Cleanup: remove the game_state parameter to game_colours(). No game
[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
173that, there will be a section about how to design new games, with
174some general design thoughts and tips.
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
196\c{list.c} which contains a complete list of those game structures.
197
198On the latter type of platform, source files may assume that the
199preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
200code to declare the game structure looks something like this:
201
202\c #ifdef COMBINED
203\c #define thegame net /* or whatever this game is called */
204\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
205\c #endif
206\c
207\c const struct game thegame = {
208\c /* lots of structure initialisation in here */
209\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
210\c };
211
212Game back ends must also internally define a number of data
213structures, for storing their various persistent state. This chapter
214will first discuss the nature and use of those structures, and then
215go on to give details of every element of the game structure.
216
217\H{backend-structs} Data structures
218
219Each game is required to define four separate data structures. This
220section discusses each one and suggests what sorts of things need to
221be put in it.
222
223\S{backend-game-params} \c{game_params}
224
225The \c{game_params} structure contains anything which affects the
226automatic generation of new puzzles. So if puzzle generation is
227parametrised in any way, those parameters need to be stored in
228\c{game_params}.
229
230Most puzzles currently in this collection are played on a grid of
231squares, meaning that the most obvious parameter is the grid size.
232Many puzzles have additional parameters; for example, Mines allows
233you to control the number of mines in the grid independently of its
234size, Net can be wrapping or non-wrapping, Solo has difficulty
235levels and symmetry settings, and so on.
236
237A simple rule for deciding whether a data item needs to go in
238\c{game_params} is: would the user expect to be able to control this
239data item from either the preset-game-types menu or the \q{Custom}
240game type configuration? If so, it's part of \c{game_params}.
241
242\c{game_params} structures are permitted to contain pointers to
243subsidiary data if they need to. The back end is required to provide
244functions to create and destroy \c{game_params}, and those functions
245can allocate and free additional memory if necessary. (It has not
246yet been necessary to do this in any puzzle so far, but the
247capability is there just in case.)
248
249\c{game_params} is also the only structure which the game's
250\cw{compute_size()} function may refer to; this means that any
251aspect of the game which affects the size of the window it needs to
252be drawn in must be stored in \c{game_params}. In particular, this
253imposes the fundamental limitation that random game generation may
254not have a random effect on the window size: game generation
255algorithms are constrained to work by starting from the grid size
256rather than generating it as an emergent phenomenon. (Although this
257is a restriction in theory, it has not yet seemed to be a problem.)
258
259\S{backend-game-state} \c{game_state}
260
261While the user is actually playing a puzzle, the \c{game_state}
262structure stores all the data corresponding to the current state of
263play.
264
265The mid-end keeps \c{game_state}s in a list, and adds to the list
266every time the player makes a move; the Undo and Redo functions step
267back and forth through that list.
268
269Therefore, a good means of deciding whether a data item needs to go
270in \c{game_state} is: would a player expect that data item to be
271restored on undo? If so, put it in \c{game_state}, and this will
272automatically happen without you having to lift a finger. If not
273\dash for example, the deaths counter in Mines is precisely
274something that does \e{not} want to be reset to its previous state
275on an undo \dash then you might have found a data item that needs to
276go in \c{game_ui} instead.
277
278During play, \c{game_state}s are often passed around without an
279accompanying \c{game_params} structure. Therefore, any information
280in \c{game_params} which is important during play (such as the grid
281size) must be duplicated within the \c{game_state}. One simple
282method of doing this is to have the \c{game_state} structure
283\e{contain} a \c{game_params} structure as one of its members,
284although this isn't obligatory if you prefer to do it another way.
285
286\S{backend-game-drawstate} \c{game_drawstate}
287
288\c{game_drawstate} carries persistent state relating to the current
289graphical contents of the puzzle window. The same \c{game_drawstate}
290is passed to every call to the game redraw function, so that it can
291remember what it has already drawn and what needs redrawing.
292
293A typical use for a \c{game_drawstate} is to have an array mirroring
294the array of grid squares in the \c{game_state}; then every time the
295redraw function was passed a \c{game_state}, it would loop over all
296the squares, and physically redraw any whose description in the
297\c{game_state} (i.e. what the square needs to look like when the
298redraw is completed) did not match its description in the
299\c{game_drawstate} (i.e. what the square currently looks like).
300
301\c{game_drawstate} is occasionally completely torn down and
302reconstructed by the mid-end, if the user somehow forces a full
303redraw. Therefore, no data should be stored in \c{game_drawstate}
304which is \e{not} related to the state of the puzzle window, because
305it might be unexpectedly destroyed.
306
307The back end provides functions to create and destroy
308\c{game_drawstate}, which means it can contain pointers to
309subsidiary allocated data if it needs to. A common thing to want to
310allocate in a \c{game_drawstate} is a \c{blitter}; see
311\k{drawing-blitter} for more on this subject.
312
313\S{backend-game-ui} \c{game_ui}
314
315\c{game_ui} contains whatever doesn't fit into the above three
316structures!
317
318A new \c{game_ui} is created when the user begins playing a new
319instance of a puzzle (i.e. during \q{New Game} or after entering a
320game ID etc). It persists until the user finishes playing that game
321and begins another one (or closes the window); in particular,
322\q{Restart Game} does \e{not} destroy the \c{game_ui}.
323
324\c{game_ui} is useful for implementing user-interface state which is
325not part of \c{game_state}. Common examples are keyboard control
326(you wouldn't want to have to separately Undo through every cursor
327motion) and mouse dragging. See \k{writing-keyboard-cursor} and
328\k{writing-howto-dragging}, respectively, for more details.
329
330Another use for \c{game_ui} is to store highly persistent data such
331as the Mines death counter. This is conceptually rather different:
332where the Net cursor position was \e{not important enough} to
333preserve for the player to restore by Undo, the Mines death counter
334is \e{too important} to permit the player to revert by Undo!
335
336A final use for \c{game_ui} is to pass information to the redraw
337function about recent changes to the game state. This is used in
338Mines, for example, to indicate whether a requested \q{flash} should
339be a white flash for victory or a red flash for defeat; see
340\k{writing-flash-types}.
341
342\H{backend-simple} Simple data in the back end
343
344In this section I begin to discuss each individual element in the
345back end structure. To begin with, here are some simple
346self-contained data elements.
347
348\S{backend-name} \c{name}
349
350\c const char *name;
351
352This is a simple ASCII string giving the name of the puzzle. This
353name will be used in window titles, in game selection menus on
354monolithic platforms, and anywhere else that the front end needs to
355know the name of a game.
356
357\S{backend-winhelp} \c{winhelp_topic}
358
359\c const char *winhelp_topic;
360
361This member is used on Windows only, to provide online help.
362Although the Windows front end provides a separate binary for each
363puzzle, it has a single monolithic help file; so when a user selects
364\q{Help} from the menu, the program needs to open the help file and
365jump to the chapter describing that particular puzzle.
366
367Therefore, each chapter in \c{puzzles.but} is labelled with a
368\e{help topic} name, similar to this:
369
370\c \cfg{winhelp-topic}{games.net}
371
372And then the corresponding game back end encodes the topic string
373(here \cq{games.net}) in the \c{winhelp_topic} element of the game
374structure.
375
376\H{backend-params} Handling game parameter sets
377
378In this section I present the various functions which handle the
379\c{game_params} structure.
380
381\S{backend-default-params} \cw{default_params()}
382
383\c game_params *(*default_params)(void);
384
385This function allocates a new \c{game_params} structure, fills it
386with the default values, and returns a pointer to it.
387
388\S{backend-fetch-preset} \cw{fetch_preset()}
389
390\c int (*fetch_preset)(int i, char **name, game_params **params);
391
392This function is used to populate the \q{Type} menu, which provides
393a list of conveniently accessible preset parameters for most games.
394
395The function is called with \c{i} equal to the index of the preset
396required (numbering from zero). It returns \cw{FALSE} if that preset
397does not exist (if \c{i} is less than zero or greater than the
398largest preset index). Otherwise, it sets \c{*params} to point at a
399newly allocated \c{game_params} structure containing the preset
400information, sets \c{*name} to point at a newly allocated C string
401containing the preset title (to go on the \q{Type} menu), and
402returns \cw{TRUE}.
403
404If the game does not wish to support any presets at all, this
405function is permitted to return \cw{FALSE} always.
406
407\S{backend-encode-params} \cw{encode_params()}
408
409\c char *(*encode_params)(game_params *params, int full);
410
411The job of this function is to take a \c{game_params}, and encode it
412in a string form for use in game IDs. The return value must be a
413newly allocated C string, and \e{must} not contain a colon or a hash
414(since those characters are used to mark the end of the parameter
415section in a game ID).
416
417Ideally, it should also not contain any other potentially
418controversial punctuation; bear in mind when designing a string
419parameter format that it will probably be used on both Windows and
420Unix command lines under a variety of exciting shell quoting and
421metacharacter rules. Sticking entirely to alphanumerics is the
422safest thing; if you really need punctuation, you can probably get
423away with commas, periods or underscores without causing anybody any
424major inconvenience. If you venture far beyond that, you're likely
425to irritate \e{somebody}.
426
427(At the time of writing this, all existing games have purely
428alphanumeric string parameter formats. Usually these involve a
429letter denoting a parameter, followed optionally by a number giving
430the value of that parameter, with a few mandatory parts at the
431beginning such as numeric width and height separated by \cq{x}.)
432
433If the \c{full} parameter is \cw{TRUE}, this function should encode
434absolutely everything in the \c{game_params}, such that a subsequent
435call to \cw{decode_params()} (\k{backend-decode-params}) will yield
436an identical structure. If \c{full} is \cw{FALSE}, however, you
437should leave out anything which is not necessary to describe a
438\e{specific puzzle instance}, i.e. anything which only takes effect
439when a new puzzle is \e{generated}. For example, the Solo
440\c{game_params} includes a difficulty rating used when constructing
441new puzzles; but a Solo game ID need not explicitly include the
442difficulty, since to describe a puzzle once generated it's
443sufficient to give the grid dimensions and the location and contents
444of the clue squares. (Indeed, one might very easily type in a puzzle
445out of a newspaper without \e{knowing} what its difficulty level is
446in Solo's terminology.) Therefore. Solo's \cw{encode_params()} only
447encodes the difficulty level if \c{full} is set.
448
449\S{backend-decode-params} \cw{decode_params()}
450
451\c void (*decode_params)(game_params *params, char const *string);
452
453This function is the inverse of \cw{encode_params()}
454(\k{backend-encode-params}). It parses the supplied string and fills
455in the supplied \c{game_params} structure. Note that the structure
456will \e{already} have been allocated: this function is not expected
457to create a \e{new} \c{game_params}, but to modify an existing one.
458
459This function can receive a string which only encodes a subset of
460the parameters. The most obvious way in which this can happen is if
461the string was constructed by \cw{encode_params()} with its \c{full}
462parameter set to \cw{FALSE}; however, it could also happen if the
463user typed in a parameter set manually and missed something out. Be
464prepared to deal with a wide range of possibilities.
465
466When dealing with a parameter which is not specified in the input
467string, what to do requires a judgment call on the part of the
468programmer. Sometimes it makes sense to adjust other parameters to
469bring them into line with the new ones. In Mines, for example, you
470would probably not want to keep the same mine count if the user
471dropped the grid size and didn't specify one, since you might easily
472end up with more mines than would actually fit in the grid! On the
473other hand, sometimes it makes sense to leave the parameter alone: a
474Solo player might reasonably expect to be able to configure size and
475difficulty independently of one another.
476
477This function currently has no direct means of returning an error if
478the string cannot be parsed at all. However, the returned
479\c{game_params} is almost always subsequently passed to
480\cw{validate_params()} (\k{backend-validate-params}), so if you
481really want to signal parse errors, you could always have a \c{char
482*} in your parameters structure which stored an error message, and
483have \cw{validate_params()} return it if it is non-\cw{NULL}.
484
485\S{backend-free-params} \cw{free_params()}
486
487\c void (*free_params)(game_params *params);
488
489This function frees a \c{game_params} structure, and any subsidiary
490allocations contained within it.
491
492\S{backend-dup-params} \cw{dup_params()}
493
494\c game_params *(*dup_params)(game_params *params);
495
496This function allocates a new \c{game_params} structure and
497initialises it with an exact copy of the information in the one
498provided as input. It returns a pointer to the new duplicate.
499
500\S{backend-can-configure} \c{can_configure}
501
502\c int can_configure;
503
504This boolean data element is set to \cw{TRUE} if the back end
505supports custom parameter configuration via a dialog box. If it is
506\cw{TRUE}, then the functions \cw{configure()} and
507\cw{custom_params()} are expected to work. See \k{backend-configure}
508and \k{backend-custom-params} for more details.
509
510\S{backend-configure} \cw{configure()}
511
512\c config_item *(*configure)(game_params *params);
513
514This function is called when the user requests a dialog box for
515custom parameter configuration. It returns a newly allocated array
516of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 517in the dialog box. The array should have one more element than the
518number of controls, since it is terminated with a \cw{C_END} marker
519(see below). Each array element describes the control together with
520its initial value; the front end will modify the value fields and
521return the updated array to \cw{custom_params()} (see
522\k{backend-custom-params}).
69491f1e 523
524The \cw{config_item} structure contains the following elements:
525
526\c char *name;
527\c int type;
528\c char *sval;
529\c int ival;
530
531\c{name} is an ASCII string giving the textual label for a GUI
532control. It is \e{not} expected to be dynamically allocated.
533
534\c{type} contains one of a small number of \c{enum} values defining
535what type of control is being described. The meaning of the \c{sval}
536and \c{ival} fields depends on the value in \c{type}. The valid
537values are:
538
539\dt \c{C_STRING}
540
541\dd Describes a text input box. (This is also used for numeric
542input. The back end does not bother informing the front end that the
543box is numeric rather than textual; some front ends do have the
544capacity to take this into account, but I decided it wasn't worth
545the extra complexity in the interface.) For this type, \c{ival} is
546unused, and \c{sval} contains a dynamically allocated string
547representing the contents of the input box.
548
549\dt \c{C_BOOLEAN}
550
551\dd Describes a simple checkbox. For this type, \c{sval} is unused,
552and \c{ival} is \cw{TRUE} or \cw{FALSE}.
553
554\dt \c{C_CHOICES}
555
556\dd Describes a drop-down list presenting one of a small number of
557fixed choices. For this type, \c{sval} contains a list of strings
558describing the choices; the very first character of \c{sval} is used
559as a delimiter when processing the rest (so that the strings
560\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
561define a three-element list containing \cq{zero}, \cq{one} and
562\cq{two}). \c{ival} contains the index of the currently selected
563element, numbering from zero (so that in the above example, 0 would
564mean \cq{zero} and 2 would mean \cq{two}).
565
566\lcont{
567
568Note that for this control type, \c{sval} is \e{not} dynamically
569allocated, whereas it was for \c{C_STRING}.
570
571}
572
573\dt \c{C_END}
574
575\dd Marks the end of the array of \c{config_item}s. All other fields
576are unused.
577
578The array returned from this function is expected to have filled in
579the initial values of all the controls according to the input
580\c{game_params} structure.
581
582If the game's \c{can_configure} flag is set to \cw{FALSE}, this
583function is never called and need not do anything at all.
584
585\S{backend-custom-params} \cw{custom_params()}
586
587\c game_params *(*custom_params)(config_item *cfg);
588
589This function is the counterpart to \cw{configure()}
590(\k{backend-configure}). It receives as input an array of
591\c{config_item}s which was originally created by \cw{configure()},
592but in which the control values have since been changed in
593accordance with user input. Its function is to read the new values
594out of the controls and return a newly allocated \c{game_params}
595structure representing the user's chosen parameter set.
596
597(The front end will have modified the controls' \e{values}, but
598there will still always be the same set of controls, in the same
599order, as provided by \cw{configure()}. It is not necessary to check
600the \c{name} and \c{type} fields, although you could use
601\cw{assert()} if you were feeling energetic.)
602
603This function is not expected to (and indeed \e{must not}) free the
604input \c{config_item} array. (If the parameters fail to validate,
605the dialog box will stay open.)
606
607If the game's \c{can_configure} flag is set to \cw{FALSE}, this
608function is never called and need not do anything at all.
609
610\S{backend-validate-params} \cw{validate_params()}
611
612\c char *(*validate_params)(game_params *params, int full);
613
614This function takes a \c{game_params} structure as input, and checks
615that the parameters described in it fall within sensible limits. (At
616the very least, grid dimensions should almost certainly be strictly
617positive, for example.)
618
619Return value is \cw{NULL} if no problems were found, or
620alternatively a (non-dynamically-allocated) ASCII string describing
621the error in human-readable form.
622
623If the \c{full} parameter is set, full validation should be
624performed: any set of parameters which would not permit generation
625of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
626the implication is that these parameters are not going to be used
627for \e{generating} a puzzle; so parameters which can't even sensibly
628\e{describe} a valid puzzle should still be faulted, but parameters
629which only affect puzzle generation should not be.
630
631(The \c{full} option makes a difference when parameter combinations
632are non-orthogonal. For example, Net has a boolean option
633controlling whether it enforces a unique solution; it turns out that
634it's impossible to generate a uniquely soluble puzzle with wrapping
635walls and width 2, so \cw{validate_params()} will complain if you
636ask for one. However, if the user had just been playing a unique
637wrapping puzzle of a more sensible width, and then pastes in a game
638ID acquired from somebody else which happens to describe a
639\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
640will be passed a \c{game_params} containing the width and wrapping
641settings from the new game ID and the uniqueness setting from the
642old one. This would be faulted, if it weren't for the fact that
643\c{full} is not set during this call, so Net ignores the
644inconsistency. The resulting \c{game_params} is never subsequently
645used to generate a puzzle; this is a promise made by the mid-end
646when it asks for a non-full validation.)
647
648\H{backend-descs} Handling game descriptions
649
650In this section I present the functions that deal with a textual
651description of a puzzle, i.e. the part that comes after the colon in
652a descriptive-format game ID.
653
654\S{backend-new-desc} \cw{new_desc()}
655
656\c char *(*new_desc)(game_params *params, random_state *rs,
657\c char **aux, int interactive);
658
659This function is where all the really hard work gets done. This is
660the function whose job is to randomly generate a new puzzle,
661ensuring solubility and uniqueness as appropriate.
662
663As input it is given a \c{game_params} structure and a random state
664(see \k{utils-random} for the random number API). It must invent a
665puzzle instance, encode it in string form, and return a dynamically
666allocated C string containing that encoding.
667
668Additionally, it may return a second dynamically allocated string in
669\c{*aux}. (If it doesn't want to, then it can leave that parameter
670completely alone; it isn't required to set it to \cw{NULL}, although
671doing so is harmless.) That string, if present, will be passed to
672\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
673generated in such a way that a solution is known, then information
674about that solution can be saved in \c{*aux} for \cw{solve()} to
675use.
676
677The \c{interactive} parameter should be ignored by almost all
678puzzles. Its purpose is to distinguish between generating a puzzle
679within a GUI context for immediate play, and generating a puzzle in
680a command-line context for saving to be played later. The only
681puzzle that currently uses this distinction (and, I fervently hope,
682the only one which will \e{ever} need to use it) is Mines, which
683chooses a random first-click location when generating puzzles
684non-interactively, but which waits for the user to place the first
685click when interactive. If you think you have come up with another
686puzzle which needs to make use of this parameter, please think for
687at least ten minutes about whether there is \e{any} alternative!
688
689Note that game description strings are not required to contain an
690encoding of parameters such as grid size; a game description is
691never separated from the \c{game_params} it was generated with, so
692any information contained in that structure need not be encoded
693again in the game description.
694
695\S{backend-validate-desc} \cw{validate_desc()}
696
697\c char *(*validate_desc)(game_params *params, char *desc);
698
699This function is given a game description, and its job is to
700validate that it describes a puzzle which makes sense.
701
702To some extent it's up to the user exactly how far they take the
703phrase \q{makes sense}; there are no particularly strict rules about
704how hard the user is permitted to shoot themself in the foot when
705typing in a bogus game description by hand. (For example, Rectangles
706will not verify that the sum of all the numbers in the grid equals
707the grid's area. So a user could enter a puzzle which was provably
708not soluble, and the program wouldn't complain; there just wouldn't
709happen to be any sequence of moves which solved it.)
