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Both Inertia and Twiddle previously included static implementations of this exact same function, which was passed to `qsort()` as a comparator. With this change, a single global implementation is provided in misc.c, which will hopefully reduce code duplication going forward. I'm refactoring this in preparation for the upcoming fallback polygon fill function, which I'm about to add.
835 lines
32 KiB
C
835 lines
32 KiB
C
/*
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* puzzles.h: header file for my puzzle collection
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*/
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#ifndef PUZZLES_PUZZLES_H
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#define PUZZLES_PUZZLES_H
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#include <stdio.h> /* for FILE */
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#include <stdlib.h> /* for size_t */
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#include <limits.h> /* for UINT_MAX */
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#include <stdbool.h>
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#define PI 3.141592653589793238462643383279502884197169399
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#define ROOT2 1.414213562373095048801688724209698078569672
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#define lenof(array) ( sizeof(array) / sizeof(*(array)) )
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#define STR_INT(x) #x
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#define STR(x) STR_INT(x)
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/* An upper bound on the length of sprintf'ed integers (signed or unsigned). */
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#define MAX_DIGITS(x) (sizeof(x) * CHAR_BIT / 3 + 2)
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/* NB not perfect because they evaluate arguments multiple times. */
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#ifndef max
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#define max(x,y) ( (x)>(y) ? (x) : (y) )
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#endif /* max */
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#ifndef min
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#define min(x,y) ( (x)<(y) ? (x) : (y) )
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#endif /* min */
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enum {
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LEFT_BUTTON = 0x0200,
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MIDDLE_BUTTON,
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RIGHT_BUTTON,
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LEFT_DRAG,
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MIDDLE_DRAG,
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RIGHT_DRAG,
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LEFT_RELEASE,
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MIDDLE_RELEASE,
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RIGHT_RELEASE,
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CURSOR_UP,
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CURSOR_DOWN,
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CURSOR_LEFT,
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CURSOR_RIGHT,
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CURSOR_SELECT,
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CURSOR_SELECT2,
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/* UI_* are special keystrokes generated by front ends in response
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* to menu actions, never passed to back ends */
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UI_LOWER_BOUND,
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UI_QUIT,
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UI_NEWGAME,
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UI_SOLVE,
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UI_UNDO,
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UI_REDO,
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UI_UPPER_BOUND,
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/* made smaller because of 'limited range of datatype' errors. */
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MOD_CTRL = 0x1000,
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MOD_SHFT = 0x2000,
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MOD_NUM_KEYPAD = 0x4000,
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MOD_MASK = 0x7000 /* mask for all modifiers */
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};
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#define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
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(unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
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#define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
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(unsigned)(RIGHT_DRAG - LEFT_DRAG))
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#define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
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(unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
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#define IS_CURSOR_MOVE(m) ( (m) == CURSOR_UP || (m) == CURSOR_DOWN || \
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(m) == CURSOR_RIGHT || (m) == CURSOR_LEFT )
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#define IS_CURSOR_SELECT(m) ( (m) == CURSOR_SELECT || (m) == CURSOR_SELECT2)
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#define IS_UI_FAKE_KEY(m) ( (m) > UI_LOWER_BOUND && (m) < UI_UPPER_BOUND )
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#define STRIP_BUTTON_MODIFIERS(m) ( (unsigned)(m) & ~MOD_MASK )
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/*
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* Flags in the back end's `flags' word.
