#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;
#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 midend_fetch_preset(midend_data *me, int n,
char **name, game_params **params);
int midend_wants_statusbar(midend_data *me);
+config_item *midend_get_config(midend_data *me);
+char *midend_set_config(midend_data *me, config_item *cfg);
/*
* malloc.c
* misc.c
*/
int rand_upto(int limit);
+void free_cfg(config_item *cfg);
/*
* random.c
* Game-specific routines
*/
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);
game_state *new_game(game_params *params, char *seed);
game_state *dup_game(game_state *state);