`Guess', a Mastermind clone from James Harvey. This checkin also
[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 #include <stdlib.h> /* for size_t */
9
10 #ifndef TRUE
11 #define TRUE 1
12 #endif
13 #ifndef FALSE
14 #define FALSE 0
15 #endif
16
17 #define PI 3.141592653589793238462643383279502884197169399
18
19 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
20
21 #define STR_INT(x) #x
22 #define STR(x) STR_INT(x)
23
24 /* NB not perfect because they evaluate arguments multiple times. */
25 #ifndef max
26 #define max(x,y) ( (x)>(y) ? (x) : (y) )
27 #endif /* max */
28 #ifndef min
29 #define min(x,y) ( (x)<(y) ? (x) : (y) )
30 #endif /* min */
31
32 enum {
33 LEFT_BUTTON = 0x0200,
34 MIDDLE_BUTTON,
35 RIGHT_BUTTON,
36 LEFT_DRAG,
37 MIDDLE_DRAG,
38 RIGHT_DRAG,
39 LEFT_RELEASE,
40 MIDDLE_RELEASE,
41 RIGHT_RELEASE,
42 CURSOR_UP,
43 CURSOR_DOWN,
44 CURSOR_LEFT,
45 CURSOR_RIGHT,
46 CURSOR_SELECT,
47
48 /* made smaller because of 'limited range of datatype' errors. */
49 MOD_CTRL = 0x1000,
50 MOD_SHFT = 0x2000,
51 MOD_NUM_KEYPAD = 0x4000,
52 MOD_MASK = 0x7000 /* mask for all modifiers */
53 };
54
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))
61
62 /* Bit flags indicating mouse button priorities */
63 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
64
65 #define IGNOREARG(x) ( (x) = (x) )
66
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;
77 typedef struct blitter blitter;
78
79 #define ALIGN_VNORMAL 0x000
80 #define ALIGN_VCENTRE 0x100
81
82 #define ALIGN_HLEFT 0x000
83 #define ALIGN_HCENTRE 0x001
84 #define ALIGN_HRIGHT 0x002
85
86 #define FONT_FIXED 0
87 #define FONT_VARIABLE 1
88
89 /*
90 * Structure used to pass configuration data between frontend and
91 * game
92 */
93 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
94 struct config_item {
95 /*
96 * `name' is never dynamically allocated.
97 */
98 char *name;
99 /*
100 * `type' contains one of the above values.
101 */
102 int type;
103 /*
104 * For C_STRING, `sval' is always dynamically allocated and
105 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
106 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
107 * allocated, and contains a set of option strings separated by
108 * a delimiter. The delimeter is also the first character in
109 * the string, so for example ":Foo:Bar:Baz" gives three
110 * options `Foo', `Bar' and `Baz'.
111 */
112 char *sval;
113 /*
114 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
115 * indicates the chosen index from the `sval' list. In the
116 * above example, 0==Foo, 1==Bar and 2==Baz.
117 */
118 int ival;
119 };
120
121 /*
122 * Platform routines
123 */
124
125 #ifdef DEBUG
126 #define debug(x) (debug_printf x)
127 void debug_printf(char *fmt, ...);
128 #else
129 #define debug(x)
130 #endif
131
132 void fatal(char *fmt, ...);
133 void frontend_default_colour(frontend *fe, float *output);
134 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
135 int align, int colour, char *text);
136 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
137 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
138 void draw_polygon(frontend *fe, int *coords, int npoints,
139 int fill, int colour);
140 void draw_circle(frontend *fe, int cx, int cy, int radius,
141 int fill, int colour);
142 void clip(frontend *fe, int x, int y, int w, int h);
143 void unclip(frontend *fe);
144 void start_draw(frontend *fe);
145 void draw_update(frontend *fe, int x, int y, int w, int h);
146 void end_draw(frontend *fe);
147 void deactivate_timer(frontend *fe);
148 void activate_timer(frontend *fe);
149 void status_bar(frontend *fe, char *text);
150 void get_random_seed(void **randseed, int *randseedsize);
151
152 blitter *blitter_new(int w, int h);
153 void blitter_free(blitter *bl);
154 /* save puts the portion of the current display with top-left corner
155 * (x,y) to the blitter. load puts it back again to the specified
156 * coords, or else wherever it was saved from
157 * (if x = y = BLITTER_FROMSAVED). */
158 void blitter_save(frontend *fe, blitter *bl, int x, int y);
159 #define BLITTER_FROMSAVED (-1)
160 void blitter_load(frontend *fe, blitter *bl, int x, int y);
161
162 /*
163 * midend.c
164 */
165 midend_data *midend_new(frontend *fe, const game *ourgame);
166 void midend_free(midend_data *me);
167 void midend_set_params(midend_data *me, game_params *params);
168 void midend_size(midend_data *me, int *x, int *y, int expand);
169 void midend_new_game(midend_data *me);
170 void midend_restart_game(midend_data *me);
171 void midend_stop_anim(midend_data *me);
172 int midend_process_key(midend_data *me, int x, int y, int button);
173 void midend_force_redraw(midend_data *me);
174 void midend_redraw(midend_data *me);
175 float *midend_colours(midend_data *me, int *ncolours);
176 void midend_timer(midend_data *me, float tplus);
177 int midend_num_presets(midend_data *me);
178 void midend_fetch_preset(midend_data *me, int n,
179 char **name, game_params **params);
180 int midend_wants_statusbar(midend_data *me);
181 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
182 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
183 char *midend_set_config(midend_data *me, int which, config_item *cfg);
184 char *midend_game_id(midend_data *me, char *id);
185 char *midend_text_format(midend_data *me);
186 char *midend_solve(midend_data *me);
187 void midend_supersede_game_desc(midend_data *me, char *desc);
188 char *midend_rewrite_statusbar(midend_data *me, char *text);
189
190 /*
191 * malloc.c
192 */
193 void *smalloc(size_t size);
194 void *srealloc(void *p, size_t size);
195 void sfree(void *p);
196 char *dupstr(const char *s);
197 #define snew(type) \
198 ( (type *) smalloc (sizeof (type)) )
199 #define snewn(number, type) \
200 ( (type *) smalloc ((number) * sizeof (type)) )
201 #define sresize(array, number, type) \
202 ( (type *) srealloc ((array), (number) * sizeof (type)) )
203
204 /*
205 * misc.c
206 */
207 void free_cfg(config_item *cfg);
208 void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
209
210 /* allocates output each time. len is always in bytes of binary data.
