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/*
 * 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)) )

enum {
    LEFT_BUTTON = 0x1000,
    MIDDLE_BUTTON,
    RIGHT_BUTTON,
    CURSOR_UP,
    CURSOR_DOWN,
    CURSOR_LEFT,
    CURSOR_RIGHT,
    CURSOR_UP_LEFT,
    CURSOR_DOWN_LEFT,
    CURSOR_UP_RIGHT,
    CURSOR_DOWN_RIGHT
};

#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_drawstate game_drawstate;

#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);

/*
 * midend.c
 */
midend_data *midend_new(frontend *fe);
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, char *seed);
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);
config_item *midend_get_config(midend_data *me);
char *midend_set_config(midend_data *me, config_item *cfg);

/*
 * malloc.c
 */
void *smalloc(int size);
void *srealloc(void *p, int size);
void sfree(void *p);
char *dupstr(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
 */
int rand_upto(int limit);
void free_cfg(config_item *cfg);

/*
 * random.c
 */
random_state *random_init(char *seed, int len);
unsigned long random_upto(random_state *state, unsigned long limit);
void random_free(random_state *state);

/*
 * 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);
void free_game(game_state *state);
game_state *make_move(game_state *from, int x, int y, int button);
void game_size(game_params *params, int *x, int *y);
float *game_colours(frontend *fe, game_state *state, int *ncolours);
game_drawstate *game_new_drawstate(game_state *state);
void game_free_drawstate(game_drawstate *ds);
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                 game_state *newstate, float anim_time, float flash_time);
float game_anim_length(game_state *oldstate, game_state *newstate);
float game_flash_length(game_state *oldstate, game_state *newstate);
int game_wants_statusbar(void);

#endif /* PUZZLES_PUZZLES_H */