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*/
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/* Bit flags indicating mouse button priorities */
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#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
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/* Flag indicating that Solve operations should be animated */
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#define SOLVE_ANIMATES ( 1 << 9 )
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/* Pocket PC: Game requires right mouse button emulation */
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#define REQUIRE_RBUTTON ( 1 << 10 )
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/* Pocket PC: Game requires numeric input */
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#define REQUIRE_NUMPAD ( 1 << 11 )
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/* end of `flags' word definitions */
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#define IGNOREARG(x) ( (x) = (x) )
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typedef struct frontend frontend;
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typedef struct config_item config_item;
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typedef struct midend midend;
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typedef struct random_state random_state;
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typedef struct game_params game_params;
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typedef struct game_state game_state;
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typedef struct game_ui game_ui;
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typedef struct game_drawstate game_drawstate;
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typedef struct game game;
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typedef struct blitter blitter;
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typedef struct document document;
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typedef struct drawing_api drawing_api;
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typedef struct drawing drawing;
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typedef struct psdata psdata;
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#define ALIGN_VNORMAL 0x000
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#define ALIGN_VCENTRE 0x100
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#define ALIGN_HLEFT 0x000
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#define ALIGN_HCENTRE 0x001
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#define ALIGN_HRIGHT 0x002
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#define FONT_FIXED 0
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#define FONT_VARIABLE 1
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/* For printing colours */
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#define HATCH_SLASH 1
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#define HATCH_BACKSLASH 2
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#define HATCH_HORIZ 3
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#define HATCH_VERT 4
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#define HATCH_PLUS 5
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#define HATCH_X 6
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/*
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* Structure used to pass configuration data between frontend and
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* game
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*/
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enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
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struct config_item {
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/* Not dynamically allocated: the GUI display name for the option */
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const char *name;
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/* Not dynamically allocated: the keyword identifier for the
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* option. Only examined in the case where this structure is being
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* used for options that appear in config files, i.e. the
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* get_prefs method fills this in but configure does not. */
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const char *kw;
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/* Value from the above C_* enum */
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int type;
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union {
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struct { /* if type == C_STRING */
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/* Always dynamically allocated and non-NULL */
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char *sval;
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} string;
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struct { /* if type == C_CHOICES */
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/*
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* choicenames is non-NULL, not dynamically allocated, and
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* contains a set of option strings separated by a
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* delimiter. The delimiter is also the first character in
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* the string, so for example ":Foo:Bar:Baz" gives three
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* options `Foo', `Bar' and `Baz'.
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*/
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const char *choicenames;
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/*
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* choicekws is non-NULL, not dynamically allocated, and
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* contains a parallel list of keyword strings used to
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* represent the enumeration in config files. As with 'kw'
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* above, this is only expected to be set by get_prefs.
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*/
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const char *choicekws;
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/*
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* Indicates the chosen index from the options in
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* choicenames. In the above example, 0==Foo, 1==Bar and
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* 2==Baz.
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*/
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int selected;
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} choices;
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struct {
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bool bval;
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} boolean;
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} u;
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};
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/*
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* Structure used to communicate the presets menu from midend to
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* frontend. In principle, it's also used to pass the same information
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* from game to midend, though games that don't specify a menu
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* hierarchy (i.e. most of them) will use the simpler fetch_preset()
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* function to return an unstructured list.
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*
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* A tree of these structures always belongs to the midend, and only
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* the midend should ever need to free it. The front end should treat
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* them as read-only.
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*/
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struct preset_menu_entry {
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char *title;
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/* Exactly one of the next two fields is NULL, depending on
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* whether this entry is a submenu title or an actual preset */
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game_params *params;
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struct preset_menu *submenu;
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/* Every preset menu entry has a number allocated by the mid-end,
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* so that midend_which_preset() can return a value that
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* identifies an entry anywhere in the menu hierarchy. The values
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* will be allocated reasonably densely from 1 upwards (so it's
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* reasonable for the front end to use them as array indices if it
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* needs to store GUI state per menu entry), but no other
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* guarantee is given about their ordering.
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*
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* Entries containing submenus have ids too - not only the actual
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* presets are numbered. */
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int id;
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};
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struct preset_menu {
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int n_entries; /* number of entries actually in use */
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int entries_size; /* space currently allocated in this array */
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struct preset_menu_entry *entries;
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};
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/* For games which do want to directly return a tree of these, here
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* are convenience routines (in midend.c) for constructing one. These
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* assume that 'title' and 'encoded_params' are already dynamically
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* allocated by the caller; the resulting preset_menu tree takes
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* ownership of them. */
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struct preset_menu *preset_menu_new(void);
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struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
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char *title);
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void preset_menu_add_preset(struct preset_menu *menu,
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char *title, game_params *params);
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/* Helper routine front ends can use for one of the ways they might
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* want to organise their preset menu usage */
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game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id);
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/*
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* Small structure specifying a UI button in a keyboardless front
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* end. The button will have the text of "label" written on it, and
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* pressing it causes the value "button" to be passed to
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* midend_process_key() as if typed at the keyboard.
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*
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* If `label' is NULL (which it likely will be), a generic label can
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* be generated with the button2label() function.
