ref: 981b831c21fb21d9ab04abf6a3bf330aa7a14dc5
dir: /puzzles.h/
/* * puzzles.h: header file for my puzzle collection */ #ifndef PUZZLES_PUZZLES_H #define PUZZLES_PUZZLES_H #ifndef TRUE #define TRUE 1 #endif #ifndef FALSE #define FALSE 0 #endif #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, MOD_NUM_KEYPAD = 0x40000000 }; #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, 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); 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); 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); /* * malloc.c */ void *smalloc(int size); void *srealloc(void *p, int 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); /* * 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); /* * 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); 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 */