ref: 3fbb23e3546c2ac68933c73f3a38388ffc34e33e
dir: /puzzles.h/
/* * puzzles.h: header file for my puzzle collection */ #ifndef PUZZLES_PUZZLES_H #define PUZZLES_PUZZLES_H #include <stdio.h> /* for FILE */ #include <stdlib.h> /* for size_t */ #include <limits.h> /* for UINT_MAX */ #ifndef TRUE #define TRUE 1 #endif #ifndef FALSE #define FALSE 0 #endif #define PI 3.141592653589793238462643383279502884197169399 #define lenof(array) ( sizeof(array) / sizeof(*(array)) ) #define STR_INT(x) #x #define STR(x) STR_INT(x) /* NB not perfect because they evaluate arguments multiple times. */ #ifndef max #define max(x,y) ( (x)>(y) ? (x) : (y) ) #endif /* max */ #ifndef min #define min(x,y) ( (x)<(y) ? (x) : (y) ) #endif /* min */ enum { LEFT_BUTTON = 0x0200, MIDDLE_BUTTON, RIGHT_BUTTON, LEFT_DRAG, MIDDLE_DRAG, RIGHT_DRAG, LEFT_RELEASE, MIDDLE_RELEASE, RIGHT_RELEASE, CURSOR_UP, CURSOR_DOWN, CURSOR_LEFT, CURSOR_RIGHT, CURSOR_SELECT, CURSOR_SELECT2, /* made smaller because of 'limited range of datatype' errors. */ MOD_CTRL = 0x1000, MOD_SHFT = 0x2000, MOD_NUM_KEYPAD = 0x4000, MOD_MASK = 0x7000 /* mask for all modifiers */ }; #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \ (unsigned)(RIGHT_BUTTON - LEFT_BUTTON)) #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \ (unsigned)(RIGHT_DRAG - LEFT_DRAG)) #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \ (unsigned)(RIGHT_RELEASE - LEFT_RELEASE)) #define IS_CURSOR_MOVE(m) ( (m) == CURSOR_UP || (m) == CURSOR_DOWN || \ (m) == CURSOR_RIGHT || (m) == CURSOR_LEFT ) #define IS_CURSOR_SELECT(m) ( (m) == CURSOR_SELECT || (m) == CURSOR_SELECT2) /* * Flags in the back end's `flags' word. */ /* Bit flags indicating mouse button priorities */ #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) ) /* Flag indicating that Solve operations should be animated */ #define SOLVE_ANIMATES ( 1 << 9 ) /* Pocket PC: Game requires right mouse button emulation */ #define REQUIRE_RBUTTON ( 1 << 10 ) /* Pocket PC: Game requires numeric input */ #define REQUIRE_NUMPAD ( 1 << 11 ) /* end of `flags' word definitions */ #ifdef _WIN32_WCE /* Pocket PC devices have small, portrait screen that requires more vivid colours */ #define SMALL_SCREEN #define PORTRAIT_SCREEN #define VIVID_COLOURS #define STYLUS_BASED #endif #define IGNOREARG(x) ( (x) = (x) ) typedef struct frontend frontend; typedef struct config_item config_item; typedef struct midend midend; typedef struct random_state random_state; typedef struct game_params game_params; typedef struct game_state game_state; typedef struct game_ui game_ui; typedef struct game_drawstate game_drawstate; typedef struct game game; typedef struct blitter blitter; typedef struct document document; typedef struct drawing_api drawing_api; typedef struct drawing drawing; typedef struct psdata psdata; #define ALIGN_VNORMAL 0x000 #define ALIGN_VCENTRE 0x100 #define ALIGN_HLEFT 0x000 #define ALIGN_HCENTRE 0x001 #define ALIGN_HRIGHT 0x002 #define FONT_FIXED 0 #define FONT_VARIABLE 1 /* For printing colours */ #define HATCH_SLASH 1 #define HATCH_BACKSLASH 2 #define HATCH_HORIZ 3 #define HATCH_VERT 4 #define HATCH_PLUS 5 #define HATCH_X 6 /* * Structure used to pass configuration data between frontend and * game */ enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END }; struct config_item { /* * `name' is never dynamically allocated. */ char *name; /* * `type' contains one of the above values. */ int type; /* * For C_STRING, `sval' is always dynamically allocated and * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL. * For C_CHOICES, `sval' is non-NULL, _not_ dynamically * allocated, and contains a set of option strings separated by * a delimiter. The delimeter is also the first character in * the string, so for example ":Foo:Bar:Baz" gives three * options `Foo', `Bar' and `Baz'. */ char *sval; /* * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it * indicates the chosen index from the `sval' list. In the * above example, 0==Foo, 1==Bar and 2==Baz. */ int ival; }; /* * Platform routines */ /* We can't use #ifdef DEBUG, because Cygwin defines it by default. */ #ifdef DEBUGGING #define debug(x) (debug_printf x) void debug_printf(char *fmt, ...); #else #define debug(x) #endif void fatal(char *fmt, ...); void frontend_default_colour(frontend *fe, float *output); void deactivate_timer(frontend *fe); void activate_timer(frontend *fe); void get_random_seed(void **randseed, int *randseedsize); /* * drawing.c */ drawing *drawing_new(const drawing_api *api, midend *me, void *handle); void drawing_free(drawing *dr); void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize, int align, int colour, char *text); void draw_rect(drawing *dr, int x, int y, int w, int h, int