710
711The one non-negotiable criterion is that any game description which
712makes it through \cw{validate_desc()} \e{must not} subsequently
713cause a crash or an assertion failure when fed to \cw{new_game()}
714and thence to the rest of the back end.
715
716The return value is \cw{NULL} on success, or a
717non-dynamically-allocated C string containing an error message.
718
719\S{backend-new-game} \cw{new_game()}
720
dafd6cf6 721\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 722\c char *desc);
723
724This function takes a game description as input, together with its
725accompanying \c{game_params}, and constructs a \c{game_state}
726describing the initial state of the puzzle. It returns a newly
727allocated \c{game_state} structure.
728
729Almost all puzzles should ignore the \c{me} parameter. It is
730required by Mines, which needs it for later passing to
731\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
732the user has placed the first click. I fervently hope that no other
733puzzle will be awkward enough to require it, so everybody else
734should ignore it. As with the \c{interactive} parameter in
735\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
736reason to need this parameter, please try very hard to think of an
737alternative approach!
738
739\H{backend-states} Handling game states
740
741This section describes the functions which create and destroy
742\c{game_state} structures.
743
744(Well, except \cw{new_game()}, which is in \k{backend-new-game}
745instead of under here; but it deals with game descriptions \e{and}
746game states and it had to go in one section or the other.)
747
748\S{backend-dup-game} \cw{dup_game()}
749
750\c game_state *(*dup_game)(game_state *state);
751
752This function allocates a new \c{game_state} structure and
753initialises it with an exact copy of the information in the one
754provided as input. It returns a pointer to the new duplicate.
755
756\S{backend-free-game} \cw{free_game()}
757
758\c void (*free_game)(game_state *state);
759
760This function frees a \c{game_state} structure, and any subsidiary
761allocations contained within it.
762
763\H{backend-ui} Handling \c{game_ui}
764
765\S{backend-new-ui} \cw{new_ui()}
766
767\c game_ui *(*new_ui)(game_state *state);
768
769This function allocates and returns a new \c{game_ui} structure for
770playing a particular puzzle. It is passed a pointer to the initial
771\c{game_state}, in case it needs to refer to that when setting up
772the initial values for the new game.
773
774\S{backend-free-ui} \cw{free_ui()}
775
776\c void (*free_ui)(game_ui *ui);
777
778This function frees a \c{game_ui} structure, and any subsidiary
779allocations contained within it.
780
781\S{backend-encode-ui} \cw{encode_ui()}
782
783\c char *(*encode_ui)(game_ui *ui);
784
785This function encodes any \e{important} data in a \c{game_ui}
786structure in string form. It is only called when saving a
787half-finished game to a file.
788
789It should be used sparingly. Almost all data in a \c{game_ui} is not
790important enough to save. The location of the keyboard-controlled
791cursor, for example, can be reset to a default position on reloading
792the game without impacting the user experience. If the user should
793somehow manage to save a game while a mouse drag was in progress,
794then discarding that mouse drag would be an outright \e{feature},
795
796A typical thing that \e{would} be worth encoding in this function is
797the Mines death counter: it's in the \c{game_ui} rather than the
798\c{game_state} because it's too important to allow the user to
799revert it by using Undo, and therefore it's also too important to
800allow the user to revert it by saving and reloading. (Of course, the
801user could edit the save file by hand... But if the user is \e{that}
802determined to cheat, they could just as easily modify the game's
803source.)
804
805\S{backend-decode-ui} \cw{decode_ui()}
806
807\c void (*decode_ui)(game_ui *ui, char *encoding);
808
809This function parses a string previously output by \cw{encode_ui()},
810and writes the decoded data back into the provided \c{game_ui}
811structure.
812
813\S{backend-changed-state} \cw{changed_state()}
814
815\c void (*changed_state)(game_ui *ui, game_state *oldstate,
816\c game_state *newstate);
817
818This function is called by the mid-end whenever the current game
819state changes, for any reason. Those reasons include:
820
821\b a fresh move being made by \cw{interpret_move()} and
822\cw{execute_move()}
823
824\b a solve operation being performed by \cw{solve()} and
825\cw{execute_move()}
826
827\b the user moving back and forth along the undo list by means of
828the Undo and Redo operations
829
830\b the user selecting Restart to go back to the initial game state.
831
832The job of \cw{changed_state()} is to update the \c{game_ui} for
833consistency with the new game state, if any update is necessary. For
834example, Same Game stores data about the currently selected tile
835group in its \c{game_ui}, and this data is intrinsically related to
836the game state it was derived from. So it's very likely to become
837invalid when the game state changes; thus, Same Game's
838\cw{changed_state()} function clears the current selection whenever
839it is called.
840
19937f86 841When \cw{anim_length()} or \cw{flash_length()} are called, you can
842be sure that there has been a previous call to \cw{changed_state()}.
843So \cw{changed_state()} can set up data in the \c{game_ui} which will
844be read by \cw{anim_length()} and \cw{flash_length()}, and those
845functions will not have to worry about being called without the data
846having been initialised.
69491f1e 847
848\H{backend-moves} Making moves
849
850This section describes the functions which actually make moves in
851the game: that is, the functions which process user input and end up
852producing new \c{game_state}s.
853
854\S{backend-interpret-move} \cw{interpret_move()}
855
856\c char *(*interpret_move)(game_state *state, game_ui *ui,
857\c game_drawstate *ds,
858\c int x, int y, int button);
859
860This function receives user input and processes it. Its input
861parameters are the current \c{game_state}, the current \c{game_ui}
862and the current \c{game_drawstate}, plus details of the input event.
863\c{button} is either an ASCII value or a special code (listed below)
864indicating an arrow or function key or a mouse event; when
865\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
866coordinates of the mouse pointer relative to the top left of the
867puzzle's drawing area.
868
869\cw{interpret_move()} may return in three different ways:
870
871\b Returning \cw{NULL} indicates that no action whatsoever occurred
872in response to the input event; the puzzle was not interested in it
873at all.
874
875\b Returning the empty string (\cw{""}) indicates that the input
876event has resulted in a change being made to the \c{game_ui} which
877will require a redraw of the game window, but that no actual
878\e{move} was made (i.e. no new \c{game_state} needs to be created).
879
880\b Returning anything else indicates that a move was made and that a
881new \c{game_state} must be created. However, instead of actually
882constructing a new \c{game_state} itself, this function is required
883to return a string description of the details of the move. This
884string will be passed to \cw{execute_move()}
885(\k{backend-execute-move}) to actually create the new
886\c{game_state}. (Encoding moves as strings in this way means that
887the mid-end can keep the strings as well as the game states, and the
888strings can be written to disk when saving the game and fed to
889\cw{execute_move()} again on reloading.)
890
891The return value from \cw{interpret_move()} is expected to be
892dynamically allocated if and only if it is not either \cw{NULL}
893\e{or} the empty string.
894
895After this function is called, the back end is permitted to rely on
896some subsequent operations happening in sequence:
897
898\b \cw{execute_move()} will be called to convert this move
899description into a new \c{game_state}
900
901\b \cw{changed_state()} will be called with the new \c{game_state}.
902
903This means that if \cw{interpret_move()} needs to do updates to the
904\c{game_ui} which are easier to perform by referring to the new
905\c{game_state}, it can safely leave them to be done in
906\cw{changed_state()} and not worry about them failing to happen.
907
908(Note, however, that \cw{execute_move()} may \e{also} be called in
909other circumstances. It is only \cw{interpret_move()} which can rely
910on a subsequent call to \cw{changed_state()}.)
911
912The special key codes supported by this function are:
913
914\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
915
916\dd Indicate that one of the mouse buttons was pressed down.
917
918\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
919
920\dd Indicate that the mouse was moved while one of the mouse buttons
921was still down. The mid-end guarantees that when one of these events
922is received, it will always have been preceded by a button-down
923event (and possibly other drag events) for the same mouse button,
924and no event involving another mouse button will have appeared in
925between.
926
927\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
928
929\dd Indicate that a mouse button was released. The mid-end
930guarantees that when one of these events is received, it will always
931have been preceded by a button-down event (and possibly some drag
932events) for the same mouse button, and no event involving another
933mouse button will have appeared in between.
934
935\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
936\cw{CURSOR_RIGHT}
937
938\dd Indicate that an arrow key was pressed.
939
940\dt \cw{CURSOR_SELECT}
941
942\dd On platforms which have a prominent \q{select} button alongside
943their cursor keys, indicates that that button was pressed.
944
945In addition, there are some modifiers which can be bitwise-ORed into
946the \c{button} parameter:
947
948\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
949
950\dd These indicate that the Control or Shift key was pressed
951alongside the key. They only apply to the cursor keys, not to mouse
952buttons or anything else.
953
954\dt \cw{MOD_NUM_KEYPAD}
955
956\dd This applies to some ASCII values, and indicates that the key
957code was input via the numeric keypad rather than the main keyboard.
958Some puzzles may wish to treat this differently (for example, a
959puzzle might want to use the numeric keypad as an eight-way
960directional pad), whereas others might not (a game involving numeric
961input probably just wants to treat the numeric keypad as numbers).
962
963\dt \cw{MOD_MASK}
964
965\dd This mask is the bitwise OR of all the available modifiers; you
966can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
967any input value.
968
969\S{backend-execute-move} \cw{execute_move()}
970
971\c game_state *(*execute_move)(game_state *state, char *move);
972
973This function takes an input \c{game_state} and a move string as
974output from \cw{interpret_move()}. It returns a newly allocated
975\c{game_state} which contains the result of applying the specified
976move to the input game state.
977
978This function may return \cw{NULL} if it cannot parse the move
979string (and this is definitely preferable to crashing or failing an
980assertion, since one way this can happen is if loading a corrupt
981save file). However, it must not return \cw{NULL} for any move
982string that really was output from \cw{interpret_move()}: this is
983punishable by assertion failure in the mid-end.
984
985\S{backend-can-solve} \c{can_solve}
986
987\c int can_solve;
988
989This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
990function does something. If it's set to \cw{FALSE}, the game will
991not even offer the \q{Solve} menu option.
992
993\S{backend-solve} \cw{solve()}
994
995\c char *(*solve)(game_state *orig, game_state *curr,
996\c char *aux, char **error);
997
998This function is called when the user selects the \q{Solve} option
999from the menu.
1000
1001It is passed two input game states: \c{orig} is the game state from
1002the very start of the puzzle, and \c{curr} is the current one.
1003(Different games find one or other or both of these convenient.) It
1004is also passed the \c{aux} string saved by \cw{new_desc()}
1005(\k{backend-new-desc}), in case that encodes important information
1006needed to provide the solution.
1007
1008If this function is unable to produce a solution (perhaps, for
1009example, the game has no in-built solver so it can only solve
1010puzzles it invented internally and has an \c{aux} string for) then
1011it may return \cw{NULL}. If it does this, it must also set
1012\c{*error} to an error message to be presented to the user (such as
1013\q{Solution not known for this puzzle}); that error message is not
1014expected to be dynamically allocated.
1015
1016If this function \e{does} produce a solution, it returns a move
1017string suitable for feeding to \cw{execute_move()}
1018(\k{backend-execute-move}).
1019
1020\H{backend-drawing} Drawing the game graphics
1021
1022This section discusses the back end functions that deal with
1023drawing.
1024
1025\S{backend-new-drawstate} \cw{new_drawstate()}
1026
dafd6cf6 1027\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1028
1029This function allocates and returns a new \c{game_drawstate}
1030structure for drawing a particular puzzle. It is passed a pointer to
1031a \c{game_state}, in case it needs to refer to that when setting up
1032any initial data.
1033
1034This function may not rely on the puzzle having been newly started;
1035a new draw state can be constructed at any time if the front end
1036requests a forced redraw. For games like Pattern, in which initial
1037game states are much simpler than general ones, this might be
1038important to keep in mind.
1039
dafd6cf6 1040The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1041function might need to use to allocate blitters. (However, this
1042isn't recommended; it's usually more sensible to wait to allocate a
1043blitter until \cw{set_size()} is called, because that way you can
1044tailor it to the scale at which the puzzle is being drawn.)
1045
69491f1e 1046\S{backend-free-drawstate} \cw{free_drawstate()}
1047
dafd6cf6 1048\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1049
1050This function frees a \c{game_drawstate} structure, and any
1051subsidiary allocations contained within it.
1052
dafd6cf6 1053The parameter \c{dr} is a drawing object (see \k{drawing}), which
1054might be required if you are freeing a blitter.
1055
69491f1e 1056\S{backend-preferred-tilesize} \c{preferred_tilesize}
1057
1058\c int preferred_tilesize;
1059
1060Each game is required to define a single integer parameter which
1061expresses, in some sense, the scale at which it is drawn. This is
1062described in the APIs as \cq{tilesize}, since most puzzles are on a
1063square (or possibly triangular or hexagonal) grid and hence a
1064sensible interpretation of this parameter is to define it as the
1065size of one grid tile in pixels; however, there's no actual
1066requirement that the \q{tile size} be proportional to the game
1067window size. Window size is required to increase monotonically with
1068\q{tile size}, however.
1069
1070The data element \c{preferred_tilesize} indicates the tile size
1071which should be used in the absence of a good reason to do otherwise
1072(such as the screen being too small, or the user explicitly
1073requesting a resize if that ever gets implemented).
1074
1075\S{backend-compute-size} \cw{compute_size()}
1076
1077\c void (*compute_size)(game_params *params, int tilesize,
1078\c int *x, int *y);
1079
1080This function is passed a \c{game_params} structure and a tile size.
1081It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1082area that would be required to render a puzzle with those parameters
1083at that tile size.
1084
1085\S{backend-set-size} \cw{set_size()}
1086
dafd6cf6 1087\c void (*set_size)(drawing *dr, game_drawstate *ds,
1088\c game_params *params, int tilesize);
69491f1e 1089
1090This function is responsible for setting up a \c{game_drawstate} to
1091draw at a given tile size. Typically this will simply involve
1092copying the supplied \c{tilesize} parameter into a \c{tilesize}
1093field inside the draw state; for some more complex games it might
1094also involve setting up other dimension fields, or possibly
1095allocating a blitter (see \k{drawing-blitter}).
1096
dafd6cf6 1097The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1098required if a blitter needs to be allocated.
1099
05e50a96 1100Back ends may assume (and may enforce by assertion) that this
1101function will be called at most once for any \c{game_drawstate}. If
1102a puzzle needs to be redrawn at a different size, the mid-end will
1103create a fresh drawstate.
1104
69491f1e 1105\S{backend-colours} \cw{colours()}
1106
8266f3fc 1107\c float *(*colours)(frontend *fe, int *ncolours);
69491f1e 1108
1109This function is responsible for telling the front end what colours
1110the puzzle will need to draw itself.
1111
1112It returns the number of colours required in \c{*ncolours}, and the
1113return value from the function itself is a dynamically allocated
1114array of three times that many \c{float}s, containing the red, green
1115and blue components of each colour respectively as numbers in the
1116range [0,1].
1117
8266f3fc 1118The second parameter passed to this function is a front end handle.
e9f8a17f 1119The only things it is permitted to do with this handle are to call
1120the front-end function called \cw{frontend_default_colour()} (see
1121\k{frontend-default-colour}) or the utility function called
1122\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1123latter is a wrapper on the former, so front end implementors only
1124need to provide \cw{frontend_default_colour()}.) This allows
1125\cw{colours()} to take local configuration into account when
1126deciding on its own colour allocations. Most games use the front
1127end's default colour as their background, apart from a few which
1128depend on drawing relief highlights so they adjust the background
1129colour if it's too light for highlights to show up against it.
69491f1e 1130
dafd6cf6 1131Note that the colours returned from this function are for
1132\e{drawing}, not for printing. Printing has an entirely different
1133colour allocation policy.
1134
69491f1e 1135\S{backend-anim-length} \cw{anim_length()}
1136
1137\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1138\c int dir, game_ui *ui);
1139
1140This function is called when a move is made, undone or redone. It is
1141given the old and the new \c{game_state}, and its job is to decide
1142whether the transition between the two needs to be animated or can
1143be instant.
1144
1145\c{oldstate} is the state that was current until this call;
1146\c{newstate} is the state that will be current after it. \c{dir}
1147specifies the chronological order of those states: if it is
1148positive, then the transition is the result of a move or a redo (and
1149so \c{newstate} is the later of the two moves), whereas if it is
1150negative then the transition is the result of an undo (so that
1151\c{newstate} is the \e{earlier} move).
1152
1153If this function decides the transition should be animated, it
1154returns the desired length of the animation in seconds. If not, it
1155returns zero.
1156
1157State changes as a result of a Restart operation are never animated;
1158the mid-end will handle them internally and never consult this
1159function at all. State changes as a result of Solve operations are
1160also not animated by default, although you can change this for a
2705d374 1161particular game by setting a flag in \c{flags} (\k{backend-flags}).
69491f1e 1162
1163The function is also passed a pointer to the local \c{game_ui}. It
1164may refer to information in here to help with its decision (see
1165\k{writing-conditional-anim} for an example of this), and/or it may
1166\e{write} information about the nature of the animation which will
1167be read later by \cw{redraw()}.
1168
1169When this function is called, it may rely on \cw{changed_state()}
1170having been called previously, so if \cw{anim_length()} needs to
1171refer to information in the \c{game_ui}, then \cw{changed_state()}
1172is a reliable place to have set that information up.
1173
1174Move animations do not inhibit further input events. If the user
1175continues playing before a move animation is complete, the animation
1176will be abandoned and the display will jump straight to the final
1177state.
1178
1179\S{backend-flash-length} \cw{flash_length()}
1180
1181\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1182\c int dir, game_ui *ui);
1183
1184This function is called when a move is completed. (\q{Completed}
1185means that not only has the move been made, but any animation which
1186accompanied it has finished.) It decides whether the transition from
1187\c{oldstate} to \c{newstate} merits a \q{flash}.
1188
1189A flash is much like a move animation, but it is \e{not} interrupted
1190by further user interface activity; it runs to completion in
1191parallel with whatever else might be going on on the display. The
1192only thing which will rush a flash to completion is another flash.
1193
1194The purpose of flashes is to indicate that the game has been
1195completed. They were introduced as a separate concept from move
1196animations because of Net: the habit of most Net players (and
1197certainly me) is to rotate a tile into place and immediately lock
1198it, then move on to another tile. When you make your last move, at
1199the instant the final tile is rotated into place the screen starts
1200to flash to indicate victory \dash but if you then press the lock
1201button out of habit, then the move animation is cancelled, and the
1202victory flash does not complete. (And if you \e{don't} press the
1203lock button, the completed grid will look untidy because there will
1204be one unlocked square.) Therefore, I introduced a specific concept
1205of a \q{flash} which is separate from a move animation and can
1206proceed in parallel with move animations and any other display
1207activity, so that the victory flash in Net is not cancelled by that
1208final locking move.
1209
1210The input parameters to \cw{flash_length()} are exactly the same as
1211the ones to \cw{anim_length()}.
1212
1213Just like \cw{anim_length()}, when this function is called, it may
1214rely on \cw{changed_state()} having been called previously, so if it
1215needs to refer to information in the \c{game_ui} then
1216\cw{changed_state()} is a reliable place to have set that
1217information up.
1218
1219(Some games use flashes to indicate defeat as well as victory;
1220Mines, for example, flashes in a different colour when you tread on
1221a mine from the colour it uses when you complete the game. In order
1222to achieve this, its \cw{flash_length()} function has to store a
1223flag in the \c{game_ui} to indicate which flash type is required.)
1224
1225\S{backend-redraw} \cw{redraw()}
1226
dafd6cf6 1227\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1228\c game_state *oldstate, game_state *newstate, int dir,
1229\c game_ui *ui, float anim_time, float flash_time);
1230
1231This function is responsible for actually drawing the contents of
1232the game window, and for redrawing every time the game state or the
1233\c{game_ui} changes.
1234
dafd6cf6 1235The parameter \c{dr} is a drawing object which may be passed to the
1236drawing API functions (see \k{drawing} for documentation of the
1237drawing API). This function may not save \c{dr} and use it
69491f1e 1238elsewhere; it must only use it for calling back to the drawing API
1239functions within its own lifetime.
