One more fix from Ben H. Also switched round the arena colour
[sgt/puzzles] / devel.but
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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
35This guide is believed correct as of r6140. Hopefully it will be
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
517in the dialog box. The
518
519The \cw{config_item} structure contains the following elements:
520
521\c char *name;
522\c int type;
523\c char *sval;
524\c int ival;
525
526\c{name} is an ASCII string giving the textual label for a GUI
527control. It is \e{not} expected to be dynamically allocated.
528
529\c{type} contains one of a small number of \c{enum} values defining
530what type of control is being described. The meaning of the \c{sval}
531and \c{ival} fields depends on the value in \c{type}. The valid
532values are:
533
534\dt \c{C_STRING}
535
536\dd Describes a text input box. (This is also used for numeric
537input. The back end does not bother informing the front end that the
538box is numeric rather than textual; some front ends do have the
539capacity to take this into account, but I decided it wasn't worth
540the extra complexity in the interface.) For this type, \c{ival} is
541unused, and \c{sval} contains a dynamically allocated string
542representing the contents of the input box.
543
544\dt \c{C_BOOLEAN}
545
546\dd Describes a simple checkbox. For this type, \c{sval} is unused,
547and \c{ival} is \cw{TRUE} or \cw{FALSE}.
548
549\dt \c{C_CHOICES}
550
551\dd Describes a drop-down list presenting one of a small number of
552fixed choices. For this type, \c{sval} contains a list of strings
553describing the choices; the very first character of \c{sval} is used
554as a delimiter when processing the rest (so that the strings
555\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
556define a three-element list containing \cq{zero}, \cq{one} and
557\cq{two}). \c{ival} contains the index of the currently selected
558element, numbering from zero (so that in the above example, 0 would
559mean \cq{zero} and 2 would mean \cq{two}).
560
561\lcont{
562
563Note that for this control type, \c{sval} is \e{not} dynamically
564allocated, whereas it was for \c{C_STRING}.
565
566}
567
568\dt \c{C_END}
569
570\dd Marks the end of the array of \c{config_item}s. All other fields
571are unused.
572
573The array returned from this function is expected to have filled in
574the initial values of all the controls according to the input
575\c{game_params} structure.
576
577If the game's \c{can_configure} flag is set to \cw{FALSE}, this
578function is never called and need not do anything at all.
579
580\S{backend-custom-params} \cw{custom_params()}
581
582\c game_params *(*custom_params)(config_item *cfg);
583
584This function is the counterpart to \cw{configure()}
585(\k{backend-configure}). It receives as input an array of
586\c{config_item}s which was originally created by \cw{configure()},
587but in which the control values have since been changed in
588accordance with user input. Its function is to read the new values
589out of the controls and return a newly allocated \c{game_params}
590structure representing the user's chosen parameter set.
591
592(The front end will have modified the controls' \e{values}, but
593there will still always be the same set of controls, in the same
594order, as provided by \cw{configure()}. It is not necessary to check
595the \c{name} and \c{type} fields, although you could use
596\cw{assert()} if you were feeling energetic.)
597
598This function is not expected to (and indeed \e{must not}) free the
599input \c{config_item} array. (If the parameters fail to validate,
600the dialog box will stay open.)
601
602If the game's \c{can_configure} flag is set to \cw{FALSE}, this
603function is never called and need not do anything at all.
604
605\S{backend-validate-params} \cw{validate_params()}
606
607\c char *(*validate_params)(game_params *params, int full);
608
609This function takes a \c{game_params} structure as input, and checks
610that the parameters described in it fall within sensible limits. (At
611the very least, grid dimensions should almost certainly be strictly
612positive, for example.)
613
614Return value is \cw{NULL} if no problems were found, or
615alternatively a (non-dynamically-allocated) ASCII string describing
616the error in human-readable form.
617
618If the \c{full} parameter is set, full validation should be
619performed: any set of parameters which would not permit generation
620of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
621the implication is that these parameters are not going to be used
622for \e{generating} a puzzle; so parameters which can't even sensibly
623\e{describe} a valid puzzle should still be faulted, but parameters
624which only affect puzzle generation should not be.
625
626(The \c{full} option makes a difference when parameter combinations
627are non-orthogonal. For example, Net has a boolean option
628controlling whether it enforces a unique solution; it turns out that
629it's impossible to generate a uniquely soluble puzzle with wrapping
630walls and width 2, so \cw{validate_params()} will complain if you
631ask for one. However, if the user had just been playing a unique
632wrapping puzzle of a more sensible width, and then pastes in a game
633ID acquired from somebody else which happens to describe a
634\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
635will be passed a \c{game_params} containing the width and wrapping
636settings from the new game ID and the uniqueness setting from the
637old one. This would be faulted, if it weren't for the fact that
638\c{full} is not set during this call, so Net ignores the
639inconsistency. The resulting \c{game_params} is never subsequently
640used to generate a puzzle; this is a promise made by the mid-end
641when it asks for a non-full validation.)
642
643\H{backend-descs} Handling game descriptions
644
645In this section I present the functions that deal with a textual
646description of a puzzle, i.e. the part that comes after the colon in
647a descriptive-format game ID.
648
649\S{backend-new-desc} \cw{new_desc()}
650
651\c char *(*new_desc)(game_params *params, random_state *rs,
652\c char **aux, int interactive);
653
654This function is where all the really hard work gets done. This is
655the function whose job is to randomly generate a new puzzle,
656ensuring solubility and uniqueness as appropriate.
657
658As input it is given a \c{game_params} structure and a random state
659(see \k{utils-random} for the random number API). It must invent a
660puzzle instance, encode it in string form, and return a dynamically
661allocated C string containing that encoding.
662
663Additionally, it may return a second dynamically allocated string in
664\c{*aux}. (If it doesn't want to, then it can leave that parameter
665completely alone; it isn't required to set it to \cw{NULL}, although
666doing so is harmless.) That string, if present, will be passed to
667\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
668generated in such a way that a solution is known, then information
669about that solution can be saved in \c{*aux} for \cw{solve()} to
670use.
671
672The \c{interactive} parameter should be ignored by almost all
673puzzles. Its purpose is to distinguish between generating a puzzle
674within a GUI context for immediate play, and generating a puzzle in
675a command-line context for saving to be played later. The only
676puzzle that currently uses this distinction (and, I fervently hope,
677the only one which will \e{ever} need to use it) is Mines, which
678chooses a random first-click location when generating puzzles
679non-interactively, but which waits for the user to place the first
680click when interactive. If you think you have come up with another
681puzzle which needs to make use of this parameter, please think for
682at least ten minutes about whether there is \e{any} alternative!
683
684Note that game description strings are not required to contain an
685encoding of parameters such as grid size; a game description is
686never separated from the \c{game_params} it was generated with, so
687any information contained in that structure need not be encoded
688again in the game description.
689
690\S{backend-validate-desc} \cw{validate_desc()}
691
692\c char *(*validate_desc)(game_params *params, char *desc);
693
694This function is given a game description, and its job is to
695validate that it describes a puzzle which makes sense.
696
697To some extent it's up to the user exactly how far they take the
698phrase \q{makes sense}; there are no particularly strict rules about
699how hard the user is permitted to shoot themself in the foot when
700typing in a bogus game description by hand. (For example, Rectangles
701will not verify that the sum of all the numbers in the grid equals
702the grid's area. So a user could enter a puzzle which was provably
703not soluble, and the program wouldn't complain; there just wouldn't
704happen to be any sequence of moves which solved it.)
705
706The one non-negotiable criterion is that any game description which
707makes it through \cw{validate_desc()} \e{must not} subsequently
708cause a crash or an assertion failure when fed to \cw{new_game()}
709and thence to the rest of the back end.
710
711The return value is \cw{NULL} on success, or a
712non-dynamically-allocated C string containing an error message.
713
714\S{backend-new-game} \cw{new_game()}
715
716\c game_state *(*new_game)(midend_data *me, game_params *params,
717\c char *desc);
718
719This function takes a game description as input, together with its
720accompanying \c{game_params}, and constructs a \c{game_state}
721describing the initial state of the puzzle. It returns a newly
722allocated \c{game_state} structure.
723
724Almost all puzzles should ignore the \c{me} parameter. It is
725required by Mines, which needs it for later passing to
726\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
727the user has placed the first click. I fervently hope that no other
728puzzle will be awkward enough to require it, so everybody else
729should ignore it. As with the \c{interactive} parameter in
730\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
731reason to need this parameter, please try very hard to think of an
732alternative approach!
733
734\H{backend-states} Handling game states
735
736This section describes the functions which create and destroy
737\c{game_state} structures.
738
739(Well, except \cw{new_game()}, which is in \k{backend-new-game}
740instead of under here; but it deals with game descriptions \e{and}
741game states and it had to go in one section or the other.)
742
743\S{backend-dup-game} \cw{dup_game()}
744
745\c game_state *(*dup_game)(game_state *state);
746
747This function allocates a new \c{game_state} structure and
748initialises it with an exact copy of the information in the one
749provided as input. It returns a pointer to the new duplicate.
750
751\S{backend-free-game} \cw{free_game()}
752
753\c void (*free_game)(game_state *state);
754
755This function frees a \c{game_state} structure, and any subsidiary
756allocations contained within it.
757
758\H{backend-ui} Handling \c{game_ui}
759
760\S{backend-new-ui} \cw{new_ui()}
761
762\c game_ui *(*new_ui)(game_state *state);
763
764This function allocates and returns a new \c{game_ui} structure for
765playing a particular puzzle. It is passed a pointer to the initial
766\c{game_state}, in case it needs to refer to that when setting up
767the initial values for the new game.
768
769\S{backend-free-ui} \cw{free_ui()}
770
771\c void (*free_ui)(game_ui *ui);
772
773This function frees a \c{game_ui} structure, and any subsidiary
774allocations contained within it.
775
776\S{backend-encode-ui} \cw{encode_ui()}
777
778\c char *(*encode_ui)(game_ui *ui);
779
780This function encodes any \e{important} data in a \c{game_ui}
781structure in string form. It is only called when saving a
782half-finished game to a file.
783
784It should be used sparingly. Almost all data in a \c{game_ui} is not
785important enough to save. The location of the keyboard-controlled
786cursor, for example, can be reset to a default position on reloading
787the game without impacting the user experience. If the user should
788somehow manage to save a game while a mouse drag was in progress,
789then discarding that mouse drag would be an outright \e{feature},
790
791A typical thing that \e{would} be worth encoding in this function is
792the Mines death counter: it's in the \c{game_ui} rather than the
793\c{game_state} because it's too important to allow the user to
794revert it by using Undo, and therefore it's also too important to
795allow the user to revert it by saving and reloading. (Of course, the
796user could edit the save file by hand... But if the user is \e{that}
797determined to cheat, they could just as easily modify the game's
798source.)