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*/
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typedef struct key_label {
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/* What should be displayed to the user by the frontend. Backends
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* can set this field to NULL and have it filled in by the midend
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* with a generic label. Dynamically allocated, but frontends
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* should probably use free_keys() to free instead. */
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char *label;
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int button; /* passed to midend_process_key when button is pressed */
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} key_label;
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/*
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* Platform routines
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*/
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/* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
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#ifdef DEBUGGING
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#define debug(x) (debug_printf x)
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void debug_printf(const char *fmt, ...);
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#else
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#define debug(x)
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#endif
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void fatal(const char *fmt, ...);
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void frontend_default_colour(frontend *fe, float *output);
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void deactivate_timer(frontend *fe);
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void activate_timer(frontend *fe);
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void get_random_seed(void **randseed, int *randseedsize);
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/*
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* drawing.c
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*/
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drawing *drawing_new(const drawing_api *api, midend *me, void *handle);
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void drawing_free(drawing *dr);
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void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
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int align, int colour, const char *text);
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void draw_rect(drawing *dr, int x, int y, int w, int h, int colour);
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void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour);
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void draw_polygon(drawing *dr, const int *coords, int npoints,
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int fillcolour, int outlinecolour);
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void draw_circle(drawing *dr, int cx, int cy, int radius,
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int fillcolour, int outlinecolour);
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void draw_thick_line(drawing *dr, float thickness,
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float x1, float y1, float x2, float y2, int colour);
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void clip(drawing *dr, int x, int y, int w, int h);
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void unclip(drawing *dr);
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void start_draw(drawing *dr);
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void draw_update(drawing *dr, int x, int y, int w, int h);
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void end_draw(drawing *dr);
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char *text_fallback(drawing *dr, const char *const *strings, int nstrings);
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void status_bar(drawing *dr, const char *text);
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blitter *blitter_new(drawing *dr, int w, int h);
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void blitter_free(drawing *dr, blitter *bl);
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/* save puts the portion of the current display with top-left corner
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* (x,y) to the blitter. load puts it back again to the specified
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* coords, or else wherever it was saved from
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* (if x = y = BLITTER_FROMSAVED). */
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void blitter_save(drawing *dr, blitter *bl, int x, int y);
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#define BLITTER_FROMSAVED (-1)
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void blitter_load(drawing *dr, blitter *bl, int x, int y);
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void print_begin_doc(drawing *dr, int pages);
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void print_begin_page(drawing *dr, int number);
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void print_begin_puzzle(drawing *dr, float xm, float xc,
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float ym, float yc, int pw, int ph, float wmm,
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float scale);
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void print_end_puzzle(drawing *dr);
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void print_end_page(drawing *dr, int number);
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void print_end_doc(drawing *dr);
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void print_get_colour(drawing *dr, int colour, bool printing_in_colour,
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int *hatch, float *r, float *g, float *b);
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int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
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int print_grey_colour(drawing *dr, float grey);
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int print_hatched_colour(drawing *dr, int hatch);
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int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int mono);
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int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey);
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int print_rgb_hatched_colour(drawing *dr, float r, float g, float b,
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int hatch);
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void print_line_width(drawing *dr, int width);
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void print_line_dotted(drawing *dr, bool dotted);
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/*
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* midend.c
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*/
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midend *midend_new(frontend *fe, const game *ourgame,
