Dariusz Olszewski's changes to support compiling for PocketPC. This
[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 <stdio.h> /* for FILE */
9 #include <stdlib.h> /* for size_t */
10
11 #ifndef TRUE
12 #define TRUE 1
13 #endif
14 #ifndef FALSE
15 #define FALSE 0
16 #endif
17
18 #define PI 3.141592653589793238462643383279502884197169399
19
20 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
21
22 #define STR_INT(x) #x
23 #define STR(x) STR_INT(x)
24
25 /* NB not perfect because they evaluate arguments multiple times. */
26 #ifndef max
27 #define max(x,y) ( (x)>(y) ? (x) : (y) )
28 #endif /* max */
29 #ifndef min
30 #define min(x,y) ( (x)<(y) ? (x) : (y) )
31 #endif /* min */
32
33 enum {
34 LEFT_BUTTON = 0x0200,
35 MIDDLE_BUTTON,
36 RIGHT_BUTTON,
37 LEFT_DRAG,
38 MIDDLE_DRAG,
39 RIGHT_DRAG,
40 LEFT_RELEASE,
41 MIDDLE_RELEASE,
42 RIGHT_RELEASE,
43 CURSOR_UP,
44 CURSOR_DOWN,
45 CURSOR_LEFT,
46 CURSOR_RIGHT,
47 CURSOR_SELECT,
48
49 /* made smaller because of 'limited range of datatype' errors. */
50 MOD_CTRL = 0x1000,
51 MOD_SHFT = 0x2000,
52 MOD_NUM_KEYPAD = 0x4000,
53 MOD_MASK = 0x7000 /* mask for all modifiers */
54 };
55
56 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
57 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
58 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
59 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
60 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
61 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
62
63 /*
64 * Flags in the back end's `flags' word.
65 */
66 /* Bit flags indicating mouse button priorities */
67 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
68 /* Flag indicating that Solve operations should be animated */
69 #define SOLVE_ANIMATES ( 1 << 9 )
70 /* Pocket PC: Game requires right mouse button emulation */
71 #define REQUIRE_RBUTTON ( 1 << 10 )
72 /* Pocket PC: Game requires numeric input */
73 #define REQUIRE_NUMPAD ( 1 << 11 )
74 /* end of `flags' word definitions */
75
76 #ifdef _WIN32_WCE
77 /* Pocket PC devices have small, portrait screen that requires more vivid colours */
78 #define SMALL_SCREEN
79 #define PORTRAIT_SCREEN
80 #define VIVID_COLOURS
81 #endif
82
83 #define IGNOREARG(x) ( (x) = (x) )
84
85 typedef struct frontend frontend;
86 typedef struct config_item config_item;
87 typedef struct midend midend;
88 typedef struct random_state random_state;
89 typedef struct game_params game_params;
90 typedef struct game_state game_state;
91 typedef struct game_ui game_ui;
92 typedef struct game_drawstate game_drawstate;
93 typedef struct game game;
94 typedef struct blitter blitter;
95 typedef struct document document;
96 typedef struct drawing_api drawing_api;
97 typedef struct drawing drawing;
98 typedef struct psdata psdata;
99
100 #define ALIGN_VNORMAL 0x000
101 #define ALIGN_VCENTRE 0x100
102
103 #define ALIGN_HLEFT 0x000
104 #define ALIGN_HCENTRE 0x001
105 #define ALIGN_HRIGHT 0x002
106
107 #define FONT_FIXED 0
108 #define FONT_VARIABLE 1
109
110 /* For printing colours */
111 #define HATCH_SOLID 0
112 #define HATCH_CLEAR 1
113 #define HATCH_SLASH 2
114 #define HATCH_BACKSLASH 3
115 #define HATCH_HORIZ 4
116 #define HATCH_VERT 5
117 #define HATCH_PLUS 6
118 #define HATCH_X 7
119
120 /*
121 * Structure used to pass configuration data between frontend and
122 * game
123 */
124 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
125 struct config_item {
126 /*
127 * `name' is never dynamically allocated.
128 */
129 char *name;
130 /*
131 * `type' contains one of the above values.
132 */
133 int type;
134 /*
135 * For C_STRING, `sval' is always dynamically allocated and
136 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
137 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
138 * allocated, and contains a set of option strings separated by
139 * a delimiter. The delimeter is also the first character in
140 * the string, so for example ":Foo:Bar:Baz" gives three
141 * options `Foo', `Bar' and `Baz'.
