X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/cbb5549e12c8edfd8b38b642b7b25c1fb8912c9b..HEAD:/puzzles.h diff --git a/puzzles.h b/puzzles.h index 027a973..e8a75c2 100644 --- a/puzzles.h +++ b/puzzles.h @@ -5,6 +5,10 @@ #ifndef PUZZLES_PUZZLES_H #define PUZZLES_PUZZLES_H +#include /* for FILE */ +#include /* for size_t */ +#include /* for UINT_MAX */ + #ifndef TRUE #define TRUE 1 #endif @@ -12,10 +16,23 @@ #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, @@ -28,22 +45,63 @@ enum { CURSOR_DOWN, CURSOR_LEFT, CURSOR_RIGHT, - CURSOR_UP_LEFT, - CURSOR_DOWN_LEFT, - CURSOR_UP_RIGHT, - CURSOR_DOWN_RIGHT + CURSOR_SELECT, + CURSOR_SELECT2, + + /* 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 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 IS_CURSOR_MOVE(m) ( (m) == CURSOR_UP || (m) == CURSOR_DOWN || \ + (m) == CURSOR_RIGHT || (m) == CURSOR_LEFT ) +#define IS_CURSOR_SELECT(m) ( (m) == CURSOR_SELECT || (m) == CURSOR_SELECT2) + +/* + * Flags in the back end's `flags' word. + */ +/* Bit flags indicating mouse button priorities */ +#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; typedef struct config_item config_item; -typedef struct midend_data midend_data; +typedef struct midend midend; 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; +typedef struct document document; +typedef struct drawing_api drawing_api; +typedef struct drawing drawing; +typedef struct psdata psdata; #define ALIGN_VNORMAL 0x000 #define ALIGN_VCENTRE 0x100 @@ -55,6 +113,14 @@ typedef struct game_drawstate game_drawstate; #define FONT_FIXED 0 #define FONT_VARIABLE 1 +/* For printing colours */ +#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 * game @@ -90,51 +156,126 @@ struct config_item { /* * 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 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); /* + * drawing.c + */ +drawing *drawing_new(const drawing_api *api, midend *me, void *handle); +void drawing_free(drawing *dr); +void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize, + int align, int colour, char *text); +void draw_rect(drawing *dr, int x, int y, int w, int h, int colour); +void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour); +void draw_polygon(drawing *dr, int *coords, int npoints, + int fillcolour, int outlinecolour); +void draw_circle(drawing *dr, int cx, int cy, int radius, + int fillcolour, int outlinecolour); +void draw_thick_line(drawing *dr, float thickness, + float x1, float y1, float x2, float y2, int colour); +void clip(drawing *dr, int x, int y, int w, int h); +void unclip(drawing *dr); +void start_draw(drawing *dr); +void draw_update(drawing *dr, int x, int y, int w, int h); +void end_draw(drawing *dr); +char *text_fallback(drawing *dr, const char *const *strings, int nstrings); +void status_bar(drawing *dr, char *text); +blitter *blitter_new(drawing *dr, int w, int h); +void blitter_free(drawing *dr, 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(drawing *dr, blitter *bl, int x, int y); +#define BLITTER_FROMSAVED (-1) +void blitter_load(drawing *dr, blitter *bl, int x, int y); +void print_begin_doc(drawing *dr, int pages); +void print_begin_page(drawing *dr, int number); +void print_begin_puzzle(drawing *dr, float xm, float xc, + float ym, float yc, int pw, int ph, float wmm, + float scale); +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 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, 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 print_line_dotted(drawing *dr, int dotted); + +/* * midend.c */ -midend_data *midend_new(frontend *fe); -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_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, +midend *midend_new(frontend *fe, const game *ourgame, + const drawing_api *drapi, void *drhandle); +void midend_free(midend *me); +const game *midend_which_game(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 user_size); +void midend_new_game(midend *me); +void midend_restart_game(midend *me); +void midend_stop_anim(midend *me); +int midend_process_key(midend *me, int x, int y, int button); +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_wants_statusbar(midend_data *me); -enum { CFG_SETTINGS, CFG_SEED }; -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, int