#ifndef PUZZLES_PUZZLES_H
#define PUZZLES_PUZZLES_H
+#include <stdlib.h> /* for size_t */
+
#ifndef TRUE
#define TRUE 1
#endif
#define FALSE 0
#endif
+#define PI 3.141592653589793238462643383279502884197169399
+
#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
#define STR_INT(x) #x
#define STR(x) STR_INT(x)
+/* NB not perfect because they evaluate arguments multiple times. */
+#ifndef max
+#define max(x,y) ( (x)>(y) ? (x) : (y) )
+#endif /* max */
+#ifndef min
+#define min(x,y) ( (x)<(y) ? (x) : (y) )
+#endif /* min */
+
enum {
- LEFT_BUTTON = 0x1000,
+ LEFT_BUTTON = 0x0200,
MIDDLE_BUTTON,
RIGHT_BUTTON,
LEFT_DRAG,
CURSOR_DOWN,
CURSOR_LEFT,
CURSOR_RIGHT,
+ CURSOR_SELECT,
- MOD_CTRL = 0x10000000,
- MOD_SHFT = 0x20000000,
- MOD_NUM_KEYPAD = 0x40000000,
- MOD_MASK = 0x70000000 /* mask for all modifiers */
+ /* made smaller because of 'limited range of datatype' errors. */
+ MOD_CTRL = 0x1000,
+ MOD_SHFT = 0x2000,
+ MOD_NUM_KEYPAD = 0x4000,
+ MOD_MASK = 0x7000 /* mask for all modifiers */
};
#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
(unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
+/* Bit flags indicating mouse button priorities */
+#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
+
#define IGNOREARG(x) ( (x) = (x) )
typedef struct frontend frontend;
typedef struct random_state random_state;
typedef struct game_params game_params;
typedef struct game_state game_state;
-typedef struct game_aux_info game_aux_info;
typedef struct game_ui game_ui;
typedef struct game_drawstate game_drawstate;
typedef struct game game;
+typedef struct blitter blitter;
#define ALIGN_VNORMAL 0x000
#define ALIGN_VCENTRE 0x100
/*
* Platform routines
*/
+
+/* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
+#ifdef DEBUGGING
+#define debug(x) (debug_printf x)
+void debug_printf(char *fmt, ...);
+#else
+#define debug(x)
+#endif
+
void fatal(char *fmt, ...);
void frontend_default_colour(frontend *fe, float *output);
void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
void draw_polygon(frontend *fe, int *coords, int npoints,
int fill, int colour);
+void draw_circle(frontend *fe, int cx, int cy, int radius,
+ int fill, int colour);
void clip(frontend *fe, int x, int y, int w, int h);
void unclip(frontend *fe);
void start_draw(frontend *fe);
void status_bar(frontend *fe, char *text);
void get_random_seed(void **randseed, int *randseedsize);
+blitter *blitter_new(int w, int h);
+void blitter_free(blitter *bl);
+/* save puts the portion of the current display with top-left corner
+ * (x,y) to the blitter. load puts it back again to the specified
+ * coords, or else wherever it was saved from
+ * (if x = y = BLITTER_FROMSAVED). */
+void blitter_save(frontend *fe, blitter *bl, int x, int y);
+#define BLITTER_FROMSAVED (-1)
+void blitter_load(frontend *fe, blitter *bl, int x, int y);
+
/*
* midend.c
*/
midend_data *midend_new(frontend *fe, const game *ourgame);
void midend_free(midend_data *me);
void midend_set_params(midend_data *me, game_params *params);
-void midend_size(midend_data *me, int *x, int *y);
+void midend_size(midend_data *me, int *x, int *y, int expand);
void midend_new_game(midend_data *me);
void midend_restart_game(midend_data *me);
+void midend_stop_anim(midend_data *me);
int midend_process_key(midend_data *me, int x, int y, int button);
void midend_force_redraw(midend_data *me);
void midend_redraw(midend_data *me);
char *midend_game_id(midend_data *me, char *id);
char *midend_text_format(midend_data *me);
char *midend_solve(midend_data *me);
-void midend_supersede_game_desc(midend_data *me, char *desc);
+void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc);
char *midend_rewrite_statusbar(midend_data *me, char *text);
/*
* malloc.c
*/
-void *smalloc(int size);
-void *srealloc(void *p, int size);
+void *smalloc(size_t size);
+void *srealloc(void *p, size_t size);
void sfree(void *p);
char *dupstr(const char *s);
#define snew(type) \
* misc.c
*/
void free_cfg(config_item *cfg);
+void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
+
+/* allocates output each time. len is always in bytes of binary data.
+ * May assert (or just go wrong) if lengths are unchecked. */
+char *bin2hex(const unsigned char *in, int inlen);
+unsigned char *hex2bin(const char *in, int outlen);
+
/*
* version.c
game_params *(*custom_params)(config_item *cfg);
char *(*validate_params)(game_params *params);
char *(*new_desc)(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive);
- void (*free_aux_info)(game_aux_info *aux);
+ char **aux, int interactive);
char *(*validate_desc)(game_params *params, char *desc);
game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
game_state *(*dup_game)(game_state *state);
void (*free_game)(game_state *state);
int can_solve;
- game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
+ char *(*solve)(game_state *orig, game_state *curr,
+ char *aux, char **error);
int can_format_as_text;
char *(*text_format)(game_state *state);
game_ui *(*new_ui)(game_state *state);
void (*free_ui)(game_ui *ui);
- game_state *(*make_move)(game_state *from, game_ui *ui, int x, int y,
- int button);
- void (*size)(game_params *params, int *x, int *y);
+ char *(*encode_ui)(game_ui *ui);
+ void (*decode_ui)(game_ui *ui, char *encoding);
+ void (*changed_state)(game_ui *ui, game_state *oldstate,
+ game_state *newstate);
+ char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button);
+ game_state *(*execute_move)(game_state *state, char *move);
+ void (*size)(game_params *params, game_drawstate *ds, int *x, int *y,
+ int expand);
float *(*colours)(frontend *fe, game_state *state, int *ncolours);
game_drawstate *(*new_drawstate)(game_state *state);
void (*free_drawstate)(game_drawstate *ds);
int (*wants_statusbar)(void);
int is_timed;
int (*timing_state)(game_state *state);
+ int mouse_priorities;
};
/*