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const drawing_api *drapi, void *drhandle);
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void midend_free(midend *me);
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const game *midend_which_game(midend *me);
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void midend_set_params(midend *me, game_params *params);
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game_params *midend_get_params(midend *me);
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void midend_size(midend *me, int *x, int *y, bool user_size,
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double device_pixel_ratio);
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void midend_reset_tilesize(midend *me);
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void midend_new_game(midend *me);
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void midend_restart_game(midend *me);
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void midend_stop_anim(midend *me);
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enum { PKR_QUIT = 0, PKR_SOME_EFFECT, PKR_NO_EFFECT, PKR_UNUSED };
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int midend_process_key(midend *me, int x, int y, int button);
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key_label *midend_request_keys(midend *me, int *nkeys);
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const char *midend_current_key_label(midend *me, int button);
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void midend_force_redraw(midend *me);
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void midend_redraw(midend *me);
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float *midend_colours(midend *me, int *ncolours);
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void midend_freeze_timer(midend *me, float tprop);
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void midend_timer(midend *me, float tplus);
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struct preset_menu *midend_get_presets(midend *me, int *id_limit);
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int midend_which_preset(midend *me);
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bool midend_wants_statusbar(midend *me);
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enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_PREFS, CFG_FRONTEND_SPECIFIC };
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config_item *midend_get_config(midend *me, int which, char **wintitle);
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const char *midend_set_config(midend *me, int which, config_item *cfg);
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const char *midend_game_id(midend *me, const char *id);
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char *midend_get_game_id(midend *me);
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char *midend_get_random_seed(midend *me);
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bool midend_can_format_as_text_now(midend *me);
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char *midend_text_format(midend *me);
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const char *midend_solve(midend *me);
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int midend_status(midend *me);
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bool midend_can_undo(midend *me);
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bool midend_can_redo(midend *me);
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void midend_supersede_game_desc(midend *me, const char *desc,
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const char *privdesc);
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char *midend_rewrite_statusbar(midend *me, const char *text);
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void midend_serialise(midend *me,
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void (*write)(void *ctx, const void *buf, int len),
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void *wctx);
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const char *midend_deserialise(midend *me,
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bool (*read)(void *ctx, void *buf, int len),
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void *rctx);
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const char *midend_load_prefs(
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midend *me, bool (*read)(void *ctx, void *buf, int len), void *rctx);
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void midend_save_prefs(midend *me,
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void (*write)(void *ctx, const void *buf, int len),
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void *wctx);
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const char *identify_game(char **name,
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bool (*read)(void *ctx, void *buf, int len),
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void *rctx);
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void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx);
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bool midend_get_cursor_location(midend *me, int *x, int *y, int *w, int *h);
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/* Printing functions supplied by the mid-end */
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const char *midend_print_puzzle(midend *me, document *doc, bool with_soln);
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int midend_tilesize(midend *me);
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/*
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* malloc.c
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*/
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void *smalloc(size_t size);
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void *srealloc(void *p, size_t size);
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void sfree(void *p);
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char *dupstr(const char *s);
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#define snew(type) \
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( (type *) smalloc (sizeof (type)) )
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#define snewn(number, type) \
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( (type *) smalloc ((number) * sizeof (type)) )
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#define sresize(array, number, type) \
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( (type *) srealloc ((array), (number) * sizeof (type)) )
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/*
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* misc.c
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*/
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void free_cfg(config_item *cfg);
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void free_keys(key_label *keys, int nkeys);
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void obfuscate_bitmap(unsigned char *bmp, int bits, bool decode);
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char *fgetline(FILE *fp);