211 * May assert (or just go wrong) if lengths are unchecked. */
212 char *bin2hex(const unsigned char *in, int inlen);
213 unsigned char *hex2bin(const char *in, int outlen);
214
215
216 /*
217 * version.c
218 */
219 extern char ver[];
220
221 /*
222 * random.c
223 */
224 random_state *random_init(char *seed, int len);
225 unsigned long random_bits(random_state *state, int bits);
226 unsigned long random_upto(random_state *state, unsigned long limit);
227 void random_free(random_state *state);
228 char *random_state_encode(random_state *state);
229 random_state *random_state_decode(char *input);
230 /* random.c also exports SHA, which occasionally comes in useful. */
231 typedef unsigned long uint32;
232 typedef struct {
233 uint32 h[5];
234 unsigned char block[64];
235 int blkused;
236 uint32 lenhi, lenlo;
237 } SHA_State;
238 void SHA_Init(SHA_State *s);
239 void SHA_Bytes(SHA_State *s, void *p, int len);
240 void SHA_Final(SHA_State *s, unsigned char *output);
241 void SHA_Simple(void *p, int len, unsigned char *output);
242
243 /*
244 * Data structure containing the function calls and data specific
245 * to a particular game. This is enclosed in a data structure so
246 * that a particular platform can choose, if it wishes, to compile
247 * all the games into a single combined executable rather than
248 * having lots of little ones.
249 */
250 struct game {
251 const char *name;
252 const char *winhelp_topic;
253 game_params *(*default_params)(void);
254 int (*fetch_preset)(int i, char **name, game_params **params);
255 void (*decode_params)(game_params *, char const *string);
256 char *(*encode_params)(game_params *, int full);
257 void (*free_params)(game_params *params);
258 game_params *(*dup_params)(game_params *params);
259 int can_configure;
260 config_item *(*configure)(game_params *params);
261 game_params *(*custom_params)(config_item *cfg);
262 char *(*validate_params)(game_params *params);
263 char *(*new_desc)(game_params *params, random_state *rs,
264 game_aux_info **aux, int interactive);
265 void (*free_aux_info)(game_aux_info *aux);
266 char *(*validate_desc)(game_params *params, char *desc);
267 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
268 game_state *(*dup_game)(game_state *state);
269 void (*free_game)(game_state *state);
270 int can_solve;
271 game_state *(*solve)(game_state *orig, game_state *curr,
272 game_aux_info *aux, char **error);
273 int can_format_as_text;
274 char *(*text_format)(game_state *state);
275 game_ui *(*new_ui)(game_state *state);
276 void (*free_ui)(game_ui *ui);
277 void (*changed_state)(game_ui *ui, game_state *oldstate,
278 game_state *newstate);
279 game_state *(*make_move)(game_state *from, game_ui *ui, game_drawstate *ds,
280 int x, int y, int button);
281 void (*size)(game_params *params, game_drawstate *ds, int *x, int *y,
282 int expand);
283 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
284 game_drawstate *(*new_drawstate)(game_state *state);
285 void (*free_drawstate)(game_drawstate *ds);
286 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
287 game_state *newstate, int dir, game_ui *ui, float anim_time,
288 float flash_time);
289 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
290 game_ui *ui);
291 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
292 game_ui *ui);
293 int (*wants_statusbar)(void);
294 int is_timed;
295 int (*timing_state)(game_state *state);
296 int mouse_priorities;
297 };
298
299 /*
300 * For one-game-at-a-time platforms, there's a single structure
301 * like the above, under a fixed name. For all-at-once platforms,
302 * there's a list of all available puzzles in array form.
303 */
304 #ifdef COMBINED
305 extern const game *gamelist[];
306 extern const int gamecount;
307 #else
308 extern const game thegame;
309 #endif
310
311 #endif /* PUZZLES_PUZZLES_H */