colour); void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour); void draw_polygon(drawing *dr, int *coords, int npoints, int fillcolour, int outlinecolour); void draw_circle(drawing *dr, int cx, int cy, int radius, int fillcolour, int outlinecolour); void draw_thick_line(drawing *dr, float thickness, float x1, float y1, float x2, float y2, int colour); void clip(drawing *dr, int x, int y, int w, int h); void unclip(drawing *dr); void start_draw(drawing *dr); void draw_update(drawing *dr, int x, int y, int w, int h); void end_draw(drawing *dr); char *text_fallback(drawing *dr, const char *const *strings, int nstrings); void status_bar(drawing *dr, char *text); blitter *blitter_new(drawing *dr, int w, int h); void blitter_free(drawing *dr, blitter *bl); /* save puts the portion of the current display with top-left corner * (x,y) to the blitter. load puts it back again to the specified * coords, or else wherever it was saved from * (if x = y = BLITTER_FROMSAVED). */ void blitter_save(drawing *dr, blitter *bl, int x, int y); #define BLITTER_FROMSAVED (-1) void blitter_load(drawing *dr, blitter *bl, int x, int y); void print_begin_doc(drawing *dr, int pages); void print_begin_page(drawing *dr, int number); void print_begin_puzzle(drawing *dr, float xm, float xc, float ym, float yc, int pw, int ph, float wmm, float scale); void print_end_puzzle(drawing *dr); void print_end_page(drawing *dr, int number); void print_end_doc(drawing *dr); void print_get_colour(drawing *dr, int colour, int printing_in_colour, int *hatch, float *r, float *g, float *b); int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */ int print_grey_colour(drawing *dr, float grey); int print_hatched_colour(drawing *dr, int hatch); int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int mono); int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey); int print_rgb_hatched_colour(drawing *dr, float r, float g, float b, int hatch); void print_line_width(drawing *dr, int width); void print_line_dotted(drawing *dr, int dotted); /* * midend.c */ midend *midend_new(frontend *fe, const game *ourgame, const drawing_api *drapi, void *drhandle); void midend_free(midend *me); void midend_set_params(midend *me, game_params *params); game_params *midend_get_params(midend *me); void midend_size(midend *me, int *x, int *y, int user_size); void midend_new_game(midend *me); void midend_restart_game(midend *me); void midend_stop_anim(midend *me); int midend_process_key(midend *me, int x, int y, int button); void midend_force_redraw(midend *me); void midend_redraw(midend *me); float *midend_colours(midend *me, int *ncolours); void midend_freeze_timer(midend *me, float tprop); void midend_timer(midend *me, float tplus); int midend_num_presets(midend *me); void midend_fetch_preset(midend *me, int n, char **name, game_params **params); int midend_which_preset(midend *me); int midend_wants_statusbar(midend *me); enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC }; config_item *midend_get_config(midend *me, int which, char **wintitle); char *midend_set_config(midend *me, int which, config_item *cfg); char *midend_game_id(midend *me, char *id); char *midend_get_game_id(midend *me); int midend_can_format_as_text_now(midend *me); char *midend_text_format(midend *me); char *midend_solve(midend *me); int midend_status(midend *me); int midend_can_undo(midend *me); int midend_can_redo(midend *me); void midend_supersede_game_desc(midend *me, char *desc, char *privdesc); char *midend_rewrite_statusbar(midend *me, char *text); void midend_serialise(midend *me, void (*write)(void *ctx, void *buf, int len), void *wctx); char *midend_deserialise(midend *me, int (*read)(void *ctx, void *buf, int len), void *rctx); /* Printing functions supplied by the mid-end */ char *midend_print_puzzle(midend *me, document *doc, int with_soln); int midend_tilesize(midend *me); /* * malloc.c */ void *smalloc(size_t size); void *srealloc(void *p, size_t size); void sfree(void *p); char *dupstr(const char *s); #define snew(type) \ ( (type *) smalloc (sizeof (type)) ) #define snewn(number, type) \ ( (type *) smalloc ((number) * sizeof (type)) ) #define sresize(array, number, type) \ ( (type *) srealloc ((array), (number) * sizeof (type)) ) /* * misc.c */ void free_cfg(config_item *cfg); void obfuscate_bitmap(unsigned char *bmp, int bits, int decode); /* allocates output each time. len is always in bytes of binary data. * May assert (or just go wrong) if lengths are unchecked. */ char *bin2hex(const unsigned char *in, int inlen); unsigned char *hex2bin(const char *in, int outlen); /* Sets (and possibly dims) background from frontend default colour, * and auto-generates highlight and lowlight colours too. */ void game_mkhighlight(frontend *fe, float *ret, int background, int