1240
1241\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1242local \c{game_ui}.
1243
1244\c{newstate} is the semantically-current game state, and is always
1245non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1246a move has recently been made and the game is still in the process
1247of displaying an animation linking the old and new states; in this
1248situation, \c{anim_time} will give the length of time (in seconds)
1249that the animation has already been running. If \c{oldstate} is
1250\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1251to zero to avoid confusion).
1252
1253\c{flash_time}, if it is is non-zero, denotes that the game is in
1254the middle of a flash, and gives the time since the start of the
1255flash. See \k{backend-flash-length} for general discussion of
1256flashes.
1257
1258The very first time this function is called for a new
1259\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1260area. Since this often involves drawing visual furniture which is
1261never subsequently altered, it is often simplest to arrange this by
1262having a special \q{first time} flag in the draw state, and
1263resetting it after the first redraw.
1264
dafd6cf6 1265When this function (or any subfunction) calls the drawing API, it is
1266expected to pass colour indices which were previously defined by the
1267\cw{colours()} function.
1268
1269\H{backend-printing} Printing functions
1270
1271This section discusses the back end functions that deal with
1272printing puzzles out on paper.
1273
1274\S{backend-can-print} \c{can_print}
1275
1276\c int can_print;
1277
1278This flag is set to \cw{TRUE} if the puzzle is capable of printing
1279itself on paper. (This makes sense for some puzzles, such as Solo,
1280which can be filled in with a pencil. Other puzzles, such as
1281Twiddle, inherently involve moving things around and so would not
1282make sense to print.)
1283
1284If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1285and \cw{print()} will never be called.
1286
1287\S{backend-can-print-in-colour} \c{can_print_in_colour}
1288
1289\c int can_print_in_colour;
1290
1291This flag is set to \cw{TRUE} if the puzzle is capable of printing
1292itself differently when colour is available. For example, Map can
1293actually print coloured regions in different \e{colours} rather than
1294resorting to cross-hatching.
1295
1296If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1297ignored.
1298
1299\S{backend-print-size} \cw{print_size()}
1300
1301\c void (*print_size)(game_params *params, float *x, float *y);
1302
1303This function is passed a \c{game_params} structure and a tile size.
1304It returns, in \c{*x} and \c{*y}, the preferred size in
1305\e{millimetres} of that puzzle if it were to be printed out on paper.
1306
1307If the \c{can_print} flag is \cw{FALSE}, this function will never be
1308called.
1309
1310\S{backend-print} \cw{print()}
1311
1312\c void (*print)(drawing *dr, game_state *state, int tilesize);
1313
1314This function is called when a puzzle is to be printed out on paper.
1315It should use the drawing API functions (see \k{drawing}) to print
1316itself.
1317
1318This function is separate from \cw{redraw()} because it is often
1319very different:
1320
1321\b The printing function may not depend on pixel accuracy, since
1322printer resolution is variable. Draw as if your canvas had infinite
1323resolution.
1324
1325\b The printing function sometimes needs to display things in a
1326completely different style. Net, for example, is very different as
1327an on-screen puzzle and as a printed one.
1328
1329\b The printing function is often much simpler since it has no need
1330to deal with repeated partial redraws.
1331
1332However, there's no reason the printing and redraw functions can't
1333share some code if they want to.
1334
1335When this function (or any subfunction) calls the drawing API, the
1336colour indices it passes should be colours which have been allocated
1337by the \cw{print_*_colour()} functions within this execution of
1338\cw{print()}. This is very different from the fixed small number of
1339colours used in \cw{redraw()}, because printers do not have a
1340limitation on the total number of colours that may be used. Some
1341puzzles' printing functions might wish to allocate only one \q{ink}
1342colour and use it for all drawing; others might wish to allocate
1343\e{more} colours than are used on screen.
1344
1345One possible colour policy worth mentioning specifically is that a
1346puzzle's printing function might want to allocate the \e{same}
1347colour indices as are used by the redraw function, so that code
1348shared between drawing and printing does not have to keep switching
1349its colour indices. In order to do this, the simplest thing is to
1350make use of the fact that colour indices returned from
1351\cw{print_*_colour()} are guaranteed to be in increasing order from
1352zero. So if you have declared an \c{enum} defining three colours
1353\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1354write
1355
1356\c int c;
1357\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1358\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1359\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1360
1361If the \c{can_print} flag is \cw{FALSE}, this function will never be
1362called.
1363
69491f1e 1364\H{backend-misc} Miscellaneous
1365
1366\S{backend-can-format-as-text} \c{can_format_as_text}
1367
1368\c int can_format_as_text;
1369
1370This boolean field is \cw{TRUE} if the game supports formatting a
1371game state as ASCII text (typically ASCII art) for copying to the
1372clipboard and pasting into other applications. If it is \cw{FALSE},
1373front ends will not offer the \q{Copy} command at all.
1374
1375If this field is \cw{FALSE}, the function \cw{text_format()}
1376(\k{backend-text-format}) is not expected to do anything at all.
1377
1378\S{backend-text-format} \cw{text_format()}
1379
1380\c char *(*text_format)(game_state *state);
1381
1382This function is passed a \c{game_state}, and returns a newly
1383allocated C string containing an ASCII representation of that game
1384state. It is used to implement the \q{Copy} operation in many front
1385ends.
1386
1387This function should only be called if the back end field
1388\c{can_format_as_text} (\k{backend-can-format-as-text}) is
1389\cw{TRUE}.
1390
1391The returned string may contain line endings (and will probably want
1392to), using the normal C internal \cq{\\n} convention. For
1393consistency between puzzles, all multi-line textual puzzle
1394representations should \e{end} with a newline as well as containing
1395them internally. (There are currently no puzzles which have a
1396one-line ASCII representation, so there's no precedent yet for
1397whether that should come with a newline or not.)
1398
1399\S{backend-wants-statusbar} \cw{wants_statusbar()}
1400
1401\c int (*wants_statusbar)(void);
1402
1403This function returns \cw{TRUE} if the puzzle has a use for a
1404textual status line (to display score, completion status, currently
1405active tiles, etc).
1406
1407(This should probably be a static boolean field rather than a
1408function. I don't remember why I did it this way. I probably ought
1409to change it.)
1410
1411\S{backend-is-timed} \c{is_timed}
1412
1413\c int is_timed;
1414
1415This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1416so, the mid-end will maintain a game timer while the user plays.
1417
1418If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1419called and need not do anything.
1420
1421\S{backend-timing-state} \cw{timing_state()}
1422
1423\c int (*timing_state)(game_state *state, game_ui *ui);
1424
1425This function is passed the current \c{game_state} and the local
1426\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1427be running.
1428
1429A typical use for the \c{game_ui} in this function is to note when
1430the game was first completed (by setting a flag in
1431\cw{changed_state()} \dash see \k{backend-changed-state}), and
1432freeze the timer thereafter so that the user can undo back through
1433their solution process without altering their time.
1434
2705d374 1435\S{backend-flags} \c{flags}
69491f1e 1436
2705d374 1437\c int flags;
69491f1e 1438
2705d374 1439This field contains miscellaneous per-backend flags. It consists of
1440the bitwise OR of some combination of the following:
69491f1e 1441
1442\dt \cw{BUTTON_BEATS(x,y)}
1443
1444\dd Given any \cw{x} and \cw{y} from the set (\cw{LEFT_BUTTON},
1445\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}), this macro evaluates to a
1446bit flag which indicates that when buttons \cw{x} and \cw{y} are
1447both pressed simultaneously, the mid-end should consider \cw{x} to
1448have priority. (In the absence of any such flags, the mid-end will
1449always consider the most recently pressed button to have priority.)
1450
1451\dt \cw{SOLVE_ANIMATES}
1452
1453\dd This flag indicates that moves generated by \cw{solve()}
1454(\k{backend-solve}) are candidates for animation just like any other
1455move. For most games, solve moves should not be animated, so the
1456mid-end doesn't even bother calling \cw{anim_length()}
1457(\k{backend-anim-length}), thus saving some special-case code in
1458each game. On the rare occasion that animated solve moves are
1459actually required, you can set this flag.
1460
1461\H{backend-initiative} Things a back end may do on its own initiative
1462
1463This section describes a couple of things that a back end may choose
1464to do by calling functions elsewhere in the program, which would not
1465otherwise be obvious.
1466
1467\S{backend-newrs} Create a random state
1468
1469If a back end needs random numbers at some point during normal play,
1470it can create a fresh \c{random_state} by first calling
1471\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1fbb0680 1472the returned seed data to \cw{random_new()}.
69491f1e 1473
1474This is likely not to be what you want. If a puzzle needs randomness
1475in the middle of play, it's likely to be more sensible to store some
1476sort of random state within the \e{game_state}, so that the random
1477numbers are tied to the particular game state and hence the player
1478can't simply keep undoing their move until they get numbers they
1479like better.
1480
1481This facility is currently used only in Net, to implement the
1482\q{jumble} command, which sets every unlocked tile to a new random
1483orientation. This randomness \e{is} a reasonable use of the feature,
1484because it's non-adversarial \dash there's no advantage to the user
1485in getting different random numbers.
1486
1487\S{backend-supersede} Supersede its own game description
1488
1489In response to a move, a back end is (reluctantly) permitted to call
1490\cw{midend_supersede_game_desc()}:
1491
dafd6cf6 1492\c void midend_supersede_game_desc(midend *me,
69491f1e 1493\c char *desc, char *privdesc);
1494
1495When the user selects \q{New Game}, the mid-end calls
1496\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1497description, and (as well as using that to generate an initial game
1498state) stores it for the save file and for telling to the user. The
1499function above overwrites that game description, and also splits it
1500in two. \c{desc} becomes the new game description which is provided
1501to the user on request, and is also the one used to construct a new
1502initial game state if the user selects \q{Restart}. \c{privdesc} is
1503a \q{private} game description, used to reconstruct the game's
1504initial state when reloading.
1505
1506The distinction between the two, as well as the need for this
1507function at all, comes from Mines. Mines begins with a blank grid
1508and no idea of where the mines actually are; \cw{new_desc()} does
1509almost no work in interactive mode, and simply returns a string
1510encoding the \c{random_state}. When the user first clicks to open a
1511tile, \e{then} Mines generates the mine positions, in such a way
1512that the game is soluble from that starting point. Then it uses this
1513function to supersede the random-state game description with a
1514proper one. But it needs two: one containing the initial click
1515location (because that's what you want to happen if you restart the
1516game, and also what you want to send to a friend so that they play
1517\e{the same game} as you), and one without the initial click
1518location (because when you save and reload the game, you expect to
1519see the same blank initial state as you had before saving).
1520
1521I should stress again that this function is a horrid hack. Nobody
1522should use it if they're not Mines; if you think you need to use it,
1523think again repeatedly in the hope of finding a better way to do
1524whatever it was you needed to do.
1525
dafd6cf6 1526\C{drawing} The drawing API
69491f1e 1527
1528The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1529to draw the puzzle's graphics on the window's drawing area, or on
1530paper if the puzzle is printable. To do this portably, it is
1531provided with a drawing API allowing it to talk directly to the
1532front end. In this chapter I document that API, both for the benefit
1533of back end authors trying to use it and for front end authors
1534trying to implement it.
1535
1536The drawing API as seen by the back end is a collection of global
1537functions, each of which takes a pointer to a \c{drawing} structure
1538(a \q{drawing object}). These objects are supplied as parameters to
1539the back end's \cw{redraw()} and \cw{print()} functions.
1540
1541In fact these global functions are not implemented directly by the
1542front end; instead, they are implemented centrally in \c{drawing.c}
1543and form a small piece of middleware. The drawing API as supplied by
1544the front end is a structure containing a set of function pointers,
1545plus a \cq{void *} handle which is passed to each of those
1546functions. This enables a single front end to switch between
1547multiple implementations of the drawing API if necessary. For
1548example, the Windows API supplies a printing mechanism integrated
1549into the same GDI which deals with drawing in windows, and therefore
74021716 1550the same API implementation can handle both drawing and printing;
1551but on Unix, the most common way for applications to print is by
1552producing PostScript output directly, and although it would be
1553\e{possible} to write a single (say) \cw{draw_rect()} function which
1554checked a global flag to decide whether to do GTK drawing operations
1555or output PostScript to a file, it's much nicer to have two separate
1556functions and switch between them as appropriate.
dafd6cf6 1557
1558When drawing, the puzzle window is indexed by pixel coordinates,
1559with the top left pixel defined as \cw{(0,0)} and the bottom right
1560pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1561values returned by the back end function \cw{compute_size()}
1562(\k{backend-compute-size}).
1563
dafd6cf6 1564When printing, the puzzle's print area is indexed in exactly the
1565same way (with an arbitrary tile size provided by the printing
1566module \c{printing.c}), to facilitate sharing of code between the
1567drawing and printing routines. However, when printing, puzzles may
1568no longer assume that the coordinate unit has any relationship to a
1569pixel; the printer's actual resolution might very well not even be
1570known at print time, so the coordinate unit might be smaller or
1571larger than a pixel. Puzzles' print functions should restrict
1572themselves to drawing geometric shapes rather than fiddly pixel
1573manipulation.
1574
1575\e{Puzzles' redraw functions may assume that the surface they draw
1576on is persistent}. It is the responsibility of every front end to
1577preserve the puzzle's window contents in the face of GUI window
1578expose issues and similar. It is not permissible to request the back
1579end redraw any part of a window that it has already drawn, unless
1580something has actually changed as a result of making moves in the
1581puzzle.
69491f1e 1582
1583Most front ends accomplish this by having the drawing routines draw
1584on a stored bitmap rather than directly on the window, and copying
1585the bitmap to the window every time a part of the window needs to be
1586redrawn. Therefore, it is vitally important that whenever the back
1587end does any drawing it informs the front end of which parts of the
1588window it has accessed, and hence which parts need repainting. This
1589is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1590
dafd6cf6 1591In the following sections I first discuss the drawing API as seen by
1592the back end, and then the \e{almost} identical function-pointer
1593form seen by the front end.
1594
1595\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1596
dafd6cf6 1597This section documents the back-end drawing API, in the form of
1598functions which take a \c{drawing} object as an argument.
1599
1600\S{drawing-draw-rect} \cw{draw_rect()}
1601
1602\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1603\c int colour);
1604
1605Draws a filled rectangle in the puzzle window.
1606
1607\c{x} and \c{y} give the coordinates of the top left pixel of the
1608rectangle. \c{w} and \c{h} give its width and height. Thus, the
1609horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1610inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1611inclusive.
1612
1613\c{colour} is an integer index into the colours array returned by
1614the back end function \cw{colours()} (\k{backend-colours}).
1615
1616There is no separate pixel-plotting function. If you want to plot a
1617single pixel, the approved method is to use \cw{draw_rect()} with
1618width and height set to 1.
1619
1620Unlike many of the other drawing functions, this function is
1621guaranteed to be pixel-perfect: the rectangle will be sharply
1622defined and not anti-aliased or anything like that.
1623
dafd6cf6 1624This function may be used for both drawing and printing.
1625
1626\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1627
dafd6cf6 1628\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1629\c int colour);
1630
1631Draws an outline rectangle in the puzzle window.
1632
1633\c{x} and \c{y} give the coordinates of the top left pixel of the
1634rectangle. \c{w} and \c{h} give its width and height. Thus, the
1635horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1636inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1637inclusive.
1638
1639\c{colour} is an integer index into the colours array returned by
1640the back end function \cw{colours()} (\k{backend-colours}).
1641
1642From a back end perspective, this function may be considered to be
1643part of the drawing API. However, front ends are not required to
1644implement it, since it is actually implemented centrally (in
dafd6cf6 1645\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1646
dafd6cf6 1647This function may be used for both drawing and printing.
69491f1e 1648
dafd6cf6 1649\S{drawing-draw-line} \cw{draw_line()}
1650
1651\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1652\c int colour);
1653
1654Draws a straight line in the puzzle window.
1655
1656\c{x1} and \c{y1} give the coordinates of one end of the line.
1657\c{x2} and \c{y2} give the coordinates of the other end. The line
1658drawn includes both those points.
1659
1660\c{colour} is an integer index into the colours array returned by
1661the back end function \cw{colours()} (\k{backend-colours}).
1662
1663Some platforms may perform anti-aliasing on this function.
1664Therefore, do not assume that you can erase a line by drawing the
1665same line over it in the background colour; anti-aliasing might
1666lead to perceptible ghost artefacts around the vanished line.
1667
dafd6cf6 1668This function may be used for both drawing and printing.
1669
1670\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1671
dafd6cf6 1672\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1673\c int fillcolour, int outlinecolour);
1674
1675Draws an outlined or filled polygon in the puzzle window.
1676
1677\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1678\c{x} and \c{y} coordinates of \c{npoints} vertices.
1679
1680\c{fillcolour} and \c{outlinecolour} are integer indices into the
1681colours array returned by the back end function \cw{colours()}
1682(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1683indicate that the polygon should be outlined only.
1684
1685The polygon defined by the specified list of vertices is first
1686filled in \c{fillcolour}, if specified, and then outlined in
1687\c{outlinecolour}.
1688
1689\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1690(and front ends are permitted to enforce this by assertion). This is
1691because different platforms disagree on whether a filled polygon
1692should include its boundary line or not, so drawing \e{only} a
1693filled polygon would have non-portable effects. If you want your
1694filled polygon not to have a visible outline, you must set
1695\c{outlinecolour} to the same as \c{fillcolour}.
1696
1697Some platforms may perform anti-aliasing on this function.
1698Therefore, do not assume that you can erase a polygon by drawing the
1699same polygon over it in the background colour. Also, be prepared for
1700the polygon to extend a pixel beyond its obvious bounding box as a
1701result of this; if you really need it not to do this to avoid
1702interfering with other delicate graphics, you should probably use
1703\cw{clip()} (\k{drawing-clip}).
1704
dafd6cf6 1705This function may be used for both drawing and printing.
1706
1707\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1708
dafd6cf6 1709\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1710\c int fillcolour, int outlinecolour);
1711
1712Draws an outlined or filled circle in the puzzle window.
1713
1714\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1715\c{radius} gives its radius. The total horizontal pixel extent of
1716the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1717the vertical extent similarly around \c{cy}.
1718
1719\c{fillcolour} and \c{outlinecolour} are integer indices into the
1720colours array returned by the back end function \cw{colours()}
1721(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1722indicate that the circle should be outlined only.
1723
1724The circle is first filled in \c{fillcolour}, if specified, and then
1725outlined in \c{outlinecolour}.
1726
1727\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1728(and front ends are permitted to enforce this by assertion). This is
1729because different platforms disagree on whether a filled circle
1730should include its boundary line or not, so drawing \e{only} a
1731filled circle would have non-portable effects. If you want your
1732filled circle not to have a visible outline, you must set
1733\c{outlinecolour} to the same as \c{fillcolour}.
1734
1735Some platforms may perform anti-aliasing on this function.
1736Therefore, do not assume that you can erase a circle by drawing the
1737same circle over it in the background colour. Also, be prepared for
1738the circle to extend a pixel beyond its obvious bounding box as a
1739result of this; if you really need it not to do this to avoid
1740interfering with other delicate graphics, you should probably use
1741\cw{clip()} (\k{drawing-clip}).
1742
dafd6cf6 1743This function may be used for both drawing and printing.
69491f1e 1744
dafd6cf6 1745\S{drawing-draw-text} \cw{draw_text()}
1746
1747\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1748\c int fontsize, int align, int colour, char *text);
1749
1750Draws text in the puzzle window.
1751
1752\c{x} and \c{y} give the coordinates of a point. The relation of
1753this point to the location of the text is specified by \c{align},
1754which is a bitwise OR of horizontal and vertical alignment flags:
1755
1756\dt \cw{ALIGN_VNORMAL}
1757
1758\dd Indicates that \c{y} is aligned with the baseline of the text.
1759
1760\dt \cw{ALIGN_VCENTRE}
1761
1762\dd Indicates that \c{y} is aligned with the vertical centre of the
1763text. (In fact, it's aligned with the vertical centre of normal
1764\e{capitalised} text: displaying two pieces of text with
1765\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1766baselines to be aligned with one another, even if one is an ascender
1767and the other a descender.)
