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Files

currently selected preset, if any. I've used this in the GTK front end to have the Type menu mark the currently selected menu item. (After considerable beating of GTK with sticks, I might add. Grr.) Currently the same UI feature is not yet supported on Windows or MacOS, but I hope to do those too at some point if it's feasible. [originally from svn r7980]
504 lines
17 KiB
C
504 lines
17 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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#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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/*
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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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#ifdef _WIN32_WCE
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/* Pocket PC devices have small, portrait screen that requires more vivid colours */
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#define SMALL_SCREEN
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#define PORTRAIT_SCREEN
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#define VIVID_COLOURS
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#define STYLUS_BASED
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#endif
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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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/*
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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_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, 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 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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/*
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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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game_params *midend_get_params(midend *me);
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void midend_size(midend *me, int *x, int *y, int user_size);
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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_freeze_timer(midend *me, float tprop);
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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_which_preset(midend *me);
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int midend_wants_statusbar(midend *me);
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enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
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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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/* 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_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 *snew_dsf(int size);
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void print_dsf(int *dsf, int size);
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/* Return the canonical element of the equivalence class containing element
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* val. If 'inverse' is non-NULL, this function will put into it a flag
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* indicating whether the canonical element is inverse to val. */
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int edsf_canonify(int *dsf, int val, int *inverse);
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int dsf_canonify(int *dsf, int val);
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int dsf_size(int *dsf, int val);
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/* Allow the caller to specify that two elements should be in the same
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* equivalence class. If 'inverse' is TRUE, the elements are actually opposite
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* to one another in some sense. This function will fail an assertion if the
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* caller gives it self-contradictory data, ie if two elements are claimed to
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* be both opposite and non-opposite. */
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void edsf_merge(int *dsf, int v1, int v2, int inverse);
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void dsf_merge(int *dsf, int v1, int v2);
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void dsf_init(int *dsf, int len);
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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_new(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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#if __STDC_VERSION__ >= 199901L
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#include <stdint.h>
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typedef uint32_t uint32;
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#elif UINT_MAX >= 4294967295L
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typedef unsigned int uint32;
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#else
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typedef unsigned long uint32;
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#endif
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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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* combi.c: provides a structure and functions for iterating over
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* combinations (i.e. choosing r things out of n).
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*/
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typedef struct _combi_ctx {
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int r, n, nleft, total;
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int *a;
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} combi_ctx;
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combi_ctx *new_combi(int r, int n);
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void reset_combi(combi_ctx *combi);
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combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
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void free_combi(combi_ctx *combi);
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/*
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* divvy.c
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*/
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/* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
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int *divvy_rectangle(int w, int h, int k, random_state *rs);
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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, *htmlhelp_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, 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;
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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 flags;
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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);
|
|
void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
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|
int colour);
|
|
void (*draw_polygon)(void *handle, 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, 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);
|
|
};
|
|
|
|
/*
|
|
* 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;
|
|
#else
|
|
extern const game thegame;
|
|
#endif
|
|
|
|
#endif /* PUZZLES_PUZZLES_H */
|