2 * puzzles.h: header file for my puzzle collection
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
8 #include <stdio.h> /* for FILE */
9 #include <stdlib.h> /* for size_t */
18 #define PI 3.141592653589793238462643383279502884197169399
20 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
23 #define STR(x) STR_INT(x)
25 /* NB not perfect because they evaluate arguments multiple times. */
27 #define max(x,y) ( (x)>(y) ? (x) : (y) )
30 #define min(x,y) ( (x)<(y) ? (x) : (y) )
49 /* made smaller because of 'limited range of datatype' errors. */
52 MOD_NUM_KEYPAD = 0x4000,
53 MOD_MASK = 0x7000 /* mask for all modifiers */
56 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
57 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
58 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
59 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
60 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
61 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
64 * Flags in the back end's `flags' word.
66 /* Bit flags indicating mouse button priorities */
67 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
68 /* Flag indicating that Solve operations should be animated */
69 #define SOLVE_ANIMATES ( 1 << 9 )
70 /* Pocket PC: Game requires right mouse button emulation */
71 #define REQUIRE_RBUTTON ( 1 << 10 )
72 /* Pocket PC: Game requires numeric input */
73 #define REQUIRE_NUMPAD ( 1 << 11 )
74 /* end of `flags' word definitions */
77 /* Pocket PC devices have small, portrait screen that requires more vivid colours */
79 #define PORTRAIT_SCREEN
84 #define IGNOREARG(x) ( (x) = (x) )
86 typedef struct frontend frontend;
87 typedef struct config_item config_item;
88 typedef struct midend midend;
89 typedef struct random_state random_state;
90 typedef struct game_params game_params;
91 typedef struct game_state game_state;
92 typedef struct game_ui game_ui;
93 typedef struct game_drawstate game_drawstate;
94 typedef struct game game;
95 typedef struct blitter blitter;
96 typedef struct document document;
97 typedef struct drawing_api drawing_api;
98 typedef struct drawing drawing;
99 typedef struct psdata psdata;
101 #define ALIGN_VNORMAL 0x000
102 #define ALIGN_VCENTRE 0x100
104 #define ALIGN_HLEFT 0x000
105 #define ALIGN_HCENTRE 0x001
106 #define ALIGN_HRIGHT 0x002
109 #define FONT_VARIABLE 1
111 /* For printing colours */
112 #define HATCH_SOLID 0
113 #define HATCH_CLEAR 1
114 #define HATCH_SLASH 2
115 #define HATCH_BACKSLASH 3
116 #define HATCH_HORIZ 4
122 * Structure used to pass configuration data between frontend and
125 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
128 * `name' is never dynamically allocated.
132 * `type' contains one of the above values.
136 * For C_STRING, `sval' is always dynamically allocated and
137 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
138 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
139 * allocated, and contains a set of option strings separated by
140 * a delimiter. The delimeter is also the first character in
141 * the string, so for example ":Foo:Bar:Baz" gives three
142 * options `Foo', `Bar' and `Baz'.
146 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
147 * indicates the chosen index from the `sval' list. In the
148 * above example, 0==Foo, 1==Bar and 2==Baz.
157 /* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
159 #define debug(x) (debug_printf x)
160 void debug_printf(char *fmt, ...);
165 void fatal(char *fmt, ...);
166 void frontend_default_colour(frontend *fe, float *output);
167 void deactivate_timer(frontend *fe);
168 void activate_timer(frontend *fe);
169 void get_random_seed(void **randseed, int *randseedsize);
174 drawing *drawing_new(const drawing_api *api, midend *me, void *handle);
175 void drawing_free(drawing *dr);
176 void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
177 int align, int colour, char *text);
178 void draw_rect(drawing *dr, int x, int y, int w, int h, int colour);
179 void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour);
180 void draw_polygon(drawing *dr, int *coords, int npoints,
181 int fillcolour, int outlinecolour);
182 void draw_circle(drawing *dr, int cx, int cy, int radius,
183 int fillcolour, int outlinecolour);
184 void clip(drawing *dr, int x, int y, int w, int h);
185 void unclip(drawing *dr);
186 void start_draw(drawing *dr);
187 void draw_update(drawing *dr, int x, int y, int w, int h);
188 void end_draw(drawing *dr);
189 void status_bar(drawing *dr, char *text);
190 blitter *blitter_new(drawing *dr, int w, int h);
191 void blitter_free(drawing *dr, blitter *bl);
192 /* save puts the portion of the current display with top-left corner
193 * (x,y) to the blitter. load puts it back again to the specified
194 * coords, or else wherever it was saved from
195 * (if x = y = BLITTER_FROMSAVED). */
196 void blitter_save(drawing *dr, blitter *bl, int x, int y);
197 #define BLITTER_FROMSAVED (-1)
198 void blitter_load(drawing *dr, blitter *bl, int x, int y);
199 void print_begin_doc(drawing *dr, int pages);
200 void print_begin_page(drawing *dr, int number);
201 void print_begin_puzzle(drawing *dr, float xm, float xc,
202 float ym, float yc, int pw, int ph, float wmm,
204 void print_end_puzzle(drawing *dr);
205 void print_end_page(drawing *dr, int number);
206 void print_end_doc(drawing *dr);
207 void print_get_colour(drawing *dr, int colour, int *hatch,
208 float *r, float *g, float *b);
209 int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
