Miscellaneous fixes from James Harvey's PalmOS porting work:
[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 #define max(x,y) ( (x)>(y) ? (x) : (y) )
26 #define min(x,y) ( (x)<(y) ? (x) : (y) )
27
28 enum {
29 LEFT_BUTTON = 0x0200,
30 MIDDLE_BUTTON,
31 RIGHT_BUTTON,
32 LEFT_DRAG,
33 MIDDLE_DRAG,
34 RIGHT_DRAG,
35 LEFT_RELEASE,
36 MIDDLE_RELEASE,
37 RIGHT_RELEASE,
38 CURSOR_UP,
39 CURSOR_DOWN,
40 CURSOR_LEFT,
41 CURSOR_RIGHT,
42
43 /* made smaller because of 'limited range of datatype' errors. */
44 MOD_CTRL = 0x1000,
45 MOD_SHFT = 0x2000,
46 MOD_NUM_KEYPAD = 0x4000,
47 MOD_MASK = 0x7000 /* mask for all modifiers */
48 };
49
50 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
51 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
52 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
53 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
54 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
55 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
56
57 /* Bit flags indicating mouse button priorities */
58 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
59
60 #define IGNOREARG(x) ( (x) = (x) )
61
62 typedef struct frontend frontend;
63 typedef struct config_item config_item;
64 typedef struct midend_data midend_data;
65 typedef struct random_state random_state;
66 typedef struct game_params game_params;
67 typedef struct game_state game_state;
68 typedef struct game_aux_info game_aux_info;
69 typedef struct game_ui game_ui;
70 typedef struct game_drawstate game_drawstate;
71 typedef struct game game;
72
73 #define ALIGN_VNORMAL 0x000
74 #define ALIGN_VCENTRE 0x100
75
76 #define ALIGN_HLEFT 0x000
77 #define ALIGN_HCENTRE 0x001
78 #define ALIGN_HRIGHT 0x002
79
80 #define FONT_FIXED 0
81 #define FONT_VARIABLE 1
82
83 /*
84 * Structure used to pass configuration data between frontend and
85 * game
86 */
87 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
88 struct config_item {
89 /*
90 * `name' is never dynamically allocated.
91 */
92 char *name;
93 /*
94 * `type' contains one of the above values.
95 */
96 int type;
97 /*
98 * For C_STRING, `sval' is always dynamically allocated and
99 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
100 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
101 * allocated, and contains a set of option strings separated by
102 * a delimiter. The delimeter is also the first character in
103 * the string, so for example ":Foo:Bar:Baz" gives three
104 * options `Foo', `Bar' and `Baz'.
105 */
106 char *sval;
107 /*
108 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
109 * indicates the chosen index from the `sval' list. In the
110 * above example, 0==Foo, 1==Bar and 2==Baz.
111 */
112 int ival;
113 };
114
115 /*
116 * Platform routines
117 */
118
119 #ifdef DEBUG
120 #define debug(x) (debug_printf x)
121 void debug_printf(char *fmt, ...);
122 #else
123 #define debug(x)
124 #endif
125
126 void fatal(char *fmt, ...);
127 void frontend_default_colour(frontend *fe, float *output);
128 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
129 int align, int colour, char *text);
130 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
131 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
132 void draw_polygon(frontend *fe, int *coords, int npoints,
133 int fill, int colour);
134 void clip(frontend *fe, int x, int y, int w, int h);
135 void unclip(frontend *fe);
136 void start_draw(frontend *fe);
137 void draw_update(frontend *fe, int x, int y, int w, int h);
138 void end_draw(frontend *fe);
139 void deactivate_timer(frontend *fe);
140 void activate_timer(frontend *fe);
141 void status_bar(frontend *fe, char *text);
142 void get_random_seed(void **randseed, int *randseedsize);
143
144 /*
145 * midend.c
146 */
147 midend_data *midend_new(frontend *fe, const game *ourgame);
148 void midend_free(midend_data *me);
149 void midend_set_params(midend_data *me, game_params *params);
150 void midend_size(midend_data *me, int *x, int *y);
151 void midend_new_game(midend_data *me);
152 void midend_restart_game(midend_data *me);
153 void midend_stop_anim(midend_data *me);
154 int midend_process_key(midend_data *me, int x, int y, int button);
155 void midend_force_redraw(midend_data *me);
156 void midend_redraw(midend_data *me);
157 float *midend_colours(midend_data *me, int *ncolours);
158 void midend_timer(midend_data *me, float tplus);
159 int midend_num_presets(midend_data *me);
160 void midend_fetch_preset(midend_data *me, int n,
161 char **name, game_params **params);