142 */
143 char *sval;
144 /*
145 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
146 * indicates the chosen index from the `sval' list. In the
147 * above example, 0==Foo, 1==Bar and 2==Baz.
148 */
149 int ival;
150 };
151
152 /*
153 * Platform routines
154 */
155
156 /* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
157 #ifdef DEBUGGING
158 #define debug(x) (debug_printf x)
159 void debug_printf(char *fmt, ...);
160 #else
161 #define debug(x)
162 #endif
163
164 void fatal(char *fmt, ...);
165 void frontend_default_colour(frontend *fe, float *output);
166 void deactivate_timer(frontend *fe);
167 void activate_timer(frontend *fe);
168 void get_random_seed(void **randseed, int *randseedsize);
169
170 /*
171 * drawing.c
172 */
173 drawing *drawing_new(const drawing_api *api, midend *me, void *handle);
174 void drawing_free(drawing *dr);
175 void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
176 int align, int colour, char *text);
177 void draw_rect(drawing *dr, int x, int y, int w, int h, int colour);
178 void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour);
179 void draw_polygon(drawing *dr, int *coords, int npoints,
180 int fillcolour, int outlinecolour);
181 void draw_circle(drawing *dr, int cx, int cy, int radius,
182 int fillcolour, int outlinecolour);
183 void clip(drawing *dr, int x, int y, int w, int h);
184 void unclip(drawing *dr);
185 void start_draw(drawing *dr);
186 void draw_update(drawing *dr, int x, int y, int w, int h);
187 void end_draw(drawing *dr);
188 void status_bar(drawing *dr, char *text);
189 blitter *blitter_new(drawing *dr, int w, int h);
190 void blitter_free(drawing *dr, blitter *bl);
191 /* save puts the portion of the current display with top-left corner
192 * (x,y) to the blitter. load puts it back again to the specified
193 * coords, or else wherever it was saved from
194 * (if x = y = BLITTER_FROMSAVED). */
195 void blitter_save(drawing *dr, blitter *bl, int x, int y);
196 #define BLITTER_FROMSAVED (-1)
197 void blitter_load(drawing *dr, blitter *bl, int x, int y);
198 void print_begin_doc(drawing *dr, int pages);
199 void print_begin_page(drawing *dr, int number);
200 void print_begin_puzzle(drawing *dr, float xm, float xc,
201 float ym, float yc, int pw, int ph, float wmm,
202 float scale);
203 void print_end_puzzle(drawing *dr);
204 void print_end_page(drawing *dr, int number);
205 void print_end_doc(drawing *dr);
206 void print_get_colour(drawing *dr, int colour, int *hatch,
207 float *r, float *g, float *b);
208 int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
209 int print_grey_colour(drawing *dr, int hatch, float grey);
210 int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b);
211 void print_line_width(drawing *dr, int width);
212
213 /*
214 * midend.c
215 */
216 midend *midend_new(frontend *fe, const game *ourgame,
217 const drawing_api *drapi, void *drhandle);
218 void midend_free(midend *me);
219 void midend_set_params(midend *me, game_params *params);
220 game_params *midend_get_params(midend *me);
221 void midend_size(midend *me, int *x, int *y, int expand);
222 void midend_new_game(midend *me);
223 void midend_restart_game(midend *me);
224 void midend_stop_anim(midend *me);
225 int midend_process_key(midend *me, int x, int y, int button);
226 void midend_force_redraw(midend *me);
227 void midend_redraw(midend *me);
228 float *midend_colours(midend *me, int *ncolours);
229 void midend_freeze_timer(midend *me, float tprop);
230 void midend_timer(midend *me, float tplus);
231 int midend_num_presets(midend *me);
232 void midend_fetch_preset(midend *me, int n,
233 char **name, game_params **params);
234 int midend_wants_statusbar(midend *me);
235 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
236 config_item *midend_get_config(midend *me, int which, char **wintitle);
237 char *midend_set_config(midend *me, int which, config_item *cfg);
238 char *midend_game_id(midend *me, char *id);
239 char *midend_get_game_id(midend *me);
240 char *midend_text_format(midend *me);
241 char *midend_solve(midend *me);
242 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
243 char *midend_rewrite_statusbar(midend *me, char *text);
244 void midend_serialise(midend *me,
245 void (*write)(void *ctx, void *buf, int len),
246 void *wctx);
247 char *midend_deserialise(midend *me,
248 int (*read)(void *ctx, void *buf, int len),
249 void *rctx);
250 /* Printing functions supplied by the mid-end */
251 char *midend_print_puzzle(midend *me, document *doc, int with_soln);
252
253 /*
254 * malloc.c
255 */
256 void *smalloc(size_t size);
257 void *srealloc(void *p, size_t size);
258 void sfree(void *p);
259 char *dupstr(const char *s);
260 #define snew(type) \
261 ( (type *) smalloc (sizeof (type)) )
262 #define snewn(number, type) \
263 ( (type *) smalloc ((number) * sizeof (type)) )
264 #define sresize(array, number, type) \
265 ( (type *) srealloc ((array), (number) * sizeof (type)) )
266
267 /*
268 * misc.c
269 */
270 void free_cfg(config_item *cfg);
271 void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
272
273 /* allocates output each time. len is always in bytes of binary data.