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char *make_prefs_path(const char *dir, const char *sep,
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const game *game, const char *suffix);
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int n_times_root_k(int n, int k);
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/* allocates output each time. len is always in bytes of binary data.
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* May assert (or just go wrong) if lengths are unchecked. */
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char *bin2hex(const unsigned char *in, int inlen);
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unsigned char *hex2bin(const char *in, int outlen);
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/* Returns 0 or 1 if the environment variable is set, or dflt if not.
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* dflt may be a third value if it needs to be. */
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int getenv_bool(const char *name, int dflt);
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/* Mixes two colours in specified proportions. */
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void colour_mix(const float src1[3], const float src2[3], float p,
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float dst[3]);
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/* Sets (and possibly dims) background from frontend default colour,
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* and auto-generates highlight and lowlight colours too. */
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void game_mkhighlight(frontend *fe, float *ret,
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int background, int highlight, int lowlight);
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/* As above, but starts from a provided background colour rather
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* than the frontend default. */
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void game_mkhighlight_specific(frontend *fe, float *ret,
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int background, int highlight, int lowlight);
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/* Randomly shuffles an array of items. */
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void shuffle(void *array, int nelts, int eltsize, random_state *rs);
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/* Draw a rectangle outline, using the drawing API's draw_polygon. */
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void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
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int colour);
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|
|
/* Draw a set of rectangle corners (e.g. for a cursor display). */
|
|
void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col);
|
|
|
|
char *move_cursor(int button, int *x, int *y, int maxw, int maxh, bool wrap,
|
|
bool *visible);
|
|
|
|
/* Used in netslide.c and sixteen.c for cursor movement around edge. */
|
|
int c2pos(int w, int h, int cx, int cy);
|
|
int c2diff(int w, int h, int cx, int cy, int button);
|
|
void pos2c(int w, int h, int pos, int *cx, int *cy);
|
|
|
|
/* Draws text with an 'outline' formed by offsetting the text
|
|
* by one pixel; useful for highlighting. Outline is omitted if -1. */
|
|
void draw_text_outline(drawing *dr, int x, int y, int fonttype,
|
|
int fontsize, int align,
|
|
int text_colour, int outline_colour, const char *text);
|
|
|
|
/* Copies text left-justified with spaces. Length of string must be
|
|
* less than buffer size. */
|
|
void copy_left_justified(char *buf, size_t sz, const char *str);
|
|
|
|
/* Returns a generic label based on the value of `button.' To be used
|
|
whenever a `label' field returned by the request_keys() game
|
|
function is NULL. Dynamically allocated, to be freed by caller. */
|
|
char *button2label(int button);
|
|
|
|
/* Swap two regions of memory. The two regions must not
|
|
* overlap. (Note: the natural name for this might be "memswap", but
|
|
* the mem* namespace is reserved for future expansion by the C99
|
|
* standard per clause 7.26.11.1.) */
|
|
void swap_regions(void *av, void *bv, size_t size);
|
|
|
|
/* comparator for sorting ints with qsort() */
|
|
int compare_integers(const void *av, const void *bv);
|
|
|
|
/*
|
|
* dsf.c
|
|
*/
|
|
typedef struct DSF DSF;
|
|
DSF *dsf_new(int size);
|
|
void dsf_free(DSF *dsf);
|
|
|
|
void dsf_copy(DSF *to, DSF *from);
|
|
|
|
/* Basic dsf operations, return the canonical element of a class,
|
|
* check if two elements are in the same class, and return the size of
|
|
* a class. These work on all types of dsf. */
|
|
int dsf_canonify(DSF *dsf, int n);
|
|
bool dsf_equivalent(DSF *dsf, int n1, int n2);
|
|
int dsf_size(DSF *dsf, int n);
|
|
|
|
/* Merge two elements and their classes. Not legal on a flip dsf. */
|
|
void dsf_merge(DSF *dsf, int n1, int n2);
|
|
|
|
/* Special dsf that tracks the minimal element of every equivalence
|
|
* class, and a function to query it. */
|
|
DSF *dsf_new_min(int size);
|
|
int dsf_minimal(DSF *dsf, int n);
|
|
|
|
/* Special dsf that tracks whether pairs of elements in the same class
|
|
* have flipped sense relative to each other. Merge function takes an
|
|
* argument saying whether n1 and n2 are opposite to each other;
|
|
* canonify function will report whether n is opposite to the returned
|
|
* element. */
|
|
DSF *dsf_new_flip(int size);
|
|
void dsf_merge_flip(DSF *dsf, int n1, int n2, bool flip);
|
|
int dsf_canonify_flip(DSF *dsf, int n, bool *flip);
|
|
|
|
/* Reinitialise a dsf to the starting 'all elements distinct' state. */
|
|
void dsf_reinit(DSF *dsf);
|
|
|
|
/*
|
|
* tdq.c
|
|
*/
|
|
|
|
/*
|
|
* Data structure implementing a 'to-do queue', a simple
|
|
* de-duplicating to-do list mechanism.
|
|
*
|
|
* Specification: a tdq is a queue which can hold integers from 0 to
|
|
* n-1, where n was some constant specified at tdq creation time. No
|
|
* integer may appear in the queue's current contents more than once;
|
|
* an attempt to add an already-present integer again will do nothing,
|
|
* so that that integer is removed from the queue at the position
|
|
* where it was _first_ inserted. The add and remove operations take
|
|
* constant time.
|
|
*
|
|
* The idea is that you might use this in applications like solvers:
|
|
* keep a tdq listing the indices of grid squares that you currently
|
|
* need to process in some way. Whenever you modify a square in a way
|
|
* that will require you to re-scan its neighbours, add them to the
|
|
* list with tdq_add; meanwhile you're constantly taking elements off
|
|
* the list when you need another square to process. In solvers where
|
|
* deductions are mostly localised, this should prevent repeated
|
|
* O(N^2) loops over the whole grid looking for something to do. (But
|
|
* if only _most_ of the deductions are localised, then you should
|
|
* respond to an empty to-do list by re-adding everything using
|
|
* tdq_fill, so _then_ you rescan the whole grid looking for newly
|
|
* enabled non-local deductions. Only if you've done that and emptied
|
|
* the list again finding nothing new to do are you actually done.)
