I'm sick of repeatedly adding and removing local changes to Recipe
[sgt/puzzles] / devel.but
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26\define{dash} \u2013{-}
27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
7ce7f171 173that, (\k{writing}) discusses how to design new games, with some
174general design thoughts and tips.
69491f1e 175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
3f98cd5a 196\c{list.c} (constructed automatically by the same Perl script that
197builds the \cw{Makefile}s) which contains a complete list of those
198game structures.
69491f1e 199
200On the latter type of platform, source files may assume that the
201preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
202code to declare the game structure looks something like this:
203
204\c #ifdef COMBINED
205\c #define thegame net /* or whatever this game is called */
206\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
207\c #endif
208\c
209\c const struct game thegame = {
210\c /* lots of structure initialisation in here */
211\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
212\c };
213
214Game back ends must also internally define a number of data
215structures, for storing their various persistent state. This chapter
216will first discuss the nature and use of those structures, and then
217go on to give details of every element of the game structure.
218
219\H{backend-structs} Data structures
220
221Each game is required to define four separate data structures. This
222section discusses each one and suggests what sorts of things need to
223be put in it.
224
225\S{backend-game-params} \c{game_params}
226
227The \c{game_params} structure contains anything which affects the
228automatic generation of new puzzles. So if puzzle generation is
229parametrised in any way, those parameters need to be stored in
230\c{game_params}.
231
232Most puzzles currently in this collection are played on a grid of
233squares, meaning that the most obvious parameter is the grid size.
234Many puzzles have additional parameters; for example, Mines allows
235you to control the number of mines in the grid independently of its
236size, Net can be wrapping or non-wrapping, Solo has difficulty
237levels and symmetry settings, and so on.
238
239A simple rule for deciding whether a data item needs to go in
240\c{game_params} is: would the user expect to be able to control this
241data item from either the preset-game-types menu or the \q{Custom}
242game type configuration? If so, it's part of \c{game_params}.
243
244\c{game_params} structures are permitted to contain pointers to
245subsidiary data if they need to. The back end is required to provide
246functions to create and destroy \c{game_params}, and those functions
247can allocate and free additional memory if necessary. (It has not
248yet been necessary to do this in any puzzle so far, but the
249capability is there just in case.)
250
251\c{game_params} is also the only structure which the game's
252\cw{compute_size()} function may refer to; this means that any
253aspect of the game which affects the size of the window it needs to
254be drawn in must be stored in \c{game_params}. In particular, this
255imposes the fundamental limitation that random game generation may
256not have a random effect on the window size: game generation
257algorithms are constrained to work by starting from the grid size
258rather than generating it as an emergent phenomenon. (Although this
259is a restriction in theory, it has not yet seemed to be a problem.)
260
261\S{backend-game-state} \c{game_state}
262
263While the user is actually playing a puzzle, the \c{game_state}
264structure stores all the data corresponding to the current state of
265play.
266
267The mid-end keeps \c{game_state}s in a list, and adds to the list
268every time the player makes a move; the Undo and Redo functions step
269back and forth through that list.
270
271Therefore, a good means of deciding whether a data item needs to go
272in \c{game_state} is: would a player expect that data item to be
273restored on undo? If so, put it in \c{game_state}, and this will
274automatically happen without you having to lift a finger. If not
275\dash for example, the deaths counter in Mines is precisely
276something that does \e{not} want to be reset to its previous state
277on an undo \dash then you might have found a data item that needs to
278go in \c{game_ui} instead.
279
280During play, \c{game_state}s are often passed around without an
281accompanying \c{game_params} structure. Therefore, any information
282in \c{game_params} which is important during play (such as the grid
283size) must be duplicated within the \c{game_state}. One simple
284method of doing this is to have the \c{game_state} structure
285\e{contain} a \c{game_params} structure as one of its members,
286although this isn't obligatory if you prefer to do it another way.
287
288\S{backend-game-drawstate} \c{game_drawstate}
289
290\c{game_drawstate} carries persistent state relating to the current
291graphical contents of the puzzle window. The same \c{game_drawstate}
292is passed to every call to the game redraw function, so that it can
293remember what it has already drawn and what needs redrawing.
294
295A typical use for a \c{game_drawstate} is to have an array mirroring
296the array of grid squares in the \c{game_state}; then every time the
297redraw function was passed a \c{game_state}, it would loop over all
298the squares, and physically redraw any whose description in the
299\c{game_state} (i.e. what the square needs to look like when the
300redraw is completed) did not match its description in the
301\c{game_drawstate} (i.e. what the square currently looks like).
302
303\c{game_drawstate} is occasionally completely torn down and
304reconstructed by the mid-end, if the user somehow forces a full
305redraw. Therefore, no data should be stored in \c{game_drawstate}
306which is \e{not} related to the state of the puzzle window, because
307it might be unexpectedly destroyed.
308
309The back end provides functions to create and destroy
310\c{game_drawstate}, which means it can contain pointers to
311subsidiary allocated data if it needs to. A common thing to want to
312allocate in a \c{game_drawstate} is a \c{blitter}; see
313\k{drawing-blitter} for more on this subject.
314
315\S{backend-game-ui} \c{game_ui}
316
317\c{game_ui} contains whatever doesn't fit into the above three
318structures!
319
320A new \c{game_ui} is created when the user begins playing a new
321instance of a puzzle (i.e. during \q{New Game} or after entering a
322game ID etc). It persists until the user finishes playing that game
323and begins another one (or closes the window); in particular,
324\q{Restart Game} does \e{not} destroy the \c{game_ui}.
325
326\c{game_ui} is useful for implementing user-interface state which is
327not part of \c{game_state}. Common examples are keyboard control
328(you wouldn't want to have to separately Undo through every cursor
329motion) and mouse dragging. See \k{writing-keyboard-cursor} and
330\k{writing-howto-dragging}, respectively, for more details.
331
332Another use for \c{game_ui} is to store highly persistent data such
333as the Mines death counter. This is conceptually rather different:
334where the Net cursor position was \e{not important enough} to
335preserve for the player to restore by Undo, the Mines death counter
336is \e{too important} to permit the player to revert by Undo!
337
338A final use for \c{game_ui} is to pass information to the redraw
339function about recent changes to the game state. This is used in
340Mines, for example, to indicate whether a requested \q{flash} should
341be a white flash for victory or a red flash for defeat; see
342\k{writing-flash-types}.
343
344\H{backend-simple} Simple data in the back end
345
346In this section I begin to discuss each individual element in the
347back end structure. To begin with, here are some simple
348self-contained data elements.
349
350\S{backend-name} \c{name}
351
352\c const char *name;
353
354This is a simple ASCII string giving the name of the puzzle. This
355name will be used in window titles, in game selection menus on
356monolithic platforms, and anywhere else that the front end needs to
357know the name of a game.
358
359\S{backend-winhelp} \c{winhelp_topic}
360
361\c const char *winhelp_topic;
362
363This member is used on Windows only, to provide online help.
364Although the Windows front end provides a separate binary for each
365puzzle, it has a single monolithic help file; so when a user selects
366\q{Help} from the menu, the program needs to open the help file and
367jump to the chapter describing that particular puzzle.
368
369Therefore, each chapter in \c{puzzles.but} is labelled with a
370\e{help topic} name, similar to this:
371
372\c \cfg{winhelp-topic}{games.net}
373
374And then the corresponding game back end encodes the topic string
375(here \cq{games.net}) in the \c{winhelp_topic} element of the game
376structure.
377
378\H{backend-params} Handling game parameter sets
379
380In this section I present the various functions which handle the
381\c{game_params} structure.
382
383\S{backend-default-params} \cw{default_params()}
384
385\c game_params *(*default_params)(void);
386
387This function allocates a new \c{game_params} structure, fills it
388with the default values, and returns a pointer to it.
389
390\S{backend-fetch-preset} \cw{fetch_preset()}
391
392\c int (*fetch_preset)(int i, char **name, game_params **params);
393
394This function is used to populate the \q{Type} menu, which provides
395a list of conveniently accessible preset parameters for most games.
396
397The function is called with \c{i} equal to the index of the preset
398required (numbering from zero). It returns \cw{FALSE} if that preset
399does not exist (if \c{i} is less than zero or greater than the
400largest preset index). Otherwise, it sets \c{*params} to point at a
401newly allocated \c{game_params} structure containing the preset
402information, sets \c{*name} to point at a newly allocated C string
403containing the preset title (to go on the \q{Type} menu), and
404returns \cw{TRUE}.
405
406If the game does not wish to support any presets at all, this
407function is permitted to return \cw{FALSE} always.
408
409\S{backend-encode-params} \cw{encode_params()}
410
411\c char *(*encode_params)(game_params *params, int full);
412
413The job of this function is to take a \c{game_params}, and encode it
414in a string form for use in game IDs. The return value must be a
415newly allocated C string, and \e{must} not contain a colon or a hash
416(since those characters are used to mark the end of the parameter
417section in a game ID).
418
419Ideally, it should also not contain any other potentially
420controversial punctuation; bear in mind when designing a string
421parameter format that it will probably be used on both Windows and
422Unix command lines under a variety of exciting shell quoting and
423metacharacter rules. Sticking entirely to alphanumerics is the
424safest thing; if you really need punctuation, you can probably get
425away with commas, periods or underscores without causing anybody any
426major inconvenience. If you venture far beyond that, you're likely
427to irritate \e{somebody}.
428
429(At the time of writing this, all existing games have purely
430alphanumeric string parameter formats. Usually these involve a
431letter denoting a parameter, followed optionally by a number giving
432the value of that parameter, with a few mandatory parts at the
433beginning such as numeric width and height separated by \cq{x}.)
434
435If the \c{full} parameter is \cw{TRUE}, this function should encode
436absolutely everything in the \c{game_params}, such that a subsequent
437call to \cw{decode_params()} (\k{backend-decode-params}) will yield
438an identical structure. If \c{full} is \cw{FALSE}, however, you
439should leave out anything which is not necessary to describe a
440\e{specific puzzle instance}, i.e. anything which only takes effect
441when a new puzzle is \e{generated}. For example, the Solo
442\c{game_params} includes a difficulty rating used when constructing
443new puzzles; but a Solo game ID need not explicitly include the
444difficulty, since to describe a puzzle once generated it's
445sufficient to give the grid dimensions and the location and contents
446of the clue squares. (Indeed, one might very easily type in a puzzle
447out of a newspaper without \e{knowing} what its difficulty level is
7ce7f171 448in Solo's terminology.) Therefore, Solo's \cw{encode_params()} only
69491f1e 449encodes the difficulty level if \c{full} is set.
450
451\S{backend-decode-params} \cw{decode_params()}
452
453\c void (*decode_params)(game_params *params, char const *string);
454
455This function is the inverse of \cw{encode_params()}
456(\k{backend-encode-params}). It parses the supplied string and fills
457in the supplied \c{game_params} structure. Note that the structure
458will \e{already} have been allocated: this function is not expected
459to create a \e{new} \c{game_params}, but to modify an existing one.
460
461This function can receive a string which only encodes a subset of
462the parameters. The most obvious way in which this can happen is if
463the string was constructed by \cw{encode_params()} with its \c{full}
464parameter set to \cw{FALSE}; however, it could also happen if the
465user typed in a parameter set manually and missed something out. Be
466prepared to deal with a wide range of possibilities.
467
468When dealing with a parameter which is not specified in the input
469string, what to do requires a judgment call on the part of the
470programmer. Sometimes it makes sense to adjust other parameters to
471bring them into line with the new ones. In Mines, for example, you
472would probably not want to keep the same mine count if the user
473dropped the grid size and didn't specify one, since you might easily
474end up with more mines than would actually fit in the grid! On the
475other hand, sometimes it makes sense to leave the parameter alone: a
476Solo player might reasonably expect to be able to configure size and
477difficulty independently of one another.
478
479This function currently has no direct means of returning an error if
480the string cannot be parsed at all. However, the returned
481\c{game_params} is almost always subsequently passed to
482\cw{validate_params()} (\k{backend-validate-params}), so if you
483really want to signal parse errors, you could always have a \c{char
484*} in your parameters structure which stored an error message, and
485have \cw{validate_params()} return it if it is non-\cw{NULL}.
486
487\S{backend-free-params} \cw{free_params()}
488
489\c void (*free_params)(game_params *params);
490
491This function frees a \c{game_params} structure, and any subsidiary
492allocations contained within it.
493
494\S{backend-dup-params} \cw{dup_params()}
495
496\c game_params *(*dup_params)(game_params *params);
497
498This function allocates a new \c{game_params} structure and
499initialises it with an exact copy of the information in the one
500provided as input. It returns a pointer to the new duplicate.
501
502\S{backend-can-configure} \c{can_configure}
503
504\c int can_configure;
505
506This boolean data element is set to \cw{TRUE} if the back end
507supports custom parameter configuration via a dialog box. If it is
508\cw{TRUE}, then the functions \cw{configure()} and
509\cw{custom_params()} are expected to work. See \k{backend-configure}
510and \k{backend-custom-params} for more details.
511
512\S{backend-configure} \cw{configure()}
513
514\c config_item *(*configure)(game_params *params);
515
516This function is called when the user requests a dialog box for
517custom parameter configuration. It returns a newly allocated array
518of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 519in the dialog box. The array should have one more element than the
520number of controls, since it is terminated with a \cw{C_END} marker
521(see below). Each array element describes the control together with
522its initial value; the front end will modify the value fields and
523return the updated array to \cw{custom_params()} (see
524\k{backend-custom-params}).
69491f1e 525
526The \cw{config_item} structure contains the following elements:
527
528\c char *name;
529\c int type;
530\c char *sval;
531\c int ival;
532
533\c{name} is an ASCII string giving the textual label for a GUI
534control. It is \e{not} expected to be dynamically allocated.
535
536\c{type} contains one of a small number of \c{enum} values defining
537what type of control is being described. The meaning of the \c{sval}
538and \c{ival} fields depends on the value in \c{type}. The valid
539values are:
540
541\dt \c{C_STRING}
542
543\dd Describes a text input box. (This is also used for numeric
544input. The back end does not bother informing the front end that the
545box is numeric rather than textual; some front ends do have the
546capacity to take this into account, but I decided it wasn't worth
547the extra complexity in the interface.) For this type, \c{ival} is
548unused, and \c{sval} contains a dynamically allocated string
549representing the contents of the input box.
550
551\dt \c{C_BOOLEAN}
552
553\dd Describes a simple checkbox. For this type, \c{sval} is unused,
554and \c{ival} is \cw{TRUE} or \cw{FALSE}.
555
556\dt \c{C_CHOICES}
557
558\dd Describes a drop-down list presenting one of a small number of
559fixed choices. For this type, \c{sval} contains a list of strings
560describing the choices; the very first character of \c{sval} is used
561as a delimiter when processing the rest (so that the strings
562\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
563define a three-element list containing \cq{zero}, \cq{one} and
564\cq{two}). \c{ival} contains the index of the currently selected
565element, numbering from zero (so that in the above example, 0 would
566mean \cq{zero} and 2 would mean \cq{two}).
567
568\lcont{
569
570Note that for this control type, \c{sval} is \e{not} dynamically
571allocated, whereas it was for \c{C_STRING}.
572
573}
574
575\dt \c{C_END}
576
577\dd Marks the end of the array of \c{config_item}s. All other fields
578are unused.
579
580The array returned from this function is expected to have filled in
581the initial values of all the controls according to the input
582\c{game_params} structure.
583
584If the game's \c{can_configure} flag is set to \cw{FALSE}, this
585function is never called and need not do anything at all.
586
587\S{backend-custom-params} \cw{custom_params()}
588
589\c game_params *(*custom_params)(config_item *cfg);
590
591This function is the counterpart to \cw{configure()}
592(\k{backend-configure}). It receives as input an array of
593\c{config_item}s which was originally created by \cw{configure()},
594but in which the control values have since been changed in
595accordance with user input. Its function is to read the new values
596out of the controls and return a newly allocated \c{game_params}
597structure representing the user's chosen parameter set.
598
599(The front end will have modified the controls' \e{values}, but
600there will still always be the same set of controls, in the same
601order, as provided by \cw{configure()}. It is not necessary to check
602the \c{name} and \c{type} fields, although you could use
603\cw{assert()} if you were feeling energetic.)
604
605This function is not expected to (and indeed \e{must not}) free the
606input \c{config_item} array. (If the parameters fail to validate,
607the dialog box will stay open.)
608
609If the game's \c{can_configure} flag is set to \cw{FALSE}, this
610function is never called and need not do anything at all.
611
612\S{backend-validate-params} \cw{validate_params()}
613
614\c char *(*validate_params)(game_params *params, int full);
615
616This function takes a \c{game_params} structure as input, and checks
617that the parameters described in it fall within sensible limits. (At
618the very least, grid dimensions should almost certainly be strictly
619positive, for example.)
620
621Return value is \cw{NULL} if no problems were found, or
622alternatively a (non-dynamically-allocated) ASCII string describing
623the error in human-readable form.
624
625If the \c{full} parameter is set, full validation should be
626performed: any set of parameters which would not permit generation
627of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
628the implication is that these parameters are not going to be used
629for \e{generating} a puzzle; so parameters which can't even sensibly
630\e{describe} a valid puzzle should still be faulted, but parameters
631which only affect puzzle generation should not be.
632
633(The \c{full} option makes a difference when parameter combinations
634are non-orthogonal. For example, Net has a boolean option
635controlling whether it enforces a unique solution; it turns out that
636it's impossible to generate a uniquely soluble puzzle with wrapping
637walls and width 2, so \cw{validate_params()} will complain if you
638ask for one. However, if the user had just been playing a unique
639wrapping puzzle of a more sensible width, and then pastes in a game
640ID acquired from somebody else which happens to describe a
641\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
642will be passed a \c{game_params} containing the width and wrapping
643settings from the new game ID and the uniqueness setting from the
644old one. This would be faulted, if it weren't for the fact that
645\c{full} is not set during this call, so Net ignores the
646inconsistency. The resulting \c{game_params} is never subsequently
647used to generate a puzzle; this is a promise made by the mid-end
648when it asks for a non-full validation.)
649
650\H{backend-descs} Handling game descriptions
651
652In this section I present the functions that deal with a textual
653description of a puzzle, i.e. the part that comes after the colon in
654a descriptive-format game ID.
655
656\S{backend-new-desc} \cw{new_desc()}
657
658\c char *(*new_desc)(game_params *params, random_state *rs,
659\c char **aux, int interactive);
660
661This function is where all the really hard work gets done. This is
662the function whose job is to randomly generate a new puzzle,
663ensuring solubility and uniqueness as appropriate.
664
665As input it is given a \c{game_params} structure and a random state
666(see \k{utils-random} for the random number API). It must invent a
667puzzle instance, encode it in string form, and return a dynamically
668allocated C string containing that encoding.
669
670Additionally, it may return a second dynamically allocated string in
671\c{*aux}. (If it doesn't want to, then it can leave that parameter
672completely alone; it isn't required to set it to \cw{NULL}, although
673doing so is harmless.) That string, if present, will be passed to
674\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
675generated in such a way that a solution is known, then information
676about that solution can be saved in \c{*aux} for \cw{solve()} to
677use.
678
679The \c{interactive} parameter should be ignored by almost all
680puzzles. Its purpose is to distinguish between generating a puzzle
681within a GUI context for immediate play, and generating a puzzle in
682a command-line context for saving to be played later. The only
683puzzle that currently uses this distinction (and, I fervently hope,
684the only one which will \e{ever} need to use it) is Mines, which
685chooses a random first-click location when generating puzzles
686non-interactively, but which waits for the user to place the first
687click when interactive. If you think you have come up with another
688puzzle which needs to make use of this parameter, please think for
689at least ten minutes about whether there is \e{any} alternative!
690
691Note that game description strings are not required to contain an
692encoding of parameters such as grid size; a game description is
693never separated from the \c{game_params} it was generated with, so
694any information contained in that structure need not be encoded
695again in the game description.
696
697\S{backend-validate-desc} \cw{validate_desc()}
698
699\c char *(*validate_desc)(game_params *params, char *desc);
700
701This function is given a game description, and its job is to
702validate that it describes a puzzle which makes sense.
