2 * puzzles.h: header file for my puzzle collection
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
8 #include <stdio.h> /* for FILE */
9 #include <stdlib.h> /* for size_t */
10 #include <limits.h> /* for UINT_MAX */
19 #define PI 3.141592653589793238462643383279502884197169399
21 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
24 #define STR(x) STR_INT(x)
26 /* NB not perfect because they evaluate arguments multiple times. */
28 #define max(x,y) ( (x)>(y) ? (x) : (y) )
31 #define min(x,y) ( (x)<(y) ? (x) : (y) )
50 /* made smaller because of 'limited range of datatype' errors. */
53 MOD_NUM_KEYPAD
= 0x4000,
54 MOD_MASK
= 0x7000 /* mask for all modifiers */
57 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
58 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
59 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
60 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
61 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
62 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
65 * Flags in the back end's `flags' word.
67 /* Bit flags indicating mouse button priorities */
68 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
69 /* Flag indicating that Solve operations should be animated */
70 #define SOLVE_ANIMATES ( 1 << 9 )
71 /* Pocket PC: Game requires right mouse button emulation */
72 #define REQUIRE_RBUTTON ( 1 << 10 )
73 /* Pocket PC: Game requires numeric input */
74 #define REQUIRE_NUMPAD ( 1 << 11 )
75 /* end of `flags' word definitions */
78 /* Pocket PC devices have small, portrait screen that requires more vivid colours */
80 #define PORTRAIT_SCREEN
85 #define IGNOREARG(x) ( (x) = (x) )
87 typedef struct frontend frontend
;
88 typedef struct config_item config_item
;
89 typedef struct midend midend
;
90 typedef struct random_state random_state
;
91 typedef struct game_params game_params
;
92 typedef struct game_state game_state
;
93 typedef struct game_ui game_ui
;
94 typedef struct game_drawstate game_drawstate
;
95 typedef struct game game
;
96 typedef struct blitter blitter
;
97 typedef struct document document
;
98 typedef struct drawing_api drawing_api
;
99 typedef struct drawing drawing
;
100 typedef struct psdata psdata
;
102 #define ALIGN_VNORMAL 0x000
103 #define ALIGN_VCENTRE 0x100
105 #define ALIGN_HLEFT 0x000
106 #define ALIGN_HCENTRE 0x001
107 #define ALIGN_HRIGHT 0x002
110 #define FONT_VARIABLE 1
112 /* For printing colours */
113 #define HATCH_SLASH 1
114 #define HATCH_BACKSLASH 2
115 #define HATCH_HORIZ 3
121 * Structure used to pass configuration data between frontend and
124 enum { C_STRING
, C_CHOICES
, C_BOOLEAN
, C_END
};
127 * `name' is never dynamically allocated.
131 * `type' contains one of the above values.
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'.
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.
156 /* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
158 #define debug(x) (debug_printf x)
159 void debug_printf(char *fmt
, ...);
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
);
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
,
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 printing_in_colour
,
207 int *hatch
, 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
, float grey
);
210 int print_hatched_colour(drawing
*dr
, int hatch
);
211 int print_rgb_mono_colour(drawing
*dr
, float r
, float g
, float b
, int mono
);
212 int print_rgb_grey_colour(drawing
*dr
, float r
, float g
, float b
, float grey
);
213 int print_rgb_hatched_colour(drawing
*dr
, float r
, float g
, float b
,
215 void print_line_width(drawing
*dr
, int width
);
220 midend
*midend_new(frontend
*fe
, const game
*ourgame
,
221 const drawing_api
*drapi
, void *drhandle
);
222 void midend_free(midend
*me
);
223 void midend_set_params(midend
*me
, game_params
*params
);
224 game_params
*midend_get_params(midend
*me
);
225 void midend_size(midend
*me
, int *x
, int *y
, int user_size
);
226 void midend_new_game(midend
*me
);
227 void midend_restart_game(midend
*me
);
228 void midend_stop_anim(midend
*me
);
229 int midend_process_key(midend
*me
, int x
, int y
, int button
);
230 void midend_force_redraw(midend
*me
);
231 void midend_redraw(midend
*me
);
232 float *midend_colours(midend
*me
, int *ncolours
);
233 void midend_freeze_timer(midend
*me
, float tprop
);
234 void midend_timer(midend
*me
, float tplus
);
235 int midend_num_presets(midend
*me
);
236 void midend_fetch_preset(midend
*me
, int n
,
237 char **name
, game_params
**params
);
238 int midend_which_preset(midend
*me
);
239 int midend_wants_statusbar(midend
*me
);
240 enum { CFG_SETTINGS
, CFG_SEED
, CFG_DESC
, CFG_FRONTEND_SPECIFIC
};
241 config_item
*midend_get_config(midend
*me
, int which
, char **wintitle
);
242 char *midend_set_config(midend
*me
, int which
, config_item
*cfg
);
243 char *midend_game_id(midend
*me
, char *id
);
244 char *midend_get_game_id(midend
*me
);
245 char *midend_text_format(midend
*me
);
246 char *midend_solve(midend
*me
);
247 void midend_supersede_game_desc(midend
*me
, char *desc
, char *privdesc
);
248 char *midend_rewrite_statusbar(midend
*me
, char *text
);
249 void midend_serialise(midend
*me
,
250 void (*write
)(void *ctx
, void *buf
, int len
),
252 char *midend_deserialise(midend
*me
,
253 int (*read
)(void *ctx
, void *buf
, int len
),
255 /* Printing functions supplied by the mid-end */
256 char *midend_print_puzzle(midend
*me
, document
*doc
, int with_soln
);
261 void *smalloc(size_t size
);
262 void *srealloc(void *p
, size_t size
);
264 char *dupstr(const char *s
);
266 ( (type *) smalloc (sizeof (type)) )
267 #define snewn(number, type) \
268 ( (type *) smalloc ((number) * sizeof (type)) )
269 #define sresize(array, number, type) \
270 ( (type *) srealloc ((array), (number) * sizeof (type)) )
275 void free_cfg(config_item
*cfg
);
276 void obfuscate_bitmap(unsigned char *bmp
, int bits
, int decode
);
278 /* allocates output each time. len is always in bytes of binary data.
