D'oh, there's always one. Remove first-click stuff from the todo list.
[sgt/puzzles] / puzzles.h
index 035ff24..9eb991a 100644 (file)
--- a/puzzles.h
+++ b/puzzles.h
 
 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
 
+#define STR_INT(x) #x
+#define STR(x) STR_INT(x)
+
 enum {
     LEFT_BUTTON = 0x1000,
     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_UP_LEFT,
-    CURSOR_DOWN_LEFT,
-    CURSOR_UP_RIGHT,
-    CURSOR_DOWN_RIGHT
+    
+    MOD_CTRL       = 0x10000000,
+    MOD_SHFT       = 0x20000000,
+    MOD_NUM_KEYPAD = 0x40000000,
+    MOD_MASK       = 0x70000000 /* mask for all modifiers */
 };
 
+#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))
+
 #define IGNOREARG(x) ( (x) = (x) )
 
 typedef struct frontend frontend;
@@ -36,7 +53,10 @@ 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_aux_info game_aux_info;
+typedef struct game_ui game_ui;
 typedef struct game_drawstate game_drawstate;
+typedef struct game game;
 
 #define ALIGN_VNORMAL 0x000
 #define ALIGN_VCENTRE 0x100
@@ -99,11 +119,12 @@ 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);
 
 /*
  * midend.c
  */
-midend_data *midend_new(frontend *fe, void *randseed, int randseedsize);
+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);
@@ -117,9 +138,13 @@ 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 };
+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);
 
 /*
  * malloc.c
@@ -127,7 +152,7 @@ char *midend_set_config(midend_data *me, int which, config_item *cfg);
 void *smalloc(int size);
 void *srealloc(void *p, int 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) \
@@ -141,39 +166,91 @@ char *dupstr(char *s);
 void free_cfg(config_item *cfg);
 
 /*
+ * 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.
  */
-extern const char *const game_name;
-const int game_can_configure;
-game_params *default_params(void);
-int game_fetch_preset(int i, char **name, game_params **params);
-void free_params(game_params *params);
-game_params *dup_params(game_params *params);
-config_item *game_configure(game_params *params);
-game_params *custom_params(config_item *cfg);
-char *validate_params(game_params *params);
-char *new_game_seed(game_params *params, random_state *rs);
-char *validate_seed(game_params *params, char *seed);
-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 anim_time, float flash_time);
-float game_anim_length(game_state *oldstate, game_state *newstate);
-float game_flash_length(game_state *oldstate, game_state *newstate);
-int game_wants_statusbar(void);
+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,
+                     game_aux_info **aux);
+    void (*free_aux_info)(game_aux_info *aux);
+    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);
+    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);
+    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);
+};
+
+/*
+ * 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 */