highlight, int lowlight); /* As above, but starts from a provided background colour rather * than the frontend default. */ void game_mkhighlight_specific(frontend *fe, float *ret, int background, int highlight, int lowlight); /* Randomly shuffles an array of items. */ void shuffle(void *array, int nelts, int eltsize, random_state *rs); /* Draw a rectangle outline, using the drawing API's draw_line. */ void draw_rect_outline(drawing *dr, int x, int y, int w, int h, int colour); /* Draw a set of rectangle corners (e.g. for a cursor display). */ void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col); void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap); /* Used in netslide.c and sixteen.c for cursor movement around edge. */ int c2pos(int w, int h, int cx, int cy); int c2diff(int w, int h, int cx, int cy, int button); void pos2c(int w, int h, int pos, int *cx, int *cy); /* Draws text with an 'outline' formed by offsetting the text * by one pixel; useful for highlighting. Outline is omitted if -1. */ void draw_text_outline(drawing *dr, int x, int y, int fonttype, int fontsize, int align, int text_colour, int outline_colour, char *text); /* * dsf.c */ int *snew_dsf(int size); void print_dsf(int *dsf, int size); /* Return the canonical element of the equivalence class containing element * val. If 'inverse' is non-NULL, this function will put into it a flag * indicating whether the canonical element is inverse to val. */ int edsf_canonify(int *dsf, int val, int *inverse); int dsf_canonify(int *dsf, int val); int dsf_size(int *dsf, int val); /* Allow the caller to specify that two elements should be in the same * equivalence class. If 'inverse' is TRUE, the elements are actually opposite * to one another in some sense. This function will fail an assertion if the * caller gives it self-contradictory data, ie if two elements are claimed to * be both opposite and non-opposite. */ void edsf_merge(int *dsf, int v1, int v2, int inverse); void dsf_merge(int *dsf, int v1, int v2); void dsf_init(int *dsf, int len); /* * tdq.c */ /* * Data structure implementing a 'to-do queue', a simple * de-duplicating to-do list mechanism. * * Specification: a tdq is a queue which can hold integers from 0 to * n-1, where n was some constant specified at tdq creation time. No * integer may appear in the queue's current contents more than once; * an attempt to add an already-present integer again will do nothing, * so that that integer is removed from the queue at the position * where it was _first_ inserted. The add and remove operations take * constant time. * * The idea is that you might use this in applications like solvers: * keep a tdq listing the indices of grid squares that you currently * need to process in some way. Whenever you modify a square in a way * that will require you to re-scan its neighbours, add them to the * list with tdq_add; meanwhile you're constantly taking elements off * the list when you need another square to process. In solvers where * deductions are mostly localised, this should prevent repeated * O(N^2) loops over the whole grid looking for something to do. (But * if only _most_ of the deductions are localised, then you should * respond to an empty to-do list by re-adding everything using * tdq_fill, so _then_ you rescan the whole grid looking for newly * enabled non-local deductions. Only if you've done that and emptied * the list again finding nothing new to do are you actually done.) */ typedef struct tdq tdq; tdq *tdq_new(int n); void tdq_free(tdq *tdq); void tdq_add(tdq *tdq, int k); int tdq_remove(tdq *tdq); /* returns -1 if nothing available */ void tdq_fill(tdq *tdq); /* add everything to the tdq at once */ /* * laydomino.c */ int *domino_layout(int w, int h, random_state *rs); void domino_layout_prealloc(int w, int h, random_state *rs, int *grid, int *grid2, int *list); /* * version.c */ extern char ver[]; /* * random.c */ random_state *random_new(char *seed, int len); random_state *random_copy(random_state *tocopy); unsigned long random_bits(random_state *state, int bits); unsigned long random_upto(random_state *state, unsigned long limit); void random_free(random_state *state); char *random_state_encode(random_state *state); random_state *random_state_decode(char *input); /* random.c also exports SHA, which occasionally comes in useful. */ #if __STDC_VERSION__ >= 199901L #include <stdint.h> typedef uint32_t uint32; #elif UINT_MAX >= 4294967295L typedef unsigned int uint32; #else typedef unsigned long uint32; #endif typedef struct { uint32 h[5]; unsigned char block[64]; int blkused; uint32 lenhi, lenlo; } SHA_State; void SHA_Init(SHA_State *s); void SHA_Bytes(SHA_State *s, void *p, int len); void SHA_Final(SHA_State *s, unsigned