1768
1769\dt \cw{ALIGN_HLEFT}
1770
1771\dd Indicates that \c{x} is aligned with the left-hand end of the
1772text.
1773
1774\dt \cw{ALIGN_HCENTRE}
1775
1776\dd Indicates that \c{x} is aligned with the horizontal centre of
1777the text.
1778
1779\dt \cw{ALIGN_HRIGHT}
1780
1781\dd Indicates that \c{x} is aligned with the right-hand end of the
1782text.
1783
1784\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1785monospaced or proportional font respectively. (No more detail than
1786that may be specified; it would only lead to portability issues
1787between different platforms.)
1788
1789\c{fontsize} is the desired size, in pixels, of the text. This size
1790corresponds to the overall point size of the text, not to any
1791internal dimension such as the cap-height.
1792
1793\c{colour} is an integer index into the colours array returned by
1794the back end function \cw{colours()} (\k{backend-colours}).
1795
dafd6cf6 1796This function may be used for both drawing and printing.
1797
1798\S{drawing-clip} \cw{clip()}
69491f1e 1799
dafd6cf6 1800\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1801
1802Establishes a clipping rectangle in the puzzle window.
1803
1804\c{x} and \c{y} give the coordinates of the top left pixel of the
1805clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1806the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1807inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1808inclusive. (These are exactly the same semantics as
1809\cw{draw_rect()}.)
1810
1811After this call, no drawing operation will affect anything outside
1812the specified rectangle. The effect can be reversed by calling
1813\cw{unclip()} (\k{drawing-unclip}).
1814
1815Back ends should not assume that a clipping rectangle will be
1816automatically cleared up by the front end if it's left lying around;
1817that might work on current front ends, but shouldn't be relied upon.
1818Always explicitly call \cw{unclip()}.
1819
dafd6cf6 1820This function may be used for both drawing and printing.
69491f1e 1821
dafd6cf6 1822\S{drawing-unclip} \cw{unclip()}
1823
1824\c void unclip(drawing *dr);
69491f1e 1825
1826Reverts the effect of a previous call to \cw{clip()}. After this
1827call, all drawing operations will be able to affect the entire
1828puzzle window again.
1829
dafd6cf6 1830This function may be used for both drawing and printing.
1831
1832\S{drawing-draw-update} \cw{draw_update()}
69491f1e 1833
dafd6cf6 1834\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 1835
1836Informs the front end that a rectangular portion of the puzzle
1837window has been drawn on and needs to be updated.
1838
1839\c{x} and \c{y} give the coordinates of the top left pixel of the
1840update rectangle. \c{w} and \c{h} give its width and height. Thus,
1841the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1842inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1843inclusive. (These are exactly the same semantics as
1844\cw{draw_rect()}.)
1845
1846The back end redraw function \e{must} call this function to report
1847any changes it has made to the window. Otherwise, those changes may
1848not become immediately visible, and may then appear at an
1849unpredictable subsequent time such as the next time the window is
1850covered and re-exposed.
1851
dafd6cf6 1852This function is only important when drawing. It may be called when
1853printing as well, but doing so is not compulsory, and has no effect.
1854(So if you have a shared piece of code between the drawing and
1855printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 1856
dafd6cf6 1857\S{drawing-status-bar} \cw{status_bar()}
1858
1859\c void status_bar(drawing *dr, char *text);
69491f1e 1860
e9f8a17f 1861Sets the text in the game's status bar to \c{text}. The text is copied
1862from the supplied buffer, so the caller is free to deallocate or
1863modify the buffer after use.
69491f1e 1864
1865(This function is not exactly a \e{drawing} function, but it shares
1866with the drawing API the property that it may only be called from
1867within the back end redraw function, so this is as good a place as
1868any to document it.)
1869
dafd6cf6 1870This function is for drawing only; it must never be called during
1871printing.
69491f1e 1872
dafd6cf6 1873\S{drawing-blitter} Blitter functions
69491f1e 1874
e9f8a17f 1875This section describes a group of related functions which save and
69491f1e 1876restore a section of the puzzle window. This is most commonly used
1877to implement user interfaces involving dragging a puzzle element
1878around the window: at the end of each call to \cw{redraw()}, if an
1879object is currently being dragged, the back end saves the window
1880contents under that location and then draws the dragged object, and
1881at the start of the next \cw{redraw()} the first thing it does is to
1882restore the background.
1883
1884The front end defines an opaque type called a \c{blitter}, which is
1885capable of storing a rectangular area of a specified size.
1886
dafd6cf6 1887Blitter functions are for drawing only; they must never be called
1888during printing.
1889
1890\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 1891
dafd6cf6 1892\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 1893
1894Creates a new blitter object which stores a rectangle of size \c{w}
1895by \c{h} pixels. Returns a pointer to the blitter object.
1896
1897Blitter objects are best stored in the \c{game_drawstate}. A good
1898time to create them is in the \cw{set_size()} function
1899(\k{backend-set-size}), since it is at this point that you first
1900know how big a rectangle they will need to save.
1901
dafd6cf6 1902\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 1903
dafd6cf6 1904\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 1905
1906Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1907(However, check that the blitter object is not \cw{NULL} before
1908attempting to free it; it is possible that a draw state might be
1909created and freed without ever having \cw{set_size()} called on it
1910in between.)
1911
dafd6cf6 1912\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 1913
dafd6cf6 1914\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 1915
1916This is a true drawing API function, in that it may only be called
1917from within the game redraw routine. It saves a rectangular portion
1918of the puzzle window into the specified blitter object.
1919
1920\c{x} and \c{y} give the coordinates of the top left corner of the
1921saved rectangle. The rectangle's width and height are the ones
1922specified when the blitter object was created.
1923
1924This function is required to cope and do the right thing if \c{x}
1925and \c{y} are out of range. (The right thing probably means saving
1926whatever part of the blitter rectangle overlaps with the visible
1927area of the puzzle window.)
1928
dafd6cf6 1929\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 1930
dafd6cf6 1931\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 1932
1933This is a true drawing API function, in that it may only be called
1934from within the game redraw routine. It restores a rectangular
1935portion of the puzzle window from the specified blitter object.
1936
1937\c{x} and \c{y} give the coordinates of the top left corner of the
1938rectangle to be restored. The rectangle's width and height are the
1939ones specified when the blitter object was created.
1940
1941Alternatively, you can specify both \c{x} and \c{y} as the special
1942value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1943restored to exactly where it was saved from. (This is probably what
1944you want to do almost all the time, if you're using blitters to
1945implement draggable puzzle elements.)
1946
1947This function is required to cope and do the right thing if \c{x}
1948and \c{y} (or the equivalent ones saved in the blitter) are out of
1949range. (The right thing probably means restoring whatever part of
1950the blitter rectangle overlaps with the visible area of the puzzle
1951window.)
1952
1953If this function is called on a blitter which had previously been
1954saved from a partially out-of-range rectangle, then the parts of the
1955saved bitmap which were not visible at save time are undefined. If
1956the blitter is restored to a different position so as to make those
1957parts visible, the effect on the drawing area is undefined.
1958
dafd6cf6 1959\S{print-mono-colour} \cw{print_mono_colour()}
1960
1961\c int print_mono_colour(drawing *dr, int grey);
1962
1963This function allocates a colour index for a simple monochrome
1964colour during printing.
1965
1966\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
1967black; if \c{grey} is 1, the colour is white.
1968
1969\S{print-grey-colour} \cw{print_grey_colour()}
1970
1971\c int print_grey_colour(drawing *dr, int hatch, float grey);
1972
1973This function allocates a colour index for a grey-scale colour
1974during printing.
1975
1976\c{grey} may be any number between 0 (black) and 1 (white); for
1977example, 0.5 indicates a medium grey.
1978
1979If printing in black and white only, the \c{grey} value will not be
1980used; instead, regions shaded in this colour will be hatched with
1981parallel lines. The \c{hatch} parameter defines what type of
1982hatching should be used in place of this colour:
1983
1984\dt \cw{HATCH_SOLID}
1985
1986\dd In black and white, this colour will be replaced by solid black.
1987
1988\dt \cw{HATCH_CLEAR}
1989
1990\dd In black and white, this colour will be replaced by solid white.
1991
1992\dt \cw{HATCH_SLASH}
1993
1994\dd This colour will be hatched by lines slanting to the right at 45
1995degrees.
1996
1997\dt \cw{HATCH_BACKSLASH}
1998
1999\dd This colour will be hatched by lines slanting to the left at 45
2000degrees.
2001
2002\dt \cw{HATCH_HORIZ}
2003
2004\dd This colour will be hatched by horizontal lines.
2005
2006\dt \cw{HATCH_VERT}
2007
2008\dd This colour will be hatched by vertical lines.
2009
2010\dt \cw{HATCH_PLUS}
2011
2012\dd This colour will be hatched by criss-crossing horizontal and
2013vertical lines.
2014
2015\dt \cw{HATCH_X}
2016
2017\dd This colour will be hatched by criss-crossing diagonal lines.
2018
2019Colours defined to use hatching may not be used for drawing lines;
2020they may only be used for filling areas. That is, they may be used
2021as the \c{fillcolour} parameter to \cw{draw_circle()} and
2022\cw{draw_polygon()}, and as the colour parameter to
2023\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2024parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2025\cw{draw_line()}.
2026
2027\S{print-rgb-colour} \cw{print_rgb_colour()}
2028
2029\c int print_rgb_colour(drawing *dr, int hatch,
2030\c float r, float g, float b);
2031
2032This function allocates a colour index for a fully specified RGB
2033colour during printing.
2034
2035\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2036
f487468f 2037If printing in black and white only, these values will not be used;
2038instead, regions shaded in this colour will be hatched with parallel
2039lines. The \c{hatch} parameter defines what type of hatching should
2040be used in place of this colour; see \k{print-grey-colour} for its
2041definition.
dafd6cf6 2042
2043\S{print-line-width} \cw{print_line_width()}
2044
2045\c void print_line_width(drawing *dr, int width);
2046
2047This function is called to set the thickness of lines drawn during
2048printing. It is meaningless in drawing: all lines drawn by
2049\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2050pixel in thickness. However, in printing there is no clear
2051definition of a pixel and so line widths must be explicitly
2052specified.
2053
2054The line width is specified in the usual coordinate system. Note,
2055however, that it is a hint only: the central printing system may
2056choose to vary line thicknesses at user request or due to printer
2057capabilities.
2058
2059\H{drawing-frontend} The drawing API as implemented by the front end
2060
2061This section describes the drawing API in the function-pointer form
2062in which it is implemented by a front end.
2063
2064(It isn't only platform-specific front ends which implement this
2065API; the platform-independent module \c{ps.c} also provides an
2066implementation of it which outputs PostScript. Thus, any platform
2067which wants to do PS printing can do so with minimum fuss.)
2068
2069The following entries all describe function pointer fields in a
2070structure called \c{drawing_api}. Each of the functions takes a
2071\cq{void *} context pointer, which it should internally cast back to
2072a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2073suitable for passing to the back end redraw or printing functions
2074is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2075function \cw{drawing_init()} (see \k{drawing-init}).
2076
2077\S{drawingapi-draw-text} \cw{draw_text()}
2078
2079\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2080\c int fontsize, int align, int colour, char *text);
2081
2082This function behaves exactly like the back end \cw{draw_text()}
2083function; see \k{drawing-draw-text}.
2084
2085\S{drawingapi-draw-rect} \cw{draw_rect()}
2086
2087\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2088\c int colour);
2089
2090This function behaves exactly like the back end \cw{draw_rect()}
2091function; see \k{drawing-draw-rect}.
2092
2093\S{drawingapi-draw-line} \cw{draw_line()}
2094
2095\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2096\c int colour);
2097
2098This function behaves exactly like the back end \cw{draw_line()}
2099function; see \k{drawing-draw-line}.
2100
2101\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2102
2103\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2104\c int fillcolour, int outlinecolour);
2105
2106This function behaves exactly like the back end \cw{draw_polygon()}
2107function; see \k{drawing-draw-polygon}.
2108
2109\S{drawingapi-draw-circle} \cw{draw_circle()}
2110
2111\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2112\c int fillcolour, int outlinecolour);
2113
2114This function behaves exactly like the back end \cw{draw_circle()}
2115function; see \k{drawing-draw-circle}.
2116
2117\S{drawingapi-draw-update} \cw{draw_update()}
2118
2119\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2120
2121This function behaves exactly like the back end \cw{draw_text()}
2122function; see \k{drawing-draw-text}.
2123
2124An implementation of this API which only supports printing is
2125permitted to define this function pointer to be \cw{NULL} rather
2126than bothering to define an empty function. The middleware in
2127\cw{drawing.c} will notice and avoid calling it.
2128
2129\S{drawingapi-clip} \cw{clip()}
2130
2131\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2132
dafd6cf6 2133This function behaves exactly like the back end \cw{clip()}
2134function; see \k{drawing-clip}.
69491f1e 2135
dafd6cf6 2136\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2137
dafd6cf6 2138\c void (*unclip)(void *handle);
69491f1e 2139
dafd6cf6 2140This function behaves exactly like the back end \cw{unclip()}
2141function; see \k{drawing-unclip}.
69491f1e 2142
dafd6cf6 2143\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2144
dafd6cf6 2145\c void (*start_draw)(void *handle);
2146
2147This function is called at the start of drawing. It allows the front
2148end to initialise any temporary data required to draw with, such as
2149device contexts.
2150
2151Implementations of this API which do not provide drawing services
2152may define this function pointer to be \cw{NULL}; it will never be
2153called unless drawing is attempted.
2154
2155\S{drawingapi-end-draw} \cw{end_draw()}
2156
2157\c void (*end_draw)(void *handle);
69491f1e 2158
2159This function is called at the end of drawing. It allows the front
2160end to do cleanup tasks such as deallocating device contexts and
2161scheduling appropriate GUI redraw events.
2162
dafd6cf6 2163Implementations of this API which do not provide drawing services
2164may define this function pointer to be \cw{NULL}; it will never be
2165called unless drawing is attempted.
69491f1e 2166
dafd6cf6 2167\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2168
dafd6cf6 2169\c void (*status_bar)(void *handle, char *text);
69491f1e 2170
dafd6cf6 2171This function behaves exactly like the back end \cw{status_bar()}
2172function; see \k{drawing-status-bar}.
2173
2174Front ends implementing this function should not use the provided
2175text directly; they should call \cw{midend_rewrite_statusbar()}
2176(\k{midend-rewrite-statusbar}) to process it first.
2177
2178In a game which has a timer, this function is likely to be called
2179every time the timer goes off, i.e. many times a second. It is
2180therefore likely to be common that this function is called with
2181precisely the same text as the last time it was called. Front ends
2182may well wish to detect this common case and avoid bothering to do
2183anything. If they do, however, they \e{must} perform this check on
2184the value \e{returned} from \cw{midend_rewrite_statusbar()}, rather
2185than the value passed in to it (because the mid-end will frequently
2186update the status-bar timer without the back end's intervention).
2187
2188Implementations of this API which do not provide drawing services
2189may define this function pointer to be \cw{NULL}; it will never be
2190called unless drawing is attempted.
2191
2192\S{drawingapi-blitter-new} \cw{blitter_new()}
2193
2194\c blitter *(*blitter_new)(void *handle, int w, int h);
2195
2196This function behaves exactly like the back end \cw{blitter_new()}
2197function; see \k{drawing-blitter-new}.
2198
2199Implementations of this API which do not provide drawing services
2200may define this function pointer to be \cw{NULL}; it will never be
2201called unless drawing is attempted.
2202
2203\S{drawingapi-blitter-free} \cw{blitter_free()}
2204
2205\c void (*blitter_free)(void *handle, blitter *bl);
2206
2207This function behaves exactly like the back end \cw{blitter_free()}
2208function; see \k{drawing-blitter-free}.
2209
2210Implementations of this API which do not provide drawing services
2211may define this function pointer to be \cw{NULL}; it will never be
2212called unless drawing is attempted.
2213
2214\S{drawingapi-blitter-save} \cw{blitter_save()}
2215
2216\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2217
2218This function behaves exactly like the back end \cw{blitter_save()}
2219function; see \k{drawing-blitter-save}.
2220
2221Implementations of this API which do not provide drawing services
2222may define this function pointer to be \cw{NULL}; it will never be
2223called unless drawing is attempted.
2224
2225\S{drawingapi-blitter-load} \cw{blitter_load()}
2226
2227\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2228
2229This function behaves exactly like the back end \cw{blitter_load()}
2230function; see \k{drawing-blitter-load}.
2231
2232Implementations of this API which do not provide drawing services
2233may define this function pointer to be \cw{NULL}; it will never be
2234called unless drawing is attempted.
2235
2236\S{drawingapi-begin-doc} \cw{begin_doc()}
2237
2238\c void (*begin_doc)(void *handle, int pages);
2239
2240This function is called at the beginning of a printing run. It gives
2241the front end an opportunity to initialise any required printing
2242subsystem. It also provides the number of pages in advance.
2243
2244Implementations of this API which do not provide printing services
2245may define this function pointer to be \cw{NULL}; it will never be
2246called unless printing is attempted.
2247
2248\S{drawingapi-begin-page} \cw{begin_page()}
2249
2250\c void (*begin_page)(void *handle, int number);
2251
2252This function is called during printing, at the beginning of each
2253page. It gives the page number (numbered from 1 rather than 0, so
2254suitable for use in user-visible contexts).
2255
2256Implementations of this API which do not provide printing services
2257may define this function pointer to be \cw{NULL}; it will never be
2258called unless printing is attempted.
2259
2260\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2261
2262\c void (*begin_puzzle)(void *handle, float xm, float xc,
2263\c float ym, float yc, int pw, int ph, float wmm);
2264
2265This function is called during printing, just before printing a
2266single puzzle on a page. It specifies the size and location of the
2267puzzle on the page.
2268
2269\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2270the page, as a linear function of the page width. The front end is
2271expected to multiply the page width by \c{xm}, add \c{xc} (measured
2272in millimetres), and use the resulting x-coordinate as the left edge
2273of the puzzle.
2274
2275Similarly, \c{ym} and \c{yc} specify the vertical position of the
2276puzzle as a function of the page height: the page height times
2277\c{xm}, plus \c{xc} millimetres, equals the desired distance from
2278the top of the page to the top of the puzzle.
2279
2280(This unwieldy mechanism is required because not all printing
2281systems can communicate the page size back to the software. The
2282PostScript back end, for example, writes out PS which determines the
2283page size at print time by means of calling \cq{clippath}, and
2284centres the puzzles within that. Thus, exactly the same PS file
2285works on A4 or on US Letter paper without needing local
2286configuration, which simplifies matters.)
2287
2288\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2289coordinates. The printing system will subsequently call the puzzle's
2290own print function, which will in turn call drawing API functions in
2291the expectation that an area \cw{pw} by \cw{ph} units is available
2292to draw the puzzle on.
2293
2294Finally, \cw{wmm} gives the desired width of the puzzle in
2295millimetres. (The aspect ratio is expected to be preserved, so if
2296the desired puzzle height is also needed then it can be computed as
2297\cw{wmm*ph/pw}.)
2298
2299Implementations of this API which do not provide printing services
2300may define this function pointer to be \cw{NULL}; it will never be
2301called unless printing is attempted.
2302
2303\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2304
2305\c void (*end_puzzle)(void *handle);
2306
2307This function is called after the printing of a specific puzzle is
2308complete.
2309
2310Implementations of this API which do not provide printing services
2311may define this function pointer to be \cw{NULL}; it will never be
2312called unless printing is attempted.
2313
2314\S{drawingapi-end-page} \cw{end_page()}
2315
2316\c void (*end_page)(void *handle, int number);
2317
2318This function is called after the printing of a page is finished.
2319
2320Implementations of this API which do not provide printing services
2321may define this function pointer to be \cw{NULL}; it will never be
2322called unless printing is attempted.
2323
2324\S{drawingapi-end-doc} \cw{end_doc()}
2325
2326\c void (*end_doc)(void *handle);
2327
2328This function is called after the printing of the entire document is
2329finished. This is the moment to close files, send things to the
2330print spooler, or whatever the local convention is.