279 * May assert (or just go wrong) if lengths are unchecked. */
280 char *bin2hex(const unsigned char *in
, int inlen
);
281 unsigned char *hex2bin(const char *in
, int outlen
);
283 /* Sets (and possibly dims) background from frontend default colour,
284 * and auto-generates highlight and lowlight colours too. */
285 void game_mkhighlight(frontend
*fe
, float *ret
,
286 int background
, int highlight
, int lowlight
);
287 /* As above, but starts from a provided background colour rather
288 * than the frontend default. */
289 void game_mkhighlight_specific(frontend
*fe
, float *ret
,
290 int background
, int highlight
, int lowlight
);
292 /* Randomly shuffles an array of items. */
293 void shuffle(void *array
, int nelts
, int eltsize
, random_state
*rs
);
295 /* Draw a rectangle outline, using the drawing API's draw_line. */
296 void draw_rect_outline(drawing
*dr
, int x
, int y
, int w
, int h
,
302 int *snew_dsf(int size
);
304 void print_dsf(int *dsf
, int size
);
306 /* Return the canonical element of the equivalence class containing element
307 * val. If 'inverse' is non-NULL, this function will put into it a flag
308 * indicating whether the canonical element is inverse to val. */
309 int edsf_canonify(int *dsf
, int val
, int *inverse
);
310 int dsf_canonify(int *dsf
, int val
);
311 int dsf_size(int *dsf
, int val
);
313 /* Allow the caller to specify that two elements should be in the same
314 * equivalence class. If 'inverse' is TRUE, the elements are actually opposite
315 * to one another in some sense. This function will fail an assertion if the
316 * caller gives it self-contradictory data, ie if two elements are claimed to
317 * be both opposite and non-opposite. */
318 void edsf_merge(int *dsf
, int v1
, int v2
, int inverse
);
319 void dsf_merge(int *dsf
, int v1
, int v2
);
320 void dsf_init(int *dsf
, int len
);
330 random_state
*random_new(char *seed
, int len
);
331 random_state
*random_copy(random_state
*tocopy
);
332 unsigned long random_bits(random_state
*state
, int bits
);
333 unsigned long random_upto(random_state
*state
, unsigned long limit
);
334 void random_free(random_state
*state
);
335 char *random_state_encode(random_state
*state
);
336 random_state
*random_state_decode(char *input
);
337 /* random.c also exports SHA, which occasionally comes in useful. */
338 #if __STDC_VERSION__ >= 199901L
340 typedef uint32_t uint32
;
341 #elif UINT_MAX >= 4294967295L
342 typedef unsigned int uint32
;
344 typedef unsigned long uint32
;
348 unsigned char block
[64];
352 void SHA_Init(SHA_State
*s
);
353 void SHA_Bytes(SHA_State
*s
, void *p
, int len
);
354 void SHA_Final(SHA_State
*s
, unsigned char *output
);
355 void SHA_Simple(void *p
, int len
, unsigned char *output
);
360 document
*document_new(int pw
, int ph
, float userscale
);
361 void document_free(document
*doc
);
362 void document_add_puzzle(document
*doc
, const game
*game
, game_params
*par
,
363 game_state
*st
, game_state
*st2
);
364 void document_print(document
*doc
, drawing
*dr
);
369 psdata
*ps_init(FILE *outfile
, int colour
);
370 void ps_free(psdata
*ps
);
371 drawing
*ps_drawing_api(psdata
*ps
);
374 * combi.c: provides a structure and functions for iterating over
375 * combinations (i.e. choosing r things out of n).
377 typedef struct _combi_ctx
{
378 int r
, n
, nleft
, total
;
382 combi_ctx
*new_combi(int r
, int n
);
383 void reset_combi(combi_ctx
*combi
);
384 combi_ctx
*next_combi(combi_ctx
*combi
); /* returns NULL for end */
385 void free_combi(combi_ctx
*combi
);
390 /* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
391 int *divvy_rectangle(int w
, int h
, int k
, random_state
*rs
);
394 * Data structure containing the function calls and data specific
395 * to a particular game. This is enclosed in a data structure so
396 * that a particular platform can choose, if it wishes, to compile
397 * all the games into a single combined executable rather than
398 * having lots of little ones.
