#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,
+ MIDDLE_DRAG,
+ RIGHT_DRAG,
+ LEFT_RELEASE,
+ MIDDLE_RELEASE,
+ RIGHT_RELEASE,
CURSOR_UP,
CURSOR_DOWN,
CURSOR_LEFT,
- CURSOR_RIGHT
+ CURSOR_RIGHT,
+ CURSOR_SELECT,
+
+ /* 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 IGNORE(x) ( (x) = (x) )
+#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
+ (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
+#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
+ (unsigned)(RIGHT_DRAG - LEFT_DRAG))
+#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 config_item config_item;
typedef struct midend_data midend_data;
typedef struct random_state random_state;
typedef struct game_params game_params;
typedef struct game_state game_state;
+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
+
+#define ALIGN_HLEFT 0x000
+#define ALIGN_HCENTRE 0x001
+#define ALIGN_HRIGHT 0x002
+
+#define FONT_FIXED 0
+#define FONT_VARIABLE 1
+
+/*
+ * Structure used to pass configuration data between frontend and
+ * game
+ */
+enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
+struct config_item {
+ /*
+ * `name' is never dynamically allocated.
+ */
+ char *name;
+ /*
+ * `type' contains one of the above values.
+ */
+ int type;
+ /*
+ * For C_STRING, `sval' is always dynamically allocated and
+ * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
+ * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
+ * allocated, and contains a set of option strings separated by
+ * a delimiter. The delimeter is also the first character in
+ * the string, so for example ":Foo:Bar:Baz" gives three
+ * options `Foo', `Bar' and `Baz'.
+ */
+ char *sval;
+ /*
+ * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
+ * indicates the chosen index from the `sval' list. In the
+ * above example, 0==Foo, 1==Bar and 2==Baz.
+ */
+ int ival;
+};
/*
* 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,
+ int align, int colour, char *text);
void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
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 draw_update(frontend *fe, int x, int y, int w, int h);
void end_draw(frontend *fe);
void deactivate_timer(frontend *fe);
void activate_timer(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);
+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_new_game(midend_data *me, char *seed);
+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);
float *midend_colours(midend_data *me, int *ncolours);
void midend_timer(midend_data *me, float tplus);
+int midend_num_presets(midend_data *me);
+void midend_fetch_preset(midend_data *me, int n,
+ char **name, game_params **params);
+int midend_wants_statusbar(midend_data *me);
+enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
+config_item *midend_get_config(midend_data *me, int which, char **wintitle);
+char *midend_set_config(midend_data *me, int which, config_item *cfg);
+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, char *privdesc);
+char *midend_rewrite_statusbar(midend_data *me, char *text);
+void midend_serialise(midend_data *me,
+ void (*write)(void *ctx, void *buf, int len),
+ void *wctx);
+char *midend_deserialise(midend_data *me,
+ int (*read)(void *ctx, void *buf, int len),
+ void *rctx);
/*
* 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(char *s);
+char *dupstr(const char *s);
#define snew(type) \
( (type *) smalloc (sizeof (type)) )
#define snewn(number, type) \
( (type *) srealloc ((array), (number) * sizeof (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
+ */
+extern char ver[];
+
+/*
* random.c
*/
random_state *random_init(char *seed, int len);
+unsigned long random_bits(random_state *state, int bits);
unsigned long random_upto(random_state *state, unsigned long limit);
void random_free(random_state *state);
+char *random_state_encode(random_state *state);
+random_state *random_state_decode(char *input);
+/* random.c also exports SHA, which occasionally comes in useful. */
+typedef unsigned long uint32;
+typedef struct {
+ uint32 h[5];
+ unsigned char block[64];
+ int blkused;
+ uint32 lenhi, lenlo;
+} SHA_State;
+void SHA_Init(SHA_State *s);
+void SHA_Bytes(SHA_State *s, void *p, int len);
+void SHA_Final(SHA_State *s, unsigned char *output);
+void SHA_Simple(void *p, int len, unsigned char *output);
/*
- * Game-specific routines
+ * Data structure containing the function calls and data specific
+ * to a particular game. This is enclosed in a data structure so
+ * that a particular platform can choose, if it wishes, to compile
+ * all the games into a single combined executable rather than
+ * having lots of little ones.
*/
-game_params *default_params(void);
-void free_params(game_params *params);
-char *new_game_seed(game_params *params);
-game_state *new_game(game_params *params, char *seed);
-game_state *dup_game(game_state *state);
-void free_game(game_state *state);
-game_state *make_move(game_state *from, int x, int y, int button);
-void game_size(game_params *params, int *x, int *y);
-float *game_colours(frontend *fe, game_state *state, int *ncolours);
-game_drawstate *game_new_drawstate(game_state *state);
-void game_free_drawstate(game_drawstate *ds);
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *newstate, float t);
-float game_anim_length(game_state *oldstate, game_state *newstate);
+struct game {
+ const char *name;
+ const char *winhelp_topic;
+ game_params *(*default_params)(void);
+ int (*fetch_preset)(int i, char **name, game_params **params);
+ void (*decode_params)(game_params *, char const *string);
+ char *(*encode_params)(game_params *, int full);
+ void (*free_params)(game_params *params);
+ game_params *(*dup_params)(game_params *params);
+ int can_configure;
+ config_item *(*configure)(game_params *params);
+ game_params *(*custom_params)(config_item *cfg);
+ char *(*validate_params)(game_params *params);
+ char *(*new_desc)(game_params *params, random_state *rs,
+ 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;
+ 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);
+ 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);
+ void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
+ game_state *newstate, int dir, game_ui *ui, float anim_time,
+ float flash_time);
+ float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
+ game_ui *ui);
+ float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
+ game_ui *ui);
+ int (*wants_statusbar)(void);
+ int is_timed;
+ int (*timing_state)(game_state *state);
+ int mouse_priorities;
+};
+
+/*
+ * For one-game-at-a-time platforms, there's a single structure
+ * like the above, under a fixed name. For all-at-once platforms,
+ * there's a list of all available puzzles in array form.
+ */
+#ifdef COMBINED
+extern const game *gamelist[];
+extern const int gamecount;
+#else
+extern const game thegame;
+#endif
#endif /* PUZZLES_PUZZLES_H */