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split into two functions. The first, interpret_move(), takes all the arguments that make_move() used to get and may have the usual side effects of modifying the game_ui, but instead of returning a modified game_state it instead returns a string description of the move to be made. This string description is then passed to a second function, execute_move(), together with an input game_state, which is responsible for actually producing the new state. (solve_game() also returns a string to be passed to execute_move().) The point of this is to work towards being able to serialise the whole of a game midend into a byte stream such as a disk file, which will eventually support save and load functions in the desktop puzzles, as well as restoring half-finished games after a quit and restart in James Harvey's Palm port. Making each game supply a convert-to-string function for its game_state format would have been an unreliable way to do this, since those functions would not have been used in normal play, so they'd only have been tested when you actually tried to save and load - a recipe for latent bugs if ever I heard one. This way, you won't even be able to _make_ a move if execute_move() doesn't work properly, which means that if you can play a game at all I can have pretty high confidence that serialising it will work first time. This is only the groundwork; there will be more checkins to come on this theme. But the major upheaval should now be done, and as far as I can tell everything's still working normally. [originally from svn r6024]
314 lines
10 KiB
C
314 lines
10 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 <stdlib.h> /* for size_t */
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#ifndef TRUE
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#define TRUE 1
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#endif
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#ifndef FALSE
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#define FALSE 0
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#endif
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#define PI 3.141592653589793238462643383279502884197169399
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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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/* 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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/* 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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/* 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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#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_data midend_data;
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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_aux_info game_aux_info;
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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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#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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/*
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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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/*
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* `name' is never dynamically allocated.
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*/
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char *name;
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/*
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* `type' contains one of the above values.
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*/
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int type;
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/*
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* For C_STRING, `sval' is always dynamically allocated and
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* non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
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* For C_CHOICES, `sval' is non-NULL, _not_ dynamically
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* allocated, and contains a set of option strings separated by
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* a delimiter. The delimeter 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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char *sval;
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/*
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* For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
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* indicates the chosen index from the `sval' list. In the
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* above example, 0==Foo, 1==Bar and 2==Baz.
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*/
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int ival;
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};
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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(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(char *fmt, ...);
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void frontend_default_colour(frontend *fe, float *output);
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void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
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int align, int colour, char *text);
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void draw_rect(frontend *fe, int x, int y, int w, int h, int colour);
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void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour);
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void draw_polygon(frontend *fe, int *coords, int npoints,
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int fill, int colour);
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void draw_circle(frontend *fe, int cx, int cy, int radius,
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int fill, int colour);
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void clip(frontend *fe, int x, int y, int w, int h);
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void unclip(frontend *fe);
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void start_draw(frontend *fe);
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void draw_update(frontend *fe, int x, int y, int w, int h);
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void end_draw(frontend *fe);
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void deactivate_timer(frontend *fe);
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void activate_timer(frontend *fe);
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void status_bar(frontend *fe, char *text);
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void get_random_seed(void **randseed, int *randseedsize);
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blitter *blitter_new(int w, int h);
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void blitter_free(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(frontend *fe, blitter *bl, int x, int y);
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#define BLITTER_FROMSAVED (-1)
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void blitter_load(frontend *fe, blitter *bl, int x, int y);
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/*
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* midend.c
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*/
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midend_data *midend_new(frontend *fe, const game *ourgame);
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void midend_free(midend_data *me);
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void midend_set_params(midend_data *me, game_params *params);
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void midend_size(midend_data *me, int *x, int *y, int expand);
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void midend_new_game(midend_data *me);
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void midend_restart_game(midend_data *me);
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void midend_stop_anim(midend_data *me);
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int midend_process_key(midend_data *me, int x, int y, int button);
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void midend_force_redraw(midend_data *me);
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void midend_redraw(midend_data *me);
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float *midend_colours(midend_data *me, int *ncolours);
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void midend_timer(midend_data *me, float tplus);
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int midend_num_presets(midend_data *me);
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void midend_fetch_preset(midend_data *me, int n,
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char **name, game_params **params);
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int midend_wants_statusbar(midend_data *me);
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enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
