X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/eb2ad6f1d0284c83b3cb5caf631c659441189d7d..713e4ddec31717b4f136720d3e387dbd286c0bf6:/puzzles.h diff --git a/puzzles.h b/puzzles.h index 86c2cc1..ec818d5 100644 --- a/puzzles.h +++ b/puzzles.h @@ -14,48 +14,121 @@ #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_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; +typedef struct config_item config_item; 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 + +#define ALIGN_HLEFT 0x000 +#define ALIGN_HCENTRE 0x001 +#define ALIGN_HRIGHT 0x002 + +#define FONT_FIXED 0 +#define FONT_VARIABLE 1 + +/* + * Structure used to pass configuration data between frontend and + * game + */ +enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END }; +struct config_item { + /* + * `name' is never dynamically allocated. + */ + char *name; + /* + * `type' contains one of the above values. + */ + int type; + /* + * For C_STRING, `sval' is always dynamically allocated and + * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL. + * For C_CHOICES, `sval' is non-NULL, _not_ dynamically + * allocated, and contains a set of option strings separated by + * a delimiter. The delimeter is also the first character in + * the string, so for example ":Foo:Bar:Baz" gives three + * options `Foo', `Bar' and `Baz'. + */ + char *sval; + /* + * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it + * indicates the chosen index from the `sval' list. In the + * above example, 0==Foo, 1==Bar and 2==Baz. + */ + int ival; +}; /* * Platform routines */ 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); /* * midend.c */ -midend_data *midend_new(frontend *fe); +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, char *seed); +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); @@ -64,6 +137,13 @@ void midend_timer(midend_data *me, float tplus); 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, 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); /* * malloc.c @@ -71,7 +151,7 @@ void midend_fetch_preset(midend_data *me, int n, 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) \ @@ -80,30 +160,80 @@ char *dupstr(char *s); ( (type *) srealloc ((array), (number) * sizeof (type)) ) /* + * misc.c + */ +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); /* - * 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. */ -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); -char *new_game_seed(game_params *params); -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 t); -float game_anim_length(game_state *oldstate, game_state *newstate); +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)(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); + 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 */