799
800\S{backend-decode-ui} \cw{decode_ui()}
801
802\c void (*decode_ui)(game_ui *ui, char *encoding);
803
804This function parses a string previously output by \cw{encode_ui()},
805and writes the decoded data back into the provided \c{game_ui}
806structure.
807
808\S{backend-changed-state} \cw{changed_state()}
809
810\c void (*changed_state)(game_ui *ui, game_state *oldstate,
811\c game_state *newstate);
812
813This function is called by the mid-end whenever the current game
814state changes, for any reason. Those reasons include:
815
816\b a fresh move being made by \cw{interpret_move()} and
817\cw{execute_move()}
818
819\b a solve operation being performed by \cw{solve()} and
820\cw{execute_move()}
821
822\b the user moving back and forth along the undo list by means of
823the Undo and Redo operations
824
825\b the user selecting Restart to go back to the initial game state.
826
827The job of \cw{changed_state()} is to update the \c{game_ui} for
828consistency with the new game state, if any update is necessary. For
829example, Same Game stores data about the currently selected tile
830group in its \c{game_ui}, and this data is intrinsically related to
831the game state it was derived from. So it's very likely to become
832invalid when the game state changes; thus, Same Game's
833\cw{changed_state()} function clears the current selection whenever
834it is called.
835
19937f86 836When \cw{anim_length()} or \cw{flash_length()} are called, you can
837be sure that there has been a previous call to \cw{changed_state()}.
838So \cw{changed_state()} can set up data in the \c{game_ui} which will
839be read by \cw{anim_length()} and \cw{flash_length()}, and those
840functions will not have to worry about being called without the data
841having been initialised.
69491f1e 842
843\H{backend-moves} Making moves
844
845This section describes the functions which actually make moves in
846the game: that is, the functions which process user input and end up
847producing new \c{game_state}s.
848
849\S{backend-interpret-move} \cw{interpret_move()}
850
851\c char *(*interpret_move)(game_state *state, game_ui *ui,
852\c game_drawstate *ds,
853\c int x, int y, int button);
854
855This function receives user input and processes it. Its input
856parameters are the current \c{game_state}, the current \c{game_ui}
857and the current \c{game_drawstate}, plus details of the input event.
858\c{button} is either an ASCII value or a special code (listed below)
859indicating an arrow or function key or a mouse event; when
860\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
861coordinates of the mouse pointer relative to the top left of the
862puzzle's drawing area.
863
864\cw{interpret_move()} may return in three different ways:
865
866\b Returning \cw{NULL} indicates that no action whatsoever occurred
867in response to the input event; the puzzle was not interested in it
868at all.
869
870\b Returning the empty string (\cw{""}) indicates that the input
871event has resulted in a change being made to the \c{game_ui} which
872will require a redraw of the game window, but that no actual
873\e{move} was made (i.e. no new \c{game_state} needs to be created).
874
875\b Returning anything else indicates that a move was made and that a
876new \c{game_state} must be created. However, instead of actually
877constructing a new \c{game_state} itself, this function is required
878to return a string description of the details of the move. This
879string will be passed to \cw{execute_move()}
880(\k{backend-execute-move}) to actually create the new
881\c{game_state}. (Encoding moves as strings in this way means that
882the mid-end can keep the strings as well as the game states, and the
883strings can be written to disk when saving the game and fed to
884\cw{execute_move()} again on reloading.)
885
886The return value from \cw{interpret_move()} is expected to be
887dynamically allocated if and only if it is not either \cw{NULL}
888\e{or} the empty string.
889
890After this function is called, the back end is permitted to rely on
891some subsequent operations happening in sequence:
892
893\b \cw{execute_move()} will be called to convert this move
894description into a new \c{game_state}
895
896\b \cw{changed_state()} will be called with the new \c{game_state}.
897
898This means that if \cw{interpret_move()} needs to do updates to the
899\c{game_ui} which are easier to perform by referring to the new
900\c{game_state}, it can safely leave them to be done in
901\cw{changed_state()} and not worry about them failing to happen.
902
903(Note, however, that \cw{execute_move()} may \e{also} be called in
904other circumstances. It is only \cw{interpret_move()} which can rely
905on a subsequent call to \cw{changed_state()}.)
906
907The special key codes supported by this function are:
908
909\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
910
911\dd Indicate that one of the mouse buttons was pressed down.
912
913\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
914
915\dd Indicate that the mouse was moved while one of the mouse buttons
916was still down. The mid-end guarantees that when one of these events
917is received, it will always have been preceded by a button-down
918event (and possibly other drag events) for the same mouse button,
919and no event involving another mouse button will have appeared in
920between.
921
922\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
923
924\dd Indicate that a mouse button was released. The mid-end
925guarantees that when one of these events is received, it will always
926have been preceded by a button-down event (and possibly some drag
927events) for the same mouse button, and no event involving another
928mouse button will have appeared in between.
929
930\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
931\cw{CURSOR_RIGHT}
932
933\dd Indicate that an arrow key was pressed.
934
935\dt \cw{CURSOR_SELECT}
936
937\dd On platforms which have a prominent \q{select} button alongside
938their cursor keys, indicates that that button was pressed.
939
940In addition, there are some modifiers which can be bitwise-ORed into
941the \c{button} parameter:
942
943\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
944
945\dd These indicate that the Control or Shift key was pressed
946alongside the key. They only apply to the cursor keys, not to mouse
947buttons or anything else.
948
949\dt \cw{MOD_NUM_KEYPAD}
950
951\dd This applies to some ASCII values, and indicates that the key
952code was input via the numeric keypad rather than the main keyboard.
953Some puzzles may wish to treat this differently (for example, a
954puzzle might want to use the numeric keypad as an eight-way
955directional pad), whereas others might not (a game involving numeric
956input probably just wants to treat the numeric keypad as numbers).
957
958\dt \cw{MOD_MASK}
959
960\dd This mask is the bitwise OR of all the available modifiers; you
961can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
962any input value.
963
964\S{backend-execute-move} \cw{execute_move()}
965
966\c game_state *(*execute_move)(game_state *state, char *move);
967
968This function takes an input \c{game_state} and a move string as
969output from \cw{interpret_move()}. It returns a newly allocated
970\c{game_state} which contains the result of applying the specified
971move to the input game state.
972
973This function may return \cw{NULL} if it cannot parse the move
974string (and this is definitely preferable to crashing or failing an
975assertion, since one way this can happen is if loading a corrupt
976save file). However, it must not return \cw{NULL} for any move
977string that really was output from \cw{interpret_move()}: this is
978punishable by assertion failure in the mid-end.
979
980\S{backend-can-solve} \c{can_solve}
981
982\c int can_solve;
983
984This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
985function does something. If it's set to \cw{FALSE}, the game will
986not even offer the \q{Solve} menu option.
987
988\S{backend-solve} \cw{solve()}
989
990\c char *(*solve)(game_state *orig, game_state *curr,
991\c char *aux, char **error);
992
993This function is called when the user selects the \q{Solve} option
994from the menu.
995
996It is passed two input game states: \c{orig} is the game state from
997the very start of the puzzle, and \c{curr} is the current one.
998(Different games find one or other or both of these convenient.) It
999is also passed the \c{aux} string saved by \cw{new_desc()}
1000(\k{backend-new-desc}), in case that encodes important information
1001needed to provide the solution.
1002
1003If this function is unable to produce a solution (perhaps, for
1004example, the game has no in-built solver so it can only solve
1005puzzles it invented internally and has an \c{aux} string for) then
1006it may return \cw{NULL}. If it does this, it must also set
1007\c{*error} to an error message to be presented to the user (such as
1008\q{Solution not known for this puzzle}); that error message is not
1009expected to be dynamically allocated.
1010
1011If this function \e{does} produce a solution, it returns a move
1012string suitable for feeding to \cw{execute_move()}
1013(\k{backend-execute-move}).
1014
1015\H{backend-drawing} Drawing the game graphics
1016
1017This section discusses the back end functions that deal with
1018drawing.
1019
1020\S{backend-new-drawstate} \cw{new_drawstate()}
1021
1022\c game_drawstate *(*new_drawstate)(game_state *state);
1023
1024This function allocates and returns a new \c{game_drawstate}
1025structure for drawing a particular puzzle. It is passed a pointer to
1026a \c{game_state}, in case it needs to refer to that when setting up
1027any initial data.
1028
1029This function may not rely on the puzzle having been newly started;
1030a new draw state can be constructed at any time if the front end
1031requests a forced redraw. For games like Pattern, in which initial
1032game states are much simpler than general ones, this might be
1033important to keep in mind.
1034
1035\S{backend-free-drawstate} \cw{free_drawstate()}
1036
1037\c void (*free_drawstate)(game_drawstate *ds);
1038
1039This function frees a \c{game_drawstate} structure, and any
1040subsidiary allocations contained within it.
1041
1042\S{backend-preferred-tilesize} \c{preferred_tilesize}
1043
1044\c int preferred_tilesize;
1045
1046Each game is required to define a single integer parameter which
1047expresses, in some sense, the scale at which it is drawn. This is
1048described in the APIs as \cq{tilesize}, since most puzzles are on a
1049square (or possibly triangular or hexagonal) grid and hence a
1050sensible interpretation of this parameter is to define it as the
1051size of one grid tile in pixels; however, there's no actual
1052requirement that the \q{tile size} be proportional to the game
1053window size. Window size is required to increase monotonically with
1054\q{tile size}, however.
1055
1056The data element \c{preferred_tilesize} indicates the tile size
1057which should be used in the absence of a good reason to do otherwise
1058(such as the screen being too small, or the user explicitly
1059requesting a resize if that ever gets implemented).
1060
1061\S{backend-compute-size} \cw{compute_size()}
1062
1063\c void (*compute_size)(game_params *params, int tilesize,
1064\c int *x, int *y);
1065
1066This function is passed a \c{game_params} structure and a tile size.
1067It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1068area that would be required to render a puzzle with those parameters
1069at that tile size.
1070
1071\S{backend-set-size} \cw{set_size()}
1072
1073\c void (*set_size)(game_drawstate *ds, game_params *params,
1074\c int tilesize);
1075
1076This function is responsible for setting up a \c{game_drawstate} to
1077draw at a given tile size. Typically this will simply involve
1078copying the supplied \c{tilesize} parameter into a \c{tilesize}
1079field inside the draw state; for some more complex games it might
1080also involve setting up other dimension fields, or possibly
1081allocating a blitter (see \k{drawing-blitter}).
1082
1083\S{backend-colours} \cw{colours()}
1084
1085\c float *(*colours)(frontend *fe, game_state *state, int *ncolours);
1086
1087This function is responsible for telling the front end what colours
1088the puzzle will need to draw itself.
1089
1090It returns the number of colours required in \c{*ncolours}, and the
1091return value from the function itself is a dynamically allocated
1092array of three times that many \c{float}s, containing the red, green
1093and blue components of each colour respectively as numbers in the
1094range [0,1].