703
704To some extent it's up to the user exactly how far they take the
705phrase \q{makes sense}; there are no particularly strict rules about
706how hard the user is permitted to shoot themself in the foot when
707typing in a bogus game description by hand. (For example, Rectangles
708will not verify that the sum of all the numbers in the grid equals
709the grid's area. So a user could enter a puzzle which was provably
710not soluble, and the program wouldn't complain; there just wouldn't
711happen to be any sequence of moves which solved it.)
712
713The one non-negotiable criterion is that any game description which
714makes it through \cw{validate_desc()} \e{must not} subsequently
715cause a crash or an assertion failure when fed to \cw{new_game()}
716and thence to the rest of the back end.
717
718The return value is \cw{NULL} on success, or a
719non-dynamically-allocated C string containing an error message.
720
721\S{backend-new-game} \cw{new_game()}
722
dafd6cf6 723\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 724\c char *desc);
725
726This function takes a game description as input, together with its
727accompanying \c{game_params}, and constructs a \c{game_state}
728describing the initial state of the puzzle. It returns a newly
729allocated \c{game_state} structure.
730
731Almost all puzzles should ignore the \c{me} parameter. It is
732required by Mines, which needs it for later passing to
733\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
734the user has placed the first click. I fervently hope that no other
735puzzle will be awkward enough to require it, so everybody else
736should ignore it. As with the \c{interactive} parameter in
737\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
738reason to need this parameter, please try very hard to think of an
739alternative approach!
740
741\H{backend-states} Handling game states
742
743This section describes the functions which create and destroy
744\c{game_state} structures.
745
746(Well, except \cw{new_game()}, which is in \k{backend-new-game}
747instead of under here; but it deals with game descriptions \e{and}
748game states and it had to go in one section or the other.)
749
750\S{backend-dup-game} \cw{dup_game()}
751
752\c game_state *(*dup_game)(game_state *state);
753
754This function allocates a new \c{game_state} structure and
755initialises it with an exact copy of the information in the one
756provided as input. It returns a pointer to the new duplicate.
757
758\S{backend-free-game} \cw{free_game()}
759
760\c void (*free_game)(game_state *state);
761
762This function frees a \c{game_state} structure, and any subsidiary
763allocations contained within it.
764
765\H{backend-ui} Handling \c{game_ui}
766
767\S{backend-new-ui} \cw{new_ui()}
768
769\c game_ui *(*new_ui)(game_state *state);
770
771This function allocates and returns a new \c{game_ui} structure for
772playing a particular puzzle. It is passed a pointer to the initial
773\c{game_state}, in case it needs to refer to that when setting up
774the initial values for the new game.
775
776\S{backend-free-ui} \cw{free_ui()}
777
778\c void (*free_ui)(game_ui *ui);
779
780This function frees a \c{game_ui} structure, and any subsidiary
781allocations contained within it.
782
783\S{backend-encode-ui} \cw{encode_ui()}
784
785\c char *(*encode_ui)(game_ui *ui);
786
787This function encodes any \e{important} data in a \c{game_ui}
788structure in string form. It is only called when saving a
789half-finished game to a file.
790
791It should be used sparingly. Almost all data in a \c{game_ui} is not
792important enough to save. The location of the keyboard-controlled
793cursor, for example, can be reset to a default position on reloading
794the game without impacting the user experience. If the user should
795somehow manage to save a game while a mouse drag was in progress,
7ce7f171 796then discarding that mouse drag would be an outright \e{feature}.
69491f1e 797
798A typical thing that \e{would} be worth encoding in this function is
799the Mines death counter: it's in the \c{game_ui} rather than the
800\c{game_state} because it's too important to allow the user to
801revert it by using Undo, and therefore it's also too important to
802allow the user to revert it by saving and reloading. (Of course, the
803user could edit the save file by hand... But if the user is \e{that}
804determined to cheat, they could just as easily modify the game's
805source.)
806
807\S{backend-decode-ui} \cw{decode_ui()}
808
809\c void (*decode_ui)(game_ui *ui, char *encoding);
810
811This function parses a string previously output by \cw{encode_ui()},
812and writes the decoded data back into the provided \c{game_ui}
813structure.
814
815\S{backend-changed-state} \cw{changed_state()}
816
817\c void (*changed_state)(game_ui *ui, game_state *oldstate,
818\c game_state *newstate);
819
820This function is called by the mid-end whenever the current game
821state changes, for any reason. Those reasons include:
822
823\b a fresh move being made by \cw{interpret_move()} and
824\cw{execute_move()}
825
826\b a solve operation being performed by \cw{solve()} and
827\cw{execute_move()}
828
829\b the user moving back and forth along the undo list by means of
830the Undo and Redo operations
831
832\b the user selecting Restart to go back to the initial game state.
833
834The job of \cw{changed_state()} is to update the \c{game_ui} for
835consistency with the new game state, if any update is necessary. For
836example, Same Game stores data about the currently selected tile
837group in its \c{game_ui}, and this data is intrinsically related to
838the game state it was derived from. So it's very likely to become
839invalid when the game state changes; thus, Same Game's
840\cw{changed_state()} function clears the current selection whenever
841it is called.
842
19937f86 843When \cw{anim_length()} or \cw{flash_length()} are called, you can
844be sure that there has been a previous call to \cw{changed_state()}.
845So \cw{changed_state()} can set up data in the \c{game_ui} which will
846be read by \cw{anim_length()} and \cw{flash_length()}, and those
847functions will not have to worry about being called without the data
848having been initialised.
69491f1e 849
850\H{backend-moves} Making moves
851
852This section describes the functions which actually make moves in
853the game: that is, the functions which process user input and end up
854producing new \c{game_state}s.
855
856\S{backend-interpret-move} \cw{interpret_move()}
857
858\c char *(*interpret_move)(game_state *state, game_ui *ui,
859\c game_drawstate *ds,
860\c int x, int y, int button);
861
862This function receives user input and processes it. Its input
863parameters are the current \c{game_state}, the current \c{game_ui}
864and the current \c{game_drawstate}, plus details of the input event.
865\c{button} is either an ASCII value or a special code (listed below)
866indicating an arrow or function key or a mouse event; when
867\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
868coordinates of the mouse pointer relative to the top left of the
869puzzle's drawing area.
870
871\cw{interpret_move()} may return in three different ways:
872
873\b Returning \cw{NULL} indicates that no action whatsoever occurred
874in response to the input event; the puzzle was not interested in it
875at all.
876
877\b Returning the empty string (\cw{""}) indicates that the input
878event has resulted in a change being made to the \c{game_ui} which
879will require a redraw of the game window, but that no actual
880\e{move} was made (i.e. no new \c{game_state} needs to be created).
881
882\b Returning anything else indicates that a move was made and that a
883new \c{game_state} must be created. However, instead of actually
884constructing a new \c{game_state} itself, this function is required
885to return a string description of the details of the move. This
886string will be passed to \cw{execute_move()}
887(\k{backend-execute-move}) to actually create the new
888\c{game_state}. (Encoding moves as strings in this way means that
889the mid-end can keep the strings as well as the game states, and the
890strings can be written to disk when saving the game and fed to
891\cw{execute_move()} again on reloading.)
892
893The return value from \cw{interpret_move()} is expected to be
894dynamically allocated if and only if it is not either \cw{NULL}
895\e{or} the empty string.
896
897After this function is called, the back end is permitted to rely on
898some subsequent operations happening in sequence:
899
900\b \cw{execute_move()} will be called to convert this move
901description into a new \c{game_state}
902
903\b \cw{changed_state()} will be called with the new \c{game_state}.
904
905This means that if \cw{interpret_move()} needs to do updates to the
906\c{game_ui} which are easier to perform by referring to the new
907\c{game_state}, it can safely leave them to be done in
908\cw{changed_state()} and not worry about them failing to happen.
909
910(Note, however, that \cw{execute_move()} may \e{also} be called in
911other circumstances. It is only \cw{interpret_move()} which can rely
912on a subsequent call to \cw{changed_state()}.)
913
914The special key codes supported by this function are:
915
916\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
917
918\dd Indicate that one of the mouse buttons was pressed down.
919
920\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
921
922\dd Indicate that the mouse was moved while one of the mouse buttons
923was still down. The mid-end guarantees that when one of these events
924is received, it will always have been preceded by a button-down
925event (and possibly other drag events) for the same mouse button,
926and no event involving another mouse button will have appeared in
927between.
928
929\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
930
931\dd Indicate that a mouse button was released. The mid-end
932guarantees that when one of these events is received, it will always
933have been preceded by a button-down event (and possibly some drag
934events) for the same mouse button, and no event involving another
935mouse button will have appeared in between.
936
937\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
938\cw{CURSOR_RIGHT}
939
940\dd Indicate that an arrow key was pressed.
941
942\dt \cw{CURSOR_SELECT}
943
944\dd On platforms which have a prominent \q{select} button alongside
945their cursor keys, indicates that that button was pressed.
946
947In addition, there are some modifiers which can be bitwise-ORed into
948the \c{button} parameter:
949
950\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
951
952\dd These indicate that the Control or Shift key was pressed
953alongside the key. They only apply to the cursor keys, not to mouse
954buttons or anything else.
955
956\dt \cw{MOD_NUM_KEYPAD}
957
958\dd This applies to some ASCII values, and indicates that the key
959code was input via the numeric keypad rather than the main keyboard.
960Some puzzles may wish to treat this differently (for example, a
961puzzle might want to use the numeric keypad as an eight-way
962directional pad), whereas others might not (a game involving numeric
963input probably just wants to treat the numeric keypad as numbers).
964
965\dt \cw{MOD_MASK}
966
967\dd This mask is the bitwise OR of all the available modifiers; you
968can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
969any input value.
970
971\S{backend-execute-move} \cw{execute_move()}
972
973\c game_state *(*execute_move)(game_state *state, char *move);
974
975This function takes an input \c{game_state} and a move string as
976output from \cw{interpret_move()}. It returns a newly allocated
977\c{game_state} which contains the result of applying the specified
978move to the input game state.
979
980This function may return \cw{NULL} if it cannot parse the move
981string (and this is definitely preferable to crashing or failing an
982assertion, since one way this can happen is if loading a corrupt
983save file). However, it must not return \cw{NULL} for any move
984string that really was output from \cw{interpret_move()}: this is
985punishable by assertion failure in the mid-end.
986
987\S{backend-can-solve} \c{can_solve}
988
989\c int can_solve;
990
991This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
992function does something. If it's set to \cw{FALSE}, the game will
993not even offer the \q{Solve} menu option.
994
995\S{backend-solve} \cw{solve()}
996
997\c char *(*solve)(game_state *orig, game_state *curr,
998\c char *aux, char **error);
999
1000This function is called when the user selects the \q{Solve} option
1001from the menu.
1002
1003It is passed two input game states: \c{orig} is the game state from
1004the very start of the puzzle, and \c{curr} is the current one.
1005(Different games find one or other or both of these convenient.) It
1006is also passed the \c{aux} string saved by \cw{new_desc()}
1007(\k{backend-new-desc}), in case that encodes important information
1008needed to provide the solution.
1009
1010If this function is unable to produce a solution (perhaps, for
1011example, the game has no in-built solver so it can only solve
1012puzzles it invented internally and has an \c{aux} string for) then
1013it may return \cw{NULL}. If it does this, it must also set
1014\c{*error} to an error message to be presented to the user (such as
1015\q{Solution not known for this puzzle}); that error message is not
1016expected to be dynamically allocated.
1017
1018If this function \e{does} produce a solution, it returns a move
1019string suitable for feeding to \cw{execute_move()}
1020(\k{backend-execute-move}).
1021
1022\H{backend-drawing} Drawing the game graphics
1023
1024This section discusses the back end functions that deal with
1025drawing.
1026
1027\S{backend-new-drawstate} \cw{new_drawstate()}
1028
dafd6cf6 1029\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1030
1031This function allocates and returns a new \c{game_drawstate}
1032structure for drawing a particular puzzle. It is passed a pointer to
1033a \c{game_state}, in case it needs to refer to that when setting up
1034any initial data.
1035
1036This function may not rely on the puzzle having been newly started;
1037a new draw state can be constructed at any time if the front end
1038requests a forced redraw. For games like Pattern, in which initial
1039game states are much simpler than general ones, this might be
1040important to keep in mind.
1041
dafd6cf6 1042The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1043function might need to use to allocate blitters. (However, this
1044isn't recommended; it's usually more sensible to wait to allocate a
1045blitter until \cw{set_size()} is called, because that way you can
1046tailor it to the scale at which the puzzle is being drawn.)
1047
69491f1e 1048\S{backend-free-drawstate} \cw{free_drawstate()}
1049
dafd6cf6 1050\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1051
1052This function frees a \c{game_drawstate} structure, and any
1053subsidiary allocations contained within it.
1054
dafd6cf6 1055The parameter \c{dr} is a drawing object (see \k{drawing}), which
1056might be required if you are freeing a blitter.
1057
69491f1e 1058\S{backend-preferred-tilesize} \c{preferred_tilesize}
1059
1060\c int preferred_tilesize;
1061
1062Each game is required to define a single integer parameter which
1063expresses, in some sense, the scale at which it is drawn. This is
1064described in the APIs as \cq{tilesize}, since most puzzles are on a
1065square (or possibly triangular or hexagonal) grid and hence a
1066sensible interpretation of this parameter is to define it as the
1067size of one grid tile in pixels; however, there's no actual
1068requirement that the \q{tile size} be proportional to the game
1069window size. Window size is required to increase monotonically with
1070\q{tile size}, however.
1071
1072The data element \c{preferred_tilesize} indicates the tile size
1073which should be used in the absence of a good reason to do otherwise
1074(such as the screen being too small, or the user explicitly
1075requesting a resize if that ever gets implemented).
1076
1077\S{backend-compute-size} \cw{compute_size()}
1078
1079\c void (*compute_size)(game_params *params, int tilesize,
1080\c int *x, int *y);
1081
1082This function is passed a \c{game_params} structure and a tile size.
1083It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1084area that would be required to render a puzzle with those parameters
1085at that tile size.
1086
1087\S{backend-set-size} \cw{set_size()}
1088
dafd6cf6 1089\c void (*set_size)(drawing *dr, game_drawstate *ds,
1090\c game_params *params, int tilesize);
69491f1e 1091
1092This function is responsible for setting up a \c{game_drawstate} to
1093draw at a given tile size. Typically this will simply involve
1094copying the supplied \c{tilesize} parameter into a \c{tilesize}
1095field inside the draw state; for some more complex games it might
1096also involve setting up other dimension fields, or possibly
1097allocating a blitter (see \k{drawing-blitter}).
1098
dafd6cf6 1099The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1100required if a blitter needs to be allocated.
1101
05e50a96 1102Back ends may assume (and may enforce by assertion) that this
1103function will be called at most once for any \c{game_drawstate}. If
1104a puzzle needs to be redrawn at a different size, the mid-end will
1105create a fresh drawstate.
1106
69491f1e 1107\S{backend-colours} \cw{colours()}
1108
8266f3fc 1109\c float *(*colours)(frontend *fe, int *ncolours);
69491f1e 1110
1111This function is responsible for telling the front end what colours
1112the puzzle will need to draw itself.
1113
1114It returns the number of colours required in \c{*ncolours}, and the
1115return value from the function itself is a dynamically allocated
1116array of three times that many \c{float}s, containing the red, green
1117and blue components of each colour respectively as numbers in the
1118range [0,1].
1119
8266f3fc 1120The second parameter passed to this function is a front end handle.
e9f8a17f 1121The only things it is permitted to do with this handle are to call
1122the front-end function called \cw{frontend_default_colour()} (see
1123\k{frontend-default-colour}) or the utility function called
1124\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1125latter is a wrapper on the former, so front end implementors only
1126need to provide \cw{frontend_default_colour()}.) This allows
1127\cw{colours()} to take local configuration into account when
1128deciding on its own colour allocations. Most games use the front
1129end's default colour as their background, apart from a few which
1130depend on drawing relief highlights so they adjust the background
1131colour if it's too light for highlights to show up against it.
69491f1e 1132
dafd6cf6 1133Note that the colours returned from this function are for
1134\e{drawing}, not for printing. Printing has an entirely different
1135colour allocation policy.
1136
69491f1e 1137\S{backend-anim-length} \cw{anim_length()}
1138
1139\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1140\c int dir, game_ui *ui);
1141
1142This function is called when a move is made, undone or redone. It is
1143given the old and the new \c{game_state}, and its job is to decide
1144whether the transition between the two needs to be animated or can
1145be instant.
1146
1147\c{oldstate} is the state that was current until this call;
1148\c{newstate} is the state that will be current after it. \c{dir}
1149specifies the chronological order of those states: if it is
1150positive, then the transition is the result of a move or a redo (and
1151so \c{newstate} is the later of the two moves), whereas if it is
1152negative then the transition is the result of an undo (so that
1153\c{newstate} is the \e{earlier} move).
1154
1155If this function decides the transition should be animated, it
1156returns the desired length of the animation in seconds. If not, it
1157returns zero.
1158
1159State changes as a result of a Restart operation are never animated;
1160the mid-end will handle them internally and never consult this
1161function at all. State changes as a result of Solve operations are
1162also not animated by default, although you can change this for a
2705d374 1163particular game by setting a flag in \c{flags} (\k{backend-flags}).
69491f1e 1164
1165The function is also passed a pointer to the local \c{game_ui}. It
1166may refer to information in here to help with its decision (see
1167\k{writing-conditional-anim} for an example of this), and/or it may
1168\e{write} information about the nature of the animation which will
1169be read later by \cw{redraw()}.
1170
1171When this function is called, it may rely on \cw{changed_state()}
1172having been called previously, so if \cw{anim_length()} needs to
1173refer to information in the \c{game_ui}, then \cw{changed_state()}
1174is a reliable place to have set that information up.
1175
1176Move animations do not inhibit further input events. If the user
1177continues playing before a move animation is complete, the animation
1178will be abandoned and the display will jump straight to the final
1179state.
1180
1181\S{backend-flash-length} \cw{flash_length()}
1182
1183\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1184\c int dir, game_ui *ui);
1185
1186This function is called when a move is completed. (\q{Completed}
1187means that not only has the move been made, but any animation which
1188accompanied it has finished.) It decides whether the transition from
1189\c{oldstate} to \c{newstate} merits a \q{flash}.
1190
1191A flash is much like a move animation, but it is \e{not} interrupted
1192by further user interface activity; it runs to completion in
1193parallel with whatever else might be going on on the display. The
1194only thing which will rush a flash to completion is another flash.
1195
1196The purpose of flashes is to indicate that the game has been
1197completed. They were introduced as a separate concept from move
1198animations because of Net: the habit of most Net players (and
1199certainly me) is to rotate a tile into place and immediately lock
1200it, then move on to another tile. When you make your last move, at
1201the instant the final tile is rotated into place the screen starts
1202to flash to indicate victory \dash but if you then press the lock
1203button out of habit, then the move animation is cancelled, and the
1204victory flash does not complete. (And if you \e{don't} press the
1205lock button, the completed grid will look untidy because there will
1206be one unlocked square.) Therefore, I introduced a specific concept
1207of a \q{flash} which is separate from a move animation and can
1208proceed in parallel with move animations and any other display
1209activity, so that the victory flash in Net is not cancelled by that
1210final locking move.
1211
1212The input parameters to \cw{flash_length()} are exactly the same as
1213the ones to \cw{anim_length()}.
1214
1215Just like \cw{anim_length()}, when this function is called, it may
1216rely on \cw{changed_state()} having been called previously, so if it
1217needs to refer to information in the \c{game_ui} then
1218\cw{changed_state()} is a reliable place to have set that
1219information up.
1220
1221(Some games use flashes to indicate defeat as well as victory;
1222Mines, for example, flashes in a different colour when you tread on
1223a mine from the colour it uses when you complete the game. In order
1224to achieve this, its \cw{flash_length()} function has to store a
1225flag in the \c{game_ui} to indicate which flash type is required.)