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config_item *midend_get_config(midend_data *me, int which, char **wintitle);
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char *midend_set_config(midend_data *me, int which, config_item *cfg);
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char *midend_game_id(midend_data *me, char *id);
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char *midend_text_format(midend_data *me);
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char *midend_solve(midend_data *me);
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void midend_supersede_game_desc(midend_data *me, char *desc);
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char *midend_rewrite_statusbar(midend_data *me, char *text);
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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 obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
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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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/*
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* version.c
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*/
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extern char ver[];
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/*
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* random.c
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*/
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random_state *random_init(char *seed, int len);
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unsigned long random_bits(random_state *state, int bits);
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unsigned long random_upto(random_state *state, unsigned long limit);
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void random_free(random_state *state);
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char *random_state_encode(random_state *state);
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random_state *random_state_decode(char *input);
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/* random.c also exports SHA, which occasionally comes in useful. */
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typedef unsigned long uint32;
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typedef struct {
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uint32 h[5];
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unsigned char block[64];
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int blkused;
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uint32 lenhi, lenlo;
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} SHA_State;
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void SHA_Init(SHA_State *s);
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void SHA_Bytes(SHA_State *s, void *p, int len);
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void SHA_Final(SHA_State *s, unsigned char *output);
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void SHA_Simple(void *p, int len, unsigned char *output);
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/*
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* Data structure containing the function calls and data specific
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* to a particular game. This is enclosed in a data structure so
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* that a particular platform can choose, if it wishes, to compile
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* all the games into a single combined executable rather than
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* having lots of little ones.
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*/
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struct game {
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const char *name;
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const char *winhelp_topic;
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game_params *(*default_params)(void);
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int (*fetch_preset)(int i, char **name, game_params **params);
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void (*decode_params)(game_params *, char const *string);
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char *(*encode_params)(game_params *, int full);
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void (*free_params)(game_params *params);
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game_params *(*dup_params)(game_params *params);
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int can_configure;
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config_item *(*configure)(game_params *params);
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game_params *(*custom_params)(config_item *cfg);
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char *(*validate_params)(game_params *params);
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char *(*new_desc)(game_params *params, random_state *rs,
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game_aux_info **aux, int interactive);
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void (*free_aux_info)(game_aux_info *aux);
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char *(*validate_desc)(game_params *params, char *desc);
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game_state *(*new_game)(midend_data *me, game_params *params, char *desc);
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game_state *(*dup_game)(game_state *state);
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void (*free_game)(game_state *state);
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int can_solve;
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char *(*solve)(game_state *orig, game_state *curr,
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game_aux_info *aux, char **error);
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int can_format_as_text;
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char *(*text_format)(game_state *state);
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game_ui *(*new_ui)(game_state *state);
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void (*free_ui)(game_ui *ui);
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void (*changed_state)(game_ui *ui, game_state *oldstate,
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game_state *newstate);
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char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds,
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int x, int y, int button);
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game_state *(*execute_move)(game_state *state, char *move);
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void (*size)(game_params *params, game_drawstate *ds, int *x, int *y,
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int expand);
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float *(*colours)(frontend *fe, game_state *state, int *ncolours);
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game_drawstate *(*new_drawstate)(game_state *state);
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void (*free_drawstate)(game_drawstate *ds);
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void (*redraw)(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *newstate, int dir, game_ui *ui, float anim_time,
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float flash_time);
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float (*anim_length)(game_state *oldstate, game_state *newstate, int dir,
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game_ui *ui);
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float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
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game_ui *ui);
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int (*wants_statusbar)(void);
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int is_timed;
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int (*timing_state)(game_state *state);
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int mouse_priorities;
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};
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/*
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* For one-game-at-a-time platforms, there's a single structure
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* like the above, under a fixed name. For all-at-once platforms,
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* there's a list of all available puzzles in array form.
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*/
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#ifdef COMBINED
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extern const game *gamelist[];
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extern const int gamecount;
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#else
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extern const game thegame;
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#endif
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#endif /* PUZZLES_PUZZLES_H */
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