1095
1096It is passed a sample \c{game_state} in case it needs one, although
1097currently no puzzle does need this. (In fact, colours are not
1098reallocated when the game parameters change or a new game is
1099started, so you can't reliably use this \c{game_state} to allocate a
1100different number of colours depending on the game. It is probably
1101actually a mistake to rely on this parameter at all. I ought to
1102either remove it or fix it; probably the former.)
1103
1104The final parameter passed to this function is a front end handle.
1105The only thing it is permitted to do with this handle is to call the
1106front-end function called \cw{frontend_default_colour()} (see
1107\k{frontend-default-colour}). This allows \cw{colours()} to take
1108local configuration into account when deciding on its own colour
1109allocations. Most games use the front end's default colour as their
1110background, apart from a few which depend on drawing relief
1111highlights so they adjust the background colour if it's too light
1112for highlights to show up against it.
1113
1114\S{backend-anim-length} \cw{anim_length()}
1115
1116\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1117\c int dir, game_ui *ui);
1118
1119This function is called when a move is made, undone or redone. It is
1120given the old and the new \c{game_state}, and its job is to decide
1121whether the transition between the two needs to be animated or can
1122be instant.
1123
1124\c{oldstate} is the state that was current until this call;
1125\c{newstate} is the state that will be current after it. \c{dir}
1126specifies the chronological order of those states: if it is
1127positive, then the transition is the result of a move or a redo (and
1128so \c{newstate} is the later of the two moves), whereas if it is
1129negative then the transition is the result of an undo (so that
1130\c{newstate} is the \e{earlier} move).
1131
1132If this function decides the transition should be animated, it
1133returns the desired length of the animation in seconds. If not, it
1134returns zero.
1135
1136State changes as a result of a Restart operation are never animated;
1137the mid-end will handle them internally and never consult this
1138function at all. State changes as a result of Solve operations are
1139also not animated by default, although you can change this for a
1140particular game by setting a flag in \c{mouse_priorities}
1141(\k{backend-mouse-priorities}).
1142
1143The function is also passed a pointer to the local \c{game_ui}. It
1144may refer to information in here to help with its decision (see
1145\k{writing-conditional-anim} for an example of this), and/or it may
1146\e{write} information about the nature of the animation which will
1147be read later by \cw{redraw()}.
1148
1149When this function is called, it may rely on \cw{changed_state()}
1150having been called previously, so if \cw{anim_length()} needs to
1151refer to information in the \c{game_ui}, then \cw{changed_state()}
1152is a reliable place to have set that information up.
1153
1154Move animations do not inhibit further input events. If the user
1155continues playing before a move animation is complete, the animation
1156will be abandoned and the display will jump straight to the final
1157state.
1158
1159\S{backend-flash-length} \cw{flash_length()}
1160
1161\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1162\c int dir, game_ui *ui);
1163
1164This function is called when a move is completed. (\q{Completed}
1165means that not only has the move been made, but any animation which
1166accompanied it has finished.) It decides whether the transition from
1167\c{oldstate} to \c{newstate} merits a \q{flash}.
1168
1169A flash is much like a move animation, but it is \e{not} interrupted
1170by further user interface activity; it runs to completion in
1171parallel with whatever else might be going on on the display. The
1172only thing which will rush a flash to completion is another flash.
1173
1174The purpose of flashes is to indicate that the game has been
1175completed. They were introduced as a separate concept from move
1176animations because of Net: the habit of most Net players (and
1177certainly me) is to rotate a tile into place and immediately lock
1178it, then move on to another tile. When you make your last move, at
1179the instant the final tile is rotated into place the screen starts
1180to flash to indicate victory \dash but if you then press the lock
1181button out of habit, then the move animation is cancelled, and the
1182victory flash does not complete. (And if you \e{don't} press the
1183lock button, the completed grid will look untidy because there will
1184be one unlocked square.) Therefore, I introduced a specific concept
1185of a \q{flash} which is separate from a move animation and can
1186proceed in parallel with move animations and any other display
1187activity, so that the victory flash in Net is not cancelled by that
1188final locking move.
1189
1190The input parameters to \cw{flash_length()} are exactly the same as
1191the ones to \cw{anim_length()}.
1192
1193Just like \cw{anim_length()}, when this function is called, it may
1194rely on \cw{changed_state()} having been called previously, so if it
1195needs to refer to information in the \c{game_ui} then
1196\cw{changed_state()} is a reliable place to have set that
1197information up.
1198
1199(Some games use flashes to indicate defeat as well as victory;
1200Mines, for example, flashes in a different colour when you tread on
1201a mine from the colour it uses when you complete the game. In order
1202to achieve this, its \cw{flash_length()} function has to store a
1203flag in the \c{game_ui} to indicate which flash type is required.)
1204
1205\S{backend-redraw} \cw{redraw()}
1206
1207\c void (*redraw)(frontend *fe, game_drawstate *ds,
1208\c game_state *oldstate, game_state *newstate, int dir,
1209\c game_ui *ui, float anim_time, float flash_time);
1210
1211This function is responsible for actually drawing the contents of
1212the game window, and for redrawing every time the game state or the
1213\c{game_ui} changes.
1214
1215The parameter \c{fe} is a front end handle which may be passed to
1216the drawing API functions (see \k{drawing} for documentation of the
1217drawing API). This function may not save \c{fe} and use it
1218elsewhere; it must only use it for calling back to the drawing API
1219functions within its own lifetime.
1220
1221\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1222local \c{game_ui}.
1223
1224\c{newstate} is the semantically-current game state, and is always
1225non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1226a move has recently been made and the game is still in the process
1227of displaying an animation linking the old and new states; in this
1228situation, \c{anim_time} will give the length of time (in seconds)
1229that the animation has already been running. If \c{oldstate} is
1230\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1231to zero to avoid confusion).
1232
1233\c{flash_time}, if it is is non-zero, denotes that the game is in
1234the middle of a flash, and gives the time since the start of the
1235flash. See \k{backend-flash-length} for general discussion of
1236flashes.
1237
1238The very first time this function is called for a new
1239\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1240area. Since this often involves drawing visual furniture which is
1241never subsequently altered, it is often simplest to arrange this by
1242having a special \q{first time} flag in the draw state, and
1243resetting it after the first redraw.
1244
1245\H{backend-misc} Miscellaneous
1246
1247\S{backend-can-format-as-text} \c{can_format_as_text}
1248
1249\c int can_format_as_text;
1250
1251This boolean field is \cw{TRUE} if the game supports formatting a
1252game state as ASCII text (typically ASCII art) for copying to the
1253clipboard and pasting into other applications. If it is \cw{FALSE},
1254front ends will not offer the \q{Copy} command at all.
1255
1256If this field is \cw{FALSE}, the function \cw{text_format()}
1257(\k{backend-text-format}) is not expected to do anything at all.
1258
1259\S{backend-text-format} \cw{text_format()}
1260
1261\c char *(*text_format)(game_state *state);
1262
1263This function is passed a \c{game_state}, and returns a newly
1264allocated C string containing an ASCII representation of that game
1265state. It is used to implement the \q{Copy} operation in many front
1266ends.
1267
1268This function should only be called if the back end field
1269\c{can_format_as_text} (\k{backend-can-format-as-text}) is
1270\cw{TRUE}.
1271
1272The returned string may contain line endings (and will probably want
1273to), using the normal C internal \cq{\\n} convention. For
1274consistency between puzzles, all multi-line textual puzzle
1275representations should \e{end} with a newline as well as containing
1276them internally. (There are currently no puzzles which have a
1277one-line ASCII representation, so there's no precedent yet for
1278whether that should come with a newline or not.)
1279
1280\S{backend-wants-statusbar} \cw{wants_statusbar()}
1281
1282\c int (*wants_statusbar)(void);
1283
1284This function returns \cw{TRUE} if the puzzle has a use for a
1285textual status line (to display score, completion status, currently
1286active tiles, etc).
1287
1288(This should probably be a static boolean field rather than a
1289function. I don't remember why I did it this way. I probably ought
1290to change it.)
1291
1292\S{backend-is-timed} \c{is_timed}
1293
1294\c int is_timed;
1295
1296This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1297so, the mid-end will maintain a game timer while the user plays.
1298
1299If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1300called and need not do anything.
1301
1302\S{backend-timing-state} \cw{timing_state()}
1303
1304\c int (*timing_state)(game_state *state, game_ui *ui);
1305
1306This function is passed the current \c{game_state} and the local
1307\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1308be running.
1309
1310A typical use for the \c{game_ui} in this function is to note when
1311the game was first completed (by setting a flag in
1312\cw{changed_state()} \dash see \k{backend-changed-state}), and
1313freeze the timer thereafter so that the user can undo back through
1314their solution process without altering their time.
1315
1316\S{backend-mouse-priorities} \c{mouse_priorities}
1317
1318\c int mouse_priorities;
1319
1320This field is badly named. It is in fact a generic flags word. It
1321consists of the bitwise OR of the following flags:
1322
1323\dt \cw{BUTTON_BEATS(x,y)}
1324
1325\dd Given any \cw{x} and \cw{y} from the set (\cw{LEFT_BUTTON},
1326\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}), this macro evaluates to a
1327bit flag which indicates that when buttons \cw{x} and \cw{y} are
1328both pressed simultaneously, the mid-end should consider \cw{x} to
1329have priority. (In the absence of any such flags, the mid-end will
1330always consider the most recently pressed button to have priority.)
1331
1332\dt \cw{SOLVE_ANIMATES}
1333
1334\dd This flag indicates that moves generated by \cw{solve()}
1335(\k{backend-solve}) are candidates for animation just like any other
1336move. For most games, solve moves should not be animated, so the
1337mid-end doesn't even bother calling \cw{anim_length()}
1338(\k{backend-anim-length}), thus saving some special-case code in
1339each game. On the rare occasion that animated solve moves are
1340actually required, you can set this flag.
1341
1342\H{backend-initiative} Things a back end may do on its own initiative
1343
1344This section describes a couple of things that a back end may choose
1345to do by calling functions elsewhere in the program, which would not
1346otherwise be obvious.
1347
1348\S{backend-newrs} Create a random state
1349
1350If a back end needs random numbers at some point during normal play,
1351it can create a fresh \c{random_state} by first calling
1352\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1353the returned seed data to \cw{random_init()}.
1354
1355This is likely not to be what you want. If a puzzle needs randomness
1356in the middle of play, it's likely to be more sensible to store some
1357sort of random state within the \e{game_state}, so that the random
1358numbers are tied to the particular game state and hence the player
1359can't simply keep undoing their move until they get numbers they
1360like better.
1361
1362This facility is currently used only in Net, to implement the
1363\q{jumble} command, which sets every unlocked tile to a new random
1364orientation. This randomness \e{is} a reasonable use of the feature,
1365because it's non-adversarial \dash there's no advantage to the user
1366in getting different random numbers.