1226
1227\S{backend-redraw} \cw{redraw()}
1228
dafd6cf6 1229\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1230\c game_state *oldstate, game_state *newstate, int dir,
1231\c game_ui *ui, float anim_time, float flash_time);
1232
1233This function is responsible for actually drawing the contents of
1234the game window, and for redrawing every time the game state or the
1235\c{game_ui} changes.
1236
dafd6cf6 1237The parameter \c{dr} is a drawing object which may be passed to the
1238drawing API functions (see \k{drawing} for documentation of the
1239drawing API). This function may not save \c{dr} and use it
69491f1e 1240elsewhere; it must only use it for calling back to the drawing API
1241functions within its own lifetime.
1242
1243\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1244local \c{game_ui}.
1245
1246\c{newstate} is the semantically-current game state, and is always
1247non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1248a move has recently been made and the game is still in the process
1249of displaying an animation linking the old and new states; in this
1250situation, \c{anim_time} will give the length of time (in seconds)
1251that the animation has already been running. If \c{oldstate} is
1252\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1253to zero to avoid confusion).
1254
1255\c{flash_time}, if it is is non-zero, denotes that the game is in
1256the middle of a flash, and gives the time since the start of the
1257flash. See \k{backend-flash-length} for general discussion of
1258flashes.
1259
1260The very first time this function is called for a new
1261\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1262area. Since this often involves drawing visual furniture which is
1263never subsequently altered, it is often simplest to arrange this by
1264having a special \q{first time} flag in the draw state, and
1265resetting it after the first redraw.
1266
dafd6cf6 1267When this function (or any subfunction) calls the drawing API, it is
1268expected to pass colour indices which were previously defined by the
1269\cw{colours()} function.
1270
1271\H{backend-printing} Printing functions
1272
1273This section discusses the back end functions that deal with
1274printing puzzles out on paper.
1275
1276\S{backend-can-print} \c{can_print}
1277
1278\c int can_print;
1279
1280This flag is set to \cw{TRUE} if the puzzle is capable of printing
1281itself on paper. (This makes sense for some puzzles, such as Solo,
1282which can be filled in with a pencil. Other puzzles, such as
1283Twiddle, inherently involve moving things around and so would not
1284make sense to print.)
1285
1286If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1287and \cw{print()} will never be called.
1288
1289\S{backend-can-print-in-colour} \c{can_print_in_colour}
1290
1291\c int can_print_in_colour;
1292
1293This flag is set to \cw{TRUE} if the puzzle is capable of printing
1294itself differently when colour is available. For example, Map can
1295actually print coloured regions in different \e{colours} rather than
1296resorting to cross-hatching.
1297
1298If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1299ignored.
1300
1301\S{backend-print-size} \cw{print_size()}
1302
1303\c void (*print_size)(game_params *params, float *x, float *y);
1304
1305This function is passed a \c{game_params} structure and a tile size.
1306It returns, in \c{*x} and \c{*y}, the preferred size in
1307\e{millimetres} of that puzzle if it were to be printed out on paper.
1308
1309If the \c{can_print} flag is \cw{FALSE}, this function will never be
1310called.
1311
1312\S{backend-print} \cw{print()}
1313
1314\c void (*print)(drawing *dr, game_state *state, int tilesize);
1315
1316This function is called when a puzzle is to be printed out on paper.
1317It should use the drawing API functions (see \k{drawing}) to print
1318itself.
1319
1320This function is separate from \cw{redraw()} because it is often
1321very different:
1322
1323\b The printing function may not depend on pixel accuracy, since
1324printer resolution is variable. Draw as if your canvas had infinite
1325resolution.
1326
1327\b The printing function sometimes needs to display things in a
1328completely different style. Net, for example, is very different as
1329an on-screen puzzle and as a printed one.
1330
1331\b The printing function is often much simpler since it has no need
1332to deal with repeated partial redraws.
1333
1334However, there's no reason the printing and redraw functions can't
1335share some code if they want to.
1336
1337When this function (or any subfunction) calls the drawing API, the
1338colour indices it passes should be colours which have been allocated
1339by the \cw{print_*_colour()} functions within this execution of
1340\cw{print()}. This is very different from the fixed small number of
1341colours used in \cw{redraw()}, because printers do not have a
1342limitation on the total number of colours that may be used. Some
1343puzzles' printing functions might wish to allocate only one \q{ink}
1344colour and use it for all drawing; others might wish to allocate
1345\e{more} colours than are used on screen.
1346
1347One possible colour policy worth mentioning specifically is that a
1348puzzle's printing function might want to allocate the \e{same}
1349colour indices as are used by the redraw function, so that code
1350shared between drawing and printing does not have to keep switching
1351its colour indices. In order to do this, the simplest thing is to
1352make use of the fact that colour indices returned from
1353\cw{print_*_colour()} are guaranteed to be in increasing order from
1354zero. So if you have declared an \c{enum} defining three colours
1355\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1356write
1357
1358\c int c;
1359\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1360\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1361\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1362
1363If the \c{can_print} flag is \cw{FALSE}, this function will never be
1364called.
1365
69491f1e 1366\H{backend-misc} Miscellaneous
1367
1368\S{backend-can-format-as-text} \c{can_format_as_text}
1369
1370\c int can_format_as_text;
1371
1372This boolean field is \cw{TRUE} if the game supports formatting a
1373game state as ASCII text (typically ASCII art) for copying to the
1374clipboard and pasting into other applications. If it is \cw{FALSE},
1375front ends will not offer the \q{Copy} command at all.
1376
1377If this field is \cw{FALSE}, the function \cw{text_format()}
1378(\k{backend-text-format}) is not expected to do anything at all.
1379
1380\S{backend-text-format} \cw{text_format()}
1381
1382\c char *(*text_format)(game_state *state);
1383
1384This function is passed a \c{game_state}, and returns a newly
1385allocated C string containing an ASCII representation of that game
1386state. It is used to implement the \q{Copy} operation in many front
1387ends.
1388
1389This function should only be called if the back end field
1390\c{can_format_as_text} (\k{backend-can-format-as-text}) is
1391\cw{TRUE}.
1392
1393The returned string may contain line endings (and will probably want
1394to), using the normal C internal \cq{\\n} convention. For
1395consistency between puzzles, all multi-line textual puzzle
1396representations should \e{end} with a newline as well as containing
1397them internally. (There are currently no puzzles which have a
1398one-line ASCII representation, so there's no precedent yet for
1399whether that should come with a newline or not.)
1400
1401\S{backend-wants-statusbar} \cw{wants_statusbar()}
1402
9680576d 1403\c int wants_statusbar;
69491f1e 1404
9680576d 1405This boolean field is set to \cw{TRUE} if the puzzle has a use for a
69491f1e 1406textual status line (to display score, completion status, currently
1407active tiles, etc).
1408
69491f1e 1409\S{backend-is-timed} \c{is_timed}
1410
1411\c int is_timed;
1412
1413This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1414so, the mid-end will maintain a game timer while the user plays.
1415
1416If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1417called and need not do anything.
1418
1419\S{backend-timing-state} \cw{timing_state()}
1420
1421\c int (*timing_state)(game_state *state, game_ui *ui);
1422
1423This function is passed the current \c{game_state} and the local
1424\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1425be running.
1426
1427A typical use for the \c{game_ui} in this function is to note when
1428the game was first completed (by setting a flag in
1429\cw{changed_state()} \dash see \k{backend-changed-state}), and
1430freeze the timer thereafter so that the user can undo back through
1431their solution process without altering their time.
1432
2705d374 1433\S{backend-flags} \c{flags}
69491f1e 1434
2705d374 1435\c int flags;
69491f1e 1436
2705d374 1437This field contains miscellaneous per-backend flags. It consists of
1438the bitwise OR of some combination of the following:
69491f1e 1439
1440\dt \cw{BUTTON_BEATS(x,y)}
1441
7ce7f171 1442\dd Given any \cw{x} and \cw{y} from the set \{\cw{LEFT_BUTTON},
1443\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}\}, this macro evaluates to a
69491f1e 1444bit flag which indicates that when buttons \cw{x} and \cw{y} are
1445both pressed simultaneously, the mid-end should consider \cw{x} to
1446have priority. (In the absence of any such flags, the mid-end will
1447always consider the most recently pressed button to have priority.)
1448
1449\dt \cw{SOLVE_ANIMATES}
1450
1451\dd This flag indicates that moves generated by \cw{solve()}
1452(\k{backend-solve}) are candidates for animation just like any other
1453move. For most games, solve moves should not be animated, so the
1454mid-end doesn't even bother calling \cw{anim_length()}
1455(\k{backend-anim-length}), thus saving some special-case code in
1456each game. On the rare occasion that animated solve moves are
1457actually required, you can set this flag.
1458
1459\H{backend-initiative} Things a back end may do on its own initiative
1460
1461This section describes a couple of things that a back end may choose
1462to do by calling functions elsewhere in the program, which would not
1463otherwise be obvious.
1464
1465\S{backend-newrs} Create a random state
1466
1467If a back end needs random numbers at some point during normal play,
1468it can create a fresh \c{random_state} by first calling
1469\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1470the returned seed data to \cw{random_new()}.
69491f1e 1471
1472This is likely not to be what you want. If a puzzle needs randomness
1473in the middle of play, it's likely to be more sensible to store some
7ce7f171 1474sort of random state within the \c{game_state}, so that the random
69491f1e 1475numbers are tied to the particular game state and hence the player
1476can't simply keep undoing their move until they get numbers they
1477like better.
1478
1479This facility is currently used only in Net, to implement the
1480\q{jumble} command, which sets every unlocked tile to a new random
1481orientation. This randomness \e{is} a reasonable use of the feature,
1482because it's non-adversarial \dash there's no advantage to the user
1483in getting different random numbers.
1484
1485\S{backend-supersede} Supersede its own game description
1486
1487In response to a move, a back end is (reluctantly) permitted to call
1488\cw{midend_supersede_game_desc()}:
1489
dafd6cf6 1490\c void midend_supersede_game_desc(midend *me,
69491f1e 1491\c char *desc, char *privdesc);
1492
1493When the user selects \q{New Game}, the mid-end calls
1494\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1495description, and (as well as using that to generate an initial game
1496state) stores it for the save file and for telling to the user. The
1497function above overwrites that game description, and also splits it
1498in two. \c{desc} becomes the new game description which is provided
1499to the user on request, and is also the one used to construct a new
1500initial game state if the user selects \q{Restart}. \c{privdesc} is
1501a \q{private} game description, used to reconstruct the game's
1502initial state when reloading.
1503
1504The distinction between the two, as well as the need for this
1505function at all, comes from Mines. Mines begins with a blank grid
1506and no idea of where the mines actually are; \cw{new_desc()} does
1507almost no work in interactive mode, and simply returns a string
1508encoding the \c{random_state}. When the user first clicks to open a
1509tile, \e{then} Mines generates the mine positions, in such a way
1510that the game is soluble from that starting point. Then it uses this
1511function to supersede the random-state game description with a
1512proper one. But it needs two: one containing the initial click
1513location (because that's what you want to happen if you restart the
1514game, and also what you want to send to a friend so that they play
1515\e{the same game} as you), and one without the initial click
1516location (because when you save and reload the game, you expect to
1517see the same blank initial state as you had before saving).
1518
1519I should stress again that this function is a horrid hack. Nobody
1520should use it if they're not Mines; if you think you need to use it,
1521think again repeatedly in the hope of finding a better way to do
1522whatever it was you needed to do.
1523
dafd6cf6 1524\C{drawing} The drawing API
69491f1e 1525
1526The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1527to draw the puzzle's graphics on the window's drawing area, or on
1528paper if the puzzle is printable. To do this portably, it is
1529provided with a drawing API allowing it to talk directly to the
1530front end. In this chapter I document that API, both for the benefit
1531of back end authors trying to use it and for front end authors
1532trying to implement it.
1533
1534The drawing API as seen by the back end is a collection of global
1535functions, each of which takes a pointer to a \c{drawing} structure
1536(a \q{drawing object}). These objects are supplied as parameters to
1537the back end's \cw{redraw()} and \cw{print()} functions.
1538
1539In fact these global functions are not implemented directly by the
1540front end; instead, they are implemented centrally in \c{drawing.c}
1541and form a small piece of middleware. The drawing API as supplied by
1542the front end is a structure containing a set of function pointers,
1543plus a \cq{void *} handle which is passed to each of those
1544functions. This enables a single front end to switch between
1545multiple implementations of the drawing API if necessary. For
1546example, the Windows API supplies a printing mechanism integrated
1547into the same GDI which deals with drawing in windows, and therefore
74021716 1548the same API implementation can handle both drawing and printing;
1549but on Unix, the most common way for applications to print is by
1550producing PostScript output directly, and although it would be
1551\e{possible} to write a single (say) \cw{draw_rect()} function which
1552checked a global flag to decide whether to do GTK drawing operations
1553or output PostScript to a file, it's much nicer to have two separate
1554functions and switch between them as appropriate.
dafd6cf6 1555
1556When drawing, the puzzle window is indexed by pixel coordinates,
1557with the top left pixel defined as \cw{(0,0)} and the bottom right
1558pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1559values returned by the back end function \cw{compute_size()}
1560(\k{backend-compute-size}).
1561
dafd6cf6 1562When printing, the puzzle's print area is indexed in exactly the
1563same way (with an arbitrary tile size provided by the printing
1564module \c{printing.c}), to facilitate sharing of code between the
1565drawing and printing routines. However, when printing, puzzles may
1566no longer assume that the coordinate unit has any relationship to a
1567pixel; the printer's actual resolution might very well not even be
1568known at print time, so the coordinate unit might be smaller or
1569larger than a pixel. Puzzles' print functions should restrict
1570themselves to drawing geometric shapes rather than fiddly pixel
1571manipulation.
1572
1573\e{Puzzles' redraw functions may assume that the surface they draw
1574on is persistent}. It is the responsibility of every front end to
1575preserve the puzzle's window contents in the face of GUI window
7ce7f171 1576expose issues and similar. It is not permissible to request that the
1577back end redraw any part of a window that it has already drawn,
1578unless something has actually changed as a result of making moves in
1579the puzzle.
69491f1e 1580
1581Most front ends accomplish this by having the drawing routines draw
1582on a stored bitmap rather than directly on the window, and copying
1583the bitmap to the window every time a part of the window needs to be
1584redrawn. Therefore, it is vitally important that whenever the back
1585end does any drawing it informs the front end of which parts of the
1586window it has accessed, and hence which parts need repainting. This
1587is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1588
dafd6cf6 1589In the following sections I first discuss the drawing API as seen by
1590the back end, and then the \e{almost} identical function-pointer
1591form seen by the front end.
1592
1593\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1594
dafd6cf6 1595This section documents the back-end drawing API, in the form of
1596functions which take a \c{drawing} object as an argument.
1597
1598\S{drawing-draw-rect} \cw{draw_rect()}
1599
1600\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1601\c int colour);
1602
1603Draws a filled rectangle in the puzzle window.
1604
1605\c{x} and \c{y} give the coordinates of the top left pixel of the
1606rectangle. \c{w} and \c{h} give its width and height. Thus, the
1607horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1608inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1609inclusive.
1610
1611\c{colour} is an integer index into the colours array returned by
1612the back end function \cw{colours()} (\k{backend-colours}).
1613
1614There is no separate pixel-plotting function. If you want to plot a
1615single pixel, the approved method is to use \cw{draw_rect()} with
1616width and height set to 1.
1617
1618Unlike many of the other drawing functions, this function is
1619guaranteed to be pixel-perfect: the rectangle will be sharply
1620defined and not anti-aliased or anything like that.
1621
dafd6cf6 1622This function may be used for both drawing and printing.
1623
1624\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1625
dafd6cf6 1626\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1627\c int colour);
1628
1629Draws an outline rectangle in the puzzle window.
1630
1631\c{x} and \c{y} give the coordinates of the top left pixel of the
1632rectangle. \c{w} and \c{h} give its width and height. Thus, the
1633horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1634inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1635inclusive.
1636
1637\c{colour} is an integer index into the colours array returned by
1638the back end function \cw{colours()} (\k{backend-colours}).
1639
1640From a back end perspective, this function may be considered to be
1641part of the drawing API. However, front ends are not required to
1642implement it, since it is actually implemented centrally (in
dafd6cf6 1643\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1644
dafd6cf6 1645This function may be used for both drawing and printing.
69491f1e 1646
dafd6cf6 1647\S{drawing-draw-line} \cw{draw_line()}
1648
1649\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1650\c int colour);
1651
1652Draws a straight line in the puzzle window.
1653
1654\c{x1} and \c{y1} give the coordinates of one end of the line.
1655\c{x2} and \c{y2} give the coordinates of the other end. The line
1656drawn includes both those points.
1657
1658\c{colour} is an integer index into the colours array returned by
1659the back end function \cw{colours()} (\k{backend-colours}).
1660
1661Some platforms may perform anti-aliasing on this function.
1662Therefore, do not assume that you can erase a line by drawing the
1663same line over it in the background colour; anti-aliasing might
1664lead to perceptible ghost artefacts around the vanished line.
1665
dafd6cf6 1666This function may be used for both drawing and printing.
1667
1668\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1669
dafd6cf6 1670\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1671\c int fillcolour, int outlinecolour);
1672
1673Draws an outlined or filled polygon in the puzzle window.
1674
1675\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1676\c{x} and \c{y} coordinates of \c{npoints} vertices.
1677
1678\c{fillcolour} and \c{outlinecolour} are integer indices into the
1679colours array returned by the back end function \cw{colours()}
1680(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1681indicate that the polygon should be outlined only.
1682
1683The polygon defined by the specified list of vertices is first
1684filled in \c{fillcolour}, if specified, and then outlined in
1685\c{outlinecolour}.
1686
1687\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1688(and front ends are permitted to enforce this by assertion). This is
1689because different platforms disagree on whether a filled polygon
1690should include its boundary line or not, so drawing \e{only} a
1691filled polygon would have non-portable effects. If you want your
1692filled polygon not to have a visible outline, you must set
1693\c{outlinecolour} to the same as \c{fillcolour}.
1694
1695Some platforms may perform anti-aliasing on this function.
1696Therefore, do not assume that you can erase a polygon by drawing the
1697same polygon over it in the background colour. Also, be prepared for
1698the polygon to extend a pixel beyond its obvious bounding box as a
1699result of this; if you really need it not to do this to avoid
1700interfering with other delicate graphics, you should probably use
1701\cw{clip()} (\k{drawing-clip}).
1702
dafd6cf6 1703This function may be used for both drawing and printing.
1704
1705\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1706
dafd6cf6 1707\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1708\c int fillcolour, int outlinecolour);
1709
1710Draws an outlined or filled circle in the puzzle window.
1711
1712\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1713\c{radius} gives its radius. The total horizontal pixel extent of
1714the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1715the vertical extent similarly around \c{cy}.
1716
1717\c{fillcolour} and \c{outlinecolour} are integer indices into the
1718colours array returned by the back end function \cw{colours()}
1719(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1720indicate that the circle should be outlined only.
1721
1722The circle is first filled in \c{fillcolour}, if specified, and then
1723outlined in \c{outlinecolour}.
1724
1725\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1726(and front ends are permitted to enforce this by assertion). This is
1727because different platforms disagree on whether a filled circle
1728should include its boundary line or not, so drawing \e{only} a
1729filled circle would have non-portable effects. If you want your
1730filled circle not to have a visible outline, you must set
1731\c{outlinecolour} to the same as \c{fillcolour}.
1732
1733Some platforms may perform anti-aliasing on this function.
1734Therefore, do not assume that you can erase a circle by drawing the
1735same circle over it in the background colour. Also, be prepared for
1736the circle to extend a pixel beyond its obvious bounding box as a
1737result of this; if you really need it not to do this to avoid
1738interfering with other delicate graphics, you should probably use
1739\cw{clip()} (\k{drawing-clip}).
1740
dafd6cf6 1741This function may be used for both drawing and printing.
69491f1e 1742
dafd6cf6 1743\S{drawing-draw-text} \cw{draw_text()}
1744
1745\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1746\c int fontsize, int align, int colour, char *text);
1747
1748Draws text in the puzzle window.