2331
2332Implementations of this API which do not provide printing services
2333may define this function pointer to be \cw{NULL}; it will never be
2334called unless printing is attempted.
2335
2336\S{drawingapi-line-width} \cw{line_width()}
2337
2338\c void (*line_width)(void *handle, float width);
2339
2340This function is called to set the line thickness, during printing
2341only. Note that the width is a \cw{float} here, where it was an
2342\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2343have scaled it on the way past.
2344
2345However, the width is still specified in the same coordinate system
2346as the rest of the drawing.
2347
2348Implementations of this API which do not provide printing services
2349may define this function pointer to be \cw{NULL}; it will never be
2350called unless printing is attempted.
2351
2352\H{drawingapi-frontend} The drawing API as called by the front end
2353
2354There are a small number of functions provided in \cw{drawing.c}
2355which the front end needs to \e{call}, rather than helping to
2356implement. They are described in this section.
2357
2358\S{drawing-init} \cw{drawing_init()}
2359
2360\c drawing *drawing_init(const drawing_api *api, void *handle);
2361
2362This function creates a drawing object. It is passed a
2363\c{drawing_api}, which is a structure containing nothing but
2364function pointers; and also a \cq{void *} handle. The handle is
2365passed back to each function pointer when it is called.
2366
2367\S{drawing-free} \cw{drawing_free()}
2368
2369\c void drawing_free(drawing *dr);
2370
2371This function frees a drawing object. Note that the \cq{void *}
2372handle is not freed; if that needs cleaning up it must be done by
2373the front end.
2374
2375\S{drawing-print-get-colour} \cw{print_get_colour()}
2376
2377\c void print_get_colour(drawing *dr, int colour, int *hatch,
2378\c float *r, float *g, float *b)
2379
2380This function is called by the implementations of the drawing API
2381functions when they are called in a printing context. It takes a
2382colour index as input, and returns the description of the colour as
2383requested by the back end.
2384
2385\c{*r}, \c{*g} and \c{*b} are filled with the RGB values of the
2386desired colour if printing in colour.
2387
2388\c{*hatch} is filled with the type of hatching (or not) desired if
2389printing in black and white. See \k{print-grey-colour} for details
2390of the values this integer can take.
69491f1e 2391
2392\C{midend} The API provided by the mid-end
2393
2394This chapter documents the API provided by the mid-end to be called
2395by the front end. You probably only need to read this if you are a
2396front end implementor, i.e. you are porting Puzzles to a new
2397platform. If you're only interested in writing new puzzles, you can
2398safely skip this chapter.
2399
2400All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2401\c{midend} structure, to facilitate having multiple mid-ends in any
2402port which supports multiple puzzle windows open simultaneously.
2403Each \c{midend} is intended to handle the contents of a single
69491f1e 2404puzzle window.
2405
2406\H{midend-new} \cw{midend_new()}
2407
dafd6cf6 2408\c midend *midend_new(frontend *fe, const game *ourgame,
2409\c const drawing_api *drapi, void *drhandle)
69491f1e 2410
2411Allocates and returns a new mid-end structure.
2412
2413The \c{fe} argument is stored in the mid-end. It will be used when
2414calling back to functions such as \cw{activate_timer()}
dafd6cf6 2415(\k{frontend-activate-timer}), and will be passed on to the back end
2416function \cw{colours()} (\k{backend-colours}).
2417
2418The parameters \c{drapi} and \c{drhandle} are passed to
2419\cw{drawing_init()} (\k{drawing-init}) to construct a drawing object
2420which will be passed to the back end function \cw{redraw()}
2421(\k{backend-redraw}). Hence, all drawing-related function pointers
2422defined in \c{drapi} can expect to be called with \c{drhandle} as
2423their first argument.
69491f1e 2424
2425The \c{ourgame} argument points to a container structure describing
2426a game back end. The mid-end thus created will only be capable of
2427handling that one game. (So even in a monolithic front end
2428containing all the games, this imposes the constraint that any
2429individual puzzle window is tied to a single game. Unless, of
2430course, you feel brave enough to change the mid-end for the window
2431without closing the window...)
2432
2433\H{midend-free} \cw{midend_free()}
2434
dafd6cf6 2435\c void midend_free(midend *me);
69491f1e 2436
2437Frees a mid-end structure and all its associated data.
2438
2439\H{midend-set-params} \cw{midend_set_params()}
2440
dafd6cf6 2441\c void midend_set_params(midend *me, game_params *params);
69491f1e 2442
2443Sets the current game parameters for a mid-end. Subsequent games
2444generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2445these parameters until further notice.
2446
2447The usual way in which the front end will have an actual
2448\c{game_params} structure to pass to this function is if it had
2449previously got it from \cw{midend_fetch_preset()}
2450(\k{midend-fetch-preset}). Thus, this function is usually called in
2451response to the user making a selection from the presets menu.
2452
821ab2c6 2453\H{midend-get-params} \cw{midend_get_params()}
2454
2455\c game_params *midend_get_params(midend *me);
2456
2457Returns the current game parameters stored in this mid-end.
2458
2459The returned value is dynamically allocated, and should be freed
2460when finished with by passing it to the game's own
2461\cw{free_params()} function (see \k{backend-free-params}).
2462
69491f1e 2463\H{midend-size} \cw{midend_size()}
2464
dafd6cf6 2465\c void midend_size(midend *me, int *x, int *y, int expand);
69491f1e 2466
2467Tells the mid-end to figure out its window size.
2468
2469On input, \c{*x} and \c{*y} should contain the maximum or requested
2470size for the window. (Typically this will be the size of the screen
2471that the window has to fit on, or similar.) The mid-end will
2472repeatedly call the back end function \cw{compute_size()}
2473(\k{backend-compute-size}), searching for a tile size that best
2474satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2475the size needed for the puzzle window's drawing area. (It is of
2476course up to the front end to adjust this for any additional window
2477furniture such as menu bars and window borders, if necessary. The
2478status bar is also not included in this size.)
2479
2480If \c{expand} is set to \cw{FALSE}, then the game's tile size will
2481never go over its preferred one. This is the recommended approach
2482when opening a new window at default size: the game will use its
2483preferred size unless it has to use a smaller one to fit on the
2484screen.
2485
2486If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
2487which approximates the input size \e{as closely as possible}, and
2488will go over the game's preferred tile size if necessary to achieve
2489this. Use this option if you want your front end to support dynamic
2490resizing of the puzzle window with automatic scaling of the puzzle
2491to fit.
2492
2493The mid-end will try as hard as it can to return a size which is
2494less than or equal to the input size, in both dimensions. In extreme
2495circumstances it may fail (if even the lowest possible tile size
2496gives window dimensions greater than the input), in which case it
2497will return a size greater than the input size. Front ends should be
2498prepared for this to happen (i.e. don't crash or fail an assertion),
2499but may handle it in any way they see fit: by rejecting the game
2500parameters which caused the problem, by opening a window larger than
2501the screen regardless of inconvenience, by introducing scroll bars
2502on the window, by drawing on a large bitmap and scaling it into a
2503smaller window, or by any other means you can think of. It is likely
2504that when the tile size is that small the game will be unplayable
2505anyway, so don't put \e{too} much effort into handling it
2506creatively.
2507
2508If your platform has no limit on window size (or if you're planning
2509to use scroll bars for large puzzles), you can pass dimensions of
2510\cw{INT_MAX} as input to this function. You should probably not do
2511that \e{and} set the \c{expand} flag, though!
2512
2513\H{midend-new-game} \cw{midend_new_game()}
2514
dafd6cf6 2515\c void midend_new_game(midend *me);
69491f1e 2516
2517Causes the mid-end to begin a new game. Normally the game will be a
2518new randomly generated puzzle. However, if you have previously
2519called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2520generated might be dictated by the results of those functions. (In
2521particular, you \e{must} call \cw{midend_new_game()} after calling
2522either of those functions, or else no immediate effect will be
2523visible.)
2524
2525You will probably need to call \cw{midend_size()} after calling this
2526function, because if the game parameters have been changed since the
2527last new game then the window size might need to change. (If you
2528know the parameters \e{haven't} changed, you don't need to do this.)
2529
2530This function will create a new \c{game_drawstate}, but does not
2531actually perform a redraw (since you often need to call
2532\cw{midend_size()} before the redraw can be done). So after calling
2533this function and after calling \cw{midend_size()}, you should then
2534call \cw{midend_redraw()}. (It is not necessary to call
2535\cw{midend_force_redraw()}; that will discard the draw state and
2536create a fresh one, which is unnecessary in this case since there's
2537a fresh one already. It would work, but it's usually excessive.)
2538
2539\H{midend-restart-game} \cw{midend_restart_game()}
2540
dafd6cf6 2541\c void midend_restart_game(midend *me);
69491f1e 2542
2543This function causes the current game to be restarted. This is done
2544by placing a new copy of the original game state on the end of the
2545undo list (so that an accidental restart can be undone).
2546
2547This function automatically causes a redraw, i.e. the front end can
2548expect its drawing API to be called from \e{within} a call to this
2549function.
2550
2551\H{midend-force-redraw} \cw{midend_force_redraw()}
2552
dafd6cf6 2553\c void midend_force_redraw(midend *me);
69491f1e 2554
2555Forces a complete redraw of the puzzle window, by means of
2556discarding the current \c{game_drawstate} and creating a new one
2557from scratch before calling the game's \cw{redraw()} function.
2558
2559The front end can expect its drawing API to be called from within a
2560call to this function.
2561
2562\H{midend-redraw} \cw{midend_redraw()}
2563
dafd6cf6 2564\c void midend_redraw(midend *me);
69491f1e 2565
2566Causes a partial redraw of the puzzle window, by means of simply
2567calling the game's \cw{redraw()} function. (That is, the only things
2568redrawn will be things that have changed since the last redraw.)
2569
2570The front end can expect its drawing API to be called from within a
2571call to this function.
2572
2573\H{midend-process-key} \cw{midend_process_key()}
2574
dafd6cf6 2575\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2576
2577The front end calls this function to report a mouse or keyboard
2578event. The parameters \c{x}, \c{y} and \c{button} are almost
2579identical to the ones passed to the back end function
2580\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2581front end is \e{not} required to provide the guarantees about mouse
2582event ordering. The mid-end will sort out multiple simultaneous
2583button presses and changes of button; the front end's responsibility
2584is simply to pass on the mouse events it receives as accurately as
2585possible.
2586
2587(Some platforms may need to emulate absent mouse buttons by means of
2588using a modifier key such as Shift with another mouse button. This
2589tends to mean that if Shift is pressed or released in the middle of
2590a mouse drag, the mid-end will suddenly stop receiving, say,
2591\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2592intervening button release or press events. This too is something
2593which the mid-end will sort out for you; the front end has no
2594obligation to maintain sanity in this area.)
2595
2596The front end \e{should}, however, always eventually send some kind
2597of button release. On some platforms this requires special effort:
2598Windows, for example, requires a call to the system API function
2599\cw{SetCapture()} in order to ensure that your window receives a
2600mouse-up event even if the pointer has left the window by the time
2601the mouse button is released. On any platform that requires this
2602sort of thing, the front end \e{is} responsible for doing it.
2603
2604Calling this function is very likely to result in calls back to the
2605front end's drawing API and/or \cw{activate_timer()}
2606(\k{frontend-activate-timer}).
2607
2608\H{midend-colours} \cw{midend_colours()}
2609
dafd6cf6 2610\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2611
2612Returns an array of the colours required by the game, in exactly the
2613same format as that returned by the back end function \cw{colours()}
2614(\k{backend-colours}). Front ends should call this function rather
2615than calling the back end's version directly, since the mid-end adds
2616standard customisation facilities. (At the time of writing, those
2617customisation facilities are implemented hackily by means of
2618environment variables, but it's not impossible that they may become
2619more full and formal in future.)
2620
2621\H{midend-timer} \cw{midend_timer()}
2622
dafd6cf6 2623\c void midend_timer(midend *me, float tplus);
69491f1e 2624
2625If the mid-end has called \cw{activate_timer()}
2626(\k{frontend-activate-timer}) to request regular callbacks for
2627purposes of animation or timing, this is the function the front end
2628should call on a regular basis. The argument \c{tplus} gives the
2629time, in seconds, since the last time either this function was
2630called or \cw{activate_timer()} was invoked.
2631
2632One of the major purposes of timing in the mid-end is to perform
2633move animation. Therefore, calling this function is very likely to
2634result in calls back to the front end's drawing API.
2635
2636\H{midend-num-presets} \cw{midend_num_presets()}
2637
dafd6cf6 2638\c int midend_num_presets(midend *me);
69491f1e 2639
2640Returns the number of game parameter presets supplied by this game.
2641Front ends should use this function and \cw{midend_fetch_preset()}
2642to configure their presets menu rather than calling the back end
2643directly, since the mid-end adds standard customisation facilities.
2644(At the time of writing, those customisation facilities are
2645implemented hackily by means of environment variables, but it's not
2646impossible that they may become more full and formal in future.)
2647
2648\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2649
dafd6cf6 2650\c void midend_fetch_preset(midend *me, int n,
69491f1e 2651\c char **name, game_params **params);
2652
2653Returns one of the preset game parameter structures for the game. On
2654input \c{n} must be a non-negative integer and less than the value
2655returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2656to an ASCII string suitable for entering in the game's presets menu,
2657and \c{*params} is set to the corresponding \c{game_params}
2658structure.
2659
2660Both of the two output values are dynamically allocated, but they
2661are owned by the mid-end structure: the front end should not ever
2662free them directly, because they will be freed automatically during
2663\cw{midend_free()}.
2664
2665\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2666
dafd6cf6 2667\c int midend_wants_statusbar(midend *me);
69491f1e 2668
2669This function returns \cw{TRUE} if the puzzle has a use for a
2670textual status line (to display score, completion status, currently
2671active tiles, time, or anything else).
2672
2673Front ends should call this function rather than talking directly to
2674the back end.
2675
2676\H{midend-get-config} \cw{midend_get_config()}
2677
dafd6cf6 2678\c config_item *midend_get_config(midend *me, int which,
69491f1e 2679\c char **wintitle);
2680
2681Returns a dialog box description for user configuration.
2682
2683On input, \cw{which} should be set to one of three values, which
2684select which of the various dialog box descriptions is returned:
2685
2686\dt \cw{CFG_SETTINGS}
2687
2688\dd Requests the GUI parameter configuration box generated by the
2689puzzle itself. This should be used when the user selects \q{Custom}
2690from the game types menu (or equivalent). The mid-end passes this
2691request on to the back end function \cw{configure()}
2692(\k{backend-configure}).
2693
2694\dt \cw{CFG_DESC}
2695
2696\dd Requests a box suitable for entering a descriptive game ID (and
2697viewing the existing one). The mid-end generates this dialog box
2698description itself. This should be used when the user selects
2699\q{Specific} from the game menu (or equivalent).
2700
2701\dt \cw{CFG_SEED}
2702
2703\dd Requests a box suitable for entering a random-seed game ID (and
2704viewing the existing one). The mid-end generates this dialog box
2705description itself. This should be used when the user selects
2706\q{Random Seed} from the game menu (or equivalent).
2707
2708The returned value is an array of \cw{config_item}s, exactly as
2709described in \k{backend-configure}. Another returned value is an
2710ASCII string giving a suitable title for the configuration window,
2711in \c{*wintitle}.
2712
2713Both returned values are dynamically allocated and will need to be
2714freed. The window title can be freed in the obvious way; the
2715\cw{config_item} array is a slightly complex structure, so a utility
2716function \cw{free_cfg()} is provided to free it for you. See
2717\k{utils-free-cfg}.
2718
2719(Of course, you will probably not want to free the \cw{config_item}
2720array until the dialog box is dismissed, because before then you
2721will probably need to pass it to \cw{midend_set_config}.)
2722
2723\H{midend-set-config} \cw{midend_set_config()}
2724
dafd6cf6 2725\c char *midend_set_config(midend *me, int which,
69491f1e 2726\c config_item *cfg);
2727
2728Passes the mid-end the results of a configuration dialog box.
2729\c{which} should have the same value which it had when
2730\cw{midend_get_config()} was called; \c{cfg} should be the array of
2731\c{config_item}s returned from \cw{midend_get_config()}, modified to
2732contain the results of the user's editing operations.
2733
2734This function returns \cw{NULL} on success, or otherwise (if the
2735configuration data was in some way invalid) an ASCII string
2736containing an error message suitable for showing to the user.
2737
2738If the function succeeds, it is likely that the game parameters will
2739have been changed and it is certain that a new game will be
2740requested. The front end should therefore call
2741\cw{midend_new_game()}, and probably also re-think the window size
2742using \cw{midend_size()} and eventually perform a refresh using
2743\cw{midend_redraw()}.
2744
2745\H{midend-game-id} \cw{midend_game_id()}
2746
dafd6cf6 2747\c char *midend_game_id(midend *me, char *id);
69491f1e 2748
2749Passes the mid-end a string game ID (of any of the valid forms
2750\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2751mid-end will process and use for the next generated game.
2752
2753This function returns \cw{NULL} on success, or otherwise (if the
2754configuration data was in some way invalid) an ASCII string
2755containing an error message (not dynamically allocated) suitable for
2756showing to the user. In the event of an error, the mid-end's
2757internal state will be left exactly as it was before the call.
2758
2759If the function succeeds, it is likely that the game parameters will
2760have been changed and it is certain that a new game will be
2761requested. The front end should therefore call
2762\cw{midend_new_game()}, and probably also re-think the window size
2763using \cw{midend_size()} and eventually case a refresh using
2764\cw{midend_redraw()}.
2765
dafd6cf6 2766\H{midend-get-game-id} \cw{midend_get_game_id()}
2767
2768\c char *midend_get_game_id(midend *me)
2769
2770Returns a descriptive game ID (i.e. one in the form
2771\cq{params:description}) describing the game currently active in the
2772mid-end. The returned string is dynamically allocated.
2773
69491f1e 2774\H{midend-text-format} \cw{midend_text_format()}
2775
dafd6cf6 2776\c char *midend_text_format(midend *me);
69491f1e 2777
2778Formats the current game's current state as ASCII text suitable for
2779copying to the clipboard. The returned string is dynamically
2780allocated.
2781
2782You should not call this function if the game's
2783\c{can_format_as_text} flag is \cw{FALSE}.
2784
2785If the returned string contains multiple lines (which is likely), it
2786will use the normal C line ending convention (\cw{\\n} only). On
2787platforms which use a different line ending convention for data in
2788the clipboard, it is the front end's responsibility to perform the
2789conversion.
2790
2791\H{midend-solve} \cw{midend_solve()}
2792
dafd6cf6 2793\c char *midend_solve(midend *me);
69491f1e 2794
2795Requests the mid-end to perform a Solve operation.
2796
2797On success, \cw{NULL} is returned. On failure, an error message (not
2798dynamically allocated) is returned, suitable for showing to the
2799user.
2800
2801The front end can expect its drawing API and/or
2802\cw{activate_timer()} to be called from within a call to this
2803function.
2804
2805\H{midend-rewrite-statusbar} \cw{midend_rewrite_statusbar()}
2806
dafd6cf6 2807\c char *midend_rewrite_statusbar(midend *me, char *text);
69491f1e 2808
2809The front end should call this function from within
2810\cw{status_bar()} (\k{drawing-status-bar}). It should be passed the
2811string that was passed by the back end to \cw{status_bar()}; it will
2812return a dynamically allocated string adjusted by the mid-end.
2813(Specifically, adjusted to include the timer if the game is a timed
2814one.) The returned value should be placed in the actual status bar
2815in place of the input value.
2816
2817(This is a nasty piece of architecture; I apologise for it. It would
2818seem a lot more pleasant to have the back end pass its status bar
2819text to the mid-end, which in turn would rewrite it and pass it on
2820to the front end, so that each front end needed to do nothing
2821strange. The main reason why I haven't done this is because it means
2822the back end redraw function would need to be passed a mid-end
2823pointer \e{as well} as a front end pointer, which seemed like an
2824excessive proliferation of opaque handles. The only way to avoid
2825that proliferation would be to have all the drawing API functions
2826also gatewayed through the mid-end, and that seemed like an
2827excessive proliferation of wrapper functions. The current setup
2828isn't nice, but it has minimal impact and I'm unconvinced that any
2829of the other options are an improvement.)