1367
1368\S{backend-supersede} Supersede its own game description
1369
1370In response to a move, a back end is (reluctantly) permitted to call
1371\cw{midend_supersede_game_desc()}:
1372
1373\c void midend_supersede_game_desc(midend_data *me,
1374\c char *desc, char *privdesc);
1375
1376When the user selects \q{New Game}, the mid-end calls
1377\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1378description, and (as well as using that to generate an initial game
1379state) stores it for the save file and for telling to the user. The
1380function above overwrites that game description, and also splits it
1381in two. \c{desc} becomes the new game description which is provided
1382to the user on request, and is also the one used to construct a new
1383initial game state if the user selects \q{Restart}. \c{privdesc} is
1384a \q{private} game description, used to reconstruct the game's
1385initial state when reloading.
1386
1387The distinction between the two, as well as the need for this
1388function at all, comes from Mines. Mines begins with a blank grid
1389and no idea of where the mines actually are; \cw{new_desc()} does
1390almost no work in interactive mode, and simply returns a string
1391encoding the \c{random_state}. When the user first clicks to open a
1392tile, \e{then} Mines generates the mine positions, in such a way
1393that the game is soluble from that starting point. Then it uses this
1394function to supersede the random-state game description with a
1395proper one. But it needs two: one containing the initial click
1396location (because that's what you want to happen if you restart the
1397game, and also what you want to send to a friend so that they play
1398\e{the same game} as you), and one without the initial click
1399location (because when you save and reload the game, you expect to
1400see the same blank initial state as you had before saving).
1401
1402I should stress again that this function is a horrid hack. Nobody
1403should use it if they're not Mines; if you think you need to use it,
1404think again repeatedly in the hope of finding a better way to do
1405whatever it was you needed to do.
1406
1407\C{drawing} The drawing API: front-end functions called from the
1408back end
1409
1410The back end function \cw{redraw()} (\k{backend-redraw}) is required
1411to draw the puzzle's graphics on the window's drawing area. To do
1412this portably, it is provided with a drawing API allowing it to talk
1413directly to the front end. In this chapter I document that API, both
1414for the benefit of back end authors trying to use it and for front
1415end authors trying to implement it.
1416
1417All of the drawing functions take a pointer to a \c{frontend}
1418structure, which is passed in to \cw{redraw()}.
1419
1420The puzzle window is indexed by pixel coordinates, with the top left
1421pixel defined as \cw{(0,0)} and the bottom right pixel
1422\cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1423values returned by the back end function \cw{compute_size()}
1424(\k{backend-compute-size}).
1425
1426\e{Puzzles may assume that the surface they draw on is persistent}.
1427It is the responsibility of every front end to preserve the puzzle's
1428window contents in the face of GUI window expose issues and similar.
1429It is not permissible to request the back end redraw any part of a
1430window that it has already drawn, unless something has actually
1431changed as a result of making moves in the puzzle.
1432
1433Most front ends accomplish this by having the drawing routines draw
1434on a stored bitmap rather than directly on the window, and copying
1435the bitmap to the window every time a part of the window needs to be
1436redrawn. Therefore, it is vitally important that whenever the back
1437end does any drawing it informs the front end of which parts of the
1438window it has accessed, and hence which parts need repainting. This
1439is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1440
1441\H{drawing-draw-rect} \cw{draw_rect()}
1442
1443\c void draw_rect(frontend *fe, int x, int y, int w, int h,
1444\c int colour);
1445
1446Draws a filled rectangle in the puzzle window.
1447
1448\c{x} and \c{y} give the coordinates of the top left pixel of the
1449rectangle. \c{w} and \c{h} give its width and height. Thus, the
1450horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1451inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1452inclusive.
1453
1454\c{colour} is an integer index into the colours array returned by
1455the back end function \cw{colours()} (\k{backend-colours}).
1456
1457There is no separate pixel-plotting function. If you want to plot a
1458single pixel, the approved method is to use \cw{draw_rect()} with
1459width and height set to 1.
1460
1461Unlike many of the other drawing functions, this function is
1462guaranteed to be pixel-perfect: the rectangle will be sharply
1463defined and not anti-aliased or anything like that.
1464
1465\H{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1466
1467\c void draw_rect_outline(frontend *fe, int x, int y, int w, int h,
1468\c int colour);
1469
1470Draws an outline rectangle in the puzzle window.
1471
1472\c{x} and \c{y} give the coordinates of the top left pixel of the
1473rectangle. \c{w} and \c{h} give its width and height. Thus, the
1474horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1475inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1476inclusive.
1477
1478\c{colour} is an integer index into the colours array returned by
1479the back end function \cw{colours()} (\k{backend-colours}).
1480
1481From a back end perspective, this function may be considered to be
1482part of the drawing API. However, front ends are not required to
1483implement it, since it is actually implemented centrally (in
1484\cw{misc.c}) as a wrapper on four calls to \cw{draw_line()}.
1485
1486\H{drawing-draw-line} \cw{draw_line()}
1487
1488\c void draw_line(frontend *fe, int x1, int y1, int x2, int y2,
1489\c int colour);
1490
1491Draws a straight line in the puzzle window.
1492
1493\c{x1} and \c{y1} give the coordinates of one end of the line.
1494\c{x2} and \c{y2} give the coordinates of the other end. The line
1495drawn includes both those points.
1496
1497\c{colour} is an integer index into the colours array returned by
1498the back end function \cw{colours()} (\k{backend-colours}).
1499
1500Some platforms may perform anti-aliasing on this function.
1501Therefore, do not assume that you can erase a line by drawing the
1502same line over it in the background colour; anti-aliasing might
1503lead to perceptible ghost artefacts around the vanished line.
1504
1505\H{drawing-draw-polygon} \cw{draw_polygon()}
1506
1507\c void draw_polygon(frontend *fe, int *coords, int npoints,
1508\c int fillcolour, int outlinecolour);
1509
1510Draws an outlined or filled polygon in the puzzle window.
1511
1512\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1513\c{x} and \c{y} coordinates of \c{npoints} vertices.
1514
1515\c{fillcolour} and \c{outlinecolour} are integer indices into the
1516colours array returned by the back end function \cw{colours()}
1517(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1518indicate that the polygon should be outlined only.
1519
1520The polygon defined by the specified list of vertices is first
1521filled in \c{fillcolour}, if specified, and then outlined in
1522\c{outlinecolour}.
1523
1524\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1525(and front ends are permitted to enforce this by assertion). This is
1526because different platforms disagree on whether a filled polygon
1527should include its boundary line or not, so drawing \e{only} a
1528filled polygon would have non-portable effects. If you want your
1529filled polygon not to have a visible outline, you must set
1530\c{outlinecolour} to the same as \c{fillcolour}.
1531
1532Some platforms may perform anti-aliasing on this function.
1533Therefore, do not assume that you can erase a polygon by drawing the
1534same polygon over it in the background colour. Also, be prepared for
1535the polygon to extend a pixel beyond its obvious bounding box as a
1536result of this; if you really need it not to do this to avoid
1537interfering with other delicate graphics, you should probably use
1538\cw{clip()} (\k{drawing-clip}).
1539
1540\H{drawing-draw-circle} \cw{draw_circle()}
1541
1542\c void draw_circle(frontend *fe, int cx, int cy, int radius,
1543\c int fillcolour, int outlinecolour);
1544
1545Draws an outlined or filled circle in the puzzle window.
1546
1547\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1548\c{radius} gives its radius. The total horizontal pixel extent of
1549the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1550the vertical extent similarly around \c{cy}.
1551
1552\c{fillcolour} and \c{outlinecolour} are integer indices into the
1553colours array returned by the back end function \cw{colours()}
1554(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1555indicate that the circle should be outlined only.
1556
1557The circle is first filled in \c{fillcolour}, if specified, and then
1558outlined in \c{outlinecolour}.
1559
1560\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1561(and front ends are permitted to enforce this by assertion). This is
1562because different platforms disagree on whether a filled circle
1563should include its boundary line or not, so drawing \e{only} a
1564filled circle would have non-portable effects. If you want your
1565filled circle not to have a visible outline, you must set
1566\c{outlinecolour} to the same as \c{fillcolour}.
1567
1568Some platforms may perform anti-aliasing on this function.
1569Therefore, do not assume that you can erase a circle by drawing the
1570same circle over it in the background colour. Also, be prepared for
1571the circle to extend a pixel beyond its obvious bounding box as a
1572result of this; if you really need it not to do this to avoid
1573interfering with other delicate graphics, you should probably use
1574\cw{clip()} (\k{drawing-clip}).
1575
1576\H{drawing-draw-text} \cw{draw_text()}
1577
1578\c void draw_text(frontend *fe, int x, int y, int fonttype,
1579\c int fontsize, int align, int colour, char *text);
1580
1581Draws text in the puzzle window.
1582
1583\c{x} and \c{y} give the coordinates of a point. The relation of
1584this point to the location of the text is specified by \c{align},
1585which is a bitwise OR of horizontal and vertical alignment flags:
1586
1587\dt \cw{ALIGN_VNORMAL}
1588
1589\dd Indicates that \c{y} is aligned with the baseline of the text.
1590
1591\dt \cw{ALIGN_VCENTRE}
1592
1593\dd Indicates that \c{y} is aligned with the vertical centre of the
1594text. (In fact, it's aligned with the vertical centre of normal
1595\e{capitalised} text: displaying two pieces of text with
1596\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1597baselines to be aligned with one another, even if one is an ascender
1598and the other a descender.)
1599
1600\dt \cw{ALIGN_HLEFT}
1601
1602\dd Indicates that \c{x} is aligned with the left-hand end of the
1603text.
1604
1605\dt \cw{ALIGN_HCENTRE}
1606
1607\dd Indicates that \c{x} is aligned with the horizontal centre of
1608the text.
1609
1610\dt \cw{ALIGN_HRIGHT}
1611
1612\dd Indicates that \c{x} is aligned with the right-hand end of the
1613text.
1614
1615\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1616monospaced or proportional font respectively. (No more detail than
1617that may be specified; it would only lead to portability issues
1618between different platforms.)
1619
1620\c{fontsize} is the desired size, in pixels, of the text. This size
1621corresponds to the overall point size of the text, not to any
1622internal dimension such as the cap-height.
1623
1624\c{colour} is an integer index into the colours array returned by
1625the back end function \cw{colours()} (\k{backend-colours}).
1626
1627\H{drawing-clip} \cw{clip()}
1628
1629\c void clip(frontend *fe, int x, int y, int w, int h);
1630
1631Establishes a clipping rectangle in the puzzle window.
1632
1633\c{x} and \c{y} give the coordinates of the top left pixel of the
1634clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1635the horizontal 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. (These are exactly the same semantics as
1638\cw{draw_rect()}.)
