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as seen by the back ends from the one implemented by the front end, and shoved a piece of middleware (drawing.c) in between to permit interchange of multiple kinds of the latter. I've also added a number of functions to the drawing API to permit printing as well as on-screen drawing, and retired print.py in favour of integrated printing done by means of that API. The immediate visible change is that print.py is dead, and each puzzle now does its own printing: where you would previously have typed `print.py solo 2x3', you now type `solo --print 2x3' and it should work in much the same way. Advantages of the new mechanism available right now: - Map is now printable, because the new print function can make use of the output from the existing game ID decoder rather than me having to replicate all those fiddly algorithms in Python. - the new print functions can cope with non-initial game states, which means each puzzle supporting --print also supports --with-solutions. - there's also a --scale option permitting users to adjust the size of the printed puzzles. Advantages which will be available at some point: - the new API should permit me to implement native printing mechanisms on Windows and OS X. [originally from svn r6190]
436 lines
15 KiB
C
436 lines
15 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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#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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/* Another random flag that goes in the mouse priorities section for want
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* of a better place to put it */
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#define SOLVE_ANIMATES ( 1 << 9 )
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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_SOLID 0
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#define HATCH_CLEAR 1
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#define HATCH_SLASH 2
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#define HATCH_BACKSLASH 3
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#define HATCH_HORIZ 4
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#define HATCH_VERT 5
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#define HATCH_PLUS 6
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#define HATCH_X 7
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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 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_init(const drawing_api *api, 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, 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, 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 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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void status_bar(drawing *dr, 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, int *hatch,
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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, int hatch, float grey);
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int print_rgb_colour(drawing *dr, int hatch, float r, float g, float b);
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void print_line_width(drawing *dr, int width);
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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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void midend_set_params(midend *me, game_params *params);
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void midend_size(midend *me, int *x, int *y, int expand);
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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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int midend_process_key(midend *me, int x, int y, 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_timer(midend *me, float tplus);
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int midend_num_presets(midend *me);
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void midend_fetch_preset(midend *me, int n,
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char **name, game_params **params);
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int midend_wants_statusbar(midend *me);
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enum { CFG_SETTINGS, CFG_SEED, CFG_DESC };
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config_item *midend_get_config(midend *me, int which, char **wintitle);
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char *midend_set_config(midend *me, int which, config_item *cfg);
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char *midend_game_id(midend *me, char *id);
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char *midend_get_game_id(midend *me);
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char *midend_text_format(midend *me);
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char *midend_solve(midend *me);
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void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
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char *midend_rewrite_statusbar(midend *me, char *text);
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void midend_serialise(midend *me,
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void (*write)(void *ctx, void *buf, int len),
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void *wctx);
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char *midend_deserialise(midend *me,
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int (*read)(void *ctx, void *buf, int len),
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void *rctx);
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/* Printing functions supplied by the mid-end */
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char *midend_print_puzzle(midend *me, document *doc, int with_soln);
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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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/* 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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/* 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_line. */
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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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/*
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* dsf.c
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*/
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int dsf_canonify(int *dsf, int val);
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void dsf_merge(int *dsf, int v1, int v2);
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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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random_state *random_copy(random_state *tocopy);
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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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* printing.c
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*/
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document *document_new(int pw, int ph, float userscale);
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void document_free(document *doc);
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void document_add_puzzle(document *doc, const game *game, game_params *par,
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game_state *st, game_state *st2);
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void document_print(document *doc, drawing *dr);
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/*
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* ps.c
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*/
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psdata *ps_init(FILE *outfile, int colour);
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void ps_free(psdata *ps);
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drawing *ps_drawing_api(psdata *ps);
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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, int full);
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char *(*new_desc)(game_params *params, random_state *rs,
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char **aux, int interactive);
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char *(*validate_desc)(game_params *params, char *desc);
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game_state *(*new_game)(midend *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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char *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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char *(*encode_ui)(game_ui *ui);
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void (*decode_ui)(game_ui *ui, char *encoding);
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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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int preferred_tilesize;
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void (*compute_size)(game_params *params, int tilesize, int *x, int *y);
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void (*set_size)(drawing *dr, game_drawstate *ds,
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game_params *params, int tilesize);
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float *(*colours)(frontend *fe, game_state *state, int *ncolours);
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game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
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void (*free_drawstate)(drawing *dr, game_drawstate *ds);
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void (*redraw)(drawing *dr, 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 can_print, can_print_in_colour;
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void (*print_size)(game_params *params, float *x, float *y);
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void (*print)(drawing *dr, game_state *state, int tilesize);
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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, game_ui *ui);
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int mouse_priorities;
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};
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/*
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* Data structure containing the drawing API implemented by the
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* front end and also by cross-platform printing modules such as
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* PostScript.
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*/
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struct drawing_api {
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void (*draw_text)(void *handle, 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)(void *handle, int x, int y, int w, int h, int colour);
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void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
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int colour);
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void (*draw_polygon)(void *handle, int *coords, int npoints,
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int fillcolour, int outlinecolour);
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void (*draw_circle)(void *handle, int cx, int cy, int radius,
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int fillcolour, int outlinecolour);
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void (*draw_update)(void *handle, int x, int y, int w, int h);
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void (*clip)(void *handle, int x, int y, int w, int h);
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void (*unclip)(void *handle);
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void (*start_draw)(void *handle);
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void (*end_draw)(void *handle);
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void (*status_bar)(void *handle, char *text);
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blitter *(*blitter_new)(void *handle, int w, int h);
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void (*blitter_free)(void *handle, blitter *bl);
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void (*blitter_save)(void *handle, blitter *bl, int x, int y);
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void (*blitter_load)(void *handle, blitter *bl, int x, int y);
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void (*begin_doc)(void *handle, int pages);
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void (*begin_page)(void *handle, int number);
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void (*begin_puzzle)(void *handle, float xm, float xc,
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float ym, float yc, int pw, int ph, float wmm);
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void (*end_puzzle)(void *handle);
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void (*end_page)(void *handle, int number);
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void (*end_doc)(void *handle);
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void (*line_width)(void *handle, float width);
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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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