2830
2831\H{midend-serialise} \cw{midend_serialise()}
2832
dafd6cf6 2833\c void midend_serialise(midend *me,
69491f1e 2834\c void (*write)(void *ctx, void *buf, int len),
2835\c void *wctx);
2836
2837Calling this function causes the mid-end to convert its entire
2838internal state into a long ASCII text string, and to pass that
2839string (piece by piece) to the supplied \c{write} function.
2840
2841Desktop implementations can use this function to save a game in any
2842state (including half-finished) to a disk file, by supplying a
2843\c{write} function which is a wrapper on \cw{fwrite()} (or local
2844equivalent). Other implementations may find other uses for it, such
2845as compressing the large and sprawling mid-end state into a
2846manageable amount of memory when a palmtop application is suspended
2847so that another one can run; in this case \cw{write} might want to
2848write to a memory buffer rather than a file. There may be other uses
2849for it as well.
2850
2851This function will call back to the supplied \c{write} function a
2852number of times, with the first parameter (\c{ctx}) equal to
2853\c{wctx}, and the other two parameters pointing at a piece of the
2854output string.
2855
2856\H{midend-deserialise} \cw{midend_deserialise()}
2857
dafd6cf6 2858\c char *midend_deserialise(midend *me,
69491f1e 2859\c int (*read)(void *ctx, void *buf, int len),
2860\c void *rctx);
2861
2862This function is the counterpart to \cw{midend_serialise()}. It
2863calls the supplied \cw{read} function repeatedly to read a quantity
2864of data, and attempts to interpret that data as a serialised mid-end
2865as output by \cw{midend_serialise()}.
2866
2867The \cw{read} function is called with the first parameter (\c{ctx})
2868equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2869into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2870on failure or \cw{TRUE} on success. It should not report success
2871unless it has filled the entire buffer; on platforms which might be
2872reading from a pipe or other blocking data source, \c{read} is
2873responsible for looping until the whole buffer has been filled.
2874
2875If the de-serialisation operation is successful, the mid-end's
2876internal data structures will be replaced by the results of the
2877load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2878will be completely unchanged and an error message (typically some
2879variation on \q{save file is corrupt}) will be returned. As usual,
2880the error message string is not dynamically allocated.
2881
2882If this function succeeds, it is likely that the game parameters
2883will have been changed. The front end should therefore probably
2884re-think the window size using \cw{midend_size()}, and probably
2885cause a refresh using \cw{midend_redraw()}.
2886
2887Because each mid-end is tied to a specific game back end, this
2888function will fail if you attempt to read in a save file generated
2889by a different game from the one configured in this mid-end, even if
2890your application is a monolithic one containing all the puzzles. (It
2891would be pretty easy to write a function which would look at a save
2892file and determine which game it was for; any front end implementor
2893who needs such a function can probably be accommodated.)
2894
2895\H{frontend-backend} Direct reference to the back end structure by
2896the front end
2897
2898Although \e{most} things the front end needs done should be done by
2899calling the mid-end, there are a few situations in which the front
2900end needs to refer directly to the game back end structure.
2901
2902The most obvious of these is
2903
2904\b passing the game back end as a parameter to \cw{midend_new()}.
2905
2906There are a few other back end features which are not wrapped by the
2907mid-end because there didn't seem much point in doing so:
2908
2909\b fetching the \c{name} field to use in window titles and similar
2910
2911\b reading the \c{can_configure}, \c{can_solve} and
2912\c{can_format_as_text} fields to decide whether to add those items
2913to the menu bar or equivalent
2914
2915\b reading the \c{winhelp_topic} field (Windows only)
2916
2917\b the GTK front end provides a \cq{--generate} command-line option
2918which directly calls the back end to do most of its work. This is
2919not really part of the main front end code, though, and I'm not sure
2920it counts.
2921
2922In order to find the game back end structure, the front end does one
2923of two things:
2924
2925\b If the particular front end is compiling a separate binary per
2926game, then the back end structure is a global variable with the
2927standard name \cq{thegame}:
2928
2929\lcont{
2930
2931\c extern const game thegame;
2932
2933}
2934
2935\b If the front end is compiled as a monolithic application
2936containing all the puzzles together (in which case the preprocessor
2937symbol \cw{COMBINED} must be defined when compiling most of the code
2938base), then there will be two global variables defined:
2939
2940\lcont{
2941
2942\c extern const game *gamelist[];
2943\c extern const int gamecount;
2944
2945\c{gamelist} will be an array of \c{gamecount} game structures,
2946declared in the source module \c{list.c}. The application should
2947search that array for the game it wants, probably by reaching into
2948each game structure and looking at its \c{name} field.
2949
2950}
2951
2952\H{frontend-api} Mid-end to front-end calls
2953
2954This section describes the small number of functions which a front
2955end must provide to be called by the mid-end or other standard
2956utility modules.
2957
2958\H{frontend-get-random-seed} \cw{get_random_seed()}
2959
2960\c void get_random_seed(void **randseed, int *randseedsize);
2961
2962This function is called by a new mid-end, and also occasionally by
2963game back ends. Its job is to return a piece of data suitable for
2964using as a seed for initialisation of a new \c{random_state}.
2965
2966On exit, \c{*randseed} should be set to point at a newly allocated
2967piece of memory containing some seed data, and \c{*randseedsize}
2968should be set to the length of that data.
2969
2970A simple and entirely adequate implementation is to return a piece
2971of data containing the current system time at the highest
2972conveniently available resolution.
2973
2974\H{frontend-activate-timer} \cw{activate_timer()}
2975
2976\c void activate_timer(frontend *fe);
2977
2978This is called by the mid-end to request that the front end begin
2979calling it back at regular intervals.
2980
2981The timeout interval is left up to the front end; the finer it is,
2982the smoother move animations will be, but the more CPU time will be
2983used. Current front ends use values around 20ms (i.e. 50Hz).
2984
2985After this function is called, the mid-end will expect to receive
2986calls to \cw{midend_timer()} on a regular basis.
2987
2988\H{frontend-deactivate-timer} \cw{deactivate_timer()}
2989
2990\c void deactivate_timer(frontend *fe);
2991
2992This is called by the mid-end to request that the front end stop
2993calling \cw{midend_timer()}.
2994
2995\H{frontend-fatal} \cw{fatal()}
2996
2997\c void fatal(char *fmt, ...);
2998
2999This is called by some utility functions if they encounter a
3000genuinely fatal error such as running out of memory. It is a
3001variadic function in the style of \cw{printf()}, and is expected to
3002show the formatted error message to the user any way it can and then
3003terminate the application. It must not return.
3004
dafd6cf6 3005\H{frontend-default-colour} \cw{frontend_default_colour()}
3006
3007\c void frontend_default_colour(frontend *fe, float *output);
3008
3009This function expects to be passed a pointer to an array of three
3010\cw{float}s. It returns the platform's local preferred background
3011colour in those three floats, as red, green and blue values (in that
3012order) ranging from \cw{0.0} to \cw{1.0}.
3013
3014This function should only ever be called by the back end function
3015\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3016\e{midend}-to-frontend function as such, but there didn't seem to be
3017anywhere else particularly good to put it. Sorry.)
3018
69491f1e 3019\C{utils} Utility APIs
3020
3021This chapter documents a variety of utility APIs provided for the
3022general use of the rest of the Puzzles code.
3023
3024\H{utils-random} Random number generation
3025
3026Platforms' local random number generators vary widely in quality and
3027seed size. Puzzles therefore supplies its own high-quality random
3028number generator, with the additional advantage of giving the same
3029results if fed the same seed data on different platforms. This
3030allows game random seeds to be exchanged between different ports of
3031Puzzles and still generate the same games.
3032
3033Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3034generator has an \e{explicit} state object called a
3035\c{random_state}. One of these is managed by each mid-end, for
3036example, and passed to the back end to generate a game with.
3037
1fbb0680 3038\S{utils-random-init} \cw{random_new()}
69491f1e 3039
1fbb0680 3040\c random_state *random_new(char *seed, int len);
69491f1e 3041
3042Allocates, initialises and returns a new \c{random_state}. The input
3043data is used as the seed for the random number stream (i.e. using
3044the same seed at a later time will generate the same stream).
3045
3046The seed data can be any data at all; there is no requirement to use
3047printable ASCII, or NUL-terminated strings, or anything like that.
3048
e9f8a17f 3049\S{utils-random-copy} \cw{random_copy()}
3050
3051\c random_state *random_copy(random_state *tocopy);
3052
3053Allocates a new \c{random_state}, copies the contents of another
3054\c{random_state} into it, and returns the new state. If exactly the
3055same sequence of functions is subseqently called on both the copy and
3056the original, the results will be identical. This may be useful for
3057speculatively performing some operation using a given random state,
3058and later replaying that operation precisely.
3059
69491f1e 3060\S{utils-random-free} \cw{random_free()}
3061
3062\c void random_free(random_state *state);
3063
3064Frees a \c{random_state}.
3065
3066\S{utils-random-bits} \cw{random_bits()}
3067
3068\c unsigned long random_bits(random_state *state, int bits);
3069
3070Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3071should be between 1 and 32 inclusive.
3072
3073\S{utils-random-upto} \cw{random_upto()}
3074
3075\c unsigned long random_upto(random_state *state, unsigned long limit);
3076
3077Returns a random number from 0 to \cw{limit-1} inclusive.
3078
3079\S{utils-random-state-encode} \cw{random_state_encode()}
3080
3081\c char *random_state_encode(random_state *state);
3082
3083Encodes the entire contents of a \c{random_state} in printable
3084ASCII. Returns a dynamically allocated string containing that
3085encoding. This can subsequently be passed to
3086\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3087
3088\S{utils-random-state-decode} \cw{random_state_decode()}
3089
3090\c random_state *random_state_decode(char *input);
3091
3092Decodes a string generated by \cw{random_state_encode()} and
3093reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3094it should produce the same stream of random numbers.
3095
3096This function has no error reporting; if you pass it an invalid
3097string it will simply generate an arbitrary random state, which may
3098turn out to be noticeably non-random.
3099
3100\S{utils-shuffle} \cw{shuffle()}
3101
3102\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3103
3104Shuffles an array into a random order. The interface is much like
3105ANSI C \cw{qsort()}, except that there's no need for a compare
3106function.
3107
3108\c{array} is a pointer to the first element of the array. \c{nelts}
3109is the number of elements in the array; \c{eltsize} is the size of a
3110single element (typically measured using \c{sizeof}). \c{rs} is a
3111\c{random_state} used to generate all the random numbers for the
3112shuffling process.
3113
3114\H{utils-alloc} Memory allocation
3115
3116Puzzles has some central wrappers on the standard memory allocation
3117functions, which provide compile-time type checking, and run-time
3118error checking by means of quitting the application if it runs out
3119of memory. This doesn't provide the best possible recovery from
3120memory shortage, but on the other hand it greatly simplifies the
3121rest of the code, because nothing else anywhere needs to worry about
3122\cw{NULL} returns from allocation.
3123
3124\S{utils-snew} \cw{snew()}
3125
3126\c var = snew(type);
3127\e iii iiii
3128
3129This macro takes a single argument which is a \e{type name}. It
3130allocates space for one object of that type. If allocation fails it
3131will call \cw{fatal()} and not return; so if it does return, you can
3132be confident that its return value is non-\cw{NULL}.
3133
3134The return value is cast to the specified type, so that the compiler
3135will type-check it against the variable you assign it into. Thus,
3136this ensures you don't accidentally allocate memory the size of the
3137wrong type and assign it into a variable of the right one (or vice
3138versa!).
3139
3140\S{utils-snewn} \cw{snewn()}
3141
3142\c var = snewn(n, type);
1f608c7c 3143\e iii i iiii
69491f1e 3144
3145This macro is the array form of \cw{snew()}. It takes two arguments;
3146the first is a number, and the second is a type name. It allocates
3147space for that many objects of that type, and returns a type-checked
3148non-\cw{NULL} pointer just as \cw{snew()} does.
3149
3150\S{utils-sresize} \cw{sresize()}
3151
3152\c var = sresize(var, n, type);
3153\e iii iii i iiii
3154
3155This macro is a type-checked form of \cw{realloc()}. It takes three
3156arguments: an input memory block, a new size in elements, and a
3157type. It re-sizes the input memory block to a size sufficient to
3158contain that many elements of that type. It returns a type-checked
3159non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3160
3161The input memory block can be \cw{NULL}, in which case this function
3162will behave exactly like \cw{snewn()}. (In principle any
3163ANSI-compliant \cw{realloc()} implementation ought to cope with
3164this, but I've never quite trusted it to work everywhere.)
3165
3166\S{utils-sfree} \cw{sfree()}
3167
3168\c void sfree(void *p);
3169
3170This function is pretty much equivalent to \cw{free()}. It is
3171provided with a dynamically allocated block, and frees it.
3172
3173The input memory block can be \cw{NULL}, in which case this function
3174will do nothing. (In principle any ANSI-compliant \cw{free()}
3175implementation ought to cope with this, but I've never quite trusted
3176it to work everywhere.)
3177
3178\S{utils-dupstr} \cw{dupstr()}
3179
3180\c char *dupstr(const char *s);
3181
3182This function dynamically allocates a duplicate of a C string. Like
3183the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3184not return at all.
3185
3186(Many platforms provide the function \cw{strdup()}. As well as
3187guaranteeing never to return \cw{NULL}, my version has the advantage
3188of being defined \e{everywhere}, rather than inconveniently not
3189quite everywhere.)
3190
3191\S{utils-free-cfg} \cw{free_cfg()}
3192
3193\c void free_cfg(config_item *cfg);
3194
3195This function correctly frees an array of \c{config_item}s,
3196including walking the array until it gets to the end and freeing
3197precisely those \c{sval} fields which are expected to be dynamically
3198allocated.
3199
3200(See \k{backend-configure} for details of the \c{config_item}
3201structure.)
3202
3203\H{utils-tree234} Sorted and counted tree functions
3204
3205Many games require complex algorithms for generating random puzzles,
3206and some require moderately complex algorithms even during play. A
3207common requirement during these algorithms is for a means of
3208maintaining sorted or unsorted lists of items, such that items can
3209be removed and added conveniently.
3210
3211For general use, Puzzles provides the following set of functions
3212which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3213tree structure, with the property that all lookups, insertions,
3214deletions, splits and joins can be done in \cw{O(log N)} time.)
3215
3216All these functions expect you to be storing a tree of \c{void *}
3217pointers. You can put anything you like in those pointers.
3218
3219By the use of per-node element counts, these tree structures have
3220the slightly unusual ability to look elements up by their numeric
3221index within the list represented by the tree. This means that they
3222can be used to store an unsorted list (in which case, every time you
3223insert a new element, you must explicitly specify the position where
3224you wish to insert it). They can also do numeric lookups in a sorted
3225tree, which might be useful for (for example) tracking the median of
3226a changing data set.
3227
3228As well as storing sorted lists, these functions can be used for
3229storing \q{maps} (associative arrays), by defining each element of a
3230tree to be a (key, value) pair.
3231
3232\S{utils-newtree234} \cw{newtree234()}
3233
3234\c tree234 *newtree234(cmpfn234 cmp);
3235
3236Creates a new empty tree, and returns a pointer to it.
3237
3238The parameter \c{cmp} determines the sorting criterion on the tree.
3239Its prototype is
3240
3241\c typedef int (*cmpfn234)(void *, void *);
3242
3243If you want a sorted tree, you should provide a function matching
3244this prototype, which returns like \cw{strcmp()} does (negative if
3245the first argument is smaller than the second, positive if it is
3246bigger, zero if they compare equal). In this case, the function
3247\cw{addpos234()} will not be usable on your tree (because all
3248insertions must respect the sorting order).
3249
3250If you want an unsorted tree, pass \cw{NULL}. In this case you will
3251not be able to use either \cw{add234()} or \cw{del234()}, or any
3252other function such as \cw{find234()} which depends on a sorting
3253order. Your tree will become something more like an array, except
3254that it will efficiently support insertion and deletion as well as
3255lookups by numeric index.
3256
3257\S{utils-freetree234} \cw{freetree234()}
3258
3259\c void freetree234(tree234 *t);
3260
3261Frees a tree. This function will not free the \e{elements} of the
3262tree (because they might not be dynamically allocated, or you might
3263be storing the same set of elements in more than one tree); it will
3264just free the tree structure itself. If you want to free all the
3265elements of a tree, you should empty it before passing it to
3266\cw{freetree234()}, by means of code along the lines of
3267
3268\c while ((element = delpos234(tree, 0)) != NULL)
3269\c sfree(element); /* or some more complicated free function */
3270\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3271
3272\S{utils-add234} \cw{add234()}
3273
3274\c void *add234(tree234 *t, void *e);
3275
3276Inserts a new element \c{e} into the tree \c{t}. This function
3277expects the tree to be sorted; the new element is inserted according
3278to the sort order.
3279
3280If an element comparing equal to \c{e} is already in the tree, then
3281the insertion will fail, and the return value will be the existing
3282element. Otherwise, the insertion succeeds, and \c{e} is returned.
3283
3284\S{utils-addpos234} \cw{addpos234()}
3285
3286\c void *addpos234(tree234 *t, void *e, int index);
3287
3288Inserts a new element into an unsorted tree. Since there is no
3289sorting order to dictate where the new element goes, you must
3290specify where you want it to go. Setting \c{index} to zero puts the
3291new element right at the start of the list; setting \c{index} to the
3292current number of elements in the tree puts the new element at the
3293end.
3294
3295Return value is \c{e}, in line with \cw{add234()} (although this
3296function cannot fail except by running out of memory, in which case
3297it will bomb out and die rather than returning an error indication).
3298
3299\S{utils-index234} \cw{index234()}
3300
3301\c void *index234(tree234 *t, int index);
3302
3303Returns a pointer to the \c{index}th element of the tree, or
3304\cw{NULL} if \c{index} is out of range. Elements of the tree are
3305numbered from zero.
3306
3307\S{utils-find234} \cw{find234()}
3308
3309\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3310
3311Searches for an element comparing equal to \c{e} in a sorted tree.
3312
3313If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3314will be used to perform the search. However, sometimes you don't
3315want that; suppose, for example, each of your elements is a big
3316structure containing a \c{char *} name field, and you want to find
3317the element with a given name. You \e{could} achieve this by
3318constructing a fake element structure, setting its name field
3319appropriately, and passing it to \cw{find234()}, but you might find
3320it more convenient to pass \e{just} a name string to \cw{find234()},
3321supplying an alternative comparison function which expects one of
3322its arguments to be a bare name and the other to be a large
3323structure containing a name field.
3324
3325Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3326compare \c{e} to elements of the tree. The first argument passed to
3327\c{cmp} will always be \c{e}; the second will be an element of the
3328tree.
3329
3330(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3331function pointer type.)
3332
3333The returned value is the element found, or \cw{NULL} if the search
3334is unsuccessful.
3335
3336\S{utils-findrel234} \cw{findrel234()}
3337
3338\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3339
3340This function is like \cw{find234()}, but has the additional ability
3341to do a \e{relative} search. The additional parameter \c{relation}
3342can be one of the following values:
3343
3344\dt \cw{REL234_EQ}
3345
3346\dd Find only an element that compares equal to \c{e}. This is
3347exactly the behaviour of \cw{find234()}.
3348
3349\dt \cw{REL234_LT}
3350
3351\dd Find the greatest element that compares strictly less than
3352\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3353element in the whole tree (which could also be done by
3354\cw{index234(t, count234(t)-1)}).
3355
3356\dt \cw{REL234_LE}
3357
3358\dd Find the greatest element that compares less than or equal to
3359\c{e}. (That is, find an element that compares equal to \c{e} if
3360possible, but failing that settle for something just less than it.)
3361
3362\dt \cw{REL234_GT}
3363
3364\dd Find the smallest element that compares strictly greater than
3365\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3366element in the whole tree (which could also be done by
3367\cw{index234(t, 0)}).
