2 * puzzles.h: header file for my puzzle collection
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
15 #define PI 3.141592653589793238462643383279502884197169399
17 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
20 #define STR(x) STR_INT(x)
37 MOD_CTRL = 0x10000000,
38 MOD_SHFT = 0x20000000,
39 MOD_NUM_KEYPAD = 0x40000000,
40 MOD_MASK = 0x70000000 /* mask for all modifiers */
43 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
44 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
45 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
46 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
47 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
48 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
50 #define IGNOREARG(x) ( (x) = (x) )
52 typedef struct frontend frontend;
53 typedef struct config_item config_item;
54 typedef struct midend_data midend_data;
55 typedef struct random_state random_state;
56 typedef struct game_params game_params;
57 typedef struct game_state game_state;
58 typedef struct game_aux_info game_aux_info;
59 typedef struct game_ui game_ui;
60 typedef struct game_drawstate game_drawstate;
61 typedef struct game game;
63 #define ALIGN_VNORMAL 0x000
64 #define ALIGN_VCENTRE 0x100
66 #define ALIGN_HLEFT 0x000
67 #define ALIGN_HCENTRE 0x001
68 #define ALIGN_HRIGHT 0x002
71 #define FONT_VARIABLE 1
74 * Structure used to pass configuration data between frontend and
77 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
80 * `name' is never dynamically allocated.
84 * `type' contains one of the above values.
88 * For C_STRING, `sval' is always dynamically allocated and
89 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
90 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
91 * allocated, and contains a set of option strings separated by
92 * a delimiter. The delimeter is also the first character in
93 * the string, so for example ":Foo:Bar:Baz" gives three
94 * options `Foo', `Bar' and `Baz'.
98 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
99 * indicates the chosen index from the `sval' list. In the
100 * above example, 0==Foo, 1==Bar and 2==Baz.
108 void fatal(char *fmt, ...);
109 void frontend_default_colour(frontend *fe, float *output);
110 void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
111 int align, int colour, char *text);
112 void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
113 void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
114 void draw_polygon(frontend *fe, int *coords, int npoints,
115 int fill, int colour);
116 void clip(frontend *fe, int x, int y, int w, int h);
117 void unclip(frontend *fe);
118 void start_draw(frontend *fe);
119 void draw_update(frontend *fe, int x, int y, int w, int h);
120 void end_draw(frontend *fe);
121 void deactivate_timer(frontend *fe);
122 void activate_timer(frontend *fe);
123 void status_bar(frontend *fe, char *text);
124 void get_random_seed(void **randseed, int *randseedsize);
129 midend_data *midend_new(frontend *fe, const game *ourgame);
130 void midend_free(midend_data *me);
131 void midend_set_params(midend_data *me, game_params *params);
132 void midend_size(midend_data *me, int *x, int *y);
133 void midend_new_game(midend_data *me);
134 void midend_restart_game(midend_data *me);
135 int midend_process_key(midend_data *me, int x, int y, int button);
136 void midend_force_redraw(midend_data *me);
137 void midend_redraw(midend_data *me);
138 float *midend_colours(midend_data *me, int *ncolours);
139 void midend_timer(midend_data *me, float tplus);
140 int midend_num_presets(midend_data *me);
141 void midend_fetch_preset(midend_data *me, int n,
142 char **name, game_params **params);
143 int midend_wants_statusbar(midend_data *me);
144 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
145 config_item *midend_get_config(midend_data *me, int which, char **wintitle);
146 char *midend_set_config(midend_data *me, int which, config_item *cfg);
147 char *midend_game_id(midend_data *me, char *id);
148 char *midend_text_format(midend_data *me);
149 char *midend_solve(midend_data *me);
150 void midend_supersede_game_desc(midend_data *me, char *desc);
151 char *midend_rewrite_statusbar(midend_data *me, char *text);
156 void *smalloc(int size);
157 void *srealloc(void *p, int size);
159 char *dupstr(const char *s);
161 ( (type *) smalloc (sizeof (type)) )
162 #define snewn(number, type) \
163 ( (type *) smalloc ((number) * sizeof (type)) )
164 #define sresize(array, number, type) \
165 ( (type *) srealloc ((array), (number) * sizeof (type)) )
170 void free_cfg(config_item *cfg);
180 random_state *random_init(char *seed, int len);
181 unsigned long random_bits(random_state *state, int bits);
182 unsigned long random_upto(random_state *state, unsigned long limit);
183 void random_free(random_state *state);
184 char *random_state_encode(random_state *state);
185 random_state *random_state_decode(char *input);
186 /* random.c also exports SHA, which occasionally comes in useful. */
187 typedef unsigned long uint32;
190 unsigned char block[64];
194 void SHA_Init(SHA_State *s);
195 void SHA_Bytes(SHA_State *s, void *p, int len);
196 void SHA_Final(SHA_State *s, unsigned char *output);
197 void SHA_Simple(void *p, int len, unsigned char *output);
200 * Data structure containing the function calls and data specific
201 * to a particular game. This is enclosed in a data structure so
202 * that a particular platform can choose, if it wishes, to compile
203 * all the games into a single combined executable rather than
204 * having lots of little ones.
208 const char *winhelp_topic;
209 game_params *(*default_params)(void);
210 int (*fetch_preset)(int i, char **name, game_params **params);
211 void (*decode_params)(game_params *, char const *string);
212 char *(*encode_params)(game_params *, int full);
213 void (*free_params)(game_params *params);
214 game_params *(*dup_params)(game_params *params);
216 config_item *(*configure)(game_params *params);
217 game_params *(*custom_params)(config_item *cfg);
218 char *(*validate_params)(game_params *params);
219 char *(*new_desc)(game_params *params, random_state *rs,
220 game_aux_info **aux, int interactive);
221 void (*free_aux_info)(game_aux_info *aux);
222 char *(*validate_desc)(game_params *params, char *desc);
223 game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
224 game_state *(*dup_game)(game_state *state);
225 void (*free_game)(game_state *state);
227 game_state *(*solve)(game_state *state, game_aux_info *aux, char **error);
228 int can_format_as_text;
229 char *(*text_format)(game_state *state);
230 game_ui *(*new_ui)(game_state *state);
231 void (*free_ui)(game_ui *ui);
232 game_state *(*make_move)(game_state *from, game_ui *ui, game_drawstate *ds,
233 int x, int y, int button);
234 void (*size)(game_params *params, int *x, int *y);
235 float *(*colours)(frontend *fe, game_state *state, int *ncolours);
236 game_drawstate *(*new_drawstate)(game_state *state);
237 void (*free_drawstate)(game_drawstate *ds);
238 void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
239 game_state *newstate, int dir, game_ui *ui, float anim_time,
241 float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
243 float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
245 int (*wants_statusbar)(void);
247 int (*timing_state)(game_state *state);
251 * For one-game-at-a-time platforms, there's a single structure
252 * like the above, under a fixed name. For all-at-once platforms,
253 * there's a list of all available puzzles in array form.
256 extern const game *gamelist[];
257 extern const int gamecount;
259 extern const game thegame;
262 #endif /* PUZZLES_PUZZLES_H */