1749
1750\c{x} and \c{y} give the coordinates of a point. The relation of
1751this point to the location of the text is specified by \c{align},
1752which is a bitwise OR of horizontal and vertical alignment flags:
1753
1754\dt \cw{ALIGN_VNORMAL}
1755
1756\dd Indicates that \c{y} is aligned with the baseline of the text.
1757
1758\dt \cw{ALIGN_VCENTRE}
1759
1760\dd Indicates that \c{y} is aligned with the vertical centre of the
1761text. (In fact, it's aligned with the vertical centre of normal
1762\e{capitalised} text: displaying two pieces of text with
1763\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1764baselines to be aligned with one another, even if one is an ascender
1765and the other a descender.)
1766
1767\dt \cw{ALIGN_HLEFT}
1768
1769\dd Indicates that \c{x} is aligned with the left-hand end of the
1770text.
1771
1772\dt \cw{ALIGN_HCENTRE}
1773
1774\dd Indicates that \c{x} is aligned with the horizontal centre of
1775the text.
1776
1777\dt \cw{ALIGN_HRIGHT}
1778
1779\dd Indicates that \c{x} is aligned with the right-hand end of the
1780text.
1781
1782\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1783monospaced or proportional font respectively. (No more detail than
1784that may be specified; it would only lead to portability issues
1785between different platforms.)
1786
1787\c{fontsize} is the desired size, in pixels, of the text. This size
1788corresponds to the overall point size of the text, not to any
1789internal dimension such as the cap-height.
1790
1791\c{colour} is an integer index into the colours array returned by
1792the back end function \cw{colours()} (\k{backend-colours}).
1793
dafd6cf6 1794This function may be used for both drawing and printing.
1795
1796\S{drawing-clip} \cw{clip()}
69491f1e 1797
dafd6cf6 1798\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1799
1800Establishes a clipping rectangle in the puzzle window.
1801
1802\c{x} and \c{y} give the coordinates of the top left pixel of the
1803clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1804the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1805inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1806inclusive. (These are exactly the same semantics as
1807\cw{draw_rect()}.)
1808
1809After this call, no drawing operation will affect anything outside
1810the specified rectangle. The effect can be reversed by calling
1811\cw{unclip()} (\k{drawing-unclip}).
1812
1813Back ends should not assume that a clipping rectangle will be
1814automatically cleared up by the front end if it's left lying around;
1815that might work on current front ends, but shouldn't be relied upon.
1816Always explicitly call \cw{unclip()}.
1817
dafd6cf6 1818This function may be used for both drawing and printing.
69491f1e 1819
dafd6cf6 1820\S{drawing-unclip} \cw{unclip()}
1821
1822\c void unclip(drawing *dr);
69491f1e 1823
1824Reverts the effect of a previous call to \cw{clip()}. After this
1825call, all drawing operations will be able to affect the entire
1826puzzle window again.
1827
dafd6cf6 1828This function may be used for both drawing and printing.
1829
1830\S{drawing-draw-update} \cw{draw_update()}
69491f1e 1831
dafd6cf6 1832\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 1833
1834Informs the front end that a rectangular portion of the puzzle
1835window has been drawn on and needs to be updated.
1836
1837\c{x} and \c{y} give the coordinates of the top left pixel of the
1838update rectangle. \c{w} and \c{h} give its width and height. Thus,
1839the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1840inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1841inclusive. (These are exactly the same semantics as
1842\cw{draw_rect()}.)
1843
1844The back end redraw function \e{must} call this function to report
1845any changes it has made to the window. Otherwise, those changes may
1846not become immediately visible, and may then appear at an
1847unpredictable subsequent time such as the next time the window is
1848covered and re-exposed.
1849
dafd6cf6 1850This function is only important when drawing. It may be called when
1851printing as well, but doing so is not compulsory, and has no effect.
1852(So if you have a shared piece of code between the drawing and
1853printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 1854
dafd6cf6 1855\S{drawing-status-bar} \cw{status_bar()}
1856
1857\c void status_bar(drawing *dr, char *text);
69491f1e 1858
e9f8a17f 1859Sets the text in the game's status bar to \c{text}. The text is copied
1860from the supplied buffer, so the caller is free to deallocate or
1861modify the buffer after use.
69491f1e 1862
1863(This function is not exactly a \e{drawing} function, but it shares
1864with the drawing API the property that it may only be called from
1865within the back end redraw function, so this is as good a place as
1866any to document it.)
1867
83c0438f 1868The supplied text is filtered through the mid-end for optional
1869rewriting before being passed on to the front end; the mid-end will
1870prepend the current game time if the game is timed (and may in
1871future perform other rewriting if it seems like a good idea).
1872
dafd6cf6 1873This function is for drawing only; it must never be called during
1874printing.
69491f1e 1875
dafd6cf6 1876\S{drawing-blitter} Blitter functions
69491f1e 1877
e9f8a17f 1878This section describes a group of related functions which save and
69491f1e 1879restore a section of the puzzle window. This is most commonly used
1880to implement user interfaces involving dragging a puzzle element
1881around the window: at the end of each call to \cw{redraw()}, if an
1882object is currently being dragged, the back end saves the window
1883contents under that location and then draws the dragged object, and
1884at the start of the next \cw{redraw()} the first thing it does is to
1885restore the background.
1886
1887The front end defines an opaque type called a \c{blitter}, which is
1888capable of storing a rectangular area of a specified size.
1889
dafd6cf6 1890Blitter functions are for drawing only; they must never be called
1891during printing.
1892
1893\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 1894
dafd6cf6 1895\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 1896
1897Creates a new blitter object which stores a rectangle of size \c{w}
1898by \c{h} pixels. Returns a pointer to the blitter object.
1899
1900Blitter objects are best stored in the \c{game_drawstate}. A good
1901time to create them is in the \cw{set_size()} function
1902(\k{backend-set-size}), since it is at this point that you first
1903know how big a rectangle they will need to save.
1904
dafd6cf6 1905\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 1906
dafd6cf6 1907\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 1908
1909Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1910(However, check that the blitter object is not \cw{NULL} before
1911attempting to free it; it is possible that a draw state might be
1912created and freed without ever having \cw{set_size()} called on it
1913in between.)
1914
dafd6cf6 1915\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 1916
dafd6cf6 1917\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 1918
1919This is a true drawing API function, in that it may only be called
1920from within the game redraw routine. It saves a rectangular portion
1921of the puzzle window into the specified blitter object.
1922
1923\c{x} and \c{y} give the coordinates of the top left corner of the
1924saved rectangle. The rectangle's width and height are the ones
1925specified when the blitter object was created.
1926
1927This function is required to cope and do the right thing if \c{x}
1928and \c{y} are out of range. (The right thing probably means saving
1929whatever part of the blitter rectangle overlaps with the visible
1930area of the puzzle window.)
1931
dafd6cf6 1932\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 1933
dafd6cf6 1934\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 1935
1936This is a true drawing API function, in that it may only be called
1937from within the game redraw routine. It restores a rectangular
1938portion of the puzzle window from the specified blitter object.
1939
1940\c{x} and \c{y} give the coordinates of the top left corner of the
1941rectangle to be restored. The rectangle's width and height are the
1942ones specified when the blitter object was created.
1943
1944Alternatively, you can specify both \c{x} and \c{y} as the special
1945value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1946restored to exactly where it was saved from. (This is probably what
1947you want to do almost all the time, if you're using blitters to
1948implement draggable puzzle elements.)
1949
1950This function is required to cope and do the right thing if \c{x}
1951and \c{y} (or the equivalent ones saved in the blitter) are out of
1952range. (The right thing probably means restoring whatever part of
1953the blitter rectangle overlaps with the visible area of the puzzle
1954window.)
1955
1956If this function is called on a blitter which had previously been
1957saved from a partially out-of-range rectangle, then the parts of the
1958saved bitmap which were not visible at save time are undefined. If
1959the blitter is restored to a different position so as to make those
1960parts visible, the effect on the drawing area is undefined.
1961
dafd6cf6 1962\S{print-mono-colour} \cw{print_mono_colour()}
1963
1964\c int print_mono_colour(drawing *dr, int grey);
1965
1966This function allocates a colour index for a simple monochrome
1967colour during printing.
1968
1969\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
1970black; if \c{grey} is 1, the colour is white.
1971
1972\S{print-grey-colour} \cw{print_grey_colour()}
1973
1974\c int print_grey_colour(drawing *dr, int hatch, float grey);
1975
1976This function allocates a colour index for a grey-scale colour
1977during printing.
1978
1979\c{grey} may be any number between 0 (black) and 1 (white); for
1980example, 0.5 indicates a medium grey.
1981
1982If printing in black and white only, the \c{grey} value will not be
1983used; instead, regions shaded in this colour will be hatched with
1984parallel lines. The \c{hatch} parameter defines what type of
1985hatching should be used in place of this colour:
1986
1987\dt \cw{HATCH_SOLID}
1988
1989\dd In black and white, this colour will be replaced by solid black.
1990
1991\dt \cw{HATCH_CLEAR}
1992
1993\dd In black and white, this colour will be replaced by solid white.
1994
1995\dt \cw{HATCH_SLASH}
1996
1997\dd This colour will be hatched by lines slanting to the right at 45
1998degrees.
1999
2000\dt \cw{HATCH_BACKSLASH}
2001
2002\dd This colour will be hatched by lines slanting to the left at 45
2003degrees.
2004
2005\dt \cw{HATCH_HORIZ}
2006
2007\dd This colour will be hatched by horizontal lines.
2008
2009\dt \cw{HATCH_VERT}
2010
2011\dd This colour will be hatched by vertical lines.
2012
2013\dt \cw{HATCH_PLUS}
2014
2015\dd This colour will be hatched by criss-crossing horizontal and
2016vertical lines.
2017
2018\dt \cw{HATCH_X}
2019
2020\dd This colour will be hatched by criss-crossing diagonal lines.
2021
2022Colours defined to use hatching may not be used for drawing lines;
2023they may only be used for filling areas. That is, they may be used
2024as the \c{fillcolour} parameter to \cw{draw_circle()} and
2025\cw{draw_polygon()}, and as the colour parameter to
2026\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2027parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2028\cw{draw_line()}.
2029
2030\S{print-rgb-colour} \cw{print_rgb_colour()}
2031
2032\c int print_rgb_colour(drawing *dr, int hatch,
2033\c float r, float g, float b);
2034
2035This function allocates a colour index for a fully specified RGB
2036colour during printing.
2037
2038\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2039
f487468f 2040If printing in black and white only, these values will not be used;
2041instead, regions shaded in this colour will be hatched with parallel
2042lines. The \c{hatch} parameter defines what type of hatching should
2043be used in place of this colour; see \k{print-grey-colour} for its
2044definition.
dafd6cf6 2045
2046\S{print-line-width} \cw{print_line_width()}
2047
2048\c void print_line_width(drawing *dr, int width);
2049
2050This function is called to set the thickness of lines drawn during
2051printing. It is meaningless in drawing: all lines drawn by
2052\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2053pixel in thickness. However, in printing there is no clear
2054definition of a pixel and so line widths must be explicitly
2055specified.
2056
2057The line width is specified in the usual coordinate system. Note,
2058however, that it is a hint only: the central printing system may
2059choose to vary line thicknesses at user request or due to printer
2060capabilities.
2061
2062\H{drawing-frontend} The drawing API as implemented by the front end
2063
2064This section describes the drawing API in the function-pointer form
2065in which it is implemented by a front end.
2066
2067(It isn't only platform-specific front ends which implement this
2068API; the platform-independent module \c{ps.c} also provides an
2069implementation of it which outputs PostScript. Thus, any platform
2070which wants to do PS printing can do so with minimum fuss.)
2071
2072The following entries all describe function pointer fields in a
2073structure called \c{drawing_api}. Each of the functions takes a
2074\cq{void *} context pointer, which it should internally cast back to
2075a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2076suitable for passing to the back end redraw or printing functions
2077is constructed by passing a \c{drawing_api} and a \cq{void *} to the
83c0438f 2078function \cw{drawing_new()} (see \k{drawing-new}).
dafd6cf6 2079
2080\S{drawingapi-draw-text} \cw{draw_text()}
2081
2082\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2083\c int fontsize, int align, int colour, char *text);
2084
2085This function behaves exactly like the back end \cw{draw_text()}
2086function; see \k{drawing-draw-text}.
2087
2088\S{drawingapi-draw-rect} \cw{draw_rect()}
2089
2090\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2091\c int colour);
2092
2093This function behaves exactly like the back end \cw{draw_rect()}
2094function; see \k{drawing-draw-rect}.
2095
2096\S{drawingapi-draw-line} \cw{draw_line()}
2097
2098\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2099\c int colour);
2100
2101This function behaves exactly like the back end \cw{draw_line()}
2102function; see \k{drawing-draw-line}.
2103
2104\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2105
2106\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2107\c int fillcolour, int outlinecolour);
2108
2109This function behaves exactly like the back end \cw{draw_polygon()}
2110function; see \k{drawing-draw-polygon}.
2111
2112\S{drawingapi-draw-circle} \cw{draw_circle()}
2113
2114\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2115\c int fillcolour, int outlinecolour);
2116
2117This function behaves exactly like the back end \cw{draw_circle()}
2118function; see \k{drawing-draw-circle}.
2119
2120\S{drawingapi-draw-update} \cw{draw_update()}
2121
2122\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2123
2124This function behaves exactly like the back end \cw{draw_text()}
2125function; see \k{drawing-draw-text}.
2126
2127An implementation of this API which only supports printing is
2128permitted to define this function pointer to be \cw{NULL} rather
2129than bothering to define an empty function. The middleware in
2130\cw{drawing.c} will notice and avoid calling it.
2131
2132\S{drawingapi-clip} \cw{clip()}
2133
2134\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2135
dafd6cf6 2136This function behaves exactly like the back end \cw{clip()}
2137function; see \k{drawing-clip}.
69491f1e 2138
dafd6cf6 2139\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2140
dafd6cf6 2141\c void (*unclip)(void *handle);
69491f1e 2142
dafd6cf6 2143This function behaves exactly like the back end \cw{unclip()}
2144function; see \k{drawing-unclip}.
69491f1e 2145
dafd6cf6 2146\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2147
dafd6cf6 2148\c void (*start_draw)(void *handle);
2149
2150This function is called at the start of drawing. It allows the front
2151end to initialise any temporary data required to draw with, such as
2152device contexts.
2153
2154Implementations of this API which do not provide drawing services
2155may define this function pointer to be \cw{NULL}; it will never be
2156called unless drawing is attempted.
2157
2158\S{drawingapi-end-draw} \cw{end_draw()}
2159
2160\c void (*end_draw)(void *handle);
69491f1e 2161
2162This function is called at the end of drawing. It allows the front
2163end to do cleanup tasks such as deallocating device contexts and
2164scheduling appropriate GUI redraw events.
2165
dafd6cf6 2166Implementations of this API which do not provide drawing services
2167may define this function pointer to be \cw{NULL}; it will never be
2168called unless drawing is attempted.
69491f1e 2169
dafd6cf6 2170\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2171
dafd6cf6 2172\c void (*status_bar)(void *handle, char *text);
69491f1e 2173
dafd6cf6 2174This function behaves exactly like the back end \cw{status_bar()}
2175function; see \k{drawing-status-bar}.
2176
83c0438f 2177Front ends implementing this function need not worry about it being
2178called repeatedly with the same text; the middleware code in
2179\cw{status_bar()} will take care of this.
dafd6cf6 2180
2181Implementations of this API which do not provide drawing services
2182may define this function pointer to be \cw{NULL}; it will never be
2183called unless drawing is attempted.
2184
2185\S{drawingapi-blitter-new} \cw{blitter_new()}
2186
2187\c blitter *(*blitter_new)(void *handle, int w, int h);
2188
2189This function behaves exactly like the back end \cw{blitter_new()}
2190function; see \k{drawing-blitter-new}.
2191
2192Implementations of this API which do not provide drawing services
2193may define this function pointer to be \cw{NULL}; it will never be
2194called unless drawing is attempted.
2195
2196\S{drawingapi-blitter-free} \cw{blitter_free()}
2197
2198\c void (*blitter_free)(void *handle, blitter *bl);
2199
2200This function behaves exactly like the back end \cw{blitter_free()}
2201function; see \k{drawing-blitter-free}.
2202
2203Implementations of this API which do not provide drawing services
2204may define this function pointer to be \cw{NULL}; it will never be
2205called unless drawing is attempted.
2206
2207\S{drawingapi-blitter-save} \cw{blitter_save()}
2208
2209\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2210
2211This function behaves exactly like the back end \cw{blitter_save()}
2212function; see \k{drawing-blitter-save}.
2213
2214Implementations of this API which do not provide drawing services
2215may define this function pointer to be \cw{NULL}; it will never be
2216called unless drawing is attempted.
2217
2218\S{drawingapi-blitter-load} \cw{blitter_load()}
2219
2220\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2221
2222This function behaves exactly like the back end \cw{blitter_load()}
2223function; see \k{drawing-blitter-load}.
2224
2225Implementations of this API which do not provide drawing services
2226may define this function pointer to be \cw{NULL}; it will never be
2227called unless drawing is attempted.
2228
2229\S{drawingapi-begin-doc} \cw{begin_doc()}
2230
2231\c void (*begin_doc)(void *handle, int pages);
2232
2233This function is called at the beginning of a printing run. It gives
2234the front end an opportunity to initialise any required printing
2235subsystem. It also provides the number of pages in advance.
2236
2237Implementations of this API which do not provide printing services
2238may define this function pointer to be \cw{NULL}; it will never be
2239called unless printing is attempted.
2240
2241\S{drawingapi-begin-page} \cw{begin_page()}
2242
2243\c void (*begin_page)(void *handle, int number);
2244
2245This function is called during printing, at the beginning of each
2246page. It gives the page number (numbered from 1 rather than 0, so
2247suitable for use in user-visible contexts).
2248
2249Implementations of this API which do not provide printing services
2250may define this function pointer to be \cw{NULL}; it will never be
2251called unless printing is attempted.
2252
2253\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2254
2255\c void (*begin_puzzle)(void *handle, float xm, float xc,
2256\c float ym, float yc, int pw, int ph, float wmm);
2257
2258This function is called during printing, just before printing a
2259single puzzle on a page. It specifies the size and location of the
2260puzzle on the page.
2261
2262\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2263the page, as a linear function of the page width. The front end is
2264expected to multiply the page width by \c{xm}, add \c{xc} (measured
2265in millimetres), and use the resulting x-coordinate as the left edge
2266of the puzzle.
2267
2268Similarly, \c{ym} and \c{yc} specify the vertical position of the
2269puzzle as a function of the page height: the page height times
2270\c{xm}, plus \c{xc} millimetres, equals the desired distance from
2271the top of the page to the top of the puzzle.
2272
2273(This unwieldy mechanism is required because not all printing
2274systems can communicate the page size back to the software. The
2275PostScript back end, for example, writes out PS which determines the
2276page size at print time by means of calling \cq{clippath}, and
2277centres the puzzles within that. Thus, exactly the same PS file
2278works on A4 or on US Letter paper without needing local
2279configuration, which simplifies matters.)
2280
2281\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2282coordinates. The printing system will subsequently call the puzzle's
2283own print function, which will in turn call drawing API functions in
2284the expectation that an area \cw{pw} by \cw{ph} units is available
2285to draw the puzzle on.
2286
2287Finally, \cw{wmm} gives the desired width of the puzzle in
2288millimetres. (The aspect ratio is expected to be preserved, so if
2289the desired puzzle height is also needed then it can be computed as
2290\cw{wmm*ph/pw}.)
2291
2292Implementations of this API which do not provide printing services
2293may define this function pointer to be \cw{NULL}; it will never be
2294called unless printing is attempted.
2295
2296\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2297
2298\c void (*end_puzzle)(void *handle);
2299
2300This function is called after the printing of a specific puzzle is
2301complete.
2302
2303Implementations of this API which do not provide printing services
2304may define this function pointer to be \cw{NULL}; it will never be
2305called unless printing is attempted.
2306
2307\S{drawingapi-end-page} \cw{end_page()}
2308
2309\c void (*end_page)(void *handle, int number);
2310
2311This function is called after the printing of a page is finished.