char *output); void SHA_Simple(void *p, int len, unsigned char *output); /* * printing.c */ document *document_new(int pw, int ph, float userscale); void document_free(document *doc); void document_add_puzzle(document *doc, const game *game, game_params *par, game_state *st, game_state *st2); void document_print(document *doc, drawing *dr); /* * ps.c */ psdata *ps_init(FILE *outfile, int colour); void ps_free(psdata *ps); drawing *ps_drawing_api(psdata *ps); /* * combi.c: provides a structure and functions for iterating over * combinations (i.e. choosing r things out of n). */ typedef struct _combi_ctx { int r, n, nleft, total; int *a; } combi_ctx; combi_ctx *new_combi(int r, int n); void reset_combi(combi_ctx *combi); combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */ void free_combi(combi_ctx *combi); /* * divvy.c */ /* divides w*h rectangle into pieces of size k. Returns w*h dsf. */ int *divvy_rectangle(int w, int h, int k, random_state *rs); /* * Data structure containing the function calls and data specific * to a particular game. This is enclosed in a data structure so * that a particular platform can choose, if it wishes, to compile * all the games into a single combined executable rather than * having lots of little ones. */ struct game { const char *name; const char *winhelp_topic, *htmlhelp_topic; game_params *(*default_params)(void); int (*fetch_preset)(int i, char **name, game_params **params); void (*decode_params)(game_params *, char const *string); char *(*encode_params)(game_params *, int full); void (*free_params)(game_params *params); game_params *(*dup_params)(game_params *params); int can_configure; config_item *(*configure)(game_params *params); game_params *(*custom_params)(config_item *cfg); char *(*validate_params)(game_params *params, int full); char *(*new_desc)(game_params *params, random_state *rs, char **aux, int interactive); char *(*validate_desc)(game_params *params, char *desc); game_state *(*new_game)(midend *me, game_params *params, char *desc); game_state *(*dup_game)(game_state *state); void (*free_game)(game_state *state); int can_solve; char *(*solve)(game_state *orig, game_state *curr, char *aux, char **error); int can_format_as_text_ever; int (*can_format_as_text_now)(game_params *params); char *(*text_format)(game_state *state); game_ui *(*new_ui)(game_state *state); void (*free_ui)(game_ui *ui); char *(*encode_ui)(game_ui *ui); void (*decode_ui)(game_ui *ui, char *encoding); void (*changed_state)(game_ui *ui, game_state *oldstate, game_state *newstate); char *(*interpret_move)(game_state *state, game_ui *ui, game_drawstate *ds, int x, int y, int button); game_state *(*execute_move)(game_state *state, char *move); int preferred_tilesize; void (*compute_size)(game_params *params, int tilesize, int *x, int *y); void (*set_size)(drawing *dr, game_drawstate *ds, game_params *params, int tilesize); float *(*colours)(frontend *fe, int *ncolours); game_drawstate *(*new_drawstate)(drawing *dr, game_state *state); void (*free_drawstate)(drawing *dr, game_drawstate *ds); void (*redraw)(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *newstate, int dir, game_ui *ui, float anim_time, float flash_time); float (*anim_length)(game_state *oldstate, game_state *newstate, int dir, game_ui *ui); float (*flash_length)(game_state *oldstate, game_state *newstate, int dir, game_ui *ui); int (*status)(game_state *state); int can_print, can_print_in_colour; void (*print_size)(game_params *params, float *x, float *y); void (*print)(drawing *dr, game_state *state, int tilesize); int wants_statusbar; int is_timed; int (*timing_state)(game_state *state, game_ui *ui); int flags; }; /* * Data structure containing the drawing API implemented by the * front end and also by cross-platform printing modules such as * PostScript. */ struct drawing_api { void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize, int align, int colour, char *text); void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour); void (*draw_line)(void *handle, int x1, int y1, int x2, int y2, int colour); void (*draw_polygon)(void *handle, 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); void (*line_dotted)(void *handle, int dotted); char *(*text_fallback)(void *handle, const char *const *strings, int nstrings); void (*draw_thick_line)(void *handle, float thickness, float x1, float y1, float x2, float y2, int colour); }; /* * For one-game-at-a-time platforms, there's a single structure * like the above, under a fixed name. For all-at-once platforms, * there's a list of all available puzzles in array form. */ #ifdef COMBINED extern const game *gamelist[]; extern const int gamecount; #else extern const game thegame; #endif #endif /* PUZZLES_PUZZLES_H */