1639
1640After this call, no drawing operation will affect anything outside
1641the specified rectangle. The effect can be reversed by calling
1642\cw{unclip()} (\k{drawing-unclip}).
1643
1644Back ends should not assume that a clipping rectangle will be
1645automatically cleared up by the front end if it's left lying around;
1646that might work on current front ends, but shouldn't be relied upon.
1647Always explicitly call \cw{unclip()}.
1648
1649\H{drawing-unclip} \cw{unclip()}
1650
1651\c void unclip(frontend *fe);
1652
1653Reverts the effect of a previous call to \cw{clip()}. After this
1654call, all drawing operations will be able to affect the entire
1655puzzle window again.
1656
1657\H{drawing-draw-update} \cw{draw_update()}
1658
1659\c void draw_update(frontend *fe, int x, int y, int w, int h);
1660
1661Informs the front end that a rectangular portion of the puzzle
1662window has been drawn on and needs to be updated.
1663
1664\c{x} and \c{y} give the coordinates of the top left pixel of the
1665update rectangle. \c{w} and \c{h} give its width and height. Thus,
1666the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1667inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1668inclusive. (These are exactly the same semantics as
1669\cw{draw_rect()}.)
1670
1671The back end redraw function \e{must} call this function to report
1672any changes it has made to the window. Otherwise, those changes may
1673not become immediately visible, and may then appear at an
1674unpredictable subsequent time such as the next time the window is
1675covered and re-exposed.
1676
1677\H{drawing-status-bar} \cw{status_bar()}
1678
1679\c void status_bar(frontend *fe, char *text);
1680
1681Sets the text in the game's status bar to \c{text}.
1682
1683(This function is not exactly a \e{drawing} function, but it shares
1684with the drawing API the property that it may only be called from
1685within the back end redraw function, so this is as good a place as
1686any to document it.)
1687
1688Front ends implementing this function should not use the provided
1689text directly; they should call \cw{midend_rewrite_statusbar()}
1690(\k{midend-rewrite-statusbar}) to process it first.
1691
1692In a game which has a timer, this function is likely to be called
1693every time the timer goes off, i.e. many times a second. It is
1694therefore likely to be common that this function is called with
1695precisely the same text as the last time it was called. Front ends
1696may well wish to detect this common case and avoid bothering to do
1697anything. If they do, however, they \e{must} perform this check on
1698the value \e{returned} from \cw{midend_rewrite_statusbar()}, rather
1699than the value passed in to it (because the mid-end will frequently
1700update the status-bar timer without the back end's intervention).
1701
1702\H{drawing-blitter} Blitter functions
1703
1704This section describes a group of related function which save and
1705restore a section of the puzzle window. This is most commonly used
1706to implement user interfaces involving dragging a puzzle element
1707around the window: at the end of each call to \cw{redraw()}, if an
1708object is currently being dragged, the back end saves the window
1709contents under that location and then draws the dragged object, and
1710at the start of the next \cw{redraw()} the first thing it does is to
1711restore the background.
1712
1713The front end defines an opaque type called a \c{blitter}, which is
1714capable of storing a rectangular area of a specified size.
1715
1716\S{drawing-blitter-new} \cw{blitter_new()}
1717
1718\c blitter *blitter_new(int w, int h);
1719
1720Creates a new blitter object which stores a rectangle of size \c{w}
1721by \c{h} pixels. Returns a pointer to the blitter object.
1722
1723Blitter objects are best stored in the \c{game_drawstate}. A good
1724time to create them is in the \cw{set_size()} function
1725(\k{backend-set-size}), since it is at this point that you first
1726know how big a rectangle they will need to save.
1727
1728\S{drawing-blitter-free} \cw{blitter_free()}
1729
1730\c void blitter_free(blitter *bl);
1731
1732Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1733(However, check that the blitter object is not \cw{NULL} before
1734attempting to free it; it is possible that a draw state might be
1735created and freed without ever having \cw{set_size()} called on it
1736in between.)
1737
1738\S{drawing-blitter-save} \cw{blitter_save()}
1739
1740\c void blitter_save(frontend *fe, blitter *bl, int x, int y);
1741
1742This is a true drawing API function, in that it may only be called
1743from within the game redraw routine. It saves a rectangular portion
1744of the puzzle window into the specified blitter object.
1745
1746\c{x} and \c{y} give the coordinates of the top left corner of the
1747saved rectangle. The rectangle's width and height are the ones
1748specified when the blitter object was created.
1749
1750This function is required to cope and do the right thing if \c{x}
1751and \c{y} are out of range. (The right thing probably means saving
1752whatever part of the blitter rectangle overlaps with the visible
1753area of the puzzle window.)
1754
1755\S{drawing-blitter-load} \cw{blitter_load()}
1756
1757\c void blitter_load(frontend *fe, blitter *bl, int x, int y);
1758
1759This is a true drawing API function, in that it may only be called
1760from within the game redraw routine. It restores a rectangular
1761portion of the puzzle window from the specified blitter object.
1762
1763\c{x} and \c{y} give the coordinates of the top left corner of the
1764rectangle to be restored. The rectangle's width and height are the
1765ones specified when the blitter object was created.
1766
1767Alternatively, you can specify both \c{x} and \c{y} as the special
1768value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1769restored to exactly where it was saved from. (This is probably what
1770you want to do almost all the time, if you're using blitters to
1771implement draggable puzzle elements.)
1772
1773This function is required to cope and do the right thing if \c{x}
1774and \c{y} (or the equivalent ones saved in the blitter) are out of
1775range. (The right thing probably means restoring whatever part of
1776the blitter rectangle overlaps with the visible area of the puzzle
1777window.)
1778
1779If this function is called on a blitter which had previously been
1780saved from a partially out-of-range rectangle, then the parts of the
1781saved bitmap which were not visible at save time are undefined. If
1782the blitter is restored to a different position so as to make those
1783parts visible, the effect on the drawing area is undefined.
1784
1785\H{drawing-midend} Additional functions only called by the mid-end
1786
1787The two functions documented in this section are part of the drawing
1788API as seen by a front end, but are not needed by the back end. The
1789mid-end calls these functions before and after calling the back end
1790redraw function.
1791
1792\S{drawing-start-draw} \cw{start_draw()}
1793
1794\c void start_draw(frontend *fe);
1795
1796This function is called before any drawing takes place. It allows
1797the front end to initialise any temporary data required to draw
1798with, such as device contexts.
1799
1800\S{drawing-end-draw} \cw{end_draw()}
1801
1802\c void end_draw(frontend *fe);
1803
1804This function is called at the end of drawing. It allows the front
1805end to do cleanup tasks such as deallocating device contexts and
1806scheduling appropriate GUI redraw events.
1807
1808\H{frontend-default-colour} \cw{frontend_default_colour()}
1809
1810\c void frontend_default_colour(frontend *fe, float *output);
1811
1812This function expects to be passed a pointer to an array of three
1813\cw{float}s. It returns the platform's local preferred background
1814colour in those three floats, as red, green and blue values (in that
1815order) ranging from \cw{0.0} to \cw{1.0}.
1816
1817This function should only ever be called by the back end function
1818\cw{colours()} (\k{backend-colours}). (Thus, it isn't a drawing API
1819function as such, but it's a front end function of interest to
1820puzzle implementors so it's probably best in this section.)
1821
1822\C{midend} The API provided by the mid-end
1823
1824This chapter documents the API provided by the mid-end to be called
1825by the front end. You probably only need to read this if you are a
1826front end implementor, i.e. you are porting Puzzles to a new
1827platform. If you're only interested in writing new puzzles, you can
1828safely skip this chapter.
1829
1830All the persistent state in the mid-end is encapsulated within a
1831\c{midend_data} structure, to facilitate having multiple mid-ends in
1832any port which supports multiple puzzle windows open simultaneously.
1833Each \c{midend_data} is intended to handle the contents of a single
1834puzzle window.
1835
1836\H{midend-new} \cw{midend_new()}
1837
1838\c midend_data *midend_new(frontend *fe, const game *ourgame);
1839
1840Allocates and returns a new mid-end structure.
1841
1842The \c{fe} argument is stored in the mid-end. It will be used when
1843calling back to functions such as \cw{activate_timer()}
1844(\k{frontend-activate-timer}), and will be passed on to back end
1845functions such as \cw{colours()} (\k{backend-colours}) and
1846\cw{redraw()} (\k{backend-redraw}). The latter, of course, means
1847that the front end can expect to receive this pointer in calls to
1848the entire drawing API (\k{drawing}).
1849
1850The \c{ourgame} argument points to a container structure describing
1851a game back end. The mid-end thus created will only be capable of
1852handling that one game. (So even in a monolithic front end
1853containing all the games, this imposes the constraint that any
1854individual puzzle window is tied to a single game. Unless, of
1855course, you feel brave enough to change the mid-end for the window
1856without closing the window...)
1857
1858\H{midend-free} \cw{midend_free()}
1859
1860\c void midend_free(midend_data *me);
1861
1862Frees a mid-end structure and all its associated data.
1863
1864\H{midend-set-params} \cw{midend_set_params()}
1865
1866\c void midend_set_params(midend_data *me, game_params *params);
1867
1868Sets the current game parameters for a mid-end. Subsequent games
1869generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
1870these parameters until further notice.
1871
1872The usual way in which the front end will have an actual
1873\c{game_params} structure to pass to this function is if it had
1874previously got it from \cw{midend_fetch_preset()}
1875(\k{midend-fetch-preset}). Thus, this function is usually called in
1876response to the user making a selection from the presets menu.
1877
1878\H{midend-size} \cw{midend_size()}
1879
1880\c void midend_size(midend_data *me, int *x, int *y, int expand);
1881
1882Tells the mid-end to figure out its window size.
1883
1884On input, \c{*x} and \c{*y} should contain the maximum or requested
1885size for the window. (Typically this will be the size of the screen
1886that the window has to fit on, or similar.) The mid-end will
1887repeatedly call the back end function \cw{compute_size()}
1888(\k{backend-compute-size}), searching for a tile size that best
1889satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
1890the size needed for the puzzle window's drawing area. (It is of
1891course up to the front end to adjust this for any additional window
1892furniture such as menu bars and window borders, if necessary. The
1893status bar is also not included in this size.)
1894
1895If \c{expand} is set to \cw{FALSE}, then the game's tile size will
1896never go over its preferred one. This is the recommended approach
1897when opening a new window at default size: the game will use its
1898preferred size unless it has to use a smaller one to fit on the
1899screen.
1900
1901If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
1902which approximates the input size \e{as closely as possible}, and
1903will go over the game's preferred tile size if necessary to achieve
1904this. Use this option if you want your front end to support dynamic
1905resizing of the puzzle window with automatic scaling of the puzzle
1906to fit.