3368
3369\dt \cw{REL234_GE}
3370
3371\dd Find the smallest element that compares greater than or equal to
3372\c{e}. (That is, find an element that compares equal to \c{e} if
3373possible, but failing that settle for something just bigger than
3374it.)
3375
3376Return value, as before, is the element found or \cw{NULL} if no
3377element satisfied the search criterion.
3378
3379\S{utils-findpos234} \cw{findpos234()}
3380
3381\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3382
3383This function is like \cw{find234()}, but has the additional feature
3384of returning the index of the element found in the tree; that index
3385is written to \c{*index} in the event of a successful search (a
3386non-\cw{NULL} return value).
3387
3388\c{index} may be \cw{NULL}, in which case this function behaves
3389exactly like \cw{find234()}.
3390
3391\S{utils-findrelpos234} \cw{findrelpos234()}
3392
3393\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3394\c int *index);
3395
3396This function combines all the features of \cw{findrel234()} and
3397\cw{findpos234()}.
3398
3399\S{utils-del234} \cw{del234()}
3400
3401\c void *del234(tree234 *t, void *e);
3402
3403Finds an element comparing equal to \c{e} in the tree, deletes it,
3404and returns it.
3405
3406The input tree must be sorted.
3407
3408The element found might be \c{e} itself, or might merely compare
3409equal to it.
3410
3411Return value is \cw{NULL} if no such element is found.
3412
3413\S{utils-delpos234} \cw{delpos234()}
3414
3415\c void *delpos234(tree234 *t, int index);
3416
3417Deletes the element at position \c{index} in the tree, and returns
3418it.
3419
3420Return value is \cw{NULL} if the index is out of range.
3421
3422\S{utils-count234} \cw{count234()}
3423
3424\c int count234(tree234 *t);
3425
3426Returns the number of elements currently in the tree.
3427
3428\S{utils-splitpos234} \cw{splitpos234()}
3429
3430\c tree234 *splitpos234(tree234 *t, int index, int before);
3431
3432Splits the input tree into two pieces at a given position, and
3433creates a new tree containing all the elements on one side of that
3434position.
3435
3436If \c{before} is \cw{TRUE}, then all the items at or after position
3437\c{index} are left in the input tree, and the items before that
3438point are returned in the new tree. Otherwise, the reverse happens:
3439all the items at or after \c{index} are moved into the new tree, and
3440those before that point are left in the old one.
3441
3442If \c{index} is equal to 0 or to the number of elements in the input
3443tree, then one of the two trees will end up empty (and this is not
3444an error condition). If \c{index} is further out of range in either
3445direction, the operation will fail completely and return \cw{NULL}.
3446
3447This operation completes in \cw{O(log N)} time, no matter how large
3448the tree or how balanced or unbalanced the split.
3449
3450\S{utils-split234} \cw{split234()}
3451
3452\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3453
3454Splits a sorted tree according to its sort order.
3455
3456\c{rel} can be any of the relation constants described in
3457\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3458elements having that relation to \c{e} will be transferred into the
3459new tree; the rest will be left in the old one.
3460
3461The parameter \c{cmp} has the same semantics as it does in
3462\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3463the tree's own comparison function when comparing elements to \c{e},
3464in such a way that \c{e} itself is always the first of its two
3465operands.
3466
3467Again, this operation completes in \cw{O(log N)} time, no matter how
3468large the tree or how balanced or unbalanced the split.
3469
3470\S{utils-join234} \cw{join234()}
3471
3472\c tree234 *join234(tree234 *t1, tree234 *t2);
3473
3474Joins two trees together by concatenating the lists they represent.
3475All the elements of \c{t2} are moved into \c{t1}, in such a way that
3476they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3477freed; the return value is \c{t1}.
3478
3479If you apply this function to a sorted tree and it violates the sort
3480order (i.e. the smallest element in \c{t2} is smaller than or equal
3481to the largest element in \c{t1}), the operation will fail and
3482return \cw{NULL}.
3483
3484This operation completes in \cw{O(log N)} time, no matter how large
3485the trees being joined together.
3486
3487\S{utils-join234r} \cw{join234r()}
3488
3489\c tree234 *join234r(tree234 *t1, tree234 *t2);
3490
3491Joins two trees together in exactly the same way as \cw{join234()},
3492but this time the combined tree is returned in \c{t2}, and \c{t1} is
3493destroyed. The elements in \c{t1} still appear before those in
3494\c{t2}.
3495
3496Again, this operation completes in \cw{O(log N)} time, no matter how
3497large the trees being joined together.
3498
3499\S{utils-copytree234} \cw{copytree234()}
3500
3501\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3502\c void *copyfnstate);
3503
3504Makes a copy of an entire tree.
3505
3506If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3507will not be; i.e. the new tree will contain pointers to exactly the
3508same physical elements as the old one.
3509
3510If you want to copy each actual element during the operation, you
3511can instead pass a function in \c{copyfn} which makes a copy of each
3512element. That function has the prototype
3513
3514\c typedef void *(*copyfn234)(void *state, void *element);
3515
3516and every time it is called, the \c{state} parameter will be set to
3517the value you passed in as \c{copyfnstate}.
3518
3519\H{utils-misc} Miscellaneous utility functions and macros
3520
3521This section contains all the utility functions which didn't
3522sensibly fit anywhere else.
3523
3524\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3525
3526The main Puzzles header file defines the macros \cw{TRUE} and
3527\cw{FALSE}, which are used throughout the code in place of 0 and 1
3528to indicate that the values are in a boolean context. For code base
3529consistency, I'd prefer it if submissions of new code followed this
3530convention as well.
3531
3532\S{utils-maxmin} \cw{max()} and \cw{min()}
3533
3534The main Puzzles header file defines the pretty standard macros
3535\cw{max()} and \cw{min()}, each of which is given two arguments and
3536returns the one which compares greater or less respectively.
3537
3538These macros may evaluate their arguments multiple times. Avoid side
3539effects.
3540
3541\S{utils-pi} \cw{PI}
3542
3543The main Puzzles header file defines a macro \cw{PI} which expands
3544to a floating-point constant representing pi.
3545
3546(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3547It'd be so useful!)
3548
3549\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3550
3551\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3552
3553This function obscures the contents of a piece of data, by
3554cryptographic methods. It is useful for games of hidden information
3555(such as Mines, Guess or Black Box), in which the game ID
3556theoretically reveals all the information the player is supposed to
3557be trying to guess. So in order that players should be able to send
3558game IDs to one another without accidentally spoiling the resulting
3559game by looking at them, these games obfuscate their game IDs using
3560this function.
3561
3562Although the obfuscation function is cryptographic, it cannot
3563properly be called encryption because it has no key. Therefore,
3564anybody motivated enough can re-implement it, or hack it out of the
3565Puzzles source, and strip the obfuscation off one of these game IDs
3566to see what lies beneath. (Indeed, they could usually do it much
3567more easily than that, by entering the game ID into their own copy
3568of the puzzle and hitting Solve.) The aim is not to protect against
3569a determined attacker; the aim is simply to protect people who
3570wanted to play the game honestly from \e{accidentally} spoiling
3571their own fun.
3572
3573The input argument \c{bmp} points at a piece of memory to be
3574obfuscated. \c{bits} gives the length of the data. Note that that
3575length is in \e{bits} rather than bytes: if you ask for obfuscation
3576of a partial number of bytes, then you will get it. Bytes are
3577considered to be used from the top down: thus, for example, setting
3578\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3579two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3580undefined (i.e. it may be corrupted by the function).
3581
3582The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3583and \cw{TRUE} for a decoding operation. Each is the inverse of the
3584other. (There's no particular reason you shouldn't obfuscate by
3585decoding and restore cleartext by encoding, if you really wanted to;
3586it should still work.)
3587
3588The input bitmap is processed in place.
3589
3590\S{utils-bin2hex} \cw{bin2hex()}
3591
3592\c char *bin2hex(const unsigned char *in, int inlen);
3593
3594This function takes an input byte array and converts it into an
3595ASCII string encoding those bytes in (lower-case) hex. It returns a
3596dynamically allocated string containing that encoding.
3597
3598This function is useful for encoding the result of
3599\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3600
3601\S{utils-hex2bin} \cw{hex2bin()}
3602
3603\c unsigned char *hex2bin(const char *in, int outlen);
3604
3605This function takes an ASCII string containing hex digits, and
3606converts it back into a byte array of length \c{outlen}. If there
3607aren't enough hex digits in the string, the contents of the
3608resulting array will be undefined.
3609
3610This function is the inverse of \cw{bin2hex()}.
3611
3612\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3613
3614\c void game_mkhighlight(frontend *fe, float *ret,
3615\c int background, int highlight, int lowlight);
3616
3617It's reasonably common for a puzzle game's graphics to use
3618highlights and lowlights to indicate \q{raised} or \q{lowered}
3619sections. Fifteen, Sixteen and Twiddle are good examples of this.
3620
3621Puzzles using this graphical style are running a risk if they just
3622use whatever background colour is supplied to them by the front end,
3623because that background colour might be too light to see any
3624highlights on at all. (In particular, it's not unheard of for the
3625front end to specify a default background colour of white.)
3626
3627Therefore, such puzzles can call this utility function from their
3628\cw{colours()} routine (\k{backend-colours}). You pass it your front
3629end handle, a pointer to the start of your return array, and three
3630colour indices. It will:
3631
3632\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3633to fetch the front end's default background colour
3634
3635\b alter the brightness of that colour if it's unsuitable
3636
3637\b define brighter and darker variants of the colour to be used as
3638highlights and lowlights
3639
3640\b write those results into the relevant positions in the \c{ret}
3641array.
3642
3643Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3644to RGB values defining a sensible background colour, and similary
3645\c{highlight} and \c{lowlight} will be set to sensible colours.
3646
3647\C{writing} How to write a new puzzle
3648
3649This chapter gives a guide to how to actually write a new puzzle:
3650where to start, what to do first, how to solve common problems.
3651
3652The previous chapters have been largely composed of facts. This one
3653is mostly advice.
3654
3655\H{writing-editorial} Choosing a puzzle
3656
3657Before you start writing a puzzle, you have to choose one. Your
3658taste in puzzle games is up to you, of course; and, in fact, you're
3659probably reading this guide because you've \e{already} thought of a
3660game you want to write. But if you want to get it accepted into the
3661official Puzzles distribution, then there's a criterion it has to
3662meet.
3663
3664The current Puzzles editorial policy is that all games should be
3665\e{fair}. A fair game is one which a player can only fail to
3666complete through demonstrable lack of skill \dash that is, such that
3667a better player in the same situation would have \e{known} to do
3668something different.
3669
3670For a start, that means every game presented to the user must have
3671\e{at least one solution}. Giving the unsuspecting user a puzzle
3672which is actually impossible is not acceptable. (There is an
3673exception: if the user has selected some non-default option which is
3674clearly labelled as potentially unfair, \e{then} you're allowed to
3675generate possibly insoluble puzzles, because the user isn't
3676unsuspecting any more. Same Game and Mines both have options of this
3677type.)
3678
3679Also, this actually \e{rules out} games such as Klondike, or the
3680normal form of Mahjong Solitaire. Those games have the property that
3681even if there is a solution (i.e. some sequence of moves which will
3682get from the start state to the solved state), the player doesn't
3683necessarily have enough information to \e{find} that solution. In
3684both games, it is possible to reach a dead end because you had an
3685arbitrary choice to make and made it the wrong way. This violates
3686the fairness criterion, because a better player couldn't have known
3687they needed to make the other choice.
3688
3689(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3690is a Shuffle operation which randomly permutes all the remaining
3691tiles without changing their positions, which allows you to get out
3692of a sticky situation. Using this operation adds a 60-second penalty
3693to your solution time, so it's to the player's advantage to try to
3694minimise the chance of having to use it. It's still possible to
3695render the game uncompletable if you end up with only two tiles
3696vertically stacked, but that's easy to foresee and avoid using a
3697shuffle operation. This form of the game \e{is} fair. Implementing
3698it in Puzzles would require an infrastructure change so that the
3699back end could communicate time penalties to the mid-end, but that
3700would be easy enough.)
3701
3702Providing a \e{unique} solution is a little more negotiable; it
3703depends on the puzzle. Solo would have been of unacceptably low
3704quality if it didn't always have a unique solution, whereas Twiddle
3705inherently has multiple solutions by its very nature and it would
3706have been meaningless to even \e{suggest} making it uniquely
3707soluble. Somewhere in between, Flip could reasonably be made to have
3708unique solutions (by enforcing a zero-dimension kernel in every
3709generated matrix) but it doesn't seem like a serious quality problem
3710that it doesn't.
3711
3712Of course, you don't \e{have} to care about all this. There's
3713nothing stopping you implementing any puzzle you want to if you're
3714happy to maintain your puzzle yourself, distribute it from your own
3715web site, fork the Puzzles code completely, or anything like that.
3716It's free software; you can do what you like with it. But any game
3717that you want to be accepted into \e{my} Puzzles code base has to
3718satisfy the fairness criterion, which means all randomly generated
3719puzzles must have a solution (unless the user has deliberately
3720chosen otherwise) and it must be possible \e{in theory} to find that
3721solution without having to guess.
3722
3723\H{writing-gs} Getting started
3724
3725The simplest way to start writing a new puzzle is to copy
3726\c{nullgame.c}. This is a template puzzle source file which does
3727almost nothing, but which contains all the back end function
3728prototypes and declares the back end data structure correctly. It is
3729built every time the rest of Puzzles is built, to ensure that it
3730doesn't get out of sync with the code and remains buildable.
3731
3732So start by copying \c{nullgame.c} into your new source file. Then
3733you'll gradually add functionality until the very boring Null Game
3734turns into your real game.
3735
3736Next you'll need to add your puzzle to the Makefiles, in order to
3737compile it conveniently. \e{Do not edit the Makefiles}: they are
3738created automatically by the script \c{mkfiles.pl}, from the file
3739called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3740
3741Once your source file is building, you can move on to the fun bit.
3742
3743\S{writing-generation} Puzzle generation
3744
3745Randomly generating instances of your puzzle is almost certain to be
3746the most difficult part of the code, and also the task with the
3747highest chance of turning out to be completely infeasible. Therefore
3748I strongly recommend doing it \e{first}, so that if it all goes
3749horribly wrong you haven't wasted any more time than you absolutely
3750had to. What I usually do is to take an unmodified \c{nullgame.c},
3751and start adding code to \cw{new_game_desc()} which tries to
3752generate a puzzle instance and print it out using \cw{printf()}.
3753Once that's working, \e{then} I start connecting it up to the return
3754value of \cw{new_game_desc()}, populating other structures like
3755\c{game_params}, and generally writing the rest of the source file.
3756
3757There are many ways to generate a puzzle which is known to be
3758soluble. In this section I list all the methods I currently know of,
3759in case any of them can be applied to your puzzle. (Not all of these
3760methods will work, or in some cases even make sense, for all
3761puzzles.)
3762
3763Some puzzles are mathematically tractable, meaning you can work out
3764in advance which instances are soluble. Sixteen, for example, has a
3765parity constraint in some settings which renders exactly half the
3766game space unreachable, but it can be mathematically proved that any
3767position not in that half \e{is} reachable. Therefore, Sixteen's
3768grid generation simply consists of selecting at random from a well
3769defined subset of the game space. Cube in its default state is even
3770easier: \e{every} possible arrangement of the blue squares and the
3771cube's starting position is soluble!
3772
3773Another option is to redefine what you mean by \q{soluble}. Black
3774Box takes this approach. There are layouts of balls in the box which
3775are completely indistinguishable from one another no matter how many
3776beams you fire into the box from which angles, which would normally
3777be grounds for declaring those layouts unfair; but fortunately,
3778detecting that indistinguishability is computationally easy. So
3779Black Box doesn't demand that your ball placements match its own; it
3780merely demands that your ball placements be \e{indistinguishable}
3781from the ones it was thinking of. If you have an ambiguous puzzle,
3782then any of the possible answers is considered to be a solution.
3783Having redefined the rules in that way, any puzzle is soluble again.
3784
3785Those are the simple techniques. If they don't work, you have to get
3786cleverer.
3787
3788One way to generate a soluble puzzle is to start from the solved
3789state and make inverse moves until you reach a starting state. Then
3790you know there's a solution, because you can just list the inverse
3791moves you made and make them in the opposite order to return to the
3792solved state.
3793
3794This method can be simple and effective for puzzles where you get to
3795decide what's a starting state and what's not. In Pegs, for example,
3796the generator begins with one peg in the centre of the board and
3797makes inverse moves until it gets bored; in this puzzle, valid
3798inverse moves are easy to detect, and \e{any} state that's reachable
3799from the solved state by inverse moves is a reasonable starting
3800position. So Pegs just continues making inverse moves until the
3801board satisfies some criteria about extent and density, and then
3802stops and declares itself done.
3803
3804For other puzzles, it can be a lot more difficult. Same Game uses
3805this strategy too, and it's lucky to get away with it at all: valid
3806inverse moves aren't easy to find (because although it's easy to
3807insert additional squares in a Same Game position, it's difficult to
3808arrange that \e{after} the insertion they aren't adjacent to any
3809other squares of the same colour), so you're constantly at risk of
3810running out of options and having to backtrack or start again. Also,
3811Same Game grids never start off half-empty, which means you can't
3812just stop when you run out of moves \dash you have to find a way to
3813fill the grid up \e{completely}.
3814
3815The other way to generate a puzzle that's soluble is to start from
3816the other end, and actually write a \e{solver}. This tends to ensure
3817that a puzzle has a \e{unique} solution over and above having a
3818solution at all, so it's a good technique to apply to puzzles for
3819which that's important.
3820
3821One theoretical drawback of generating soluble puzzles by using a
3822solver is that your puzzles are restricted in difficulty to those
3823which the solver can handle. (Most solvers are not fully general:
3824many sets of puzzle rules are NP-complete or otherwise nasty, so
3825most solvers can only handle a subset of the theoretically soluble
3826puzzles.) It's been my experience in practice, however, that this
3827usually isn't a problem; computers are good at very different things
3828from humans, and what the computer thinks is nice and easy might
3829still be pleasantly challenging for a human. For example, when
3830solving Dominosa puzzles I frequently find myself using a variety of
3831reasoning techniques that my solver doesn't know about; in
3832principle, therefore, I should be able to solve the puzzle using
3833only those techniques it \e{does} know about, but this would involve
3834repeatedly searching the entire grid for the one simple deduction I
3835can make. Computers are good at this sort of exhaustive search, but
3836it's been my experience that human solvers prefer to do more complex
3837deductions than to spend ages searching for simple ones. So in many
3838cases I don't find my own playing experience to be limited by the
3839restrictions on the solver.
3840
3841(This isn't \e{always} the case. Solo is a counter-example;
3842generating Solo puzzles using a simple solver does lead to
3843qualitatively easier puzzles. Therefore I had to make the Solo
3844solver rather more advanced than most of them.)
3845
3846There are several different ways to apply a solver to the problem of
3847generating a soluble puzzle. I list a few of them below.
3848
3849The simplest approach is brute force: randomly generate a puzzle,
3850use the solver to see if it's soluble, and if not, throw it away and
3851try again until you get lucky. This is often a viable technique if
3852all else fails, but it tends not to scale well: for many puzzle
3853types, the probability of finding a uniquely soluble instance
3854decreases sharply as puzzle size goes up, so this technique might
3855work reasonably fast for small puzzles but take (almost) forever at
3856larger sizes. Still, if there's no other alternative it can be
3857usable: Pattern and Dominosa both use this technique. (However,
3858Dominosa has a means of tweaking the randomly generated grids to
3859increase the \e{probability} of them being soluble, by ruling out
3860one of the most common ambiguous cases. This improved generation
3861speed by over a factor of 10 on the highest preset!)
3862
3863An approach which can be more scalable involves generating a grid
3864and then tweaking it to make it soluble. This is the technique used
3865by Mines and also by Net: first a random puzzle is generated, and
3866then the solver is run to see how far it gets. Sometimes the solver
3867will get stuck; when that happens, examine the area it's having
3868trouble with, and make a small random change in that area to allow
3869it to make more progress. Continue solving (possibly even without
3870restarting the solver), tweaking as necessary, until the solver
3871finishes. Then restart the solver from the beginning to ensure that
3872the tweaks haven't caused new problems in the process of solving old
3873ones (which can sometimes happen).
