X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/74a4e547b35f162350dcf205aa453fd32820d249..522ed78193ce3bb0e5b88f96ac7d2ec4c6c6e2a5:/puzzles.h diff --git a/puzzles.h b/puzzles.h index 46c0f15..b8317ee 100644 --- a/puzzles.h +++ b/puzzles.h @@ -12,8 +12,13 @@ #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) + enum { LEFT_BUTTON = 0x1000, MIDDLE_BUTTON, @@ -28,12 +33,23 @@ enum { 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)) + +/* 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; @@ -42,8 +58,10 @@ 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 @@ -106,17 +124,19 @@ 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); void midend_new_game(midend_data *me); void midend_restart_game(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); @@ -124,9 +144,14 @@ 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); +char *midend_rewrite_statusbar(midend_data *me, char *text); /* * malloc.c @@ -148,42 +173,94 @@ char *dupstr(const 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); + +/* + * 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. + */ +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, int interactive); + 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, game_drawstate *ds, + 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); + int is_timed; + int (*timing_state)(game_state *state); + int mouse_priorities; +}; /* - * Game-specific routines + * 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. */ -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_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 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, game_ui *ui, 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); +#ifdef COMBINED +extern const game *gamelist[]; +extern const int gamecount; +#else +extern const game thegame; +#endif #endif /* PUZZLES_PUZZLES_H */