274 * May assert (or just go wrong) if lengths are unchecked. */
275 char *bin2hex(const unsigned char *in, int inlen);
276 unsigned char *hex2bin(const char *in, int outlen);
277
278 /* Sets (and possibly dims) background from frontend default colour,
279 * and auto-generates highlight and lowlight colours too. */
280 void game_mkhighlight(frontend *fe, float *ret,
281 int background, int highlight, int lowlight);
282
283 /* Randomly shuffles an array of items. */
284 void shuffle(void *array, int nelts, int eltsize, random_state *rs);
285
286 /* Draw a rectangle outline, using the drawing API's draw_line. */
287 void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
288 int colour);
289
290 /*
291 * dsf.c
292 */
293 int *snew_dsf(int size);
294
295 void print_dsf(int *dsf, int size);
296
297 /* Return the canonical element of the equivalence class containing element
298 * val. If 'inverse' is non-NULL, this function will put into it a flag
299 * indicating whether the canonical element is inverse to val. */
300 int edsf_canonify(int *dsf, int val, int *inverse);
301 int dsf_canonify(int *dsf, int val);
302 int dsf_size(int *dsf, int val);
303
304 /* Allow the caller to specify that two elements should be in the same
305 * equivalence class. If 'inverse' is TRUE, the elements are actually opposite
306 * to one another in some sense. This function will fail an assertion if the
307 * caller gives it self-contradictory data, ie if two elements are claimed to
308 * be both opposite and non-opposite. */
309 void edsf_merge(int *dsf, int v1, int v2, int inverse);
310 void dsf_merge(int *dsf, int v1, int v2);
311 void dsf_init(int *dsf, int len);
312
313 /*
314 * version.c
315 */
316 extern char ver[];
317
318 /*
319 * random.c
320 */
321 random_state *random_new(char *seed, int len);
322 random_state *random_copy(random_state *tocopy);
323 unsigned long random_bits(random_state *state, int bits);
324 unsigned long random_upto(random_state *state, unsigned long limit);
325 void random_free(random_state *state);
326 char *random_state_encode(random_state *state);
327 random_state *random_state_decode(char *input);
328 /* random.c also exports SHA, which occasionally comes in useful. */
329 typedef unsigned long uint32;
330 typedef struct {
331 uint32 h[5];
332 unsigned char block[64];
333 int blkused;
334 uint32 lenhi, lenlo;
335 } SHA_State;
336 void SHA_Init(SHA_State *s);
337 void SHA_Bytes(SHA_State *s, void *p, int len);
338 void SHA_Final(SHA_State *s, unsigned char *output);
339 void SHA_Simple(void *p, int len, unsigned char *output);
340
341 /*
342 * printing.c
343 */
344 document *document_new(int pw, int ph, float userscale);
345 void document_free(document *doc);
346 void document_add_puzzle(document *doc, const game *game, game_params *par,
347 game_state *st, game_state *st2);
348 void document_print(document *doc, drawing *dr);
349
350 /*
351 * ps.c
352 */
353 psdata *ps_init(FILE *outfile, int colour);
354 void ps_free(psdata *ps);
355 drawing *ps_drawing_api(psdata *ps);
356
357 /*
358 * combi.c: provides a structure and functions for iterating over
359 * combinations (i.e. choosing r things out of n).
360 */
361 typedef struct _combi_ctx {
362 int r, n, nleft, total;
363 int *a;
364 } combi_ctx;
365
366 combi_ctx *new_combi(int r, int n);
367 void reset_combi(combi_ctx *combi);
368 combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
369 void free_combi(combi_ctx *combi);
370
371 /*
372 * Data structure containing the function calls and data specific
373 * to a particular game. This is enclosed in a data structure so
374 * that a particular platform can choose, if it wishes, to compile
375 * all the games into a single combined executable rather than
376 * having lots of little ones.
