2 * puzzles.h: header file for my puzzle collection
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
8 #include <stdlib.h> /* for size_t */
17 #define PI 3.141592653589793238462643383279502884197169399
19 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
22 #define STR(x) STR_INT(x)
24 /* NB not perfect because they evaluate arguments multiple times. */
26 #define max(x,y) ( (x)>(y) ? (x) : (y) )
29 #define min(x,y) ( (x)<(y) ? (x) : (y) )
48 /* made smaller because of 'limited range of datatype' errors. */
51 MOD_NUM_KEYPAD
= 0x4000,
52 MOD_MASK
= 0x7000 /* mask for all modifiers */
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))
62 /* Bit flags indicating mouse button priorities */
63 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
65 /* Another random flag that goes in the mouse priorities section for want
66 * of a better place to put it */
67 #define SOLVE_ANIMATES ( 1 << 9 )
69 #define IGNOREARG(x) ( (x) = (x) )
71 typedef struct frontend frontend
;
72 typedef struct config_item config_item
;
73 typedef struct midend_data midend_data
;
74 typedef struct random_state random_state
;
75 typedef struct game_params game_params
;
76 typedef struct game_state game_state
;
77 typedef struct game_ui game_ui
;
78 typedef struct game_drawstate game_drawstate
;
79 typedef struct game game
;
80 typedef struct blitter blitter
;
82 #define ALIGN_VNORMAL 0x000
83 #define ALIGN_VCENTRE 0x100
85 #define ALIGN_HLEFT 0x000
86 #define ALIGN_HCENTRE 0x001
87 #define ALIGN_HRIGHT 0x002
90 #define FONT_VARIABLE 1
93 * Structure used to pass configuration data between frontend and
96 enum { C_STRING
, C_CHOICES
, C_BOOLEAN
, C_END
};
99 * `name' is never dynamically allocated.
103 * `type' contains one of the above values.
107 * For C_STRING, `sval' is always dynamically allocated and
108 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
109 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
110 * allocated, and contains a set of option strings separated by
111 * a delimiter. The delimeter is also the first character in
112 * the string, so for example ":Foo:Bar:Baz" gives three
113 * options `Foo', `Bar' and `Baz'.
117 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
118 * indicates the chosen index from the `sval' list. In the
119 * above example, 0==Foo, 1==Bar and 2==Baz.
128 /* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
130 #define debug(x) (debug_printf x)
131 void debug_printf(char *fmt
, ...);
136 void fatal(char *fmt
, ...);
137 void frontend_default_colour(frontend
*fe
, float *output
);
138 void draw_text(frontend
*fe
, int x
, int y
, int fonttype
, int fontsize
,
139 int align
, int colour
, char *text
);
140 void draw_rect(frontend
*fe
, int x
, int y
, int w
, int h
, int colour
);
141 void draw_line(frontend
*fe
, int x1
, int y1
, int x2
, int y2
, int colour
);
142 void draw_polygon(frontend
*fe
, int *coords
, int npoints
,
143 int fillcolour
, int outlinecolour
);
144 void draw_circle(frontend
*fe
, int cx
, int cy
, int radius
,
145 int fillcolour
, int outlinecolour
);
146 void clip(frontend
*fe
, int x
, int y
, int w
, int h
);
147 void unclip(frontend
*fe
);
148 void start_draw(frontend
*fe
);
149 void draw_update(frontend
*fe
, int x
, int y
, int w
, int h
);
150 void end_draw(frontend
*fe
);
151 void deactivate_timer(frontend
*fe
);
152 void activate_timer(frontend
*fe
);
153 void status_bar(frontend
*fe
, char *text
);
154 void get_random_seed(void **randseed
, int *randseedsize
);
156 blitter
*blitter_new(int w
, int h
);
157 void blitter_free(blitter
*bl
);
158 /* save puts the portion of the current display with top-left corner
159 * (x,y) to the blitter. load puts it back again to the specified
160 * coords, or else wherever it was saved from
161 * (if x = y = BLITTER_FROMSAVED). */
162 void blitter_save(frontend
*fe
, blitter
*bl
, int x
, int y
);
163 #define BLITTER_FROMSAVED (-1)
164 void blitter_load(frontend
*fe
, blitter
*bl
, int x
, int y
);
169 midend_data
*midend_new(frontend
*fe
, const game
*ourgame
);
170 void midend_free(midend_data
*me
);
171 void midend_set_params(midend_data
*me
, game_params
*params
);
172 void midend_size(midend_data
*me
, int *x
, int *y
, int expand
);
173 void midend_new_game(midend_data
*me
);
174 void midend_restart_game(midend_data
*me
);
175 void midend_stop_anim(midend_data
*me
);
176 int midend_process_key(midend_data
*me
, int x
, int y
, int button
);
177 void midend_force_redraw(midend_data
*me
);
178 void midend_redraw(midend_data
*me
);
179 float *midend_colours(midend_data
*me
, int *ncolours
);
180 void midend_timer(midend_data
*me
, float tplus
);
181 int midend_num_presets(midend_data
*me
);
182 void midend_fetch_preset(midend_data
*me
, int n
,
183 char **name
, game_params
**params
);
184 int midend_wants_statusbar(midend_data
*me
);
185 enum { CFG_SETTINGS
, CFG_SEED
, CFG_DESC
};
186 config_item
*midend_get_config(midend_data
*me
, int which
, char **wintitle
);
187 char *midend_set_config(midend_data
*me
, int which
, config_item
*cfg
);
188 char *midend_game_id(midend_data
*me
, char *id
);
189 char *midend_text_format(midend_data
*me
);
190 char *midend_solve(midend_data
*me
);
191 void midend_supersede_game_desc(midend_data
*me
, char *desc
, char *privdesc
);
192 char *midend_rewrite_statusbar(midend_data
*me
, char *text
);
193 void midend_serialise(midend_data
*me
,
194 void (*write
)(void *ctx
, void *buf
, int len
),
196 char *midend_deserialise(midend_data
*me
,
197 int (*read
)(void *ctx
, void *buf
, int len
),
203 void *smalloc(size_t size
);
204 void *srealloc(void *p
, size_t size
);
206 char *dupstr(const char *s
);
208 ( (type *) smalloc (sizeof (type)) )
209 #define snewn(number, type) \
210 ( (type *) smalloc ((number) * sizeof (type)) )
211 #define sresize(array, number, type) \
212 ( (type *) srealloc ((array), (number) * sizeof (type)) )
217 void free_cfg(config_item
*cfg
);
218 void obfuscate_bitmap(unsigned char *bmp
, int bits
, int decode
);
220 /* allocates output each time. len is always in bytes of binary data.