210 int print_grey_colour(drawing *dr, int hatch, float grey);
211 int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b);
212 void print_line_width(drawing *dr, int width);
217 midend *midend_new(frontend *fe, const game *ourgame,
218 const drawing_api *drapi, void *drhandle);
219 void midend_free(midend *me);
220 void midend_set_params(midend *me, game_params *params);
221 game_params *midend_get_params(midend *me);
222 void midend_size(midend *me, int *x, int *y, int user_size);
223 void midend_new_game(midend *me);
224 void midend_restart_game(midend *me);
225 void midend_stop_anim(midend *me);
226 int midend_process_key(midend *me, int x, int y, int button);
227 void midend_force_redraw(midend *me);
228 void midend_redraw(midend *me);
229 float *midend_colours(midend *me, int *ncolours);
230 void midend_freeze_timer(midend *me, float tprop);
231 void midend_timer(midend *me, float tplus);
232 int midend_num_presets(midend *me);
233 void midend_fetch_preset(midend *me, int n,
234 char **name, game_params **params);
235 int midend_wants_statusbar(midend *me);
236 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
237 config_item *midend_get_config(midend *me, int which, char **wintitle);
238 char *midend_set_config(midend *me, int which, config_item *cfg);
239 char *midend_game_id(midend *me, char *id);
240 char *midend_get_game_id(midend *me);
241 char *midend_text_format(midend *me);
242 char *midend_solve(midend *me);
243 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
244 char *midend_rewrite_statusbar(midend *me, char *text);
245 void midend_serialise(midend *me,
246 void (*write)(void *ctx, void *buf, int len),
248 char *midend_deserialise(midend *me,
249 int (*read)(void *ctx, void *buf, int len),
251 /* Printing functions supplied by the mid-end */
252 char *midend_print_puzzle(midend *me, document *doc, int with_soln);
257 void *smalloc(size_t size);
258 void *srealloc(void *p, size_t size);
260 char *dupstr(const char *s);
262 ( (type *) smalloc (sizeof (type)) )
263 #define snewn(number, type) \
264 ( (type *) smalloc ((number) * sizeof (type)) )
265 #define sresize(array, number, type) \
266 ( (type *) srealloc ((array), (number) * sizeof (type)) )
271 void free_cfg(config_item *cfg);
272 void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
274 /* allocates output each time. len is always in bytes of binary data.
275 * May assert (or just go wrong) if lengths are unchecked. */
276 char *bin2hex(const unsigned char *in, int inlen);
277 unsigned char *hex2bin(const char *in, int outlen);
279 /* Sets (and possibly dims) background from frontend default colour,
280 * and auto-generates highlight and lowlight colours too. */
281 void game_mkhighlight(frontend *fe, float *ret,
282 int background, int highlight, int lowlight);
283 /* As above, but starts from a provided background colour rather
284 * than the frontend default. */
285 void game_mkhighlight_specific(frontend *fe, float *ret,
286 int background, int highlight, int lowlight);
288 /* Randomly shuffles an array of items. */
289 void shuffle(void *array, int nelts, int eltsize, random_state *rs);
291 /* Draw a rectangle outline, using the drawing API's draw_line. */
292 void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
298 int *snew_dsf(int size);
300 void print_dsf(int *dsf, int size);
302 /* Return the canonical element of the equivalence class containing element
303 * val. If 'inverse' is non-NULL, this function will put into it a flag
304 * indicating whether the canonical element is inverse to val. */
305 int edsf_canonify(int *dsf, int val, int *inverse);
306 int dsf_canonify(int *dsf, int val);
307 int dsf_size(int *dsf, int val);
309 /* Allow the caller to specify that two elements should be in the same
310 * equivalence class. If 'inverse' is TRUE, the elements are actually opposite
311 * to one another in some sense. This function will fail an assertion if the
312 * caller gives it self-contradictory data, ie if two elements are claimed to
313 * be both opposite and non-opposite. */
314 void edsf_merge(int *dsf, int v1, int v2, int inverse);
315 void dsf_merge(int *dsf, int v1, int v2);
316 void dsf_init(int *dsf, int len);
326 random_state *random_new(char *seed, int len);
327 random_state *random_copy(random_state *tocopy);
328 unsigned long random_bits(random_state *state, int bits);
329 unsigned long random_upto(random_state *state, unsigned long limit);
330 void random_free(random_state *state);
331 char *random_state_encode(random_state *state);
332 random_state *random_state_decode(char *input);
333 /* random.c also exports SHA, which occasionally comes in useful. */
334 typedef unsigned long uint32;
337 unsigned char block[64];
341 void SHA_Init(SHA_State *s);
342 void SHA_Bytes(SHA_State *s, void *p, int len);
343 void SHA_Final(SHA_State *s, unsigned char *output);
344 void SHA_Simple(void *p, int len, unsigned char *output);
349 document *document_new(int pw, int ph, float userscale);
350 void document_free(document *doc);
351 void document_add_puzzle(document *doc, const game *game, game_params *par,
352 game_state *st, game_state *st2);
353 void document_print(document *doc, drawing *dr);
358 psdata *ps_init(FILE *outfile, int colour);
359 void ps_free(psdata *ps);
360 drawing *ps_drawing_api(psdata *ps);
363 * combi.c: provides a structure and functions for iterating over
364 * combinations (i.e. choosing r things out of n).