2312
2313Implementations of this API which do not provide printing services
2314may define this function pointer to be \cw{NULL}; it will never be
2315called unless printing is attempted.
2316
2317\S{drawingapi-end-doc} \cw{end_doc()}
2318
2319\c void (*end_doc)(void *handle);
2320
2321This function is called after the printing of the entire document is
2322finished. This is the moment to close files, send things to the
2323print spooler, or whatever the local convention is.
2324
2325Implementations of this API which do not provide printing services
2326may define this function pointer to be \cw{NULL}; it will never be
2327called unless printing is attempted.
2328
2329\S{drawingapi-line-width} \cw{line_width()}
2330
2331\c void (*line_width)(void *handle, float width);
2332
2333This function is called to set the line thickness, during printing
2334only. Note that the width is a \cw{float} here, where it was an
2335\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2336have scaled it on the way past.
2337
2338However, the width is still specified in the same coordinate system
2339as the rest of the drawing.
2340
2341Implementations of this API which do not provide printing services
2342may define this function pointer to be \cw{NULL}; it will never be
2343called unless printing is attempted.
2344
2345\H{drawingapi-frontend} The drawing API as called by the front end
2346
2347There are a small number of functions provided in \cw{drawing.c}
2348which the front end needs to \e{call}, rather than helping to
2349implement. They are described in this section.
2350
83c0438f 2351\S{drawing-new} \cw{drawing_new()}
dafd6cf6 2352
83c0438f 2353\c drawing *drawing_new(const drawing_api *api, midend *me,
2354\c void *handle);
dafd6cf6 2355
2356This function creates a drawing object. It is passed a
2357\c{drawing_api}, which is a structure containing nothing but
2358function pointers; and also a \cq{void *} handle. The handle is
2359passed back to each function pointer when it is called.
2360
83c0438f 2361The \c{midend} parameter is used for rewriting the status bar
2362contents: \cw{status_bar()} (see \k{drawing-status-bar}) has to call
2363a function in the mid-end which might rewrite the status bar text.
2364If the drawing object is to be used only for printing, or if the
2365game is known not to call \cw{status_bar()}, this parameter may be
2366\cw{NULL}.
2367
dafd6cf6 2368\S{drawing-free} \cw{drawing_free()}
2369
2370\c void drawing_free(drawing *dr);
2371
2372This function frees a drawing object. Note that the \cq{void *}
2373handle is not freed; if that needs cleaning up it must be done by
2374the front end.
2375
2376\S{drawing-print-get-colour} \cw{print_get_colour()}
2377
2378\c void print_get_colour(drawing *dr, int colour, int *hatch,
2379\c float *r, float *g, float *b)
2380
2381This function is called by the implementations of the drawing API
2382functions when they are called in a printing context. It takes a
2383colour index as input, and returns the description of the colour as
2384requested by the back end.
2385
2386\c{*r}, \c{*g} and \c{*b} are filled with the RGB values of the
2387desired colour if printing in colour.
2388
2389\c{*hatch} is filled with the type of hatching (or not) desired if
2390printing in black and white. See \k{print-grey-colour} for details
2391of the values this integer can take.
69491f1e 2392
2393\C{midend} The API provided by the mid-end
2394
2395This chapter documents the API provided by the mid-end to be called
2396by the front end. You probably only need to read this if you are a
2397front end implementor, i.e. you are porting Puzzles to a new
2398platform. If you're only interested in writing new puzzles, you can
2399safely skip this chapter.
2400
2401All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2402\c{midend} structure, to facilitate having multiple mid-ends in any
2403port which supports multiple puzzle windows open simultaneously.
2404Each \c{midend} is intended to handle the contents of a single
69491f1e 2405puzzle window.
2406
2407\H{midend-new} \cw{midend_new()}
2408
dafd6cf6 2409\c midend *midend_new(frontend *fe, const game *ourgame,
2410\c const drawing_api *drapi, void *drhandle)
69491f1e 2411
2412Allocates and returns a new mid-end structure.
2413
2414The \c{fe} argument is stored in the mid-end. It will be used when
2415calling back to functions such as \cw{activate_timer()}
dafd6cf6 2416(\k{frontend-activate-timer}), and will be passed on to the back end
2417function \cw{colours()} (\k{backend-colours}).
2418
2419The parameters \c{drapi} and \c{drhandle} are passed to
83c0438f 2420\cw{drawing_new()} (\k{drawing-new}) to construct a drawing object
dafd6cf6 2421which will be passed to the back end function \cw{redraw()}
2422(\k{backend-redraw}). Hence, all drawing-related function pointers
2423defined in \c{drapi} can expect to be called with \c{drhandle} as
2424their first argument.
69491f1e 2425
2426The \c{ourgame} argument points to a container structure describing
2427a game back end. The mid-end thus created will only be capable of
2428handling that one game. (So even in a monolithic front end
2429containing all the games, this imposes the constraint that any
2430individual puzzle window is tied to a single game. Unless, of
2431course, you feel brave enough to change the mid-end for the window
2432without closing the window...)
2433
2434\H{midend-free} \cw{midend_free()}
2435
dafd6cf6 2436\c void midend_free(midend *me);
69491f1e 2437
2438Frees a mid-end structure and all its associated data.
2439
2440\H{midend-set-params} \cw{midend_set_params()}
2441
dafd6cf6 2442\c void midend_set_params(midend *me, game_params *params);
69491f1e 2443
2444Sets the current game parameters for a mid-end. Subsequent games
2445generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2446these parameters until further notice.
2447
2448The usual way in which the front end will have an actual
2449\c{game_params} structure to pass to this function is if it had
2450previously got it from \cw{midend_fetch_preset()}
2451(\k{midend-fetch-preset}). Thus, this function is usually called in
2452response to the user making a selection from the presets menu.
2453
821ab2c6 2454\H{midend-get-params} \cw{midend_get_params()}
2455
2456\c game_params *midend_get_params(midend *me);
2457
2458Returns the current game parameters stored in this mid-end.
2459
2460The returned value is dynamically allocated, and should be freed
2461when finished with by passing it to the game's own
2462\cw{free_params()} function (see \k{backend-free-params}).
2463
69491f1e 2464\H{midend-size} \cw{midend_size()}
2465
dafd6cf6 2466\c void midend_size(midend *me, int *x, int *y, int expand);
69491f1e 2467
2468Tells the mid-end to figure out its window size.
2469
2470On input, \c{*x} and \c{*y} should contain the maximum or requested
2471size for the window. (Typically this will be the size of the screen
2472that the window has to fit on, or similar.) The mid-end will
2473repeatedly call the back end function \cw{compute_size()}
2474(\k{backend-compute-size}), searching for a tile size that best
2475satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2476the size needed for the puzzle window's drawing area. (It is of
2477course up to the front end to adjust this for any additional window
2478furniture such as menu bars and window borders, if necessary. The
2479status bar is also not included in this size.)
2480
2481If \c{expand} is set to \cw{FALSE}, then the game's tile size will
2482never go over its preferred one. This is the recommended approach
2483when opening a new window at default size: the game will use its
2484preferred size unless it has to use a smaller one to fit on the
2485screen.
2486
2487If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
2488which approximates the input size \e{as closely as possible}, and
2489will go over the game's preferred tile size if necessary to achieve
2490this. Use this option if you want your front end to support dynamic
2491resizing of the puzzle window with automatic scaling of the puzzle
2492to fit.
2493
2494The mid-end will try as hard as it can to return a size which is
2495less than or equal to the input size, in both dimensions. In extreme
2496circumstances it may fail (if even the lowest possible tile size
2497gives window dimensions greater than the input), in which case it
2498will return a size greater than the input size. Front ends should be
2499prepared for this to happen (i.e. don't crash or fail an assertion),
2500but may handle it in any way they see fit: by rejecting the game
2501parameters which caused the problem, by opening a window larger than
2502the screen regardless of inconvenience, by introducing scroll bars
2503on the window, by drawing on a large bitmap and scaling it into a
2504smaller window, or by any other means you can think of. It is likely
2505that when the tile size is that small the game will be unplayable
2506anyway, so don't put \e{too} much effort into handling it
2507creatively.
2508
2509If your platform has no limit on window size (or if you're planning
2510to use scroll bars for large puzzles), you can pass dimensions of
2511\cw{INT_MAX} as input to this function. You should probably not do
2512that \e{and} set the \c{expand} flag, though!
2513
2514\H{midend-new-game} \cw{midend_new_game()}
2515
dafd6cf6 2516\c void midend_new_game(midend *me);
69491f1e 2517
2518Causes the mid-end to begin a new game. Normally the game will be a
2519new randomly generated puzzle. However, if you have previously
2520called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2521generated might be dictated by the results of those functions. (In
2522particular, you \e{must} call \cw{midend_new_game()} after calling
2523either of those functions, or else no immediate effect will be
2524visible.)
2525
2526You will probably need to call \cw{midend_size()} after calling this
2527function, because if the game parameters have been changed since the
2528last new game then the window size might need to change. (If you
2529know the parameters \e{haven't} changed, you don't need to do this.)
2530
2531This function will create a new \c{game_drawstate}, but does not
2532actually perform a redraw (since you often need to call
2533\cw{midend_size()} before the redraw can be done). So after calling
2534this function and after calling \cw{midend_size()}, you should then
2535call \cw{midend_redraw()}. (It is not necessary to call
2536\cw{midend_force_redraw()}; that will discard the draw state and
2537create a fresh one, which is unnecessary in this case since there's
2538a fresh one already. It would work, but it's usually excessive.)
2539
2540\H{midend-restart-game} \cw{midend_restart_game()}
2541
dafd6cf6 2542\c void midend_restart_game(midend *me);
69491f1e 2543
2544This function causes the current game to be restarted. This is done
2545by placing a new copy of the original game state on the end of the
2546undo list (so that an accidental restart can be undone).
2547
2548This function automatically causes a redraw, i.e. the front end can
2549expect its drawing API to be called from \e{within} a call to this
2550function.
2551
2552\H{midend-force-redraw} \cw{midend_force_redraw()}
2553
dafd6cf6 2554\c void midend_force_redraw(midend *me);
69491f1e 2555
2556Forces a complete redraw of the puzzle window, by means of
2557discarding the current \c{game_drawstate} and creating a new one
2558from scratch before calling the game's \cw{redraw()} function.
2559
2560The front end can expect its drawing API to be called from within a
2561call to this function.
2562
2563\H{midend-redraw} \cw{midend_redraw()}
2564
dafd6cf6 2565\c void midend_redraw(midend *me);
69491f1e 2566
2567Causes a partial redraw of the puzzle window, by means of simply
2568calling the game's \cw{redraw()} function. (That is, the only things
2569redrawn will be things that have changed since the last redraw.)
2570
2571The front end can expect its drawing API to be called from within a
2572call to this function.
2573
2574\H{midend-process-key} \cw{midend_process_key()}
2575
dafd6cf6 2576\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2577
2578The front end calls this function to report a mouse or keyboard
2579event. The parameters \c{x}, \c{y} and \c{button} are almost
2580identical to the ones passed to the back end function
2581\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2582front end is \e{not} required to provide the guarantees about mouse
2583event ordering. The mid-end will sort out multiple simultaneous
2584button presses and changes of button; the front end's responsibility
2585is simply to pass on the mouse events it receives as accurately as
2586possible.
2587
2588(Some platforms may need to emulate absent mouse buttons by means of
2589using a modifier key such as Shift with another mouse button. This
2590tends to mean that if Shift is pressed or released in the middle of
2591a mouse drag, the mid-end will suddenly stop receiving, say,
2592\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2593intervening button release or press events. This too is something
2594which the mid-end will sort out for you; the front end has no
2595obligation to maintain sanity in this area.)
2596
2597The front end \e{should}, however, always eventually send some kind
2598of button release. On some platforms this requires special effort:
2599Windows, for example, requires a call to the system API function
2600\cw{SetCapture()} in order to ensure that your window receives a
2601mouse-up event even if the pointer has left the window by the time
2602the mouse button is released. On any platform that requires this
2603sort of thing, the front end \e{is} responsible for doing it.
2604
2605Calling this function is very likely to result in calls back to the
2606front end's drawing API and/or \cw{activate_timer()}
2607(\k{frontend-activate-timer}).
2608
2609\H{midend-colours} \cw{midend_colours()}
2610
dafd6cf6 2611\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2612
2613Returns an array of the colours required by the game, in exactly the
2614same format as that returned by the back end function \cw{colours()}
2615(\k{backend-colours}). Front ends should call this function rather
2616than calling the back end's version directly, since the mid-end adds
2617standard customisation facilities. (At the time of writing, those
2618customisation facilities are implemented hackily by means of
2619environment variables, but it's not impossible that they may become
2620more full and formal in future.)
2621
2622\H{midend-timer} \cw{midend_timer()}
2623
dafd6cf6 2624\c void midend_timer(midend *me, float tplus);
69491f1e 2625
2626If the mid-end has called \cw{activate_timer()}
2627(\k{frontend-activate-timer}) to request regular callbacks for
2628purposes of animation or timing, this is the function the front end
2629should call on a regular basis. The argument \c{tplus} gives the
2630time, in seconds, since the last time either this function was
2631called or \cw{activate_timer()} was invoked.
2632
2633One of the major purposes of timing in the mid-end is to perform
2634move animation. Therefore, calling this function is very likely to
2635result in calls back to the front end's drawing API.
2636
2637\H{midend-num-presets} \cw{midend_num_presets()}
2638
dafd6cf6 2639\c int midend_num_presets(midend *me);
69491f1e 2640
2641Returns the number of game parameter presets supplied by this game.
2642Front ends should use this function and \cw{midend_fetch_preset()}
2643to configure their presets menu rather than calling the back end
2644directly, since the mid-end adds standard customisation facilities.
2645(At the time of writing, those customisation facilities are
2646implemented hackily by means of environment variables, but it's not
2647impossible that they may become more full and formal in future.)
2648
2649\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2650
dafd6cf6 2651\c void midend_fetch_preset(midend *me, int n,
69491f1e 2652\c char **name, game_params **params);
2653
2654Returns one of the preset game parameter structures for the game. On
2655input \c{n} must be a non-negative integer and less than the value
2656returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2657to an ASCII string suitable for entering in the game's presets menu,
2658and \c{*params} is set to the corresponding \c{game_params}
2659structure.
2660
2661Both of the two output values are dynamically allocated, but they
2662are owned by the mid-end structure: the front end should not ever
2663free them directly, because they will be freed automatically during
2664\cw{midend_free()}.
2665
2666\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2667
dafd6cf6 2668\c int midend_wants_statusbar(midend *me);
69491f1e 2669
2670This function returns \cw{TRUE} if the puzzle has a use for a
2671textual status line (to display score, completion status, currently
2672active tiles, time, or anything else).
2673
2674Front ends should call this function rather than talking directly to
2675the back end.
2676
2677\H{midend-get-config} \cw{midend_get_config()}
2678
dafd6cf6 2679\c config_item *midend_get_config(midend *me, int which,
69491f1e 2680\c char **wintitle);
2681
2682Returns a dialog box description for user configuration.
2683
2684On input, \cw{which} should be set to one of three values, which
2685select which of the various dialog box descriptions is returned:
2686
2687\dt \cw{CFG_SETTINGS}
2688
2689\dd Requests the GUI parameter configuration box generated by the
2690puzzle itself. This should be used when the user selects \q{Custom}
2691from the game types menu (or equivalent). The mid-end passes this
2692request on to the back end function \cw{configure()}
2693(\k{backend-configure}).
2694
2695\dt \cw{CFG_DESC}
2696
2697\dd Requests a box suitable for entering a descriptive game ID (and
2698viewing the existing one). The mid-end generates this dialog box
2699description itself. This should be used when the user selects
2700\q{Specific} from the game menu (or equivalent).
2701
2702\dt \cw{CFG_SEED}
2703
2704\dd Requests a box suitable for entering a random-seed game ID (and
2705viewing the existing one). The mid-end generates this dialog box
2706description itself. This should be used when the user selects
2707\q{Random Seed} from the game menu (or equivalent).
2708
2709The returned value is an array of \cw{config_item}s, exactly as
2710described in \k{backend-configure}. Another returned value is an
2711ASCII string giving a suitable title for the configuration window,
2712in \c{*wintitle}.
2713
2714Both returned values are dynamically allocated and will need to be
2715freed. The window title can be freed in the obvious way; the
2716\cw{config_item} array is a slightly complex structure, so a utility
2717function \cw{free_cfg()} is provided to free it for you. See
2718\k{utils-free-cfg}.
2719
2720(Of course, you will probably not want to free the \cw{config_item}
2721array until the dialog box is dismissed, because before then you
2722will probably need to pass it to \cw{midend_set_config}.)
2723
2724\H{midend-set-config} \cw{midend_set_config()}
2725
dafd6cf6 2726\c char *midend_set_config(midend *me, int which,
69491f1e 2727\c config_item *cfg);
2728
2729Passes the mid-end the results of a configuration dialog box.
2730\c{which} should have the same value which it had when
2731\cw{midend_get_config()} was called; \c{cfg} should be the array of
2732\c{config_item}s returned from \cw{midend_get_config()}, modified to
2733contain the results of the user's editing operations.
2734
2735This function returns \cw{NULL} on success, or otherwise (if the
2736configuration data was in some way invalid) an ASCII string
2737containing an error message suitable for showing to the user.
2738
2739If the function succeeds, it is likely that the game parameters will
2740have been changed and it is certain that a new game will be
2741requested. The front end should therefore call
2742\cw{midend_new_game()}, and probably also re-think the window size
2743using \cw{midend_size()} and eventually perform a refresh using
2744\cw{midend_redraw()}.
2745
2746\H{midend-game-id} \cw{midend_game_id()}
2747
dafd6cf6 2748\c char *midend_game_id(midend *me, char *id);
69491f1e 2749
2750Passes the mid-end a string game ID (of any of the valid forms
2751\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2752mid-end will process and use for the next generated game.
2753
2754This function returns \cw{NULL} on success, or otherwise (if the
2755configuration data was in some way invalid) an ASCII string
2756containing an error message (not dynamically allocated) suitable for
2757showing to the user. In the event of an error, the mid-end's
2758internal state will be left exactly as it was before the call.
2759
2760If the function succeeds, it is likely that the game parameters will
2761have been changed and it is certain that a new game will be
2762requested. The front end should therefore call
2763\cw{midend_new_game()}, and probably also re-think the window size
2764using \cw{midend_size()} and eventually case a refresh using
2765\cw{midend_redraw()}.
2766
dafd6cf6 2767\H{midend-get-game-id} \cw{midend_get_game_id()}
2768
2769\c char *midend_get_game_id(midend *me)
2770
2771Returns a descriptive game ID (i.e. one in the form
2772\cq{params:description}) describing the game currently active in the
2773mid-end. The returned string is dynamically allocated.
2774
69491f1e 2775\H{midend-text-format} \cw{midend_text_format()}
2776
dafd6cf6 2777\c char *midend_text_format(midend *me);
69491f1e 2778
2779Formats the current game's current state as ASCII text suitable for
2780copying to the clipboard. The returned string is dynamically
2781allocated.
2782
2783You should not call this function if the game's
2784\c{can_format_as_text} flag is \cw{FALSE}.
2785
2786If the returned string contains multiple lines (which is likely), it
2787will use the normal C line ending convention (\cw{\\n} only). On
2788platforms which use a different line ending convention for data in
2789the clipboard, it is the front end's responsibility to perform the
2790conversion.
2791
2792\H{midend-solve} \cw{midend_solve()}
2793
dafd6cf6 2794\c char *midend_solve(midend *me);
69491f1e 2795
2796Requests the mid-end to perform a Solve operation.
2797
2798On success, \cw{NULL} is returned. On failure, an error message (not
2799dynamically allocated) is returned, suitable for showing to the
2800user.
2801
2802The front end can expect its drawing API and/or
2803\cw{activate_timer()} to be called from within a call to this
2804function.
2805
69491f1e 2806\H{midend-serialise} \cw{midend_serialise()}
2807
dafd6cf6 2808\c void midend_serialise(midend *me,
69491f1e 2809\c void (*write)(void *ctx, void *buf, int len),
2810\c void *wctx);
2811
2812Calling this function causes the mid-end to convert its entire
2813internal state into a long ASCII text string, and to pass that
2814string (piece by piece) to the supplied \c{write} function.
