comes in useful. */
184 typedef unsigned long uint32;
185 typedef struct {
186 uint32 h[5];
187 unsigned char block[64];
188 int blkused;
189 uint32 lenhi, lenlo;
190 } SHA_State;
191 void SHA_Init(SHA_State *s);
192 void SHA_Bytes(SHA_State *s, void *p, int len);
193 void SHA_Final(SHA_State *s, unsigned char *output);
194 void SHA_Simple(void *p, int len, unsigned char *output);
195
196 /*
197 * Data structure containing the function calls and data specific
198 * to a particular game. This is enclosed in a data structure so
199 * that a particular platform can choose, if it wishes, to compile
200 * all the games into a single combined executable rather than
201 * having lots of little ones.
202 */
203 struct game {
204 const char *name;
205 const char *winhelp_topic;
206 game_params *(*default_params)(void);
207 int (*fetch_preset)(int i, char **name, game_params **params);
208 void (*decode_params)(game_params *, char const *string);
209 char *(*encode_params)(game_params *, int full);
210 void (*free_params)(game_params *params);
211 game_params *(*dup_params)(game_params *params);
212 int can_configure;
213 config_item *(*configure)(game_params *params);
214 game_params *(*custom_params)(config_item *cfg);
215 char *(*validate_params)(game_params *params);
216 char *(*new_desc)(game_params *params, random_state *rs,
217 game_aux_info **aux);
218 void (*free_aux_info)(game_aux_info *aux);
219 char *(*validate_desc)(game_params *params, char *desc);
220 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
221 game_state *(*dup_game)(game_state *state);
222 void (*free_game)(game_state *state);
223 int can_solve;
224 game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
225 int can_format_as_text;
226 char *(*text_format)(game_state *state);
227 game_ui *(*new_ui)(game_state *state);
228 void (*free_ui)(game_ui *ui);
229 game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
230 int button);
231 void (*size)(game_params *params, int *x, int *y);
232 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
233 game_drawstate *(*new_drawstate)(game_state *state);
234 void (*free_drawstate)(game_drawstate *ds);
235 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
236 game_state *newstate, int dir, game_ui *ui, float anim_time,
237 float flash_time);
238 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
239 game_ui *ui);
240 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
241 game_ui *ui);
242 int (*wants_statusbar)(void);
243 int is_timed;
244 int (*timing_state)(game_state *state);
245 };
246
247 /*
248 * For one-game-at-a-time platforms, there's a single structure
249 * like the above, under a fixed name. For all-at-once platforms,
250 * there's a list of all available puzzles in array form.
251 */
252 #ifdef COMBINED
253 extern const game *gamelist[];
254 extern const int gamecount;
255 #else
256 extern const game thegame;
257 #endif
258
259 #endif /* PUZZLES_PUZZLES_H */