1907
1908The mid-end will try as hard as it can to return a size which is
1909less than or equal to the input size, in both dimensions. In extreme
1910circumstances it may fail (if even the lowest possible tile size
1911gives window dimensions greater than the input), in which case it
1912will return a size greater than the input size. Front ends should be
1913prepared for this to happen (i.e. don't crash or fail an assertion),
1914but may handle it in any way they see fit: by rejecting the game
1915parameters which caused the problem, by opening a window larger than
1916the screen regardless of inconvenience, by introducing scroll bars
1917on the window, by drawing on a large bitmap and scaling it into a
1918smaller window, or by any other means you can think of. It is likely
1919that when the tile size is that small the game will be unplayable
1920anyway, so don't put \e{too} much effort into handling it
1921creatively.
1922
1923If your platform has no limit on window size (or if you're planning
1924to use scroll bars for large puzzles), you can pass dimensions of
1925\cw{INT_MAX} as input to this function. You should probably not do
1926that \e{and} set the \c{expand} flag, though!
1927
1928\H{midend-new-game} \cw{midend_new_game()}
1929
1930\c void midend_new_game(midend_data *me);
1931
1932Causes the mid-end to begin a new game. Normally the game will be a
1933new randomly generated puzzle. However, if you have previously
1934called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
1935generated might be dictated by the results of those functions. (In
1936particular, you \e{must} call \cw{midend_new_game()} after calling
1937either of those functions, or else no immediate effect will be
1938visible.)
1939
1940You will probably need to call \cw{midend_size()} after calling this
1941function, because if the game parameters have been changed since the
1942last new game then the window size might need to change. (If you
1943know the parameters \e{haven't} changed, you don't need to do this.)
1944
1945This function will create a new \c{game_drawstate}, but does not
1946actually perform a redraw (since you often need to call
1947\cw{midend_size()} before the redraw can be done). So after calling
1948this function and after calling \cw{midend_size()}, you should then
1949call \cw{midend_redraw()}. (It is not necessary to call
1950\cw{midend_force_redraw()}; that will discard the draw state and
1951create a fresh one, which is unnecessary in this case since there's
1952a fresh one already. It would work, but it's usually excessive.)
1953
1954\H{midend-restart-game} \cw{midend_restart_game()}
1955
1956\c void midend_restart_game(midend_data *me);
1957
1958This function causes the current game to be restarted. This is done
1959by placing a new copy of the original game state on the end of the
1960undo list (so that an accidental restart can be undone).
1961
1962This function automatically causes a redraw, i.e. the front end can
1963expect its drawing API to be called from \e{within} a call to this
1964function.
1965
1966\H{midend-force-redraw} \cw{midend_force_redraw()}
1967
1968\c void midend_force_redraw(midend_data *me);
1969
1970Forces a complete redraw of the puzzle window, by means of
1971discarding the current \c{game_drawstate} and creating a new one
1972from scratch before calling the game's \cw{redraw()} function.
1973
1974The front end can expect its drawing API to be called from within a
1975call to this function.
1976
1977\H{midend-redraw} \cw{midend_redraw()}
1978
1979\c void midend_redraw(midend_data *me);
1980
1981Causes a partial redraw of the puzzle window, by means of simply
1982calling the game's \cw{redraw()} function. (That is, the only things
1983redrawn will be things that have changed since the last redraw.)
1984
1985The front end can expect its drawing API to be called from within a
1986call to this function.
1987
1988\H{midend-process-key} \cw{midend_process_key()}
1989
1990\c int midend_process_key(midend_data *me, int x, int y, int button);
1991
1992The front end calls this function to report a mouse or keyboard
1993event. The parameters \c{x}, \c{y} and \c{button} are almost
1994identical to the ones passed to the back end function
1995\cw{interpret_move()} (\k{backend-interpret-move}), except that the
1996front end is \e{not} required to provide the guarantees about mouse
1997event ordering. The mid-end will sort out multiple simultaneous
1998button presses and changes of button; the front end's responsibility
1999is simply to pass on the mouse events it receives as accurately as
2000possible.
2001
2002(Some platforms may need to emulate absent mouse buttons by means of
2003using a modifier key such as Shift with another mouse button. This
2004tends to mean that if Shift is pressed or released in the middle of
2005a mouse drag, the mid-end will suddenly stop receiving, say,
2006\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2007intervening button release or press events. This too is something
2008which the mid-end will sort out for you; the front end has no
2009obligation to maintain sanity in this area.)
2010
2011The front end \e{should}, however, always eventually send some kind
2012of button release. On some platforms this requires special effort:
2013Windows, for example, requires a call to the system API function
2014\cw{SetCapture()} in order to ensure that your window receives a
2015mouse-up event even if the pointer has left the window by the time
2016the mouse button is released. On any platform that requires this
2017sort of thing, the front end \e{is} responsible for doing it.
2018
2019Calling this function is very likely to result in calls back to the
2020front end's drawing API and/or \cw{activate_timer()}
2021(\k{frontend-activate-timer}).
2022
2023\H{midend-colours} \cw{midend_colours()}
2024
2025\c float *midend_colours(midend_data *me, int *ncolours);
2026
2027Returns an array of the colours required by the game, in exactly the
2028same format as that returned by the back end function \cw{colours()}
2029(\k{backend-colours}). Front ends should call this function rather
2030than calling the back end's version directly, since the mid-end adds
2031standard customisation facilities. (At the time of writing, those
2032customisation facilities are implemented hackily by means of
2033environment variables, but it's not impossible that they may become
2034more full and formal in future.)
2035
2036\H{midend-timer} \cw{midend_timer()}
2037
2038\c void midend_timer(midend_data *me, float tplus);
2039
2040If the mid-end has called \cw{activate_timer()}
2041(\k{frontend-activate-timer}) to request regular callbacks for
2042purposes of animation or timing, this is the function the front end
2043should call on a regular basis. The argument \c{tplus} gives the
2044time, in seconds, since the last time either this function was
2045called or \cw{activate_timer()} was invoked.
2046
2047One of the major purposes of timing in the mid-end is to perform
2048move animation. Therefore, calling this function is very likely to
2049result in calls back to the front end's drawing API.
2050
2051\H{midend-num-presets} \cw{midend_num_presets()}
2052
2053\c int midend_num_presets(midend_data *me);
2054
2055Returns the number of game parameter presets supplied by this game.
2056Front ends should use this function and \cw{midend_fetch_preset()}
2057to configure their presets menu rather than calling the back end
2058directly, since the mid-end adds standard customisation facilities.
2059(At the time of writing, those customisation facilities are
2060implemented hackily by means of environment variables, but it's not
2061impossible that they may become more full and formal in future.)
2062
2063\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2064
2065\c void midend_fetch_preset(midend_data *me, int n,
2066\c char **name, game_params **params);
2067
2068Returns one of the preset game parameter structures for the game. On
2069input \c{n} must be a non-negative integer and less than the value
2070returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2071to an ASCII string suitable for entering in the game's presets menu,
2072and \c{*params} is set to the corresponding \c{game_params}
2073structure.
2074
2075Both of the two output values are dynamically allocated, but they
2076are owned by the mid-end structure: the front end should not ever
2077free them directly, because they will be freed automatically during
2078\cw{midend_free()}.
2079
2080\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2081
2082\c int midend_wants_statusbar(midend_data *me);
2083
2084This function returns \cw{TRUE} if the puzzle has a use for a
2085textual status line (to display score, completion status, currently
2086active tiles, time, or anything else).
2087
2088Front ends should call this function rather than talking directly to
2089the back end.
2090
2091\H{midend-get-config} \cw{midend_get_config()}
2092
2093\c config_item *midend_get_config(midend_data *me, int which,
2094\c char **wintitle);
2095
2096Returns a dialog box description for user configuration.
2097
2098On input, \cw{which} should be set to one of three values, which
2099select which of the various dialog box descriptions is returned:
2100
2101\dt \cw{CFG_SETTINGS}
2102
2103\dd Requests the GUI parameter configuration box generated by the
2104puzzle itself. This should be used when the user selects \q{Custom}
2105from the game types menu (or equivalent). The mid-end passes this
2106request on to the back end function \cw{configure()}
2107(\k{backend-configure}).
2108
2109\dt \cw{CFG_DESC}
2110
2111\dd Requests a box suitable for entering a descriptive game ID (and
2112viewing the existing one). The mid-end generates this dialog box
2113description itself. This should be used when the user selects
2114\q{Specific} from the game menu (or equivalent).
2115
2116\dt \cw{CFG_SEED}
2117
2118\dd Requests a box suitable for entering a random-seed game ID (and
2119viewing the existing one). The mid-end generates this dialog box
2120description itself. This should be used when the user selects
2121\q{Random Seed} from the game menu (or equivalent).
2122
2123The returned value is an array of \cw{config_item}s, exactly as
2124described in \k{backend-configure}. Another returned value is an
2125ASCII string giving a suitable title for the configuration window,
2126in \c{*wintitle}.
2127
2128Both returned values are dynamically allocated and will need to be
2129freed. The window title can be freed in the obvious way; the
2130\cw{config_item} array is a slightly complex structure, so a utility
2131function \cw{free_cfg()} is provided to free it for you. See
2132\k{utils-free-cfg}.
2133
2134(Of course, you will probably not want to free the \cw{config_item}
2135array until the dialog box is dismissed, because before then you
2136will probably need to pass it to \cw{midend_set_config}.)
2137
2138\H{midend-set-config} \cw{midend_set_config()}
2139
2140\c char *midend_set_config(midend_data *me, int which,
2141\c config_item *cfg);
2142
2143Passes the mid-end the results of a configuration dialog box.
2144\c{which} should have the same value which it had when
2145\cw{midend_get_config()} was called; \c{cfg} should be the array of
2146\c{config_item}s returned from \cw{midend_get_config()}, modified to
2147contain the results of the user's editing operations.
2148
2149This function returns \cw{NULL} on success, or otherwise (if the
2150configuration data was in some way invalid) an ASCII string
2151containing an error message suitable for showing to the user.
2152
2153If the function succeeds, it is likely that the game parameters will
2154have been changed and it is certain that a new game will be
2155requested. The front end should therefore call
2156\cw{midend_new_game()}, and probably also re-think the window size
2157using \cw{midend_size()} and eventually perform a refresh using
2158\cw{midend_redraw()}.
2159
2160\H{midend-game-id} \cw{midend_game_id()}
2161
2162\c char *midend_game_id(midend_data *me, char *id);
2163
2164Passes the mid-end a string game ID (of any of the valid forms
2165\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2166mid-end will process and use for the next generated game.
2167
2168This function returns \cw{NULL} on success, or otherwise (if the
2169configuration data was in some way invalid) an ASCII string
2170containing an error message (not dynamically allocated) suitable for
2171showing to the user. In the event of an error, the mid-end's
2172internal state will be left exactly as it was before the call.
