#include <stdio.h> /* for FILE */
#include <stdlib.h> /* for size_t */
+#include <limits.h> /* for UINT_MAX */
#ifndef TRUE
#define TRUE 1
#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
/* Flag indicating that Solve operations should be animated */
#define SOLVE_ANIMATES ( 1 << 9 )
+/* Pocket PC: Game requires right mouse button emulation */
+#define REQUIRE_RBUTTON ( 1 << 10 )
+/* Pocket PC: Game requires numeric input */
+#define REQUIRE_NUMPAD ( 1 << 11 )
/* end of `flags' word definitions */
+#ifdef _WIN32_WCE
+ /* Pocket PC devices have small, portrait screen that requires more vivid colours */
+ #define SMALL_SCREEN
+ #define PORTRAIT_SCREEN
+ #define VIVID_COLOURS
+ #define STYLUS_BASED
+#endif
+
#define IGNOREARG(x) ( (x) = (x) )
typedef struct frontend frontend;
#define FONT_VARIABLE 1
/* For printing colours */
-#define HATCH_SOLID 0
-#define HATCH_CLEAR 1
-#define HATCH_SLASH 2
-#define HATCH_BACKSLASH 3
-#define HATCH_HORIZ 4
-#define HATCH_VERT 5
-#define HATCH_PLUS 6
-#define HATCH_X 7
+#define HATCH_SLASH 1
+#define HATCH_BACKSLASH 2
+#define HATCH_HORIZ 3
+#define HATCH_VERT 4
+#define HATCH_PLUS 5
+#define HATCH_X 6
/*
* Structure used to pass configuration data between frontend and
void print_end_puzzle(drawing *dr);
void print_end_page(drawing *dr, int number);
void print_end_doc(drawing *dr);
-void print_get_colour(drawing *dr, int colour, int *hatch,
- float *r, float *g, float *b);
+void print_get_colour(drawing *dr, int colour, int printing_in_colour,
+ int *hatch, float *r, float *g, float *b);
int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
-int print_grey_colour(drawing *dr, int hatch, float grey);
-int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b);
+int print_grey_colour(drawing *dr, float grey);
+int print_hatched_colour(drawing *dr, int hatch);
+int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int mono);
+int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey);
+int print_rgb_hatched_colour(drawing *dr, float r, float g, float b,
+ int hatch);
void print_line_width(drawing *dr, int width);
/*
void midend_free(midend *me);
void midend_set_params(midend *me, game_params *params);
game_params *midend_get_params(midend *me);
-void midend_size(midend *me, int *x, int *y, int expand);
+void midend_size(midend *me, int *x, int *y, int user_size);
void midend_new_game(midend *me);
void midend_restart_game(midend *me);
void midend_stop_anim(midend *me);
void midend_force_redraw(midend *me);
void midend_redraw(midend *me);
float *midend_colours(midend *me, int *ncolours);
+void midend_freeze_timer(midend *me, float tprop);
void midend_timer(midend *me, float tplus);
int midend_num_presets(midend *me);
void midend_fetch_preset(midend *me, int n,
char **name, game_params **params);
+int midend_which_preset(midend *me);
int midend_wants_statusbar(midend *me);
enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
config_item *midend_get_config(midend *me, int which, char **wintitle);
* and auto-generates highlight and lowlight colours too. */
void game_mkhighlight(frontend *fe, float *ret,
int background, int highlight, int lowlight);
+/* As above, but starts from a provided background colour rather
+ * than the frontend default. */
+void game_mkhighlight_specific(frontend *fe, float *ret,
+ int background, int highlight, int lowlight);
/* Randomly shuffles an array of items. */
void shuffle(void *array, int nelts, int eltsize, random_state *rs);
/*
* dsf.c
*/
+int *snew_dsf(int size);
+
+void print_dsf(int *dsf, int size);
+
+/* Return the canonical element of the equivalence class containing element
+ * val. If 'inverse' is non-NULL, this function will put into it a flag
+ * indicating whether the canonical element is inverse to val. */
+int edsf_canonify(int *dsf, int val, int *inverse);
int dsf_canonify(int *dsf, int val);
+int dsf_size(int *dsf, int val);
+
+/* Allow the caller to specify that two elements should be in the same
+ * equivalence class. If 'inverse' is TRUE, the elements are actually opposite
+ * to one another in some sense. This function will fail an assertion if the
+ * caller gives it self-contradictory data, ie if two elements are claimed to
+ * be both opposite and non-opposite. */
+void edsf_merge(int *dsf, int v1, int v2, int inverse);
void dsf_merge(int *dsf, int v1, int v2);
+void dsf_init(int *dsf, int len);
/*
* version.c
char *random_state_encode(random_state *state);
random_state *random_state_decode(char *input);
/* random.c also exports SHA, which occasionally comes in useful. */
+#if __STDC_VERSION__ >= 199901L
+#include <stdint.h>
+typedef uint32_t uint32;
+#elif UINT_MAX >= 4294967295L
+typedef unsigned int uint32;
+#else
typedef unsigned long uint32;
+#endif
typedef struct {
uint32 h[5];
unsigned char block[64];
void free_combi(combi_ctx *combi);
/*
+ * divvy.c
+ */
+/* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
+int *divvy_rectangle(int w, int h, int k, random_state *rs);
+
+/*
* 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
*/
struct game {
const char *name;
- const char *winhelp_topic;
+ const char *winhelp_topic, *htmlhelp_topic;
game_params *(*default_params)(void);
int (*fetch_preset)(int i, char **name, game_params **params);
void (*decode_params)(game_params *, char const *string);