377 */
378 struct game {
379 const char *name;
380 const char *winhelp_topic, *htmlhelp_topic;
381 game_params *(*default_params)(void);
382 int (*fetch_preset)(int i, char **name, game_params **params);
383 void (*decode_params)(game_params *, char const *string);
384 char *(*encode_params)(game_params *, int full);
385 void (*free_params)(game_params *params);
386 game_params *(*dup_params)(game_params *params);
387 int can_configure;
388 config_item *(*configure)(game_params *params);
389 game_params *(*custom_params)(config_item *cfg);
390 char *(*validate_params)(game_params *params, int full);
391 char *(*new_desc)(game_params *params, random_state *rs,
392 char **aux, int interactive);
393 char *(*validate_desc)(game_params *params, char *desc);
394 game_state *(*new_game)(midend *me, game_params *params, char *desc);
395 game_state *(*dup_game)(game_state *state);
396 void (*free_game)(game_state *state);
397 int can_solve;
398 char *(*solve)(game_state *orig, game_state *curr,
399 char *aux, char **error);
400 int can_format_as_text;
401 char *(*text_format)(game_state *state);
402 game_ui *(*new_ui)(game_state *state);
403 void (*free_ui)(game_ui *ui);
404 char *(*encode_ui)(game_ui *ui);
405 void (*decode_ui)(game_ui *ui, char *encoding);
406 void (*changed_state)(game_ui *ui, game_state *oldstate,
407 game_state *newstate);
408 char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
409 int x, int y, int button);
410 game_state *(*execute_move)(game_state *state, char *move);
411 int preferred_tilesize;
412 void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
413 void (*set_size)(drawing *dr, game_drawstate *ds,
414 game_params *params, int tilesize);
415 float *(*colours)(frontend *fe, int *ncolours);
416 game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
417 void (*free_drawstate)(drawing *dr, game_drawstate *ds);
418 void (*redraw)(drawing *dr, game_drawstate *ds, game_state *oldstate,
419 game_state *newstate, int dir, game_ui *ui, float anim_time,
420 float flash_time);
421 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
422 game_ui *ui);
423 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
424 game_ui *ui);
425 int can_print, can_print_in_colour;
426 void (*print_size)(game_params *params, float *x, float *y);
427 void (*print)(drawing *dr, game_state *state, int tilesize);
428 int wants_statusbar;
429 int is_timed;
430 int (*timing_state)(game_state *state, game_ui *ui);
431 int flags;
432 };
433
434 /*
435 * Data structure containing the drawing API implemented by the
436 * front end and also by cross-platform printing modules such as
437 * PostScript.
438 */
439 struct drawing_api {
440 void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize,
441 int align, int colour, char *text);
442 void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour);
443 void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
444 int colour);
445 void (*draw_polygon)(void *handle, int *coords, int npoints,
446 int fillcolour, int outlinecolour);
447 void (*draw_circle)(void *handle, int cx, int cy, int radius,
448 int fillcolour, int outlinecolour);
449 void (*draw_update)(void *handle, int x, int y, int w, int h);
450 void (*clip)(void *handle, int x, int y, int w, int h);
451 void (*unclip)(void *handle);
452 void (*start_draw)(void *handle);
453 void (*end_draw)(void *handle);
454 void (*status_bar)(void *handle, char *text);
455 blitter *(*blitter_new)(void *handle, int w, int h);
456 void (*blitter_free)(void *handle, blitter *bl);
457 void (*blitter_save)(void *handle, blitter *bl, int x, int y);
458 void (*blitter_load)(void *handle, blitter *bl, int x, int y);
459 void (*begin_doc)(void *handle, int pages);
460 void (*begin_page)(void *handle, int number);
461 void (*begin_puzzle)(void *handle, float xm, float xc,
462 float ym, float yc, int pw, int ph, float wmm);
463 void (*end_puzzle)(void *handle);
464 void (*end_page)(void *handle, int number);
465 void (*end_doc)(void *handle);
466 void (*line_width)(void *handle, float width);
467 };
468
469 /*
470 * For one-game-at-a-time platforms, there's a single structure
471 * like the above, under a fixed name. For all-at-once platforms,
472 * there's a list of all available puzzles in array form.
473 */
474 #ifdef COMBINED
475 extern const game *gamelist[];
476 extern const int gamecount;
477 #else
478 extern const game thegame;
479 #endif
480
481 #endif /* PUZZLES_PUZZLES_H */