|
|
*/
|
|
typedef struct tdq tdq;
|
|
tdq *tdq_new(int n);
|
|
void tdq_free(tdq *tdq);
|
|
void tdq_add(tdq *tdq, int k);
|
|
int tdq_remove(tdq *tdq); /* returns -1 if nothing available */
|
|
void tdq_fill(tdq *tdq); /* add everything to the tdq at once */
|
|
|
|
/*
|
|
* laydomino.c
|
|
*/
|
|
int *domino_layout(int w, int h, random_state *rs);
|
|
void domino_layout_prealloc(int w, int h, random_state *rs,
|
|
int *grid, int *grid2, int *list);
|
|
/*
|
|
* version.c
|
|
*/
|
|
extern char ver[];
|
|
|
|
/*
|
|
* random.c
|
|
*/
|
|
random_state *random_new(const char *seed, int len);
|
|
random_state *random_copy(random_state *tocopy);
|
|
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(const char *input);
|
|
/* random.c also exports SHA, which occasionally comes in useful. */
|
|
#if HAVE_STDINT_H
|
|
#include <stdint.h>
|
|
typedef uint32_t uint32;
|
|
#elif UINT_MAX >= 4294967295L
|
|
typedef unsigned int uint32;
|
|
#else
|
|
typedef unsigned long uint32;
|
|
#endif
|
|
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, const void *p, int len);
|
|
void SHA_Final(SHA_State *s, unsigned char *output);
|
|
void SHA_Simple(const void *p, int len, unsigned char *output);
|
|
|
|
/*
|
|
* printing.c
|
|
*/
|
|
document *document_new(int pw, int ph, float userscale);
|
|
void document_free(document *doc);
|
|
void document_add_puzzle(document *doc, const game *game, game_params *par,
|
|
game_ui *ui, game_state *st, game_state *st2);
|
|
int document_npages(const document *doc);
|
|
void document_begin(const document *doc, drawing *dr);
|
|
void document_end(const document *doc, drawing *dr);
|
|
void document_print_page(const document *doc, drawing *dr, int page_nr);
|
|
void document_print(const document *doc, drawing *dr);
|
|
|
|
/*
|
|
* ps.c
|
|
*/
|
|
psdata *ps_init(FILE *outfile, bool colour);
|
|
void ps_free(psdata *ps);
|
|
drawing *ps_drawing_api(psdata *ps);
|
|
|
|
/*
|
|
* combi.c: provides a structure and functions for iterating over
|
|
* combinations (i.e. choosing r things out of n).
|
|
*/
|
|
typedef struct _combi_ctx {
|
|
int r, n, nleft, total;
|
|
int *a;
|
|
} combi_ctx;
|
|
|
|
combi_ctx *new_combi(int r, int n);
|
|
void reset_combi(combi_ctx *combi);
|
|
combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
|
|
void free_combi(combi_ctx *combi);
|
|
|
|
/*
|
|
* divvy.c
|
|
*/
|
|
/* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
|
|
DSF *divvy_rectangle(int w, int h, int k, random_state *rs);
|
|
/* Same, but only tries once, and may fail. (Exposed for test program.) */
|
|
DSF *divvy_rectangle_attempt(int w, int h, int k, random_state *rs);
|
|
|
|
/*
|
|
* findloop.c
|
|
*/
|
|
struct findloopstate;
|
|
struct findloopstate *findloop_new_state(int nvertices);
|
|
void findloop_free_state(struct findloopstate *);
|
|
/*
|
|
* Callback provided by the client code to enumerate the graph
|
|
* vertices joined directly to a given vertex.
|
|
*
|
|
* Semantics: if vertex >= 0, return one of its neighbours; if vertex
|
|
* < 0, return a previously unmentioned neighbour of whatever vertex
|
|
* was last passed as input. Write to 'ctx' as necessary to store
|
|
* state. In either case, return < 0 if no such vertex can be found.
|
|
*/
|
|
typedef int (*neighbour_fn_t)(int vertex, void *ctx);
|
|
/*
|
|
* Actual function to find loops. 'ctx' will be passed unchanged to
|
|
* the 'neighbour' function to query graph edges. Returns false if no
|
|
* loop was found, or true if one was.
|
|
*/
|
|
bool findloop_run(struct findloopstate *state, int nvertices,
|
|
neighbour_fn_t neighbour, void *ctx);
|
|
/*
|
|
* Query whether an edge is part of a loop, in the output of
|
|
* find_loops.
|
|
*
|
|
* Due to the internal storage format, if you pass u,v which are not
|
|
* connected at all, the output will be true. (The algorithm actually
|
|
* stores an exhaustive list of *non*-loop edges, because there are
|
|
* fewer of those, so really it's querying whether the edge is on that
|
|
* list.)
