ref: 19c9453b5c4a1ee0afaf9b85d2c107b70c627cd0
dir: /puzzles.h/
/* * puzzles.h: header file for my puzzle collection */ #ifndef PUZZLES_PUZZLES_H #define PUZZLES_PUZZLES_H #include <stdlib.h> /* for size_t */ #ifndef TRUE #define TRUE 1 #endif #ifndef FALSE #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 = 0x0200, 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_SELECT, /* 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)) /* Bit flags indicating mouse button priorities */ #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) ) /* Another random flag that goes in the mouse priorities section for want * of a better place to put it */ #define SOLVE_ANIMATES ( 1 << 9 ) #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_ui game_ui; typedef struct game_drawstate game_drawstate; typedef struct game game; typedef struct blitter blitter; #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 */ /* 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 fillcolour, int outlinecolour); void draw_circle(frontend *fe, int cx, int cy, int radius, int fillcolour, int outlinecolour); 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); blitter *blitter_new(int w, int h); void blitter_free(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(frontend *fe, blitter *bl, int x, int y); #define BLITTER_FROMSAVED (-1) void blitter_load(frontend *fe, blitter *bl, int x, int y); /* * midend.c */ 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, int expand); void midend_new_game(midend_data *me); void midend_restart_game(midend_data *me); void midend_stop_anim(midend_data *me); int midend_process_key(midend_data *me, int x, int y, int button); void midend_force_redraw(midend_data *me); 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, 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); void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc); char *midend_rewrite_statusbar(midend_data *me, char *text); void midend_serialise(midend_data *me, void (*write)(void *ctx, void *buf, int len), void *wctx); char *midend_deserialise(midend_data *me, int (*read)(void *ctx, void *buf, int len), void *rctx); /* * malloc.c */ void *smalloc(size_t size); void *srealloc(void *p, size_t size); void sfree(void *p); char *dupstr(const char *s); #define snew(type) \ ( (type *) smalloc (sizeof (type)) ) #define snewn(number, type) \ ( (type *) smalloc ((number) * sizeof (type)) ) #define sresize(array, number, type) \ ( (type *) srealloc ((array), (number) * sizeof (type)) ) /* * 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); /* Randomly shuffles an array of items. */ void shuffle(void *array, int nelts, int eltsize, random_state *rs); /* Draw a rectangle outline, using the frontend's draw_line. */ void draw_rect_outline(frontend *fe, int x, int y, int w, int h, int colour); /* * 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); char *random_state_encode(random_state *state); random_state *random_state_decode(char *input); /* random.c also exports SHA, which occasionally comes in useful. */ typedef unsigned long uint32; 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); /* * 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; 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_data *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; 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, 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)(game_drawstate *ds, game_params *params, int tilesize); 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, game_ui *ui); float (*flash_length)(game_state *oldstate, game_state *newstate, int dir, game_ui *ui); int (*wants_statusbar)(void); int is_timed; int (*timing_state)(game_state *state, game_ui *ui); int mouse_priorities; }; /* * 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 */