2815
2816Desktop implementations can use this function to save a game in any
2817state (including half-finished) to a disk file, by supplying a
2818\c{write} function which is a wrapper on \cw{fwrite()} (or local
2819equivalent). Other implementations may find other uses for it, such
2820as compressing the large and sprawling mid-end state into a
2821manageable amount of memory when a palmtop application is suspended
2822so that another one can run; in this case \cw{write} might want to
2823write to a memory buffer rather than a file. There may be other uses
2824for it as well.
2825
2826This function will call back to the supplied \c{write} function a
2827number of times, with the first parameter (\c{ctx}) equal to
2828\c{wctx}, and the other two parameters pointing at a piece of the
2829output string.
2830
2831\H{midend-deserialise} \cw{midend_deserialise()}
2832
dafd6cf6 2833\c char *midend_deserialise(midend *me,
69491f1e 2834\c int (*read)(void *ctx, void *buf, int len),
2835\c void *rctx);
2836
2837This function is the counterpart to \cw{midend_serialise()}. It
2838calls the supplied \cw{read} function repeatedly to read a quantity
2839of data, and attempts to interpret that data as a serialised mid-end
2840as output by \cw{midend_serialise()}.
2841
2842The \cw{read} function is called with the first parameter (\c{ctx})
2843equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2844into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2845on failure or \cw{TRUE} on success. It should not report success
2846unless it has filled the entire buffer; on platforms which might be
2847reading from a pipe or other blocking data source, \c{read} is
2848responsible for looping until the whole buffer has been filled.
2849
2850If the de-serialisation operation is successful, the mid-end's
2851internal data structures will be replaced by the results of the
2852load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2853will be completely unchanged and an error message (typically some
2854variation on \q{save file is corrupt}) will be returned. As usual,
2855the error message string is not dynamically allocated.
2856
2857If this function succeeds, it is likely that the game parameters
2858will have been changed. The front end should therefore probably
2859re-think the window size using \cw{midend_size()}, and probably
2860cause a refresh using \cw{midend_redraw()}.
2861
2862Because each mid-end is tied to a specific game back end, this
2863function will fail if you attempt to read in a save file generated
2864by a different game from the one configured in this mid-end, even if
2865your application is a monolithic one containing all the puzzles. (It
2866would be pretty easy to write a function which would look at a save
2867file and determine which game it was for; any front end implementor
2868who needs such a function can probably be accommodated.)
2869
2870\H{frontend-backend} Direct reference to the back end structure by
2871the front end
2872
2873Although \e{most} things the front end needs done should be done by
2874calling the mid-end, there are a few situations in which the front
2875end needs to refer directly to the game back end structure.
2876
2877The most obvious of these is
2878
2879\b passing the game back end as a parameter to \cw{midend_new()}.
2880
2881There are a few other back end features which are not wrapped by the
2882mid-end because there didn't seem much point in doing so:
2883
2884\b fetching the \c{name} field to use in window titles and similar
2885
2886\b reading the \c{can_configure}, \c{can_solve} and
2887\c{can_format_as_text} fields to decide whether to add those items
2888to the menu bar or equivalent
2889
2890\b reading the \c{winhelp_topic} field (Windows only)
2891
2892\b the GTK front end provides a \cq{--generate} command-line option
2893which directly calls the back end to do most of its work. This is
2894not really part of the main front end code, though, and I'm not sure
2895it counts.
2896
2897In order to find the game back end structure, the front end does one
2898of two things:
2899
2900\b If the particular front end is compiling a separate binary per
2901game, then the back end structure is a global variable with the
2902standard name \cq{thegame}:
2903
2904\lcont{
2905
2906\c extern const game thegame;
2907
2908}
2909
2910\b If the front end is compiled as a monolithic application
2911containing all the puzzles together (in which case the preprocessor
2912symbol \cw{COMBINED} must be defined when compiling most of the code
2913base), then there will be two global variables defined:
2914
2915\lcont{
2916
2917\c extern const game *gamelist[];
2918\c extern const int gamecount;
2919
2920\c{gamelist} will be an array of \c{gamecount} game structures,
3f98cd5a 2921declared in the automatically constructed source module \c{list.c}.
2922The application should search that array for the game it wants,
2923probably by reaching into each game structure and looking at its
2924\c{name} field.
69491f1e 2925
2926}
2927
2928\H{frontend-api} Mid-end to front-end calls
2929
2930This section describes the small number of functions which a front
2931end must provide to be called by the mid-end or other standard
2932utility modules.
2933
2934\H{frontend-get-random-seed} \cw{get_random_seed()}
2935
2936\c void get_random_seed(void **randseed, int *randseedsize);
2937
2938This function is called by a new mid-end, and also occasionally by
2939game back ends. Its job is to return a piece of data suitable for
2940using as a seed for initialisation of a new \c{random_state}.
2941
2942On exit, \c{*randseed} should be set to point at a newly allocated
2943piece of memory containing some seed data, and \c{*randseedsize}
2944should be set to the length of that data.
2945
2946A simple and entirely adequate implementation is to return a piece
2947of data containing the current system time at the highest
2948conveniently available resolution.
2949
2950\H{frontend-activate-timer} \cw{activate_timer()}
2951
2952\c void activate_timer(frontend *fe);
2953
2954This is called by the mid-end to request that the front end begin
2955calling it back at regular intervals.
2956
2957The timeout interval is left up to the front end; the finer it is,
2958the smoother move animations will be, but the more CPU time will be
2959used. Current front ends use values around 20ms (i.e. 50Hz).
2960
2961After this function is called, the mid-end will expect to receive
2962calls to \cw{midend_timer()} on a regular basis.
2963
2964\H{frontend-deactivate-timer} \cw{deactivate_timer()}
2965
2966\c void deactivate_timer(frontend *fe);
2967
2968This is called by the mid-end to request that the front end stop
2969calling \cw{midend_timer()}.
2970
2971\H{frontend-fatal} \cw{fatal()}
2972
2973\c void fatal(char *fmt, ...);
2974
2975This is called by some utility functions if they encounter a
2976genuinely fatal error such as running out of memory. It is a
2977variadic function in the style of \cw{printf()}, and is expected to
2978show the formatted error message to the user any way it can and then
2979terminate the application. It must not return.
2980
dafd6cf6 2981\H{frontend-default-colour} \cw{frontend_default_colour()}
2982
2983\c void frontend_default_colour(frontend *fe, float *output);
2984
2985This function expects to be passed a pointer to an array of three
2986\cw{float}s. It returns the platform's local preferred background
2987colour in those three floats, as red, green and blue values (in that
2988order) ranging from \cw{0.0} to \cw{1.0}.
2989
2990This function should only ever be called by the back end function
2991\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
2992\e{midend}-to-frontend function as such, but there didn't seem to be
2993anywhere else particularly good to put it. Sorry.)
2994
69491f1e 2995\C{utils} Utility APIs
2996
2997This chapter documents a variety of utility APIs provided for the
2998general use of the rest of the Puzzles code.
2999
3000\H{utils-random} Random number generation
3001
3002Platforms' local random number generators vary widely in quality and
3003seed size. Puzzles therefore supplies its own high-quality random
3004number generator, with the additional advantage of giving the same
3005results if fed the same seed data on different platforms. This
3006allows game random seeds to be exchanged between different ports of
3007Puzzles and still generate the same games.
3008
3009Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3010generator has an \e{explicit} state object called a
3011\c{random_state}. One of these is managed by each mid-end, for
3012example, and passed to the back end to generate a game with.
3013
1fbb0680 3014\S{utils-random-init} \cw{random_new()}
69491f1e 3015
1fbb0680 3016\c random_state *random_new(char *seed, int len);
69491f1e 3017
3018Allocates, initialises and returns a new \c{random_state}. The input
3019data is used as the seed for the random number stream (i.e. using
3020the same seed at a later time will generate the same stream).
3021
3022The seed data can be any data at all; there is no requirement to use
3023printable ASCII, or NUL-terminated strings, or anything like that.
3024
e9f8a17f 3025\S{utils-random-copy} \cw{random_copy()}
3026
3027\c random_state *random_copy(random_state *tocopy);
3028
3029Allocates a new \c{random_state}, copies the contents of another
3030\c{random_state} into it, and returns the new state. If exactly the
3031same sequence of functions is subseqently called on both the copy and
3032the original, the results will be identical. This may be useful for
3033speculatively performing some operation using a given random state,
3034and later replaying that operation precisely.
3035
69491f1e 3036\S{utils-random-free} \cw{random_free()}
3037
3038\c void random_free(random_state *state);
3039
3040Frees a \c{random_state}.
3041
3042\S{utils-random-bits} \cw{random_bits()}
3043
3044\c unsigned long random_bits(random_state *state, int bits);
3045
3046Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3047should be between 1 and 32 inclusive.
3048
3049\S{utils-random-upto} \cw{random_upto()}
3050
3051\c unsigned long random_upto(random_state *state, unsigned long limit);
3052
3053Returns a random number from 0 to \cw{limit-1} inclusive.
3054
3055\S{utils-random-state-encode} \cw{random_state_encode()}
3056
3057\c char *random_state_encode(random_state *state);
3058
3059Encodes the entire contents of a \c{random_state} in printable
3060ASCII. Returns a dynamically allocated string containing that
3061encoding. This can subsequently be passed to
3062\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3063
3064\S{utils-random-state-decode} \cw{random_state_decode()}
3065
3066\c random_state *random_state_decode(char *input);
3067
3068Decodes a string generated by \cw{random_state_encode()} and
3069reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3070it should produce the same stream of random numbers.
3071
3072This function has no error reporting; if you pass it an invalid
3073string it will simply generate an arbitrary random state, which may
3074turn out to be noticeably non-random.
3075
3076\S{utils-shuffle} \cw{shuffle()}
3077
3078\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3079
3080Shuffles an array into a random order. The interface is much like
3081ANSI C \cw{qsort()}, except that there's no need for a compare
3082function.
3083
3084\c{array} is a pointer to the first element of the array. \c{nelts}
3085is the number of elements in the array; \c{eltsize} is the size of a
3086single element (typically measured using \c{sizeof}). \c{rs} is a
3087\c{random_state} used to generate all the random numbers for the
3088shuffling process.
3089
3090\H{utils-alloc} Memory allocation
3091
3092Puzzles has some central wrappers on the standard memory allocation
3093functions, which provide compile-time type checking, and run-time
3094error checking by means of quitting the application if it runs out
3095of memory. This doesn't provide the best possible recovery from
3096memory shortage, but on the other hand it greatly simplifies the
3097rest of the code, because nothing else anywhere needs to worry about
3098\cw{NULL} returns from allocation.
3099
3100\S{utils-snew} \cw{snew()}
3101
3102\c var = snew(type);
3103\e iii iiii
3104
3105This macro takes a single argument which is a \e{type name}. It
3106allocates space for one object of that type. If allocation fails it
3107will call \cw{fatal()} and not return; so if it does return, you can
3108be confident that its return value is non-\cw{NULL}.
3109
3110The return value is cast to the specified type, so that the compiler
3111will type-check it against the variable you assign it into. Thus,
3112this ensures you don't accidentally allocate memory the size of the
3113wrong type and assign it into a variable of the right one (or vice
3114versa!).
3115
3116\S{utils-snewn} \cw{snewn()}
3117
3118\c var = snewn(n, type);
1f608c7c 3119\e iii i iiii
69491f1e 3120
3121This macro is the array form of \cw{snew()}. It takes two arguments;
3122the first is a number, and the second is a type name. It allocates
3123space for that many objects of that type, and returns a type-checked
3124non-\cw{NULL} pointer just as \cw{snew()} does.
3125
3126\S{utils-sresize} \cw{sresize()}
3127
3128\c var = sresize(var, n, type);
3129\e iii iii i iiii
3130
3131This macro is a type-checked form of \cw{realloc()}. It takes three
3132arguments: an input memory block, a new size in elements, and a
3133type. It re-sizes the input memory block to a size sufficient to
3134contain that many elements of that type. It returns a type-checked
3135non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3136
3137The input memory block can be \cw{NULL}, in which case this function
3138will behave exactly like \cw{snewn()}. (In principle any
3139ANSI-compliant \cw{realloc()} implementation ought to cope with
3140this, but I've never quite trusted it to work everywhere.)
3141
3142\S{utils-sfree} \cw{sfree()}
3143
3144\c void sfree(void *p);
3145
3146This function is pretty much equivalent to \cw{free()}. It is
3147provided with a dynamically allocated block, and frees it.
3148
3149The input memory block can be \cw{NULL}, in which case this function
3150will do nothing. (In principle any ANSI-compliant \cw{free()}
3151implementation ought to cope with this, but I've never quite trusted
3152it to work everywhere.)
3153
3154\S{utils-dupstr} \cw{dupstr()}
3155
3156\c char *dupstr(const char *s);
3157
3158This function dynamically allocates a duplicate of a C string. Like
3159the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3160not return at all.
3161
3162(Many platforms provide the function \cw{strdup()}. As well as
3163guaranteeing never to return \cw{NULL}, my version has the advantage
3164of being defined \e{everywhere}, rather than inconveniently not
3165quite everywhere.)
3166
3167\S{utils-free-cfg} \cw{free_cfg()}
3168
3169\c void free_cfg(config_item *cfg);
3170
3171This function correctly frees an array of \c{config_item}s,
3172including walking the array until it gets to the end and freeing
3173precisely those \c{sval} fields which are expected to be dynamically
3174allocated.
3175
3176(See \k{backend-configure} for details of the \c{config_item}
3177structure.)
3178
3179\H{utils-tree234} Sorted and counted tree functions
3180
3181Many games require complex algorithms for generating random puzzles,
3182and some require moderately complex algorithms even during play. A
3183common requirement during these algorithms is for a means of
3184maintaining sorted or unsorted lists of items, such that items can
3185be removed and added conveniently.
3186
3187For general use, Puzzles provides the following set of functions
3188which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3189tree structure, with the property that all lookups, insertions,
3190deletions, splits and joins can be done in \cw{O(log N)} time.)
3191
3192All these functions expect you to be storing a tree of \c{void *}
3193pointers. You can put anything you like in those pointers.
3194
3195By the use of per-node element counts, these tree structures have
3196the slightly unusual ability to look elements up by their numeric
3197index within the list represented by the tree. This means that they
3198can be used to store an unsorted list (in which case, every time you
3199insert a new element, you must explicitly specify the position where
3200you wish to insert it). They can also do numeric lookups in a sorted
3201tree, which might be useful for (for example) tracking the median of
3202a changing data set.
3203
3204As well as storing sorted lists, these functions can be used for
3205storing \q{maps} (associative arrays), by defining each element of a
3206tree to be a (key, value) pair.
3207
3208\S{utils-newtree234} \cw{newtree234()}
3209
3210\c tree234 *newtree234(cmpfn234 cmp);
3211
3212Creates a new empty tree, and returns a pointer to it.
3213
3214The parameter \c{cmp} determines the sorting criterion on the tree.
3215Its prototype is
3216
3217\c typedef int (*cmpfn234)(void *, void *);
3218
3219If you want a sorted tree, you should provide a function matching
3220this prototype, which returns like \cw{strcmp()} does (negative if
3221the first argument is smaller than the second, positive if it is
3222bigger, zero if they compare equal). In this case, the function
3223\cw{addpos234()} will not be usable on your tree (because all
3224insertions must respect the sorting order).
3225
3226If you want an unsorted tree, pass \cw{NULL}. In this case you will
3227not be able to use either \cw{add234()} or \cw{del234()}, or any
3228other function such as \cw{find234()} which depends on a sorting
3229order. Your tree will become something more like an array, except
3230that it will efficiently support insertion and deletion as well as
3231lookups by numeric index.
3232
3233\S{utils-freetree234} \cw{freetree234()}
3234
3235\c void freetree234(tree234 *t);
3236
3237Frees a tree. This function will not free the \e{elements} of the
3238tree (because they might not be dynamically allocated, or you might
3239be storing the same set of elements in more than one tree); it will
3240just free the tree structure itself. If you want to free all the
3241elements of a tree, you should empty it before passing it to
3242\cw{freetree234()}, by means of code along the lines of
3243
3244\c while ((element = delpos234(tree, 0)) != NULL)
3245\c sfree(element); /* or some more complicated free function */
3246\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3247
3248\S{utils-add234} \cw{add234()}
3249
3250\c void *add234(tree234 *t, void *e);
3251
3252Inserts a new element \c{e} into the tree \c{t}. This function
3253expects the tree to be sorted; the new element is inserted according
3254to the sort order.
3255
3256If an element comparing equal to \c{e} is already in the tree, then
3257the insertion will fail, and the return value will be the existing
3258element. Otherwise, the insertion succeeds, and \c{e} is returned.
3259
3260\S{utils-addpos234} \cw{addpos234()}
3261
3262\c void *addpos234(tree234 *t, void *e, int index);
3263
3264Inserts a new element into an unsorted tree. Since there is no
3265sorting order to dictate where the new element goes, you must
3266specify where you want it to go. Setting \c{index} to zero puts the
3267new element right at the start of the list; setting \c{index} to the
3268current number of elements in the tree puts the new element at the
3269end.
3270
3271Return value is \c{e}, in line with \cw{add234()} (although this
3272function cannot fail except by running out of memory, in which case
3273it will bomb out and die rather than returning an error indication).
3274
3275\S{utils-index234} \cw{index234()}
3276
3277\c void *index234(tree234 *t, int index);
3278
3279Returns a pointer to the \c{index}th element of the tree, or
3280\cw{NULL} if \c{index} is out of range. Elements of the tree are
3281numbered from zero.
3282
3283\S{utils-find234} \cw{find234()}
3284
3285\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3286
3287Searches for an element comparing equal to \c{e} in a sorted tree.
3288
3289If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3290will be used to perform the search. However, sometimes you don't
3291want that; suppose, for example, each of your elements is a big
3292structure containing a \c{char *} name field, and you want to find
3293the element with a given name. You \e{could} achieve this by
3294constructing a fake element structure, setting its name field
3295appropriately, and passing it to \cw{find234()}, but you might find
3296it more convenient to pass \e{just} a name string to \cw{find234()},
3297supplying an alternative comparison function which expects one of
3298its arguments to be a bare name and the other to be a large
3299structure containing a name field.
3300
3301Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3302compare \c{e} to elements of the tree. The first argument passed to
3303\c{cmp} will always be \c{e}; the second will be an element of the
3304tree.
3305
3306(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3307function pointer type.)
3308
3309The returned value is the element found, or \cw{NULL} if the search
3310is unsuccessful.
3311
3312\S{utils-findrel234} \cw{findrel234()}
3313
3314\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3315
3316This function is like \cw{find234()}, but has the additional ability
3317to do a \e{relative} search. The additional parameter \c{relation}
3318can be one of the following values:
3319
3320\dt \cw{REL234_EQ}
3321
3322\dd Find only an element that compares equal to \c{e}. This is
3323exactly the behaviour of \cw{find234()}.
3324
3325\dt \cw{REL234_LT}
3326
3327\dd Find the greatest element that compares strictly less than
3328\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3329element in the whole tree (which could also be done by
3330\cw{index234(t, count234(t)-1)}).
3331
3332\dt \cw{REL234_LE}
3333
3334\dd Find the greatest element that compares less than or equal to
3335\c{e}. (That is, find an element that compares equal to \c{e} if
3336possible, but failing that settle for something just less than it.)
3337
3338\dt \cw{REL234_GT}
3339
3340\dd Find the smallest element that compares strictly greater than
3341\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3342element in the whole tree (which could also be done by
3343\cw{index234(t, 0)}).
3344
3345\dt \cw{REL234_GE}
3346
3347\dd Find the smallest element that compares greater than or equal to
3348\c{e}. (That is, find an element that compares equal to \c{e} if
3349possible, but failing that settle for something just bigger than
3350it.)
3351
3352Return value, as before, is the element found or \cw{NULL} if no
3353element satisfied the search criterion.