|
|
*/
|
|
bool findloop_is_loop_edge(struct findloopstate *state, int u, int v);
|
|
|
|
/*
|
|
* Alternative query function, which returns true if the u-v edge is a
|
|
* _bridge_, i.e. a non-loop edge, i.e. an edge whose removal would
|
|
* disconnect a currently connected component of the graph.
|
|
*
|
|
* If the return value is true, then the numbers of vertices that
|
|
* would be in the new components containing u and v are written into
|
|
* u_vertices and v_vertices respectively.
|
|
*/
|
|
bool findloop_is_bridge(
|
|
struct findloopstate *pv, int u, int v, int *u_vertices, int *v_vertices);
|
|
|
|
/*
|
|
* Helper function to sort an array. Differs from standard qsort in
|
|
* that it takes a context parameter that is passed to the compare
|
|
* function.
|
|
*
|
|
* I wrap it in a macro so that you only need to give the element
|
|
* count of the array. The element size is determined by sizeof.
|
|
*/
|
|
typedef int (*arraysort_cmpfn_t)(const void *av, const void *bv, void *ctx);
|
|
void arraysort_fn(void *array, size_t nmemb, size_t size,
|
|
arraysort_cmpfn_t cmp, void *ctx);
|
|
#define arraysort(array, nmemb, cmp, ctx) \
|
|
arraysort_fn(array, nmemb, sizeof(*(array)), cmp, ctx)
|
|
|
|
/*
|
|
* 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, *htmlhelp_topic;
|
|
game_params *(*default_params)(void);
|
|
bool (*fetch_preset)(int i, char **name, game_params **params);
|
|
struct preset_menu *(*preset_menu)(void);
|
|
void (*decode_params)(game_params *, char const *string);
|
|
char *(*encode_params)(const game_params *, bool full);
|
|
void (*free_params)(game_params *params);
|
|
game_params *(*dup_params)(const game_params *params);
|
|
bool can_configure;
|
|
config_item *(*configure)(const game_params *params);
|
|
game_params *(*custom_params)(const config_item *cfg);
|
|
const char *(*validate_params)(const game_params *params, bool full);
|
|
char *(*new_desc)(const game_params *params, random_state *rs,
|
|
char **aux, bool interactive);
|
|
const char *(*validate_desc)(const game_params *params, const char *desc);
|
|
game_state *(*new_game)(midend *me, const game_params *params,
|
|
const char *desc);
|
|
game_state *(*dup_game)(const game_state *state);
|
|
void (*free_game)(game_state *state);
|
|
bool can_solve;
|
|
char *(*solve)(const game_state *orig, const game_state *curr,
|
|
const char *aux, const char **error);
|
|
bool can_format_as_text_ever;
|
|
bool (*can_format_as_text_now)(const game_params *params);
|
|
char *(*text_format)(const game_state *state);
|
|
config_item *(*get_prefs)(game_ui *ui);
|
|
void (*set_prefs)(game_ui *ui, const config_item *cfg);
|
|
game_ui *(*new_ui)(const game_state *state);
|
|
void (*free_ui)(game_ui *ui);
|
|
char *(*encode_ui)(const game_ui *ui);
|
|
void (*decode_ui)(game_ui *ui, const char *encoding,
|
|
const game_state *state);
|
|
key_label *(*request_keys)(const game_params *params, int *nkeys);
|
|
void (*changed_state)(game_ui *ui, const game_state *oldstate,
|
|
const game_state *newstate);
|
|
const char *(*current_key_label)(const game_ui *ui,
|
|
const game_state *state, int button);
|
|
char *(*interpret_move)(const game_state *state, game_ui *ui,
|
|
const game_drawstate *ds, int x, int y, int button);
|
|
game_state *(*execute_move)(const game_state *state, const char *move);
|
|
int preferred_tilesize;
|
|
void (*compute_size)(const game_params *params, int tilesize,
|
|
const game_ui *ui, int *x, int *y);
|
|
void (*set_size)(drawing *dr, game_drawstate *ds,
|
|
const game_params *params, int tilesize);
|
|
float *(*colours)(frontend *fe, int *ncolours);
|
|
game_drawstate *(*new_drawstate)(drawing *dr, const game_state *state);
|
|
void (*free_drawstate)(drawing *dr, game_drawstate *ds);
|
|
void (*redraw)(drawing *dr, game_drawstate *ds, const game_state *oldstate,
|
|
const game_state *newstate, int dir, const game_ui *ui,
|
|
float anim_time, float flash_time);
|
|
float (*anim_length)(const game_state *oldstate,
|
|
const game_state *newstate, int dir, game_ui *ui);
|
|
float (*flash_length)(const game_state *oldstate,
|
|
const game_state *newstate, int dir, game_ui *ui);
|
|
void (*get_cursor_location)(const game_ui *ui,
|
|
const game_drawstate *ds,
|
|
const game_state *state,
|
|
const game_params *params,
|
|
int *x, int *y, int *w, int *h);
|
|
int (*status)(const game_state *state);
|
|
bool can_print, can_print_in_colour;
|
|
void (*print_size)(const game_params *params, const game_ui *ui,
|
|
float *x, float *y);
|
|
void (*print)(drawing *dr, const game_state *state, const game_ui *ui,
|
|
int tilesize);
|
|
bool wants_statusbar;
|
|
bool is_timed;
|
|
bool (*timing_state)(const game_state *state, game_ui *ui);
|
|
int flags;
|
|
};
|
|
|
|
/*
|
|
* Data structure containing the drawing API implemented by the
|
|
* front end and also by cross-platform printing modules such as
|
|
* PostScript.
