2 * puzzles.h: header file for my puzzle collection
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
15 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
37 #define IGNOREARG(x) ( (x) = (x) )
39 typedef struct frontend frontend
;
40 typedef struct config_item config_item
;
41 typedef struct midend_data midend_data
;
42 typedef struct random_state random_state
;
43 typedef struct game_params game_params
;
44 typedef struct game_state game_state
;
45 typedef struct game_ui game_ui
;
46 typedef struct game_drawstate game_drawstate
;
47 typedef struct game game
;
49 #define ALIGN_VNORMAL 0x000
50 #define ALIGN_VCENTRE 0x100
52 #define ALIGN_HLEFT 0x000
53 #define ALIGN_HCENTRE 0x001
54 #define ALIGN_HRIGHT 0x002
57 #define FONT_VARIABLE 1
60 * Structure used to pass configuration data between frontend and
63 enum { C_STRING
, C_CHOICES
, C_BOOLEAN
, C_END
};
66 * `name' is never dynamically allocated.
70 * `type' contains one of the above values.
74 * For C_STRING, `sval' is always dynamically allocated and
75 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
76 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
77 * allocated, and contains a set of option strings separated by
78 * a delimiter. The delimeter is also the first character in
79 * the string, so for example ":Foo:Bar:Baz" gives three
80 * options `Foo', `Bar' and `Baz'.
84 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
85 * indicates the chosen index from the `sval' list. In the
86 * above example, 0==Foo, 1==Bar and 2==Baz.
94 void fatal(char *fmt
, ...);
95 void frontend_default_colour(frontend
*fe
, float *output
);
96 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
97 int align
, int colour
, char *text
);
98 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
);
99 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
);
100 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
101 int fill
, int colour
);
102 void clip(frontend
*fe
, int x
, int y
, int w
, int h
);
103 void unclip(frontend
*fe
);
104 void start_draw(frontend
*fe
);
105 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
);
106 void end_draw(frontend
*fe
);
107 void deactivate_timer(frontend
*fe
);
108 void activate_timer(frontend
*fe
);
109 void status_bar(frontend
*fe
, char *text
);
110 void get_random_seed(void **randseed
, int *randseedsize
);
115 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
);
116 void midend_free(midend_data
*me
);
117 void midend_set_params(midend_data
*me
, game_params
*params
);
118 void midend_size(midend_data
*me
, int *x
, int *y
);
119 void midend_new_game(midend_data
*me
);
120 void midend_restart_game(midend_data
*me
);
121 int midend_process_key(midend_data
*me
, int x
, int y
, int button
);
122 void midend_redraw(midend_data
*me
);
123 float *midend_colours(midend_data
*me
, int *ncolours
);
124 void midend_timer(midend_data
*me
, float tplus
);
125 int midend_num_presets(midend_data
*me
);
126 void midend_fetch_preset(midend_data
*me
, int n
,
127 char **name
, game_params
**params
);
128 int midend_wants_statusbar(midend_data
*me
);
129 enum { CFG_SETTINGS
, CFG_SEED
};
130 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
);
131 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
);
132 char *midend_game_id(midend_data
*me
, char *id
, int def_seed
);
137 void *smalloc(int size
);
138 void *srealloc(void *p
, int size
);
140 char *dupstr(const char *s
);
142 ( (type *) smalloc (sizeof (type)) )
143 #define snewn(number, type) \
144 ( (type *) smalloc ((number) * sizeof (type)) )
145 #define sresize(array, number, type) \
146 ( (type *) srealloc ((array), (number) * sizeof (type)) )
151 void free_cfg(config_item
*cfg
);
156 random_state
*random_init(char *seed
, int len
);
157 unsigned long random_bits(random_state
*state
, int bits
);
158 unsigned long random_upto(random_state
*state
, unsigned long limit
);
159 void random_free(random_state
*state
);
162 * Data structure containing the function calls and data specific
163 * to a particular game. This is enclosed in a data structure so
164 * that a particular platform can choose, if it wishes, to compile
165 * all the games into a single combined executable rather than
166 * having lots of little ones.
170 const char *winhelp_topic
;
172 game_params
*(*default_params
)(void);
173 int (*fetch_preset
)(int i
, char **name
, game_params
**params
);
174 game_params
*(*decode_params
)(char const *string
);
175 char *(*encode_params
)(game_params
*);
176 void (*free_params
)(game_params
*params
);
177 game_params
*(*dup_params
)(game_params
*params
);
178 config_item
*(*configure
)(game_params
*params
);
179 game_params
*(*custom_params
)(config_item
*cfg
);
180 char *(*validate_params
)(game_params
*params
);
181 char *(*new_seed
)(game_params
*params
, random_state
*rs
);
182 char *(*validate_seed
)(game_params
*params
, char *seed
);
183 game_state
*(*new_game
)(game_params
*params
, char *seed
);
184 game_state
*(*dup_game
)(game_state
*state
);
185 void (*free_game
)(game_state
*state
);
186 game_ui
*(*new_ui
)(game_state
*state
);
187 void (*free_ui
)(game_ui
*ui
);
188 game_state
*(*make_move
)(game_state
*from
, game_ui
*ui
, int x
, int y
,
190 void (*size
)(game_params
*params
, int *x
, int *y
);
191 float *(*colours
)(frontend
*fe
, game_state
*state
, int *ncolours
);
192 game_drawstate
*(*new_drawstate
)(game_state
*state
);
193 void (*free_drawstate
)(game_drawstate
*ds
);
194 void (*redraw
)(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
195 game_state
*newstate
, int dir
, game_ui
*ui
, float anim_time
,
197 float (*anim_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
);
198 float (*flash_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
);
199 int (*wants_statusbar
)(void);
203 * Here we include the knowledge of which platforms are of which
206 #ifdef MAC_OS_X /* this must be defined in the OS X Makefile */
211 * For one-game-at-a-time platforms, there's a single structure
212 * like the above, under a fixed name. For all-at-once platforms,
213 * there's a list of all available puzzles in array form.
216 extern const game
*gamelist
[];
217 extern const int gamecount
;
219 extern const game thegame
;
222 #endif /* PUZZLES_PUZZLES_H */