Files
puzzles/puzzles.h
Simon Tatham aa9a8e8c7e The Windows RNG turns out to only give about 16 bits at a time. This
is (a) pretty feeble, and (b) means that although Net seeds transfer
between platforms and still generate the same game, there's a
suspicious discrepancy in the typical seed _generated_ by each
platform.
I have a better RNG kicking around in this code base already, so
I'll just use it. Each midend has its own random_state, which it
passes to new_game_seed() as required. A handy consequence of this
is that initial seed data is now passed to midend_new(), which means
that new platform implementors are unlikely to forget to seed the
RNG because failure to do so causes a compile error!

[originally from svn r4187]
2004-05-03 09:10:52 +00:00

180 lines
5.5 KiB
C

/*
* 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 *randseed, int randseedsize);
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 };
config_item *midend_get_config(midend_data *me, int which, char **wintitle);
char *midend_set_config(midend_data *me, int which, 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
*/
void free_cfg(config_item *cfg);
/*
* 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);
/*
* 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, random_state *rs);
char *validate_seed(game_params *params, char *seed);
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 */