221 * May assert (or just go wrong) if lengths are unchecked. */
222 char *bin2hex(const unsigned char *in
, int inlen
);
223 unsigned char *hex2bin(const char *in
, int outlen
);
225 /* Sets (and possibly dims) background from frontend default colour,
226 * and auto-generates highlight and lowlight colours too. */
227 void game_mkhighlight(frontend
*fe
, float *ret
,
228 int background
, int highlight
, int lowlight
);
230 /* Randomly shuffles an array of items. */
231 void shuffle(void *array
, int nelts
, int eltsize
, random_state
*rs
);
233 /* Draw a rectangle outline, using the frontend's draw_line. */
234 void draw_rect_outline(frontend
*fe
, int x
, int y
, int w
, int h
,
245 random_state
*random_init(char *seed
, int len
);
246 unsigned long random_bits(random_state
*state
, int bits
);
247 unsigned long random_upto(random_state
*state
, unsigned long limit
);
248 void random_free(random_state
*state
);
249 char *random_state_encode(random_state
*state
);
250 random_state
*random_state_decode(char *input
);
251 /* random.c also exports SHA, which occasionally comes in useful. */
252 typedef unsigned long uint32
;
255 unsigned char block
[64];
259 void SHA_Init(SHA_State
*s
);
260 void SHA_Bytes(SHA_State
*s
, void *p
, int len
);
261 void SHA_Final(SHA_State
*s
, unsigned char *output
);
262 void SHA_Simple(void *p
, int len
, unsigned char *output
);
265 * Data structure containing the function calls and data specific
266 * to a particular game. This is enclosed in a data structure so
267 * that a particular platform can choose, if it wishes, to compile
268 * all the games into a single combined executable rather than
269 * having lots of little ones.
273 const char *winhelp_topic
;
274 game_params
*(*default_params
)(void);
275 int (*fetch_preset
)(int i
, char **name
, game_params
**params
);
276 void (*decode_params
)(game_params
*, char const *string
);
277 char *(*encode_params
)(game_params
*, int full
);
278 void (*free_params
)(game_params
*params
);
279 game_params
*(*dup_params
)(game_params
*params
);
281 config_item
*(*configure
)(game_params
*params
);
282 game_params
*(*custom_params
)(config_item
*cfg
);
283 char *(*validate_params
)(game_params
*params
, int full
);
284 char *(*new_desc
)(game_params
*params
, random_state
*rs
,
285 char **aux
, int interactive
);
286 char *(*validate_desc
)(game_params
*params
, char *desc
);
287 game_state
*(*new_game
)(midend_data
*me
, game_params
*params
, char *desc
);
288 game_state
*(*dup_game
)(game_state
*state
);
289 void (*free_game
)(game_state
*state
);
291 char *(*solve
)(game_state
*orig
, game_state
*curr
,
292 char *aux
, char **error
);
293 int can_format_as_text
;
294 char *(*text_format
)(game_state
*state
);
295 game_ui
*(*new_ui
)(game_state
*state
);
296 void (*free_ui
)(game_ui
*ui
);
297 char *(*encode_ui
)(game_ui
*ui
);
298 void (*decode_ui
)(game_ui
*ui
, char *encoding
);
299 void (*changed_state
)(game_ui
*ui
, game_state
*oldstate
,
300 game_state
*newstate
);
301 char *(*interpret_move
)(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
302 int x
, int y
, int button
);
303 game_state
*(*execute_move
)(game_state
*state
, char *move
);
304 int preferred_tilesize
;
305 void (*compute_size
)(game_params
*params
, int tilesize
, int *x
, int *y
);
306 void (*set_size
)(game_drawstate
*ds
, game_params
*params
, int tilesize
);
307 float *(*colours
)(frontend
*fe
, game_state
*state
, int *ncolours
);
308 game_drawstate
*(*new_drawstate
)(game_state
*state
);
309 void (*free_drawstate
)(game_drawstate
*ds
);
310 void (*redraw
)(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
311 game_state
*newstate
, int dir
, game_ui
*ui
, float anim_time
,
313 float (*anim_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
315 float (*flash_length
)(game_state
*oldstate
, game_state
*newstate
, int dir
,
317 int (*wants_statusbar
)(void);
319 int (*timing_state
)(game_state
*state
, game_ui
*ui
);
320 int mouse_priorities
;
324 * For one-game-at-a-time platforms, there's a single structure
325 * like the above, under a fixed name. For all-at-once platforms,
326 * there's a list of all available puzzles in array form.
329 extern const game
*gamelist
[];
330 extern const int gamecount
;
332 extern const game thegame
;
335 #endif /* PUZZLES_PUZZLES_H */