3354
3355\S{utils-findpos234} \cw{findpos234()}
3356
3357\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3358
3359This function is like \cw{find234()}, but has the additional feature
3360of returning the index of the element found in the tree; that index
3361is written to \c{*index} in the event of a successful search (a
3362non-\cw{NULL} return value).
3363
3364\c{index} may be \cw{NULL}, in which case this function behaves
3365exactly like \cw{find234()}.
3366
3367\S{utils-findrelpos234} \cw{findrelpos234()}
3368
3369\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3370\c int *index);
3371
3372This function combines all the features of \cw{findrel234()} and
3373\cw{findpos234()}.
3374
3375\S{utils-del234} \cw{del234()}
3376
3377\c void *del234(tree234 *t, void *e);
3378
3379Finds an element comparing equal to \c{e} in the tree, deletes it,
3380and returns it.
3381
3382The input tree must be sorted.
3383
3384The element found might be \c{e} itself, or might merely compare
3385equal to it.
3386
3387Return value is \cw{NULL} if no such element is found.
3388
3389\S{utils-delpos234} \cw{delpos234()}
3390
3391\c void *delpos234(tree234 *t, int index);
3392
3393Deletes the element at position \c{index} in the tree, and returns
3394it.
3395
3396Return value is \cw{NULL} if the index is out of range.
3397
3398\S{utils-count234} \cw{count234()}
3399
3400\c int count234(tree234 *t);
3401
3402Returns the number of elements currently in the tree.
3403
3404\S{utils-splitpos234} \cw{splitpos234()}
3405
3406\c tree234 *splitpos234(tree234 *t, int index, int before);
3407
3408Splits the input tree into two pieces at a given position, and
3409creates a new tree containing all the elements on one side of that
3410position.
3411
3412If \c{before} is \cw{TRUE}, then all the items at or after position
3413\c{index} are left in the input tree, and the items before that
3414point are returned in the new tree. Otherwise, the reverse happens:
3415all the items at or after \c{index} are moved into the new tree, and
3416those before that point are left in the old one.
3417
3418If \c{index} is equal to 0 or to the number of elements in the input
3419tree, then one of the two trees will end up empty (and this is not
3420an error condition). If \c{index} is further out of range in either
3421direction, the operation will fail completely and return \cw{NULL}.
3422
3423This operation completes in \cw{O(log N)} time, no matter how large
3424the tree or how balanced or unbalanced the split.
3425
3426\S{utils-split234} \cw{split234()}
3427
3428\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3429
3430Splits a sorted tree according to its sort order.
3431
3432\c{rel} can be any of the relation constants described in
3433\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3434elements having that relation to \c{e} will be transferred into the
3435new tree; the rest will be left in the old one.
3436
3437The parameter \c{cmp} has the same semantics as it does in
3438\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3439the tree's own comparison function when comparing elements to \c{e},
3440in such a way that \c{e} itself is always the first of its two
3441operands.
3442
3443Again, this operation completes in \cw{O(log N)} time, no matter how
3444large the tree or how balanced or unbalanced the split.
3445
3446\S{utils-join234} \cw{join234()}
3447
3448\c tree234 *join234(tree234 *t1, tree234 *t2);
3449
3450Joins two trees together by concatenating the lists they represent.
3451All the elements of \c{t2} are moved into \c{t1}, in such a way that
3452they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3453freed; the return value is \c{t1}.
3454
3455If you apply this function to a sorted tree and it violates the sort
3456order (i.e. the smallest element in \c{t2} is smaller than or equal
3457to the largest element in \c{t1}), the operation will fail and
3458return \cw{NULL}.
3459
3460This operation completes in \cw{O(log N)} time, no matter how large
3461the trees being joined together.
3462
3463\S{utils-join234r} \cw{join234r()}
3464
3465\c tree234 *join234r(tree234 *t1, tree234 *t2);
3466
3467Joins two trees together in exactly the same way as \cw{join234()},
3468but this time the combined tree is returned in \c{t2}, and \c{t1} is
3469destroyed. The elements in \c{t1} still appear before those in
3470\c{t2}.
3471
3472Again, this operation completes in \cw{O(log N)} time, no matter how
3473large the trees being joined together.
3474
3475\S{utils-copytree234} \cw{copytree234()}
3476
3477\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3478\c void *copyfnstate);
3479
3480Makes a copy of an entire tree.
3481
3482If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3483will not be; i.e. the new tree will contain pointers to exactly the
3484same physical elements as the old one.
3485
3486If you want to copy each actual element during the operation, you
3487can instead pass a function in \c{copyfn} which makes a copy of each
3488element. That function has the prototype
3489
3490\c typedef void *(*copyfn234)(void *state, void *element);
3491
3492and every time it is called, the \c{state} parameter will be set to
3493the value you passed in as \c{copyfnstate}.
3494
3495\H{utils-misc} Miscellaneous utility functions and macros
3496
3497This section contains all the utility functions which didn't
3498sensibly fit anywhere else.
3499
3500\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3501
3502The main Puzzles header file defines the macros \cw{TRUE} and
7ce7f171 3503\cw{FALSE}, which are used throughout the code in place of 1 and 0
3504(respectively) to indicate that the values are in a boolean context.
3505For code base consistency, I'd prefer it if submissions of new code
3506followed this convention as well.
69491f1e 3507
3508\S{utils-maxmin} \cw{max()} and \cw{min()}
3509
3510The main Puzzles header file defines the pretty standard macros
3511\cw{max()} and \cw{min()}, each of which is given two arguments and
3512returns the one which compares greater or less respectively.
3513
3514These macros may evaluate their arguments multiple times. Avoid side
3515effects.
3516
3517\S{utils-pi} \cw{PI}
3518
3519The main Puzzles header file defines a macro \cw{PI} which expands
3520to a floating-point constant representing pi.
3521
3522(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3523It'd be so useful!)
3524
3525\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3526
3527\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3528
3529This function obscures the contents of a piece of data, by
3530cryptographic methods. It is useful for games of hidden information
3531(such as Mines, Guess or Black Box), in which the game ID
3532theoretically reveals all the information the player is supposed to
3533be trying to guess. So in order that players should be able to send
3534game IDs to one another without accidentally spoiling the resulting
3535game by looking at them, these games obfuscate their game IDs using
3536this function.
3537
3538Although the obfuscation function is cryptographic, it cannot
3539properly be called encryption because it has no key. Therefore,
3540anybody motivated enough can re-implement it, or hack it out of the
3541Puzzles source, and strip the obfuscation off one of these game IDs
3542to see what lies beneath. (Indeed, they could usually do it much
3543more easily than that, by entering the game ID into their own copy
3544of the puzzle and hitting Solve.) The aim is not to protect against
3545a determined attacker; the aim is simply to protect people who
3546wanted to play the game honestly from \e{accidentally} spoiling
3547their own fun.
3548
3549The input argument \c{bmp} points at a piece of memory to be
3550obfuscated. \c{bits} gives the length of the data. Note that that
3551length is in \e{bits} rather than bytes: if you ask for obfuscation
3552of a partial number of bytes, then you will get it. Bytes are
3553considered to be used from the top down: thus, for example, setting
3554\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3555two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3556undefined (i.e. it may be corrupted by the function).
3557
3558The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3559and \cw{TRUE} for a decoding operation. Each is the inverse of the
3560other. (There's no particular reason you shouldn't obfuscate by
3561decoding and restore cleartext by encoding, if you really wanted to;
3562it should still work.)
3563
3564The input bitmap is processed in place.
3565
3566\S{utils-bin2hex} \cw{bin2hex()}
3567
3568\c char *bin2hex(const unsigned char *in, int inlen);
3569
3570This function takes an input byte array and converts it into an
3571ASCII string encoding those bytes in (lower-case) hex. It returns a
3572dynamically allocated string containing that encoding.
3573
3574This function is useful for encoding the result of
3575\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3576
3577\S{utils-hex2bin} \cw{hex2bin()}
3578
3579\c unsigned char *hex2bin(const char *in, int outlen);
3580
3581This function takes an ASCII string containing hex digits, and
3582converts it back into a byte array of length \c{outlen}. If there
3583aren't enough hex digits in the string, the contents of the
3584resulting array will be undefined.
3585
3586This function is the inverse of \cw{bin2hex()}.
3587
3588\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3589
3590\c void game_mkhighlight(frontend *fe, float *ret,
3591\c int background, int highlight, int lowlight);
3592
3593It's reasonably common for a puzzle game's graphics to use
3594highlights and lowlights to indicate \q{raised} or \q{lowered}
3595sections. Fifteen, Sixteen and Twiddle are good examples of this.
3596
3597Puzzles using this graphical style are running a risk if they just
3598use whatever background colour is supplied to them by the front end,
3599because that background colour might be too light to see any
3600highlights on at all. (In particular, it's not unheard of for the
3601front end to specify a default background colour of white.)
3602
3603Therefore, such puzzles can call this utility function from their
3604\cw{colours()} routine (\k{backend-colours}). You pass it your front
3605end handle, a pointer to the start of your return array, and three
3606colour indices. It will:
3607
3608\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3609to fetch the front end's default background colour
3610
3611\b alter the brightness of that colour if it's unsuitable
3612
3613\b define brighter and darker variants of the colour to be used as
3614highlights and lowlights
3615
3616\b write those results into the relevant positions in the \c{ret}
3617array.
3618
3619Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3620to RGB values defining a sensible background colour, and similary
3621\c{highlight} and \c{lowlight} will be set to sensible colours.
3622
3623\C{writing} How to write a new puzzle
3624
3625This chapter gives a guide to how to actually write a new puzzle:
3626where to start, what to do first, how to solve common problems.
3627
3628The previous chapters have been largely composed of facts. This one
3629is mostly advice.
3630
3631\H{writing-editorial} Choosing a puzzle
3632
3633Before you start writing a puzzle, you have to choose one. Your
3634taste in puzzle games is up to you, of course; and, in fact, you're
3635probably reading this guide because you've \e{already} thought of a
3636game you want to write. But if you want to get it accepted into the
3637official Puzzles distribution, then there's a criterion it has to
3638meet.
3639
3640The current Puzzles editorial policy is that all games should be
3641\e{fair}. A fair game is one which a player can only fail to
3642complete through demonstrable lack of skill \dash that is, such that
3643a better player in the same situation would have \e{known} to do
3644something different.
3645
3646For a start, that means every game presented to the user must have
3647\e{at least one solution}. Giving the unsuspecting user a puzzle
3648which is actually impossible is not acceptable. (There is an
3649exception: if the user has selected some non-default option which is
3650clearly labelled as potentially unfair, \e{then} you're allowed to
3651generate possibly insoluble puzzles, because the user isn't
3652unsuspecting any more. Same Game and Mines both have options of this
3653type.)
3654
3655Also, this actually \e{rules out} games such as Klondike, or the
3656normal form of Mahjong Solitaire. Those games have the property that
3657even if there is a solution (i.e. some sequence of moves which will
3658get from the start state to the solved state), the player doesn't
3659necessarily have enough information to \e{find} that solution. In
3660both games, it is possible to reach a dead end because you had an
3661arbitrary choice to make and made it the wrong way. This violates
3662the fairness criterion, because a better player couldn't have known
3663they needed to make the other choice.
3664
3665(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3666is a Shuffle operation which randomly permutes all the remaining
3667tiles without changing their positions, which allows you to get out
3668of a sticky situation. Using this operation adds a 60-second penalty
3669to your solution time, so it's to the player's advantage to try to
3670minimise the chance of having to use it. It's still possible to
3671render the game uncompletable if you end up with only two tiles
3672vertically stacked, but that's easy to foresee and avoid using a
3673shuffle operation. This form of the game \e{is} fair. Implementing
3674it in Puzzles would require an infrastructure change so that the
3675back end could communicate time penalties to the mid-end, but that
3676would be easy enough.)
3677
3678Providing a \e{unique} solution is a little more negotiable; it
3679depends on the puzzle. Solo would have been of unacceptably low
3680quality if it didn't always have a unique solution, whereas Twiddle
3681inherently has multiple solutions by its very nature and it would
3682have been meaningless to even \e{suggest} making it uniquely
3683soluble. Somewhere in between, Flip could reasonably be made to have
3684unique solutions (by enforcing a zero-dimension kernel in every
3685generated matrix) but it doesn't seem like a serious quality problem
3686that it doesn't.
3687
3688Of course, you don't \e{have} to care about all this. There's
3689nothing stopping you implementing any puzzle you want to if you're
3690happy to maintain your puzzle yourself, distribute it from your own
3691web site, fork the Puzzles code completely, or anything like that.
3692It's free software; you can do what you like with it. But any game
3693that you want to be accepted into \e{my} Puzzles code base has to
3694satisfy the fairness criterion, which means all randomly generated
3695puzzles must have a solution (unless the user has deliberately
3696chosen otherwise) and it must be possible \e{in theory} to find that
3697solution without having to guess.
3698
3699\H{writing-gs} Getting started
3700
3701The simplest way to start writing a new puzzle is to copy
3702\c{nullgame.c}. This is a template puzzle source file which does
3703almost nothing, but which contains all the back end function
3704prototypes and declares the back end data structure correctly. It is
3705built every time the rest of Puzzles is built, to ensure that it
3706doesn't get out of sync with the code and remains buildable.
3707
3708So start by copying \c{nullgame.c} into your new source file. Then
3709you'll gradually add functionality until the very boring Null Game
3710turns into your real game.
3711
3712Next you'll need to add your puzzle to the Makefiles, in order to
3713compile it conveniently. \e{Do not edit the Makefiles}: they are
3714created automatically by the script \c{mkfiles.pl}, from the file
3715called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3716
7ce7f171 3717Also, don't forget to add your puzzle to \c{list.c}: if you don't,
3718then it will still run fine on platforms which build each puzzle
3719separately, but Mac OS X and other monolithic platforms will not
3720include your new puzzle in their single binary.
3721
69491f1e 3722Once your source file is building, you can move on to the fun bit.
3723
3724\S{writing-generation} Puzzle generation
3725
3726Randomly generating instances of your puzzle is almost certain to be
3727the most difficult part of the code, and also the task with the
3728highest chance of turning out to be completely infeasible. Therefore
3729I strongly recommend doing it \e{first}, so that if it all goes
3730horribly wrong you haven't wasted any more time than you absolutely
3731had to. What I usually do is to take an unmodified \c{nullgame.c},
3732and start adding code to \cw{new_game_desc()} which tries to
3733generate a puzzle instance and print it out using \cw{printf()}.
3734Once that's working, \e{then} I start connecting it up to the return
3735value of \cw{new_game_desc()}, populating other structures like
3736\c{game_params}, and generally writing the rest of the source file.
3737
3738There are many ways to generate a puzzle which is known to be
3739soluble. In this section I list all the methods I currently know of,
3740in case any of them can be applied to your puzzle. (Not all of these
3741methods will work, or in some cases even make sense, for all
3742puzzles.)
3743
3744Some puzzles are mathematically tractable, meaning you can work out
3745in advance which instances are soluble. Sixteen, for example, has a
3746parity constraint in some settings which renders exactly half the
3747game space unreachable, but it can be mathematically proved that any
3748position not in that half \e{is} reachable. Therefore, Sixteen's
3749grid generation simply consists of selecting at random from a well
3750defined subset of the game space. Cube in its default state is even
3751easier: \e{every} possible arrangement of the blue squares and the
3752cube's starting position is soluble!
3753
3754Another option is to redefine what you mean by \q{soluble}. Black
3755Box takes this approach. There are layouts of balls in the box which
3756are completely indistinguishable from one another no matter how many
3757beams you fire into the box from which angles, which would normally
3758be grounds for declaring those layouts unfair; but fortunately,
3759detecting that indistinguishability is computationally easy. So
3760Black Box doesn't demand that your ball placements match its own; it
3761merely demands that your ball placements be \e{indistinguishable}
3762from the ones it was thinking of. If you have an ambiguous puzzle,
3763then any of the possible answers is considered to be a solution.
3764Having redefined the rules in that way, any puzzle is soluble again.
3765
3766Those are the simple techniques. If they don't work, you have to get
3767cleverer.
3768
3769One way to generate a soluble puzzle is to start from the solved
3770state and make inverse moves until you reach a starting state. Then
3771you know there's a solution, because you can just list the inverse
3772moves you made and make them in the opposite order to return to the
3773solved state.
3774
3775This method can be simple and effective for puzzles where you get to
3776decide what's a starting state and what's not. In Pegs, for example,
3777the generator begins with one peg in the centre of the board and
3778makes inverse moves until it gets bored; in this puzzle, valid
3779inverse moves are easy to detect, and \e{any} state that's reachable
3780from the solved state by inverse moves is a reasonable starting
3781position. So Pegs just continues making inverse moves until the
3782board satisfies some criteria about extent and density, and then
3783stops and declares itself done.
3784
3785For other puzzles, it can be a lot more difficult. Same Game uses
3786this strategy too, and it's lucky to get away with it at all: valid
3787inverse moves aren't easy to find (because although it's easy to
3788insert additional squares in a Same Game position, it's difficult to
3789arrange that \e{after} the insertion they aren't adjacent to any
3790other squares of the same colour), so you're constantly at risk of
3791running out of options and having to backtrack or start again. Also,
3792Same Game grids never start off half-empty, which means you can't
3793just stop when you run out of moves \dash you have to find a way to
3794fill the grid up \e{completely}.
3795
3796The other way to generate a puzzle that's soluble is to start from
3797the other end, and actually write a \e{solver}. This tends to ensure
3798that a puzzle has a \e{unique} solution over and above having a
3799solution at all, so it's a good technique to apply to puzzles for
3800which that's important.
3801
3802One theoretical drawback of generating soluble puzzles by using a
3803solver is that your puzzles are restricted in difficulty to those
3804which the solver can handle. (Most solvers are not fully general:
3805many sets of puzzle rules are NP-complete or otherwise nasty, so
3806most solvers can only handle a subset of the theoretically soluble
3807puzzles.) It's been my experience in practice, however, that this
3808usually isn't a problem; computers are good at very different things
3809from humans, and what the computer thinks is nice and easy might
3810still be pleasantly challenging for a human. For example, when
3811solving Dominosa puzzles I frequently find myself using a variety of
3812reasoning techniques that my solver doesn't know about; in
3813principle, therefore, I should be able to solve the puzzle using
3814only those techniques it \e{does} know about, but this would involve
3815repeatedly searching the entire grid for the one simple deduction I
3816can make. Computers are good at this sort of exhaustive search, but
3817it's been my experience that human solvers prefer to do more complex
3818deductions than to spend ages searching for simple ones. So in many
3819cases I don't find my own playing experience to be limited by the
3820restrictions on the solver.
3821
3822(This isn't \e{always} the case. Solo is a counter-example;
3823generating Solo puzzles using a simple solver does lead to
3824qualitatively easier puzzles. Therefore I had to make the Solo
3825solver rather more advanced than most of them.)
3826
3827There are several different ways to apply a solver to the problem of
3828generating a soluble puzzle. I list a few of them below.
3829
3830The simplest approach is brute force: randomly generate a puzzle,
3831use the solver to see if it's soluble, and if not, throw it away and
3832try again until you get lucky. This is often a viable technique if
3833all else fails, but it tends not to scale well: for many puzzle
3834types, the probability of finding a uniquely soluble instance
3835decreases sharply as puzzle size goes up, so this technique might
3836work reasonably fast for small puzzles but take (almost) forever at
3837larger sizes. Still, if there's no other alternative it can be
3838usable: Pattern and Dominosa both use this technique. (However,
3839Dominosa has a means of tweaking the randomly generated grids to
3840increase the \e{probability} of them being soluble, by ruling out
3841one of the most common ambiguous cases. This improved generation
3842speed by over a factor of 10 on the highest preset!)
3843
3844An approach which can be more scalable involves generating a grid
3845and then tweaking it to make it soluble. This is the technique used
3846by Mines and also by Net: first a random puzzle is generated, and
3847then the solver is run to see how far it gets. Sometimes the solver
3848will get stuck; when that happens, examine the area it's having
3849trouble with, and make a small random change in that area to allow
3850it to make more progress. Continue solving (possibly even without
3851restarting the solver), tweaking as necessary, until the solver
3852finishes. Then restart the solver from the beginning to ensure that
3853the tweaks haven't caused new problems in the process of solving old
3854ones (which can sometimes happen).