366 typedef struct _combi_ctx {
367 int r, n, nleft, total;
371 combi_ctx *new_combi(int r, int n);
372 void reset_combi(combi_ctx *combi);
373 combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
374 void free_combi(combi_ctx *combi);
377 * Data structure containing the function calls and data specific
378 * to a particular game. This is enclosed in a data structure so
379 * that a particular platform can choose, if it wishes, to compile
380 * all the games into a single combined executable rather than
381 * having lots of little ones.
385 const char *winhelp_topic, *htmlhelp_topic;
386 game_params *(*default_params)(void);
387 int (*fetch_preset)(int i, char **name, game_params **params);
388 void (*decode_params)(game_params *, char const *string);
389 char *(*encode_params)(game_params *, int full);
390 void (*free_params)(game_params *params);
391 game_params *(*dup_params)(game_params *params);
393 config_item *(*configure)(game_params *params);
394 game_params *(*custom_params)(config_item *cfg);
395 char *(*validate_params)(game_params *params, int full);
396 char *(*new_desc)(game_params *params, random_state *rs,
397 char **aux, int interactive);
398 char *(*validate_desc)(game_params *params, char *desc);
399 game_state *(*new_game)(midend *me, game_params *params, char *desc);
400 game_state *(*dup_game)(game_state *state);
401 void (*free_game)(game_state *state);
403 char *(*solve)(game_state *orig, game_state *curr,
404 char *aux, char **error);
405 int can_format_as_text;
406 char *(*text_format)(game_state *state);
407 game_ui *(*new_ui)(game_state *state);
408 void (*free_ui)(game_ui *ui);
409 char *(*encode_ui)(game_ui *ui);
410 void (*decode_ui)(game_ui *ui, char *encoding);
411 void (*changed_state)(game_ui *ui, game_state *oldstate,
412 game_state *newstate);
413 char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
414 int x, int y, int button);
415 game_state *(*execute_move)(game_state *state, char *move);
416 int preferred_tilesize;
417 void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
418 void (*set_size)(drawing *dr, game_drawstate *ds,
419 game_params *params, int tilesize);
420 float *(*colours)(frontend *fe, int *ncolours);
421 game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
422 void (*free_drawstate)(drawing *dr, game_drawstate *ds);
423 void (*redraw)(drawing *dr, game_drawstate *ds, game_state *oldstate,
424 game_state *newstate, int dir, game_ui *ui, float anim_time,
426 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
428 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
430 int can_print, can_print_in_colour;
431 void (*print_size)(game_params *params, float *x, float *y);
432 void (*print)(drawing *dr, game_state *state, int tilesize);
435 int (*timing_state)(game_state *state, game_ui *ui);
440 * Data structure containing the drawing API implemented by the
441 * front end and also by cross-platform printing modules such as
445 void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize,
446 int align, int colour, char *text);
447 void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour);
448 void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
450 void (*draw_polygon)(void *handle, int *coords, int npoints,
451 int fillcolour, int outlinecolour);
452 void (*draw_circle)(void *handle, int cx, int cy, int radius,
453 int fillcolour, int outlinecolour);
454 void (*draw_update)(void *handle, int x, int y, int w, int h);
455 void (*clip)(void *handle, int x, int y, int w, int h);
456 void (*unclip)(void *handle);
457 void (*start_draw)(void *handle);
458 void (*end_draw)(void *handle);
459 void (*status_bar)(void *handle, char *text);
460 blitter *(*blitter_new)(void *handle, int w, int h);
461 void (*blitter_free)(void *handle, blitter *bl);
462 void (*blitter_save)(void *handle, blitter *bl, int x, int y);
463 void (*blitter_load)(void *handle, blitter *bl, int x, int y);
464 void (*begin_doc)(void *handle, int pages);
465 void (*begin_page)(void *handle, int number);
466 void (*begin_puzzle)(void *handle, float xm, float xc,
467 float ym, float yc, int pw, int ph, float wmm);
468 void (*end_puzzle)(void *handle);
469 void (*end_page)(void *handle, int number);
470 void (*end_doc)(void *handle);
471 void (*line_width)(void *handle, float width);
475 * For one-game-at-a-time platforms, there's a single structure
476 * like the above, under a fixed name. For all-at-once platforms,
477 * there's a list of all available puzzles in array form.
480 extern const game *gamelist[];
481 extern const int gamecount;
483 extern const game thegame;
486 #endif /* PUZZLES_PUZZLES_H */