2173
2174If the function succeeds, it is likely that the game parameters will
2175have been changed and it is certain that a new game will be
2176requested. The front end should therefore call
2177\cw{midend_new_game()}, and probably also re-think the window size
2178using \cw{midend_size()} and eventually case a refresh using
2179\cw{midend_redraw()}.
2180
2181\H{midend-text-format} \cw{midend_text_format()}
2182
2183\c char *midend_text_format(midend_data *me);
2184
2185Formats the current game's current state as ASCII text suitable for
2186copying to the clipboard. The returned string is dynamically
2187allocated.
2188
2189You should not call this function if the game's
2190\c{can_format_as_text} flag is \cw{FALSE}.
2191
2192If the returned string contains multiple lines (which is likely), it
2193will use the normal C line ending convention (\cw{\\n} only). On
2194platforms which use a different line ending convention for data in
2195the clipboard, it is the front end's responsibility to perform the
2196conversion.
2197
2198\H{midend-solve} \cw{midend_solve()}
2199
2200\c char *midend_solve(midend_data *me);
2201
2202Requests the mid-end to perform a Solve operation.
2203
2204On success, \cw{NULL} is returned. On failure, an error message (not
2205dynamically allocated) is returned, suitable for showing to the
2206user.
2207
2208The front end can expect its drawing API and/or
2209\cw{activate_timer()} to be called from within a call to this
2210function.
2211
2212\H{midend-rewrite-statusbar} \cw{midend_rewrite_statusbar()}
2213
2214\c char *midend_rewrite_statusbar(midend_data *me, char *text);
2215
2216The front end should call this function from within
2217\cw{status_bar()} (\k{drawing-status-bar}). It should be passed the
2218string that was passed by the back end to \cw{status_bar()}; it will
2219return a dynamically allocated string adjusted by the mid-end.
2220(Specifically, adjusted to include the timer if the game is a timed
2221one.) The returned value should be placed in the actual status bar
2222in place of the input value.
2223
2224(This is a nasty piece of architecture; I apologise for it. It would
2225seem a lot more pleasant to have the back end pass its status bar
2226text to the mid-end, which in turn would rewrite it and pass it on
2227to the front end, so that each front end needed to do nothing
2228strange. The main reason why I haven't done this is because it means
2229the back end redraw function would need to be passed a mid-end
2230pointer \e{as well} as a front end pointer, which seemed like an
2231excessive proliferation of opaque handles. The only way to avoid
2232that proliferation would be to have all the drawing API functions
2233also gatewayed through the mid-end, and that seemed like an
2234excessive proliferation of wrapper functions. The current setup
2235isn't nice, but it has minimal impact and I'm unconvinced that any
2236of the other options are an improvement.)
2237
2238\H{midend-serialise} \cw{midend_serialise()}
2239
2240\c void midend_serialise(midend_data *me,
2241\c void (*write)(void *ctx, void *buf, int len),
2242\c void *wctx);
2243
2244Calling this function causes the mid-end to convert its entire
2245internal state into a long ASCII text string, and to pass that
2246string (piece by piece) to the supplied \c{write} function.
2247
2248Desktop implementations can use this function to save a game in any
2249state (including half-finished) to a disk file, by supplying a
2250\c{write} function which is a wrapper on \cw{fwrite()} (or local
2251equivalent). Other implementations may find other uses for it, such
2252as compressing the large and sprawling mid-end state into a
2253manageable amount of memory when a palmtop application is suspended
2254so that another one can run; in this case \cw{write} might want to
2255write to a memory buffer rather than a file. There may be other uses
2256for it as well.
2257
2258This function will call back to the supplied \c{write} function a
2259number of times, with the first parameter (\c{ctx}) equal to
2260\c{wctx}, and the other two parameters pointing at a piece of the
2261output string.
2262
2263\H{midend-deserialise} \cw{midend_deserialise()}
2264
2265\c char *midend_deserialise(midend_data *me,
2266\c int (*read)(void *ctx, void *buf, int len),
2267\c void *rctx);
2268
2269This function is the counterpart to \cw{midend_serialise()}. It
2270calls the supplied \cw{read} function repeatedly to read a quantity
2271of data, and attempts to interpret that data as a serialised mid-end
2272as output by \cw{midend_serialise()}.
2273
2274The \cw{read} function is called with the first parameter (\c{ctx})
2275equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2276into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2277on failure or \cw{TRUE} on success. It should not report success
2278unless it has filled the entire buffer; on platforms which might be
2279reading from a pipe or other blocking data source, \c{read} is
2280responsible for looping until the whole buffer has been filled.
2281
2282If the de-serialisation operation is successful, the mid-end's
2283internal data structures will be replaced by the results of the
2284load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2285will be completely unchanged and an error message (typically some
2286variation on \q{save file is corrupt}) will be returned. As usual,
2287the error message string is not dynamically allocated.
2288
2289If this function succeeds, it is likely that the game parameters
2290will have been changed. The front end should therefore probably
2291re-think the window size using \cw{midend_size()}, and probably
2292cause a refresh using \cw{midend_redraw()}.
2293
2294Because each mid-end is tied to a specific game back end, this
2295function will fail if you attempt to read in a save file generated
2296by a different game from the one configured in this mid-end, even if
2297your application is a monolithic one containing all the puzzles. (It
2298would be pretty easy to write a function which would look at a save
2299file and determine which game it was for; any front end implementor
2300who needs such a function can probably be accommodated.)
2301
2302\H{frontend-backend} Direct reference to the back end structure by
2303the front end
2304
2305Although \e{most} things the front end needs done should be done by
2306calling the mid-end, there are a few situations in which the front
2307end needs to refer directly to the game back end structure.
2308
2309The most obvious of these is
2310
2311\b passing the game back end as a parameter to \cw{midend_new()}.
2312
2313There are a few other back end features which are not wrapped by the
2314mid-end because there didn't seem much point in doing so:
2315
2316\b fetching the \c{name} field to use in window titles and similar
2317
2318\b reading the \c{can_configure}, \c{can_solve} and
2319\c{can_format_as_text} fields to decide whether to add those items
2320to the menu bar or equivalent
2321
2322\b reading the \c{winhelp_topic} field (Windows only)
2323
2324\b the GTK front end provides a \cq{--generate} command-line option
2325which directly calls the back end to do most of its work. This is
2326not really part of the main front end code, though, and I'm not sure
2327it counts.
2328
2329In order to find the game back end structure, the front end does one
2330of two things:
2331
2332\b If the particular front end is compiling a separate binary per
2333game, then the back end structure is a global variable with the
2334standard name \cq{thegame}:
2335
2336\lcont{
2337
2338\c extern const game thegame;
2339
2340}
2341
2342\b If the front end is compiled as a monolithic application
2343containing all the puzzles together (in which case the preprocessor
2344symbol \cw{COMBINED} must be defined when compiling most of the code
2345base), then there will be two global variables defined:
2346
2347\lcont{
2348
2349\c extern const game *gamelist[];
2350\c extern const int gamecount;
2351
2352\c{gamelist} will be an array of \c{gamecount} game structures,
2353declared in the source module \c{list.c}. The application should
2354search that array for the game it wants, probably by reaching into
2355each game structure and looking at its \c{name} field.
2356
2357}
2358
2359\H{frontend-api} Mid-end to front-end calls
2360
2361This section describes the small number of functions which a front
2362end must provide to be called by the mid-end or other standard
2363utility modules.
2364
2365\H{frontend-get-random-seed} \cw{get_random_seed()}
2366
2367\c void get_random_seed(void **randseed, int *randseedsize);
2368
2369This function is called by a new mid-end, and also occasionally by
2370game back ends. Its job is to return a piece of data suitable for
2371using as a seed for initialisation of a new \c{random_state}.
2372
2373On exit, \c{*randseed} should be set to point at a newly allocated
2374piece of memory containing some seed data, and \c{*randseedsize}
2375should be set to the length of that data.
2376
2377A simple and entirely adequate implementation is to return a piece
2378of data containing the current system time at the highest
2379conveniently available resolution.
2380
2381\H{frontend-activate-timer} \cw{activate_timer()}
2382
2383\c void activate_timer(frontend *fe);
2384
2385This is called by the mid-end to request that the front end begin
2386calling it back at regular intervals.
2387
2388The timeout interval is left up to the front end; the finer it is,
2389the smoother move animations will be, but the more CPU time will be
2390used. Current front ends use values around 20ms (i.e. 50Hz).
2391
2392After this function is called, the mid-end will expect to receive
2393calls to \cw{midend_timer()} on a regular basis.
2394
2395\H{frontend-deactivate-timer} \cw{deactivate_timer()}
2396
2397\c void deactivate_timer(frontend *fe);
2398
2399This is called by the mid-end to request that the front end stop
2400calling \cw{midend_timer()}.
2401
2402\H{frontend-fatal} \cw{fatal()}
2403
2404\c void fatal(char *fmt, ...);
2405
2406This is called by some utility functions if they encounter a
2407genuinely fatal error such as running out of memory. It is a
2408variadic function in the style of \cw{printf()}, and is expected to
2409show the formatted error message to the user any way it can and then
2410terminate the application. It must not return.
2411
2412\C{utils} Utility APIs
2413
2414This chapter documents a variety of utility APIs provided for the
2415general use of the rest of the Puzzles code.
2416
2417\H{utils-random} Random number generation
2418
2419Platforms' local random number generators vary widely in quality and
2420seed size. Puzzles therefore supplies its own high-quality random
2421number generator, with the additional advantage of giving the same
2422results if fed the same seed data on different platforms. This
2423allows game random seeds to be exchanged between different ports of
2424Puzzles and still generate the same games.
2425
2426Unlike the ANSI C \cw{rand()} function, the Puzzles random number
2427generator has an \e{explicit} state object called a
2428\c{random_state}. One of these is managed by each mid-end, for
2429example, and passed to the back end to generate a game with.
2430
2431\S{utils-random-init} \cw{random_init()}
2432
2433\c random_state *random_init(char *seed, int len);
2434
2435Allocates, initialises and returns a new \c{random_state}. The input
2436data is used as the seed for the random number stream (i.e. using
2437the same seed at a later time will generate the same stream).
2438
2439The seed data can be any data at all; there is no requirement to use
2440printable ASCII, or NUL-terminated strings, or anything like that.
2441
2442\S{utils-random-free} \cw{random_free()}
2443
2444\c void random_free(random_state *state);
2445
2446Frees a \c{random_state}.
2447
2448\S{utils-random-bits} \cw{random_bits()}
2449
2450\c unsigned long random_bits(random_state *state, int bits);
2451
2452Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
2453should be between 1 and 32 inclusive.
2454
2455\S{utils-random-upto} \cw{random_upto()}
2456
2457\c unsigned long random_upto(random_state *state, unsigned long limit);
2458
2459Returns a random number from 0 to \cw{limit-1} inclusive.