|
|
*/
|
|
struct drawing_api {
|
|
void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize,
|
|
int align, int colour, const char *text);
|
|
void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour);
|
|
void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
|
|
int colour);
|
|
void (*draw_polygon)(void *handle, const int *coords, int npoints,
|
|
int fillcolour, int outlinecolour);
|
|
void (*draw_circle)(void *handle, int cx, int cy, int radius,
|
|
int fillcolour, int outlinecolour);
|
|
void (*draw_update)(void *handle, int x, int y, int w, int h);
|
|
void (*clip)(void *handle, int x, int y, int w, int h);
|
|
void (*unclip)(void *handle);
|
|
void (*start_draw)(void *handle);
|
|
void (*end_draw)(void *handle);
|
|
void (*status_bar)(void *handle, const char *text);
|
|
blitter *(*blitter_new)(void *handle, int w, int h);
|
|
void (*blitter_free)(void *handle, blitter *bl);
|
|
void (*blitter_save)(void *handle, blitter *bl, int x, int y);
|
|
void (*blitter_load)(void *handle, blitter *bl, int x, int y);
|
|
void (*begin_doc)(void *handle, int pages);
|
|
void (*begin_page)(void *handle, int number);
|
|
void (*begin_puzzle)(void *handle, float xm, float xc,
|
|
float ym, float yc, int pw, int ph, float wmm);
|
|
void (*end_puzzle)(void *handle);
|
|
void (*end_page)(void *handle, int number);
|
|
void (*end_doc)(void *handle);
|
|
void (*line_width)(void *handle, float width);
|
|
void (*line_dotted)(void *handle, bool dotted);
|
|
char *(*text_fallback)(void *handle, const char *const *strings,
|
|
int nstrings);
|
|
void (*draw_thick_line)(void *handle, float thickness,
|
|
float x1, float y1, float x2, float y2,
|
|
int colour);
|
|
};
|
|
|
|
/*
|
|
* 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;
|
|
/* Also pre-declare every individual 'struct game' we expect */
|
|
#define GAME(x) extern const game x;
|
|
#include "generated-games.h"
|
|
#undef GAME
|
|
#else
|
|
extern const game thegame;
|
|
#endif
|
|
|
|
/*
|
|
* Special string values to return from interpret_move.
|
|
*
|
|
* MOVE_UI_UPDATE is for the case where the game UI has been updated
|
|
* but no actual move is being appended to the undo chain.
|
|
*
|
|
* MOVE_NO_EFFECT is for when the key was understood by the puzzle,
|
|
* but it happens that there isn't effect, not even a UI change.
|
|
*
|
|
* MOVE_UNUSED is for keys that the puzzle has no use for at all.
|
|
*
|
|
* Each must be declared as a non-const char, but should never
|
|
* actually be modified by anyone.
|
|
*/
|
|
extern char MOVE_UI_UPDATE[], MOVE_NO_EFFECT[], MOVE_UNUSED[];
|
|
|
|
/* A little bit of help to lazy developers */
|
|
#define DEFAULT_STATUSBAR_TEXT "Use status_bar() to fill this in."
|
|
|
|
#endif /* PUZZLES_PUZZLES_H */
|