3874
3875This strategy works well in situations where the usual solver
3876failure mode is to get stuck in an easily localised spot. Thus it
3877works well for Net and Mines, whose most common failure mode tends
3878to be that most of the grid is fine but there are a few widely
3879separated ambiguous sections; but it would work less well for
3880Dominosa, in which the way you get stuck is to have scoured the
3881whole grid and not found anything you can deduce \e{anywhere}. Also,
3882it relies on there being a low probability that tweaking the grid
3883introduces a new problem at the same time as solving the old one;
3884Mines and Net also have the property that most of their deductions
3885are local, so that it's very unlikely for a tweak to affect
3886something half way across the grid from the location where it was
3887applied. In Dominosa, by contrast, a lot of deductions use
3888information about half the grid (\q{out of all the sixes, only one
3889is next to a three}, which can depend on the values of up to 32 of
3890the 56 squares in the default setting!), so this tweaking strategy
3891would be rather less likely to work well.
3892
0004c8b3 3893A more specialised strategy is that used in Solo and Slant. These
3894puzzles have the property that they derive their difficulty from not
3895presenting all the available clues. (In Solo's case, if all the
3896possible clues were provided then the puzzle would already be
3897solved; in Slant it would still require user action to fill in the
3898lines, but it would present no challenge at all). Therefore, a
3899simple generation technique is to leave the decision of which clues
3900to provide until the last minute. In other words, first generate a
3901random \e{filled} grid with all possible clues present, and then
3902gradually remove clues for as long as the solver reports that it's
3903still soluble. Unlike the methods described above, this technique
3904\e{cannot} fail \dash once you've got a filled grid, nothing can
3905stop you from being able to convert it into a viable puzzle.
3906However, it wouldn't even be meaningful to apply this technique to
3907(say) Pattern, in which clues can never be left out, so the only way
3908to affect the set of clues is by altering the solution.
69491f1e 3909
3910(Unfortunately, Solo is complicated by the need to provide puzzles
3911at varying difficulty levels. It's easy enough to generate a puzzle
3912of \e{at most} a given level of difficulty; you just have a solver
3913with configurable intelligence, and you set it to a given level and
3914apply the above technique, thus guaranteeing that the resulting grid
3915is solvable by someone with at most that much intelligence. However,
3916generating a puzzle of \e{at least} a given level of difficulty is
3917rather harder; if you go for \e{at most} Intermediate level, you're
3918likely to find that you've accidentally generated a Trivial grid a
3919lot of the time, because removing just one number is sufficient to
3920take the puzzle from Trivial straight to Ambiguous. In that
3921situation Solo has no remaining options but to throw the puzzle away
3922and start again.)
3923
3924A final strategy is to use the solver \e{during} puzzle
3925construction: lay out a bit of the grid, run the solver to see what
3926it allows you to deduce, and then lay out a bit more to allow the
3927solver to make more progress. There are articles on the web that
3928recommend constructing Sudoku puzzles by this method (which is
3929completely the opposite way round to how Solo does it); for Sudoku
3930it has the advantage that you get to specify your clue squares in
3931advance (so you can have them make pretty patterns).
3932
3933Rectangles uses a strategy along these lines. First it generates a
3934grid by placing the actual rectangles; then it has to decide where
3935in each rectangle to place a number. It uses a solver to help it
3936place the numbers in such a way as to ensure a unique solution. It
3937does this by means of running a test solver, but it runs the solver
3938\e{before} it's placed any of the numbers \dash which means the
3939solver must be capable of coping with uncertainty about exactly
3940where the numbers are! It runs the solver as far as it can until it
3941gets stuck; then it narrows down the possible positions of a number
3942in order to allow the solver to make more progress, and so on. Most
3943of the time this process terminates with the grid fully solved, at
3944which point any remaining number-placement decisions can be made at
3945random from the options not so far ruled out. Note that unlike the
3946Net/Mines tweaking strategy described above, this algorithm does not
3947require a checking run after it completes: if it finishes
3948successfully at all, then it has definitely produced a uniquely
3949soluble puzzle.
3950
3951Most of the strategies described above are not 100% reliable. Each
3952one has a failure rate: every so often it has to throw out the whole
3953grid and generate a fresh one from scratch. (Solo's strategy would
3954be the exception, if it weren't for the need to provide configurable
3955difficulty levels.) Occasional failures are not a fundamental
3956problem in this sort of work, however: it's just a question of
3957dividing the grid generation time by the success rate (if it takes
395810ms to generate a candidate grid and 1/5 of them work, then it will
3959take 50ms on average to generate a viable one), and seeing whether
3960the expected time taken to \e{successfully} generate a puzzle is
3961unacceptably slow. Dominosa's generator has a very low success rate
3962(about 1 out of 20 candidate grids turn out to be usable, and if you
3963think \e{that's} bad then go and look at the source code and find
3964the comment showing what the figures were before the generation-time
3965tweaks!), but the generator itself is very fast so this doesn't
3966matter. Rectangles has a slower generator, but fails well under 50%
3967of the time.
3968
3969So don't be discouraged if you have an algorithm that doesn't always
3970work: if it \e{nearly} always works, that's probably good enough.
3971The one place where reliability is important is that your algorithm
3972must never produce false positives: it must not claim a puzzle is
3973soluble when it isn't. It can produce false negatives (failing to
3974notice that a puzzle is soluble), and it can fail to generate a
3975puzzle at all, provided it doesn't do either so often as to become
3976slow.
3977
e9f8a17f 3978One last piece of advice: for grid-based puzzles, when writing and
69491f1e 3979testing your generation algorithm, it's almost always a good idea
3980\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 3981\cw{w==h}), because if the grid is square then you won't notice if
3982you mistakenly write \c{h} instead of \c{w} (or vice versa)
3983somewhere in the code. Use a rectangular grid for testing, and any
3984size of grid will be likely to work after that.
69491f1e 3985
3986\S{writing-textformats} Designing textual description formats
3987
3988Another aspect of writing a puzzle which is worth putting some
3989thought into is the design of the various text description formats:
3990the format of the game parameter encoding, the game description
3991encoding, and the move encoding.
3992
3993The first two of these should be reasonably intuitive for a user to
3994type in; so provide some flexibility where possible. Suppose, for
3995example, your parameter format consists of two numbers separated by
3996an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
3997and then has some suffixes to specify other aspects of the game
3998type. It's almost always a good idea in this situation to arrange
3999that \cw{decode_params()} can handle the suffixes appearing in any
4000order, even if \cw{encode_params()} only ever generates them in one
4001order.
4002
4003These formats will also be expected to be reasonably stable: users
4004will expect to be able to exchange game IDs with other users who
4005aren't running exactly the same version of your game. So make them
4006robust and stable: don't build too many assumptions into the game ID
4007format which will have to be changed every time something subtle
4008changes in the puzzle code.
4009
4010\H{writing-howto} Common how-to questions
4011
4012This section lists some common things people want to do when writing
4013a puzzle, and describes how to achieve them within the Puzzles
4014framework.
4015
4016\S{writing-howto-cursor} Drawing objects at only one position
4017
4018A common phenomenon is to have an object described in the
4019\c{game_state} or the \c{game_ui} which can only be at one position.
4020A cursor \dash probably specified in the \c{game_ui} \dash is a good
4021example.
4022
4023In the \c{game_ui}, it would \e{obviously} be silly to have an array
4024covering the whole game grid with a boolean flag stating whether the
4025cursor was at each position. Doing that would waste space, would
4026make it difficult to find the cursor in order to do anything with
4027it, and would introduce the potential for synchronisation bugs in
4028which you ended up with two cursors or none. The obviously sensible
4029way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4030encoding the cursor's coordinates.
69491f1e 4031
4032However, it is a mistake to assume that the same logic applies to
4033the \c{game_drawstate}. If you replicate the cursor position fields
4034in the draw state, the redraw code will get very complicated. In the
4035draw state, in fact, it \e{is} probably the right thing to have a
4036cursor flag for every position in the grid. You probably have an
4037array for the whole grid in the drawstate already (stating what is
4038currently displayed in the window at each position); the sensible
4039approach is to add a \q{cursor} flag to each element of that array.
4040Then the main redraw loop will look something like this
4041(pseudo-code):
4042
4043\c for (y = 0; y < h; y++) {
4044\c for (x = 0; x < w; x++) {
4045\c int value = state->symbol_at_position[y][x];
4046\c if (x == ui->cursor_x && y == ui->cursor_y)
4047\c value |= CURSOR;
4048\c if (ds->symbol_at_position[y][x] != value) {
74021716 4049\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4050\c ds->symbol_at_position[y][x] = value;
4051\c }
4052\c }
4053\c }
4054
4055This loop is very simple, pretty hard to get wrong, and
4056\e{automatically} deals both with erasing the previous cursor and
4057drawing the new one, with no special case code required.
4058
4059This type of loop is generally a sensible way to write a redraw
4060function, in fact. The best thing is to ensure that the information
4061stored in the draw state for each position tells you \e{everything}
4062about what was drawn there. A good way to ensure that is to pass
4063precisely the same information, and \e{only} that information, to a
4064subroutine that does the actual drawing; then you know there's no
4065additional information which affects the drawing but which you don't
4066notice changes in.
4067
4068\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4069
4070It is often useful to provide a keyboard control method in a
4071basically mouse-controlled game. A keyboard-controlled cursor is
4072best implemented by storing its location in the \c{game_ui} (since
4073if it were in the \c{game_state} then the user would have to
4074separately undo every cursor move operation). So the procedure would
4075be:
4076
4077\b Put cursor position fields in the \c{game_ui}.
4078
4079\b \cw{interpret_move()} responds to arrow keys by modifying the
4080cursor position fields and returning \cw{""}.
4081
4082\b \cw{interpret_move()} responds to some sort of fire button by
4083actually performing a move based on the current cursor location.
4084
4085\b You might want an additional \c{game_ui} field stating whether
4086the cursor is currently visible, and having it disappear when a
4087mouse action occurs (so that it doesn't clutter the display when not
4088actually in use).
4089
4090\b You might also want to automatically hide the cursor in
4091\cw{changed_state()} when the current game state changes to one in
4092which there is no move to make (which is the case in some types of
4093completed game).
4094
4095\b \cw{redraw()} draws the cursor using the technique described in
4096\k{writing-howto-cursor}.
4097
4098\S{writing-howto-dragging} Implementing draggable sprites
4099
4100Some games have a user interface which involves dragging some sort
4101of game element around using the mouse. If you need to show a
4102graphic moving smoothly over the top of other graphics, use a
4103blitter (see \k{drawing-blitter} for the blitter API) to save the
4104background underneath it. The typical scenario goes:
4105
4106\b Have a blitter field in the \c{game_drawstate}.
4107
4108\b Set the blitter field to \cw{NULL} in the game's
4109\cw{new_drawstate()} function, since you don't yet know how big the
4110piece of saved background needs to be.
4111
4112\b In the game's \cw{set_size()} function, once you know the size of
4113the object you'll be dragging around the display and hence the
05e50a96 4114required size of the blitter, actually allocate the blitter.
69491f1e 4115
4116\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4117
4118\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4119events by updating some fields in the \cw{game_ui} which indicate
4120that a drag is in progress.
4121
4122\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4123been done, draw the moving object if there is one. First save the
4124background under the object in the blitter; then set a clip
4125rectangle covering precisely the area you just saved (just in case
4126anti-aliasing or some other error causes your drawing to go beyond
4127the area you saved). Then draw the object, and call \cw{unclip()}.
4128Finally, set a flag in the \cw{game_drawstate} that indicates that
4129the blitter needs restoring.
4130
4131\b At the very start of \cw{redraw()}, before doing anything else at
4132all, check the flag in the \cw{game_drawstate}, and if it says the
4133blitter needs restoring then restore it. (Then clear the flag, so
4134that this won't happen again in the next redraw if no moving object
4135is drawn this time.)
4136
4137This way, you will be able to write the rest of the redraw function
4138completely ignoring the dragged object, as if it were floating above
4139your bitmap and being completely separate.
4140
4141\S{writing-ref-counting} Sharing large invariant data between all
4142game states
4143
4144In some puzzles, there is a large amount of data which never changes
4145between game states. The array of numbers in Dominosa is a good
4146example.
4147
4148You \e{could} dynamically allocate a copy of that array in every
4149\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4150every new \c{game_state}; but it would waste memory and time. A
4151more efficient way is to use a reference-counted structure.
4152
4153\b Define a structure type containing the data in question, and also
4154containing an integer reference count.
4155
4156\b Have a field in \c{game_state} which is a pointer to this
4157structure.
4158
4159\b In \cw{new_game()}, when creating a fresh game state at the start
4160of a new game, create an instance of this structure, initialise it
4161with the invariant data, and set its reference count to 1.
4162
4163\b In \cw{dup_game()}, rather than making a copy of the structure
4164for the new game state, simply set the new game state to point at
4165the same copy of the structure, and increment its reference count.
4166
4167\b In \cw{free_game()}, decrement the reference count in the
4168structure pointed to by the game state; if the count reaches zero,
4169free the structure.
4170
4171This way, the invariant data will persist for only as long as it's
4172genuinely needed; \e{as soon} as the last game state for a
4173particular puzzle instance is freed, the invariant data for that
4174puzzle will vanish as well. Reference counting is a very efficient
4175form of garbage collection, when it works at all. (Which it does in
4176this instance, of course, because there's no possibility of circular
4177references.)
4178
4179\S{writing-flash-types} Implementing multiple types of flash
4180
4181In some games you need to flash in more than one different way.
4182Mines, for example, flashes white when you win, and flashes red when
4183you tread on a mine and die.
4184
4185The simple way to do this is:
4186
4187\b Have a field in the \c{game_ui} which describes the type of flash.
4188
4189\b In \cw{flash_length()}, examine the old and new game states to
4190decide whether a flash is required and what type. Write the type of
4191flash to the \c{game_ui} field whenever you return non-zero.
4192
4193\b In \cw{redraw()}, when you detect that \c{flash_time} is
4194non-zero, examine the field in \c{game_ui} to decide which type of
4195flash to draw.
4196
4197\cw{redraw()} will never be called with \c{flash_time} non-zero
4198unless \cw{flash_length()} was first called to tell the mid-end that
4199a flash was required; so whenever \cw{redraw()} notices that
4200\c{flash_time} is non-zero, you can be sure that the field in
4201\c{game_ui} is correctly set.
4202
4203\S{writing-move-anim} Animating game moves
4204
4205A number of puzzle types benefit from a quick animation of each move
4206you make.
4207
4208For some games, such as Fifteen, this is particularly easy. Whenever
4209\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4210simply compares the position of each tile in the two game states,
4211and if the tile is not in the same place then it draws it some
4212fraction of the way from its old position to its new position. This
4213method copes automatically with undo.
4214
4215Other games are less obvious. In Sixteen, for example, you can't
4216just draw each tile a fraction of the way from its old to its new
4217position: if you did that, the end tile would zip very rapidly past
4218all the others to get to the other end and that would look silly.
4219(Worse, it would look inconsistent if the end tile was drawn on top
4220going one way and on the bottom going the other way.)
4221
4222A useful trick here is to define a field or two in the game state
4223that indicates what the last move was.
4224
4225\b Add a \q{last move} field to the \c{game_state} (or two or more
4226fields if the move is complex enough to need them).
4227
4228\b \cw{new_game()} initialises this field to a null value for a new
4229game state.
4230
4231\b \cw{execute_move()} sets up the field to reflect the move it just
4232performed.
4233
4234\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4235\c{dir} is positive, it determines the move being animated by
4236looking at the last-move field in \c{newstate}; but if \c{dir} is
4237negative, it has to look at the last-move field in \c{oldstate}, and
4238invert whatever move it finds there.
4239
4240Note also that Sixteen needs to store the \e{direction} of the move,
4241because you can't quite determine it by examining the row or column
4242in question. You can in almost all cases, but when the row is
4243precisely two squares long it doesn't work since a move in either
4244direction looks the same. (You could argue that since moving a
42452-element row left and right has the same effect, it doesn't matter
4246which one you animate; but in fact it's very disorienting to click
4247the arrow left and find the row moving right, and almost as bad to
4248undo a move to the right and find the game animating \e{another}
4249move to the right.)
4250
4251\S{writing-conditional-anim} Animating drag operations
4252
4253In Untangle, moves are made by dragging a node from an old position
4254to a new position. Therefore, at the time when the move is initially
4255made, it should not be animated, because the node has already been
4256dragged to the right place and doesn't need moving there. However,
4257it's nice to animate the same move if it's later undone or redone.
4258This requires a bit of fiddling.
4259
4260The obvious approach is to have a flag in the \c{game_ui} which
4261inhibits move animation, and to set that flag in
4262\cw{interpret_move()}. The question is, when would the flag be reset
4263again? The obvious place to do so is \cw{changed_state()}, which
4264will be called once per move. But it will be called \e{before}
4265\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4266will never see the flag set at all.
4267
4268The solution is to have \e{two} flags in a queue.
4269
4270\b Define two flags in \c{game_ui}; let's call them \q{current} and
4271\q{next}.
4272
4273\b Set both to \cw{FALSE} in \c{new_ui()}.
4274
4275\b When a drag operation completes in \cw{interpret_move()}, set the
4276\q{next} flag to \cw{TRUE}.
4277
4278\b Every time \cw{changed_state()} is called, set the value of
4279\q{current} to the value in \q{next}, and then set the value of
4280\q{next} to \cw{FALSE}.
4281
4282\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4283\cw{changed_state()} if and only if that call to
4284\cw{changed_state()} was the result of a drag operation processed by
4285\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4286to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4287\cw{FALSE}.
4288
4289\b So now \cw{anim_length()} can request a move animation if and
4290only if the \q{current} flag is \e{not} set.
4291
4292\S{writing-cheating} Inhibiting the victory flash when Solve is used
4293
4294Many games flash when you complete them, as a visual congratulation
4295for having got to the end of the puzzle. It often seems like a good
4296idea to disable that flash when the puzzle is brought to a solved
4297state by means of the Solve operation.
4298
4299This is easily done:
4300
4301\b Add a \q{cheated} flag to the \c{game_state}.
4302
4303\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4304
4305\b Have \cw{solve()} return a move description string which clearly
4306identifies the move as a solve operation.
4307
4308\b Have \cw{execute_move()} respond to that clear identification by
4309setting the \q{cheated} flag in the returned \c{game_state}. The
4310flag will then be propagated to all subsequent game states, even if
4311the user continues fiddling with the game after it is solved.
4312
4313\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4314completed and \c{newstate} is, \e{and} neither state has the
4315\q{cheated} flag set.
4316
4317\H{writing-testing} Things to test once your puzzle is written
4318
4319Puzzle implementations written in this framework are self-testing as
4320far as I could make them.
4321
4322Textual game and move descriptions, for example, are generated and
4323parsed as part of the normal process of play. Therefore, if you can
4324make moves in the game \e{at all} you can be reasonably confident
4325that the mid-end serialisation interface will function correctly and
4326you will be able to save your game. (By contrast, if I'd stuck with
4327a single \cw{make_move()} function performing the jobs of both
4328\cw{interpret_move()} and \cw{execute_move()}, and had separate
4329functions to encode and decode a game state in string form, then
4330those functions would not be used during normal play; so they could
4331have been completely broken, and you'd never know it until you tried
4332to save the game \dash which would have meant you'd have to test
4333game saving \e{extensively} and make sure to test every possible
4334type of game state. As an added bonus, doing it the way I did leads
4335to smaller save files.)
4336
4337There is one exception to this, which is the string encoding of the
4338\c{game_ui}. Most games do not store anything permanent in the
4339\c{game_ui}, and hence do not need to put anything in its encode and
4340decode functions; but if there is anything in there, you do need to
4341test game loading and saving to ensure those functions work
4342properly.
4343
4344It's also worth testing undo and redo of all operations, to ensure
4345that the redraw and the animations (if any) work properly. Failing
4346to animate undo properly seems to be a common error.
4347
4348Other than that, just use your common sense.