402 const char *winhelp_topic
, *htmlhelp_topic
;
403 game_params
*(*default_params
)(void);
404 int (*fetch_preset
)(int i
, char **name
, game_params
**params
);
405 void (*decode_params
)(game_params
*, char const *string
);
406 char *(*encode_params
)(game_params
*, int full
);
407 void (*free_params
)(game_params
*params
);
408 game_params
*(*dup_params
)(game_params
*params
);
410 config_item
*(*configure
)(game_params
*params
);
411 game_params
*(*custom_params
)(config_item
*cfg
);
412 char *(*validate_params
)(game_params
*params
, int full
);
413 char *(*new_desc
)(game_params
*params
, random_state
*rs
,
414 char **aux
, int interactive
);
415 char *(*validate_desc
)(game_params
*params
, char *desc
);
416 game_state
*(*new_game
)(midend
*me
, game_params
*params
, char *desc
);
417 game_state
*(*dup_game
)(game_state
*state
);
418 void (*free_game
)(game_state
*state
);
420 char *(*solve
)(game_state
*orig
, game_state
*curr
,
421 char *aux
, char **error
);
422 int can_format_as_text
;
423 char *(*text_format
)(game_state
*state
);
424 game_ui
*(*new_ui
)(game_state
*state
);
425 void (*free_ui
)(game_ui
*ui
);
426 char *(*encode_ui
)(game_ui
*ui
);
427 void (*decode_ui
)(game_ui
*ui
, char *encoding
);
428 void (*changed_state
)(game_ui
*ui
, game_state
*oldstate
,
429 game_state
*newstate
);
430 char *(*interpret_move
)(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
431 int x
, int y
, int button
);
432 game_state
*(*execute_move
)(game_state
*state
, char *move
);
433 int preferred_tilesize
;
434 void (*compute_size
)(game_params
*params
, int tilesize
, int *x
, int *y
);
435 void (*set_size
)(drawing
*dr
, game_drawstate
*ds
,
436 game_params
*params
, int tilesize
);
437 float *(*colours
)(frontend
*fe
, int *ncolours
);
438 game_drawstate
*(*new_drawstate
)(drawing
*dr
, game_state
*state
);
439 void (*free_drawstate
)(drawing
*dr
, game_drawstate
*ds
);
440 void (*redraw
)(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
441 game_state
*newstate
, int dir
, game_ui
*ui
, float anim_time
,
443 float (*anim_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
445 float (*flash_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
447 int can_print
, can_print_in_colour
;
448 void (*print_size
)(game_params
*params
, float *x
, float *y
);
449 void (*print
)(drawing
*dr
, game_state
*state
, int tilesize
);
452 int (*timing_state
)(game_state
*state
, game_ui
*ui
);
457 * Data structure containing the drawing API implemented by the
458 * front end and also by cross-platform printing modules such as
462 void (*draw_text
)(void *handle
, int x
, int y
, int fonttype
, int fontsize
,
463 int align
, int colour
, char *text
);
464 void (*draw_rect
)(void *handle
, int x
, int y
, int w
, int h
, int colour
);
465 void (*draw_line
)(void *handle
, int x1
, int y1
, int x2
, int y2
,
467 void (*draw_polygon
)(void *handle
, int *coords
, int npoints
,
468 int fillcolour
, int outlinecolour
);
469 void (*draw_circle
)(void *handle
, int cx
, int cy
, int radius
,
470 int fillcolour
, int outlinecolour
);
471 void (*draw_update
)(void *handle
, int x
, int y
, int w
, int h
);
472 void (*clip
)(void *handle
, int x
, int y
, int w
, int h
);
473 void (*unclip
)(void *handle
);
474 void (*start_draw
)(void *handle
);
475 void (*end_draw
)(void *handle
);
476 void (*status_bar
)(void *handle
, char *text
);
477 blitter
*(*blitter_new
)(void *handle
, int w
, int h
);
478 void (*blitter_free
)(void *handle
, blitter
*bl
);
479 void (*blitter_save
)(void *handle
, blitter
*bl
, int x
, int y
);
480 void (*blitter_load
)(void *handle
, blitter
*bl
, int x
, int y
);
481 void (*begin_doc
)(void *handle
, int pages
);
482 void (*begin_page
)(void *handle
, int number
);
483 void (*begin_puzzle
)(void *handle
, float xm
, float xc
,
484 float ym
, float yc
, int pw
, int ph
, float wmm
);
485 void (*end_puzzle
)(void *handle
);
486 void (*end_page
)(void *handle
, int number
);
487 void (*end_doc
)(void *handle
);
488 void (*line_width
)(void *handle
, float width
);
492 * For one-game-at-a-time platforms, there's a single structure
493 * like the above, under a fixed name. For all-at-once platforms,
494 * there's a list of all available puzzles in array form.
497 extern const game
*gamelist
[];
498 extern const int gamecount
;
500 extern const game thegame
;
503 #endif /* PUZZLES_PUZZLES_H */