162 int midend_wants_statusbar(midend_data *me);
163 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
164 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
165 char *midend_set_config(midend_data *me, int which, config_item *cfg);
166 char *midend_game_id(midend_data *me, char *id);
167 char *midend_text_format(midend_data *me);
168 char *midend_solve(midend_data *me);
169 void midend_supersede_game_desc(midend_data *me, char *desc);
170 char *midend_rewrite_statusbar(midend_data *me, char *text);
171
172 /*
173 * malloc.c
174 */
175 void *smalloc(size_t size);
176 void *srealloc(void *p, size_t size);
177 void sfree(void *p);
178 char *dupstr(const char *s);
179 #define snew(type) \
180 ( (type *) smalloc (sizeof (type)) )
181 #define snewn(number, type) \
182 ( (type *) smalloc ((number) * sizeof (type)) )
183 #define sresize(array, number, type) \
184 ( (type *) srealloc ((array), (number) * sizeof (type)) )
185
186 /*
187 * misc.c
188 */
189 void free_cfg(config_item *cfg);
190
191 /*
192 * version.c
193 */
194 extern char ver[];
195
196 /*
197 * random.c
198 */
199 random_state *random_init(char *seed, int len);
200 unsigned long random_bits(random_state *state, int bits);
201 unsigned long random_upto(random_state *state, unsigned long limit);
202 void random_free(random_state *state);
203 char *random_state_encode(random_state *state);
204 random_state *random_state_decode(char *input);
205 /* random.c also exports SHA, which occasionally comes in useful. */
206 typedef unsigned long uint32;
207 typedef struct {
208 uint32 h[5];
209 unsigned char block[64];
210 int blkused;
211 uint32 lenhi, lenlo;
212 } SHA_State;
213 void SHA_Init(SHA_State *s);
214 void SHA_Bytes(SHA_State *s, void *p, int len);
215 void SHA_Final(SHA_State *s, unsigned char *output);
216 void SHA_Simple(void *p, int len, unsigned char *output);
217
218 /*
219 * Data structure containing the function calls and data specific
220 * to a particular game. This is enclosed in a data structure so
221 * that a particular platform can choose, if it wishes, to compile
222 * all the games into a single combined executable rather than
223 * having lots of little ones.
224 */
225 struct game {
226 const char *name;
227 const char *winhelp_topic;
228 game_params *(*default_params)(void);
229 int (*fetch_preset)(int i, char **name, game_params **params);
230 void (*decode_params)(game_params *, char const *string);
231 char *(*encode_params)(game_params *, int full);
232 void (*free_params)(game_params *params);
233 game_params *(*dup_params)(game_params *params);
234 int can_configure;
235 config_item *(*configure)(game_params *params);
236 game_params *(*custom_params)(config_item *cfg);
237 char *(*validate_params)(game_params *params);
238 char *(*new_desc)(game_params *params, random_state *rs,
239 game_aux_info **aux, int interactive);
240 void (*free_aux_info)(game_aux_info *aux);
241 char *(*validate_desc)(game_params *params, char *desc);
242 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
243 game_state *(*dup_game)(game_state *state);
244 void (*free_game)(game_state *state);
245 int can_solve;
246 game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
247 int can_format_as_text;
248 char *(*text_format)(game_state *state);
249 game_ui *(*new_ui)(game_state *state);
250 void (*free_ui)(game_ui *ui);
251 game_state *(*make_move)(game_state *from, game_ui *ui, game_drawstate *ds,
252 int x, int y, int button);
253 void (*size)(game_params *params, int *x, int *y);
254 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
255 game_drawstate *(*new_drawstate)(game_state *state);
256 void (*free_drawstate)(game_drawstate *ds);
257 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
258 game_state *newstate, int dir, game_ui *ui, float anim_time,
259 float flash_time);
260 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
261 game_ui *ui);
262 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
263 game_ui *ui);
264 int (*wants_statusbar)(void);
265 int is_timed;
266 int (*timing_state)(game_state *state);
267 int mouse_priorities;
268 };
269
270 /*
271 * For one-game-at-a-time platforms, there's a single structure
272 * like the above, under a fixed name. For all-at-once platforms,
273 * there's a list of all available puzzles in array form.
274 */
275 #ifdef COMBINED
276 extern const game *gamelist[];
277 extern const int gamecount;
278 #else
279 extern const game thegame;
280 #endif
281
282 #endif /* PUZZLES_PUZZLES_H */