X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/c822de4a691a95cd9274aab0c302e74c76ff6ae8..6ae3730169b0c020d90fe20ace77262d19d26a2b:/puzzles.h diff --git a/puzzles.h b/puzzles.h index b0947fc..e873351 100644 --- a/puzzles.h +++ b/puzzles.h @@ -14,6 +14,9 @@ #define lenof(array) ( sizeof(array) / sizeof(*(array)) ) +#define STR_INT(x) #x +#define STR(x) STR_INT(x) + enum { LEFT_BUTTON = 0x1000, MIDDLE_BUTTON, @@ -34,6 +37,13 @@ enum { CURSOR_DOWN_RIGHT }; +#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; @@ -44,6 +54,7 @@ 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; #define ALIGN_VNORMAL 0x000 #define ALIGN_VCENTRE 0x100 @@ -106,11 +117,12 @@ 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); @@ -157,37 +169,56 @@ unsigned long random_upto(random_state *state, unsigned long limit); void random_free(random_state *state); /* - * 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; -extern const char *const game_winhelp_topic; -const int game_can_configure; -game_params *default_params(void); -int game_fetch_preset(int i, char **name, game_params **params); -game_params *decode_params(char const *string); -char *encode_params(game_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, int dir, game_ui *ui, float anim_time, - float flash_time); -float game_anim_length(game_state *oldstate, game_state *newstate, int dir); -float game_flash_length(game_state *oldstate, game_state *newstate, int dir); -int game_wants_statusbar(void); +struct game { + const char *name; + const char *winhelp_topic; + int can_configure; + game_params *(*default_params)(void); + int (*fetch_preset)(int i, char **name, game_params **params); + game_params *(*decode_params)(char const *string); + char *(*encode_params)(game_params *); + void (*free_params)(game_params *params); + game_params *(*dup_params)(game_params *params); + config_item *(*configure)(game_params *params); + game_params *(*custom_params)(config_item *cfg); + char *(*validate_params)(game_params *params); + char *(*new_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 (*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); + float (*flash_length)(game_state *oldstate, game_state *newstate, int dir); + 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 */