def_seed); +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); +char *midend_set_config(midend *me, int which, config_item *cfg); +char *midend_game_id(midend *me, char *id); +char *midend_get_game_id(midend *me); +int midend_can_format_as_text_now(midend *me); +char *midend_text_format(midend *me); +char *midend_solve(midend *me); +int midend_status(midend *me); +int midend_can_undo(midend *me); +int midend_can_redo(midend *me); +void midend_supersede_game_desc(midend *me, char *desc, char *privdesc); +char *midend_rewrite_statusbar(midend *me, char *text); +void midend_serialise(midend *me, + void (*write)(void *ctx, void *buf, int len), + void *wctx); +char *midend_deserialise(midend *me, + int (*read)(void *ctx, void *buf, int len), + void *rctx); +char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len), + void *rctx); +/* Printing functions supplied by the mid-end */ +char *midend_print_puzzle(midend *me, document *doc, int with_soln); +int midend_tilesize(midend *me); /* * 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(const char *s); #define snew(type) \ @@ -148,47 +289,297 @@ char *dupstr(const char *s); * 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); + +/* Sets (and possibly dims) background from frontend default colour, + * 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); + +/* Draw a rectangle outline, using the drawing API's draw_line. */ +void draw_rect_outline(drawing *dr, int x, int y, int w, int h, + int colour); + +/* Draw a set of rectangle corners (e.g. for a cursor display). */ +void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col); + +void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap); + +/* Used in netslide.c and sixteen.c for cursor movement around edge. */ +int c2pos(int w, int h, int cx, int cy); +int c2diff(int w, int h, int cx, int cy, int button); +void pos2c(int w, int h, int pos, int *cx, int *cy); + +/* Draws text with an 'outline' formed by offsetting the text + * by one pixel; useful for highlighting. Outline is omitted if -1. */ +void draw_text_outline(drawing *dr, int x, int y, int fonttype, + int fontsize, int align, + int text_colour, int outline_colour, char *text); +/* + * 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); + +/* + * tdq.c + */ + +/* + * Data structure implementing a 'to-do queue', a simple + * de-duplicating to-do list mechanism. + * + * Specification: a tdq is a queue which can hold integers from 0 to + * n-1, where n was some constant specified at tdq creation time. No + * integer may appear in the queue's current contents more than once; + * an attempt to add an already-present integer again will do nothing, + * so that that integer is removed from the queue at the position + * where it was _first_ inserted. The add and remove operations take + * constant time. + * + * The idea is that you might use this in applications like solvers: + * keep a tdq listing the indices of grid squares that you currently + * need to process in some way. Whenever you modify a square in a way + * that will require you to re-scan its neighbours, add them to the + * list with tdq_add; meanwhile you're constantly taking elements off + * the list when you need another square to process. In solvers where + * deductions are mostly localised, this should prevent repeated + * O(N^2) loops over the whole grid looking for something to do. (But + * if only _most_ of the deductions are localised, then you should + * respond to an empty to-do list by re-adding everything using + * tdq_fill, so _then_ you rescan the whole grid looking for newly + * enabled non-local deductions. Only if you've done that and emptied + * the list again finding nothing new to do are you actually done.) + */ +typedef struct tdq tdq; +tdq *tdq_new(int n); +void tdq_free(tdq *tdq); +void tdq_add(tdq *tdq, int k); +int tdq_remove(tdq *tdq); /* returns -1 if nothing available */ +void tdq_fill(tdq *tdq); /* add everything to the tdq at once */ + +/* + * laydomino.c + */ +int *domino_layout(int w, int h, random_state *rs); +void domino_layout_prealloc(int w, int h, random_state *rs, + int *grid, int *grid2, int *list); +/* + * version.c + */ +extern char ver[]; /* * random.c */ -random_state *random_init(char *seed, int len); +random_state *random_new(char *seed, int len); +random_state *random_copy(random_state *tocopy); 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. */ +#if __STDC_VERSION__ >= 199901L +#include +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]; + 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); + +/* + * printing.c + */ +document *document_new(int pw, int ph, float userscale); +void document_free(document *doc); +void document_add_puzzle(document *doc, const game *game, game_params *par, + game_state *st, game_state *st2); +void document_print(document *doc, drawing *dr); /* - * Game-specific routines - */ -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); + * ps.c + */ +psdata *ps_init(FILE *outfile, int colour); +void ps_free(psdata *ps); +drawing *ps_drawing_api(psdata *ps); + +/* + * combi.c: provides a structure and functions for iterating over + * combinations (i.e. choosing r things out of n). + */ +typedef struct _combi_ctx { + int r, n, nleft, total; + int *a; +} combi_ctx; + +combi_ctx *new_combi(int r, int n); +void reset_combi(combi_ctx *combi); +combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */ +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 + * all the games into a single combined executable rather than + * having lots of little ones. + */ +struct game { + const char *name; + 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); + 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, int full); + 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 *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_ever; + int (*can_format_as_text_now)(game_params *params); + 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, + const game_drawstate *ds, int x, int y, int button); + game_state *(*execute_move)(game_state *state, char *move); + int preferred_tilesize; + void (*compute_size)(game_params *params, int tilesize, int *x, int *y); + void (*set_size)(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize); + float *(*colours)(frontend *fe, int *ncolours); + game_drawstate *(*new_drawstate)(drawing *dr, game_state *state); + void (*free_drawstate)(drawing *dr, game_drawstate *ds); + void (*redraw)(drawing *dr, 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 (*status)(game_state *state); + int can_print, can_print_in_colour; + void (*print_size)(game_params *params, float *x, float *y); + void (*print)(drawing *dr, game_state *state, int tilesize); + int wants_statusbar; + int is_timed; + int (*timing_state)(game_state *state, game_ui *ui); + int flags; +}; + +/* + * Data structure containing the drawing API implemented by the + * front end and also by cross-platform printing modules such as + * PostScript. + */ +struct drawing_api { + void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize, + int align, int colour, char *text); + void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour); + void (*draw_line)(void *handle, int x1, int y1, int x2, int y2, + int colour); + void (*draw_polygon)(void *handle, int *coords, int npoints, + int fillcolour, int outlinecolour); + void (*draw_circle)(void *handle, int cx, int cy, int radius, + int fillcolour, int outlinecolour); + void (*draw_update)(void *handle, int x, int y, int w, int h); + void (*clip)(void *handle, int x, int y, int w, int h); + void (*unclip)(void *handle); + void (*start_draw)(void *handle); + void (*end_draw)(void *handle); + void (*status_bar)(void *handle, char *text); + blitter *(*blitter_new)(void *handle, int w, int h); + void (*blitter_free)(void *handle, blitter *bl); + void (*blitter_save)(void *handle, blitter *bl, int x, int y); + void (*blitter_load)(void *handle, blitter *bl, int x, int y); + void (*begin_doc)(void *handle, int pages); + void (*begin_page)(void *handle, int number); + void (*begin_puzzle)(void *handle, float xm, float xc, + float ym, float yc, int pw, int ph, float wmm); + void (*end_puzzle)(void *handle); + void (*end_page)(void *handle, int number); + void (*end_doc)(void *handle); + void (*line_width)(void *handle, float width); + void (*line_dotted)(void *handle, int dotted); + char *(*text_fallback)(void *handle, const char *const *strings, + int nstrings); + void (*draw_thick_line)(void *handle, float thickness, + float x1, float y1, float x2, float y2, + int colour); +}; + +/* + * 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 */