3855
3856This strategy works well in situations where the usual solver
3857failure mode is to get stuck in an easily localised spot. Thus it
3858works well for Net and Mines, whose most common failure mode tends
3859to be that most of the grid is fine but there are a few widely
3860separated ambiguous sections; but it would work less well for
3861Dominosa, in which the way you get stuck is to have scoured the
3862whole grid and not found anything you can deduce \e{anywhere}. Also,
3863it relies on there being a low probability that tweaking the grid
3864introduces a new problem at the same time as solving the old one;
3865Mines and Net also have the property that most of their deductions
3866are local, so that it's very unlikely for a tweak to affect
3867something half way across the grid from the location where it was
3868applied. In Dominosa, by contrast, a lot of deductions use
3869information about half the grid (\q{out of all the sixes, only one
3870is next to a three}, which can depend on the values of up to 32 of
3871the 56 squares in the default setting!), so this tweaking strategy
3872would be rather less likely to work well.
3873
0004c8b3 3874A more specialised strategy is that used in Solo and Slant. These
3875puzzles have the property that they derive their difficulty from not
3876presenting all the available clues. (In Solo's case, if all the
3877possible clues were provided then the puzzle would already be
3878solved; in Slant it would still require user action to fill in the
3879lines, but it would present no challenge at all). Therefore, a
3880simple generation technique is to leave the decision of which clues
3881to provide until the last minute. In other words, first generate a
3882random \e{filled} grid with all possible clues present, and then
3883gradually remove clues for as long as the solver reports that it's
3884still soluble. Unlike the methods described above, this technique
3885\e{cannot} fail \dash once you've got a filled grid, nothing can
3886stop you from being able to convert it into a viable puzzle.
3887However, it wouldn't even be meaningful to apply this technique to
3888(say) Pattern, in which clues can never be left out, so the only way
3889to affect the set of clues is by altering the solution.
69491f1e 3890
3891(Unfortunately, Solo is complicated by the need to provide puzzles
3892at varying difficulty levels. It's easy enough to generate a puzzle
3893of \e{at most} a given level of difficulty; you just have a solver
3894with configurable intelligence, and you set it to a given level and
3895apply the above technique, thus guaranteeing that the resulting grid
3896is solvable by someone with at most that much intelligence. However,
3897generating a puzzle of \e{at least} a given level of difficulty is
3898rather harder; if you go for \e{at most} Intermediate level, you're
3899likely to find that you've accidentally generated a Trivial grid a
3900lot of the time, because removing just one number is sufficient to
3901take the puzzle from Trivial straight to Ambiguous. In that
3902situation Solo has no remaining options but to throw the puzzle away
3903and start again.)
3904
3905A final strategy is to use the solver \e{during} puzzle
3906construction: lay out a bit of the grid, run the solver to see what
3907it allows you to deduce, and then lay out a bit more to allow the
3908solver to make more progress. There are articles on the web that
3909recommend constructing Sudoku puzzles by this method (which is
3910completely the opposite way round to how Solo does it); for Sudoku
3911it has the advantage that you get to specify your clue squares in
3912advance (so you can have them make pretty patterns).
3913
3914Rectangles uses a strategy along these lines. First it generates a
3915grid by placing the actual rectangles; then it has to decide where
3916in each rectangle to place a number. It uses a solver to help it
3917place the numbers in such a way as to ensure a unique solution. It
3918does this by means of running a test solver, but it runs the solver
3919\e{before} it's placed any of the numbers \dash which means the
3920solver must be capable of coping with uncertainty about exactly
3921where the numbers are! It runs the solver as far as it can until it
3922gets stuck; then it narrows down the possible positions of a number
3923in order to allow the solver to make more progress, and so on. Most
3924of the time this process terminates with the grid fully solved, at
3925which point any remaining number-placement decisions can be made at
3926random from the options not so far ruled out. Note that unlike the
3927Net/Mines tweaking strategy described above, this algorithm does not
3928require a checking run after it completes: if it finishes
3929successfully at all, then it has definitely produced a uniquely
3930soluble puzzle.
3931
3932Most of the strategies described above are not 100% reliable. Each
3933one has a failure rate: every so often it has to throw out the whole
3934grid and generate a fresh one from scratch. (Solo's strategy would
3935be the exception, if it weren't for the need to provide configurable
3936difficulty levels.) Occasional failures are not a fundamental
3937problem in this sort of work, however: it's just a question of
3938dividing the grid generation time by the success rate (if it takes
393910ms to generate a candidate grid and 1/5 of them work, then it will
3940take 50ms on average to generate a viable one), and seeing whether
3941the expected time taken to \e{successfully} generate a puzzle is
3942unacceptably slow. Dominosa's generator has a very low success rate
3943(about 1 out of 20 candidate grids turn out to be usable, and if you
3944think \e{that's} bad then go and look at the source code and find
3945the comment showing what the figures were before the generation-time
3946tweaks!), but the generator itself is very fast so this doesn't
3947matter. Rectangles has a slower generator, but fails well under 50%
3948of the time.
3949
3950So don't be discouraged if you have an algorithm that doesn't always
3951work: if it \e{nearly} always works, that's probably good enough.
3952The one place where reliability is important is that your algorithm
3953must never produce false positives: it must not claim a puzzle is
3954soluble when it isn't. It can produce false negatives (failing to
3955notice that a puzzle is soluble), and it can fail to generate a
3956puzzle at all, provided it doesn't do either so often as to become
3957slow.
3958
e9f8a17f 3959One last piece of advice: for grid-based puzzles, when writing and
69491f1e 3960testing your generation algorithm, it's almost always a good idea
3961\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 3962\cw{w==h}), because if the grid is square then you won't notice if
3963you mistakenly write \c{h} instead of \c{w} (or vice versa)
3964somewhere in the code. Use a rectangular grid for testing, and any
3965size of grid will be likely to work after that.
69491f1e 3966
3967\S{writing-textformats} Designing textual description formats
3968
3969Another aspect of writing a puzzle which is worth putting some
3970thought into is the design of the various text description formats:
3971the format of the game parameter encoding, the game description
3972encoding, and the move encoding.
3973
3974The first two of these should be reasonably intuitive for a user to
3975type in; so provide some flexibility where possible. Suppose, for
3976example, your parameter format consists of two numbers separated by
3977an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
3978and then has some suffixes to specify other aspects of the game
3979type. It's almost always a good idea in this situation to arrange
3980that \cw{decode_params()} can handle the suffixes appearing in any
3981order, even if \cw{encode_params()} only ever generates them in one
3982order.
3983
3984These formats will also be expected to be reasonably stable: users
3985will expect to be able to exchange game IDs with other users who
3986aren't running exactly the same version of your game. So make them
3987robust and stable: don't build too many assumptions into the game ID
3988format which will have to be changed every time something subtle
3989changes in the puzzle code.
3990
3991\H{writing-howto} Common how-to questions
3992
3993This section lists some common things people want to do when writing
3994a puzzle, and describes how to achieve them within the Puzzles
3995framework.
3996
3997\S{writing-howto-cursor} Drawing objects at only one position
3998
3999A common phenomenon is to have an object described in the
4000\c{game_state} or the \c{game_ui} which can only be at one position.
4001A cursor \dash probably specified in the \c{game_ui} \dash is a good
4002example.
4003
4004In the \c{game_ui}, it would \e{obviously} be silly to have an array
4005covering the whole game grid with a boolean flag stating whether the
4006cursor was at each position. Doing that would waste space, would
4007make it difficult to find the cursor in order to do anything with
4008it, and would introduce the potential for synchronisation bugs in
4009which you ended up with two cursors or none. The obviously sensible
4010way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4011encoding the cursor's coordinates.
69491f1e 4012
4013However, it is a mistake to assume that the same logic applies to
4014the \c{game_drawstate}. If you replicate the cursor position fields
4015in the draw state, the redraw code will get very complicated. In the
4016draw state, in fact, it \e{is} probably the right thing to have a
4017cursor flag for every position in the grid. You probably have an
4018array for the whole grid in the drawstate already (stating what is
4019currently displayed in the window at each position); the sensible
4020approach is to add a \q{cursor} flag to each element of that array.
4021Then the main redraw loop will look something like this
4022(pseudo-code):
4023
4024\c for (y = 0; y < h; y++) {
4025\c for (x = 0; x < w; x++) {
4026\c int value = state->symbol_at_position[y][x];
4027\c if (x == ui->cursor_x && y == ui->cursor_y)
4028\c value |= CURSOR;
4029\c if (ds->symbol_at_position[y][x] != value) {
74021716 4030\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4031\c ds->symbol_at_position[y][x] = value;
4032\c }
4033\c }
4034\c }
4035
4036This loop is very simple, pretty hard to get wrong, and
4037\e{automatically} deals both with erasing the previous cursor and
4038drawing the new one, with no special case code required.
4039
4040This type of loop is generally a sensible way to write a redraw
4041function, in fact. The best thing is to ensure that the information
4042stored in the draw state for each position tells you \e{everything}
4043about what was drawn there. A good way to ensure that is to pass
4044precisely the same information, and \e{only} that information, to a
4045subroutine that does the actual drawing; then you know there's no
4046additional information which affects the drawing but which you don't
4047notice changes in.
4048
4049\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4050
4051It is often useful to provide a keyboard control method in a
4052basically mouse-controlled game. A keyboard-controlled cursor is
4053best implemented by storing its location in the \c{game_ui} (since
4054if it were in the \c{game_state} then the user would have to
4055separately undo every cursor move operation). So the procedure would
4056be:
4057
4058\b Put cursor position fields in the \c{game_ui}.
4059
4060\b \cw{interpret_move()} responds to arrow keys by modifying the
4061cursor position fields and returning \cw{""}.
4062
4063\b \cw{interpret_move()} responds to some sort of fire button by
4064actually performing a move based on the current cursor location.
4065
4066\b You might want an additional \c{game_ui} field stating whether
4067the cursor is currently visible, and having it disappear when a
4068mouse action occurs (so that it doesn't clutter the display when not
4069actually in use).
4070
4071\b You might also want to automatically hide the cursor in
4072\cw{changed_state()} when the current game state changes to one in
4073which there is no move to make (which is the case in some types of
4074completed game).
4075
4076\b \cw{redraw()} draws the cursor using the technique described in
4077\k{writing-howto-cursor}.
4078
4079\S{writing-howto-dragging} Implementing draggable sprites
4080
4081Some games have a user interface which involves dragging some sort
4082of game element around using the mouse. If you need to show a
4083graphic moving smoothly over the top of other graphics, use a
4084blitter (see \k{drawing-blitter} for the blitter API) to save the
4085background underneath it. The typical scenario goes:
4086
4087\b Have a blitter field in the \c{game_drawstate}.
4088
4089\b Set the blitter field to \cw{NULL} in the game's
4090\cw{new_drawstate()} function, since you don't yet know how big the
4091piece of saved background needs to be.
4092
4093\b In the game's \cw{set_size()} function, once you know the size of
4094the object you'll be dragging around the display and hence the
05e50a96 4095required size of the blitter, actually allocate the blitter.
69491f1e 4096
4097\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4098
4099\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4100events by updating some fields in the \cw{game_ui} which indicate
4101that a drag is in progress.
4102
4103\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4104been done, draw the moving object if there is one. First save the
4105background under the object in the blitter; then set a clip
4106rectangle covering precisely the area you just saved (just in case
4107anti-aliasing or some other error causes your drawing to go beyond
4108the area you saved). Then draw the object, and call \cw{unclip()}.
4109Finally, set a flag in the \cw{game_drawstate} that indicates that
4110the blitter needs restoring.
4111
4112\b At the very start of \cw{redraw()}, before doing anything else at
4113all, check the flag in the \cw{game_drawstate}, and if it says the
4114blitter needs restoring then restore it. (Then clear the flag, so
4115that this won't happen again in the next redraw if no moving object
4116is drawn this time.)
4117
4118This way, you will be able to write the rest of the redraw function
4119completely ignoring the dragged object, as if it were floating above
4120your bitmap and being completely separate.
4121
4122\S{writing-ref-counting} Sharing large invariant data between all
4123game states
4124
4125In some puzzles, there is a large amount of data which never changes
4126between game states. The array of numbers in Dominosa is a good
4127example.
4128
4129You \e{could} dynamically allocate a copy of that array in every
4130\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4131every new \c{game_state}; but it would waste memory and time. A
4132more efficient way is to use a reference-counted structure.
4133
4134\b Define a structure type containing the data in question, and also
4135containing an integer reference count.
4136
4137\b Have a field in \c{game_state} which is a pointer to this
4138structure.
4139
4140\b In \cw{new_game()}, when creating a fresh game state at the start
4141of a new game, create an instance of this structure, initialise it
4142with the invariant data, and set its reference count to 1.
4143
4144\b In \cw{dup_game()}, rather than making a copy of the structure
4145for the new game state, simply set the new game state to point at
4146the same copy of the structure, and increment its reference count.
4147
4148\b In \cw{free_game()}, decrement the reference count in the
4149structure pointed to by the game state; if the count reaches zero,
4150free the structure.
4151
4152This way, the invariant data will persist for only as long as it's
4153genuinely needed; \e{as soon} as the last game state for a
4154particular puzzle instance is freed, the invariant data for that
4155puzzle will vanish as well. Reference counting is a very efficient
4156form of garbage collection, when it works at all. (Which it does in
4157this instance, of course, because there's no possibility of circular
4158references.)
4159
4160\S{writing-flash-types} Implementing multiple types of flash
4161
4162In some games you need to flash in more than one different way.
4163Mines, for example, flashes white when you win, and flashes red when
4164you tread on a mine and die.
4165
4166The simple way to do this is:
4167
4168\b Have a field in the \c{game_ui} which describes the type of flash.
4169
4170\b In \cw{flash_length()}, examine the old and new game states to
4171decide whether a flash is required and what type. Write the type of
4172flash to the \c{game_ui} field whenever you return non-zero.
4173
4174\b In \cw{redraw()}, when you detect that \c{flash_time} is
4175non-zero, examine the field in \c{game_ui} to decide which type of
4176flash to draw.
4177
4178\cw{redraw()} will never be called with \c{flash_time} non-zero
4179unless \cw{flash_length()} was first called to tell the mid-end that
4180a flash was required; so whenever \cw{redraw()} notices that
4181\c{flash_time} is non-zero, you can be sure that the field in
4182\c{game_ui} is correctly set.
4183
4184\S{writing-move-anim} Animating game moves
4185
4186A number of puzzle types benefit from a quick animation of each move
4187you make.
4188
4189For some games, such as Fifteen, this is particularly easy. Whenever
4190\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4191simply compares the position of each tile in the two game states,
4192and if the tile is not in the same place then it draws it some
4193fraction of the way from its old position to its new position. This
4194method copes automatically with undo.
4195
4196Other games are less obvious. In Sixteen, for example, you can't
4197just draw each tile a fraction of the way from its old to its new
4198position: if you did that, the end tile would zip very rapidly past
4199all the others to get to the other end and that would look silly.
4200(Worse, it would look inconsistent if the end tile was drawn on top
4201going one way and on the bottom going the other way.)
4202
4203A useful trick here is to define a field or two in the game state
4204that indicates what the last move was.
4205
4206\b Add a \q{last move} field to the \c{game_state} (or two or more
4207fields if the move is complex enough to need them).
4208
4209\b \cw{new_game()} initialises this field to a null value for a new
4210game state.
4211
4212\b \cw{execute_move()} sets up the field to reflect the move it just
4213performed.
4214
4215\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4216\c{dir} is positive, it determines the move being animated by
4217looking at the last-move field in \c{newstate}; but if \c{dir} is
4218negative, it has to look at the last-move field in \c{oldstate}, and
4219invert whatever move it finds there.
4220
4221Note also that Sixteen needs to store the \e{direction} of the move,
4222because you can't quite determine it by examining the row or column
4223in question. You can in almost all cases, but when the row is
4224precisely two squares long it doesn't work since a move in either
4225direction looks the same. (You could argue that since moving a
42262-element row left and right has the same effect, it doesn't matter
4227which one you animate; but in fact it's very disorienting to click
4228the arrow left and find the row moving right, and almost as bad to
4229undo a move to the right and find the game animating \e{another}
4230move to the right.)
4231
4232\S{writing-conditional-anim} Animating drag operations
4233
4234In Untangle, moves are made by dragging a node from an old position
4235to a new position. Therefore, at the time when the move is initially
4236made, it should not be animated, because the node has already been
4237dragged to the right place and doesn't need moving there. However,
4238it's nice to animate the same move if it's later undone or redone.
4239This requires a bit of fiddling.
4240
4241The obvious approach is to have a flag in the \c{game_ui} which
4242inhibits move animation, and to set that flag in
4243\cw{interpret_move()}. The question is, when would the flag be reset
4244again? The obvious place to do so is \cw{changed_state()}, which
4245will be called once per move. But it will be called \e{before}
4246\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4247will never see the flag set at all.
4248
4249The solution is to have \e{two} flags in a queue.
4250
4251\b Define two flags in \c{game_ui}; let's call them \q{current} and
4252\q{next}.
4253
4254\b Set both to \cw{FALSE} in \c{new_ui()}.
4255
4256\b When a drag operation completes in \cw{interpret_move()}, set the
4257\q{next} flag to \cw{TRUE}.
4258
4259\b Every time \cw{changed_state()} is called, set the value of
4260\q{current} to the value in \q{next}, and then set the value of
4261\q{next} to \cw{FALSE}.
4262
4263\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4264\cw{changed_state()} if and only if that call to
4265\cw{changed_state()} was the result of a drag operation processed by
4266\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4267to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4268\cw{FALSE}.
4269
4270\b So now \cw{anim_length()} can request a move animation if and
4271only if the \q{current} flag is \e{not} set.
4272
4273\S{writing-cheating} Inhibiting the victory flash when Solve is used
4274
4275Many games flash when you complete them, as a visual congratulation
4276for having got to the end of the puzzle. It often seems like a good
4277idea to disable that flash when the puzzle is brought to a solved
4278state by means of the Solve operation.
4279
4280This is easily done:
4281
4282\b Add a \q{cheated} flag to the \c{game_state}.
4283
4284\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4285
4286\b Have \cw{solve()} return a move description string which clearly
4287identifies the move as a solve operation.
4288
4289\b Have \cw{execute_move()} respond to that clear identification by
4290setting the \q{cheated} flag in the returned \c{game_state}. The
4291flag will then be propagated to all subsequent game states, even if
4292the user continues fiddling with the game after it is solved.
4293
4294\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4295completed and \c{newstate} is, \e{and} neither state has the
4296\q{cheated} flag set.
4297
4298\H{writing-testing} Things to test once your puzzle is written
4299
4300Puzzle implementations written in this framework are self-testing as
4301far as I could make them.
4302
4303Textual game and move descriptions, for example, are generated and
4304parsed as part of the normal process of play. Therefore, if you can
4305make moves in the game \e{at all} you can be reasonably confident
4306that the mid-end serialisation interface will function correctly and
4307you will be able to save your game. (By contrast, if I'd stuck with
4308a single \cw{make_move()} function performing the jobs of both
4309\cw{interpret_move()} and \cw{execute_move()}, and had separate
4310functions to encode and decode a game state in string form, then
4311those functions would not be used during normal play; so they could
4312have been completely broken, and you'd never know it until you tried
4313to save the game \dash which would have meant you'd have to test
4314game saving \e{extensively} and make sure to test every possible
4315type of game state. As an added bonus, doing it the way I did leads
4316to smaller save files.)
4317
4318There is one exception to this, which is the string encoding of the
4319\c{game_ui}. Most games do not store anything permanent in the
4320\c{game_ui}, and hence do not need to put anything in its encode and
4321decode functions; but if there is anything in there, you do need to
4322test game loading and saving to ensure those functions work
4323properly.
4324
4325It's also worth testing undo and redo of all operations, to ensure
4326that the redraw and the animations (if any) work properly. Failing
4327to animate undo properly seems to be a common error.
4328
4329Other than that, just use your common sense.