Introduced a new function in every game which formats a game_state
[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 CURSOR_UP_LEFT,
35 CURSOR_DOWN_LEFT,
36 CURSOR_UP_RIGHT,
37 CURSOR_DOWN_RIGHT
38 };
39
40 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
41 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
42 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
43 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
44 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
45 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
46
47 #define IGNOREARG(x) ( (x) = (x) )
48
49 typedef struct frontend frontend;
50 typedef struct config_item config_item;
51 typedef struct midend_data midend_data;
52 typedef struct random_state random_state;
53 typedef struct game_params game_params;
54 typedef struct game_state game_state;
55 typedef struct game_ui game_ui;
56 typedef struct game_drawstate game_drawstate;
57 typedef struct game game;
58
59 #define ALIGN_VNORMAL 0x000
60 #define ALIGN_VCENTRE 0x100
61
62 #define ALIGN_HLEFT 0x000
63 #define ALIGN_HCENTRE 0x001
64 #define ALIGN_HRIGHT 0x002
65
66 #define FONT_FIXED 0
67 #define FONT_VARIABLE 1
68
69 /*
70 * Structure used to pass configuration data between frontend and
71 * game
72 */
73 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
74 struct config_item {
75 /*
76 * `name' is never dynamically allocated.
77 */
78 char *name;
79 /*
80 * `type' contains one of the above values.
81 */
82 int type;
83 /*
84 * For C_STRING, `sval' is always dynamically allocated and
85 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
86 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
87 * allocated, and contains a set of option strings separated by
88 * a delimiter. The delimeter is also the first character in
89 * the string, so for example ":Foo:Bar:Baz" gives three
90 * options `Foo', `Bar' and `Baz'.
91 */
92 char *sval;
93 /*
94 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
95 * indicates the chosen index from the `sval' list. In the
96 * above example, 0==Foo, 1==Bar and 2==Baz.
97 */
98 int ival;
99 };
100
101 /*
102 * Platform routines
103 */
104 void fatal(char *fmt, ...);
105 void frontend_default_colour(frontend *fe, float *output);
106 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
107 int align, int colour, char *text);
108 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
109 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
110 void draw_polygon(frontend *fe, int *coords, int npoints,
111 int fill, int colour);
112 void clip(frontend *fe, int x, int y, int w, int h);
113 void unclip(frontend *fe);
114 void start_draw(frontend *fe);
115 void draw_update(frontend *fe, int x, int y, int w, int h);
116 void end_draw(frontend *fe);
117 void deactivate_timer(frontend *fe);
118 void activate_timer(frontend *fe);
119 void status_bar(frontend *fe, char *text);
120 void get_random_seed(void **randseed, int *randseedsize);
121
122 /*
123 * midend.c
124 */
125 midend_data *midend_new(frontend *fe, const game *ourgame);
126 void midend_free(midend_data *me);
127 void midend_set_params(midend_data *me, game_params *params);
128 void midend_size(midend_data *me, int *x, int *y);
129 void midend_new_game(midend_data *me);
130 void midend_restart_game(midend_data *me);
131 int midend_process_key(midend_data *me, int x, int y, int button);
132 void midend_redraw(midend_data *me);
133 float *midend_colours(midend_data *me, int *ncolours);
134 void midend_timer(midend_data *me, float tplus);
135 int midend_num_presets(midend_data *me);
136 void midend_fetch_preset(midend_data *me, int n,
137 char **name, game_params **params);
138 int midend_wants_statusbar(midend_data *me);
139 enum { CFG_SETTINGS, CFG_SEED };
140 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
141 char *midend_set_config(midend_data *me, int which, config_item *cfg);
142 char *midend_game_id(midend_data *me, char *id, int def_seed);
143 char *midend_text_format(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 char *(*validate_seed)(game_params *params, char *seed);
194 game_state *(*new_game)(game_params *params, char *seed);
195 game_state *(*dup_game)(game_state *state);
196 void (*free_game)(game_state *state);
197 int can_format_as_text;
198 char *(*text_format)(game_state *state);
199 game_ui *(*new_ui)(game_state *state);
200 void (*free_ui)(game_ui *ui);
201 game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
202 int button);
203 void (*size)(game_params *params, int *x, int *y);
204 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
205 game_drawstate *(*new_drawstate)(game_state *state);
206 void (*free_drawstate)(game_drawstate *ds);
207 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
208 game_state *newstate, int dir, game_ui *ui, float anim_time,
209 float flash_time);
210 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir);
211 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir);
212 int (*wants_statusbar)(void);
213 };
214
215 /*
216 * For one-game-at-a-time platforms, there's a single structure
217 * like the above, under a fixed name. For all-at-once platforms,
218 * there's a list of all available puzzles in array form.
219 */
220 #ifdef COMBINED
221 extern const game *gamelist[];
222 extern const int gamecount;
223 #else
224 extern const game thegame;
225 #endif
226
227 #endif /* PUZZLES_PUZZLES_H */