2460
2461\S{utils-random-state-encode} \cw{random_state_encode()}
2462
2463\c char *random_state_encode(random_state *state);
2464
2465Encodes the entire contents of a \c{random_state} in printable
2466ASCII. Returns a dynamically allocated string containing that
2467encoding. This can subsequently be passed to
2468\cw{random_state_decode()} to reconstruct the same \c{random_state}.
2469
2470\S{utils-random-state-decode} \cw{random_state_decode()}
2471
2472\c random_state *random_state_decode(char *input);
2473
2474Decodes a string generated by \cw{random_state_encode()} and
2475reconstructs an equivalent \c{random_state} to the one encoded, i.e.
2476it should produce the same stream of random numbers.
2477
2478This function has no error reporting; if you pass it an invalid
2479string it will simply generate an arbitrary random state, which may
2480turn out to be noticeably non-random.
2481
2482\S{utils-shuffle} \cw{shuffle()}
2483
2484\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
2485
2486Shuffles an array into a random order. The interface is much like
2487ANSI C \cw{qsort()}, except that there's no need for a compare
2488function.
2489
2490\c{array} is a pointer to the first element of the array. \c{nelts}
2491is the number of elements in the array; \c{eltsize} is the size of a
2492single element (typically measured using \c{sizeof}). \c{rs} is a
2493\c{random_state} used to generate all the random numbers for the
2494shuffling process.
2495
2496\H{utils-alloc} Memory allocation
2497
2498Puzzles has some central wrappers on the standard memory allocation
2499functions, which provide compile-time type checking, and run-time
2500error checking by means of quitting the application if it runs out
2501of memory. This doesn't provide the best possible recovery from
2502memory shortage, but on the other hand it greatly simplifies the
2503rest of the code, because nothing else anywhere needs to worry about
2504\cw{NULL} returns from allocation.
2505
2506\S{utils-snew} \cw{snew()}
2507
2508\c var = snew(type);
2509\e iii iiii
2510
2511This macro takes a single argument which is a \e{type name}. It
2512allocates space for one object of that type. If allocation fails it
2513will call \cw{fatal()} and not return; so if it does return, you can
2514be confident that its return value is non-\cw{NULL}.
2515
2516The return value is cast to the specified type, so that the compiler
2517will type-check it against the variable you assign it into. Thus,
2518this ensures you don't accidentally allocate memory the size of the
2519wrong type and assign it into a variable of the right one (or vice
2520versa!).
2521
2522\S{utils-snewn} \cw{snewn()}
2523
2524\c var = snewn(n, type);
2525\e iii iiii
2526
2527This macro is the array form of \cw{snew()}. It takes two arguments;
2528the first is a number, and the second is a type name. It allocates
2529space for that many objects of that type, and returns a type-checked
2530non-\cw{NULL} pointer just as \cw{snew()} does.
2531
2532\S{utils-sresize} \cw{sresize()}
2533
2534\c var = sresize(var, n, type);
2535\e iii iii i iiii
2536
2537This macro is a type-checked form of \cw{realloc()}. It takes three
2538arguments: an input memory block, a new size in elements, and a
2539type. It re-sizes the input memory block to a size sufficient to
2540contain that many elements of that type. It returns a type-checked
2541non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
2542
2543The input memory block can be \cw{NULL}, in which case this function
2544will behave exactly like \cw{snewn()}. (In principle any
2545ANSI-compliant \cw{realloc()} implementation ought to cope with
2546this, but I've never quite trusted it to work everywhere.)
2547
2548\S{utils-sfree} \cw{sfree()}
2549
2550\c void sfree(void *p);
2551
2552This function is pretty much equivalent to \cw{free()}. It is
2553provided with a dynamically allocated block, and frees it.
2554
2555The input memory block can be \cw{NULL}, in which case this function
2556will do nothing. (In principle any ANSI-compliant \cw{free()}
2557implementation ought to cope with this, but I've never quite trusted
2558it to work everywhere.)
2559
2560\S{utils-dupstr} \cw{dupstr()}
2561
2562\c char *dupstr(const char *s);
2563
2564This function dynamically allocates a duplicate of a C string. Like
2565the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
2566not return at all.
2567
2568(Many platforms provide the function \cw{strdup()}. As well as
2569guaranteeing never to return \cw{NULL}, my version has the advantage
2570of being defined \e{everywhere}, rather than inconveniently not
2571quite everywhere.)
2572
2573\S{utils-free-cfg} \cw{free_cfg()}
2574
2575\c void free_cfg(config_item *cfg);
2576
2577This function correctly frees an array of \c{config_item}s,
2578including walking the array until it gets to the end and freeing
2579precisely those \c{sval} fields which are expected to be dynamically
2580allocated.
2581
2582(See \k{backend-configure} for details of the \c{config_item}
2583structure.)
2584
2585\H{utils-tree234} Sorted and counted tree functions
2586
2587Many games require complex algorithms for generating random puzzles,
2588and some require moderately complex algorithms even during play. A
2589common requirement during these algorithms is for a means of
2590maintaining sorted or unsorted lists of items, such that items can
2591be removed and added conveniently.
2592
2593For general use, Puzzles provides the following set of functions
2594which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
2595tree structure, with the property that all lookups, insertions,
2596deletions, splits and joins can be done in \cw{O(log N)} time.)
2597
2598All these functions expect you to be storing a tree of \c{void *}
2599pointers. You can put anything you like in those pointers.
2600
2601By the use of per-node element counts, these tree structures have
2602the slightly unusual ability to look elements up by their numeric
2603index within the list represented by the tree. This means that they
2604can be used to store an unsorted list (in which case, every time you
2605insert a new element, you must explicitly specify the position where
2606you wish to insert it). They can also do numeric lookups in a sorted
2607tree, which might be useful for (for example) tracking the median of
2608a changing data set.
2609
2610As well as storing sorted lists, these functions can be used for
2611storing \q{maps} (associative arrays), by defining each element of a
2612tree to be a (key, value) pair.
2613
2614\S{utils-newtree234} \cw{newtree234()}
2615
2616\c tree234 *newtree234(cmpfn234 cmp);
2617
2618Creates a new empty tree, and returns a pointer to it.
2619
2620The parameter \c{cmp} determines the sorting criterion on the tree.
2621Its prototype is
2622
2623\c typedef int (*cmpfn234)(void *, void *);
2624
2625If you want a sorted tree, you should provide a function matching
2626this prototype, which returns like \cw{strcmp()} does (negative if
2627the first argument is smaller than the second, positive if it is
2628bigger, zero if they compare equal). In this case, the function
2629\cw{addpos234()} will not be usable on your tree (because all
2630insertions must respect the sorting order).
2631
2632If you want an unsorted tree, pass \cw{NULL}. In this case you will
2633not be able to use either \cw{add234()} or \cw{del234()}, or any
2634other function such as \cw{find234()} which depends on a sorting
2635order. Your tree will become something more like an array, except
2636that it will efficiently support insertion and deletion as well as
2637lookups by numeric index.
2638
2639\S{utils-freetree234} \cw{freetree234()}
2640
2641\c void freetree234(tree234 *t);
2642
2643Frees a tree. This function will not free the \e{elements} of the
2644tree (because they might not be dynamically allocated, or you might
2645be storing the same set of elements in more than one tree); it will
2646just free the tree structure itself. If you want to free all the
2647elements of a tree, you should empty it before passing it to
2648\cw{freetree234()}, by means of code along the lines of
2649
2650\c while ((element = delpos234(tree, 0)) != NULL)
2651\c sfree(element); /* or some more complicated free function */
2652\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
2653
2654\S{utils-add234} \cw{add234()}
2655
2656\c void *add234(tree234 *t, void *e);
2657
2658Inserts a new element \c{e} into the tree \c{t}. This function
2659expects the tree to be sorted; the new element is inserted according
2660to the sort order.
2661
2662If an element comparing equal to \c{e} is already in the tree, then
2663the insertion will fail, and the return value will be the existing
2664element. Otherwise, the insertion succeeds, and \c{e} is returned.
2665
2666\S{utils-addpos234} \cw{addpos234()}
2667
2668\c void *addpos234(tree234 *t, void *e, int index);
2669
2670Inserts a new element into an unsorted tree. Since there is no
2671sorting order to dictate where the new element goes, you must
2672specify where you want it to go. Setting \c{index} to zero puts the
2673new element right at the start of the list; setting \c{index} to the
2674current number of elements in the tree puts the new element at the
2675end.
2676
2677Return value is \c{e}, in line with \cw{add234()} (although this
2678function cannot fail except by running out of memory, in which case
2679it will bomb out and die rather than returning an error indication).
2680
2681\S{utils-index234} \cw{index234()}
2682
2683\c void *index234(tree234 *t, int index);
2684
2685Returns a pointer to the \c{index}th element of the tree, or
2686\cw{NULL} if \c{index} is out of range. Elements of the tree are
2687numbered from zero.
2688
2689\S{utils-find234} \cw{find234()}
2690
2691\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
2692
2693Searches for an element comparing equal to \c{e} in a sorted tree.
2694
2695If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
2696will be used to perform the search. However, sometimes you don't
2697want that; suppose, for example, each of your elements is a big
2698structure containing a \c{char *} name field, and you want to find
2699the element with a given name. You \e{could} achieve this by
2700constructing a fake element structure, setting its name field
2701appropriately, and passing it to \cw{find234()}, but you might find
2702it more convenient to pass \e{just} a name string to \cw{find234()},
2703supplying an alternative comparison function which expects one of
2704its arguments to be a bare name and the other to be a large
2705structure containing a name field.
2706
2707Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
2708compare \c{e} to elements of the tree. The first argument passed to
2709\c{cmp} will always be \c{e}; the second will be an element of the
2710tree.
2711
2712(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
2713function pointer type.)
2714
2715The returned value is the element found, or \cw{NULL} if the search
2716is unsuccessful.
2717
2718\S{utils-findrel234} \cw{findrel234()}
2719
2720\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
2721
2722This function is like \cw{find234()}, but has the additional ability
2723to do a \e{relative} search. The additional parameter \c{relation}
2724can be one of the following values:
2725
2726\dt \cw{REL234_EQ}
2727
2728\dd Find only an element that compares equal to \c{e}. This is
2729exactly the behaviour of \cw{find234()}.
2730
2731\dt \cw{REL234_LT}
2732
2733\dd Find the greatest element that compares strictly less than
2734\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
2735element in the whole tree (which could also be done by
2736\cw{index234(t, count234(t)-1)}).
2737
2738\dt \cw{REL234_LE}
2739
2740\dd Find the greatest element that compares less than or equal to
2741\c{e}. (That is, find an element that compares equal to \c{e} if
2742possible, but failing that settle for something just less than it.)
2743
2744\dt \cw{REL234_GT}
2745
2746\dd Find the smallest element that compares strictly greater than
2747\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
2748element in the whole tree (which could also be done by
2749\cw{index234(t, 0)}).
2750
2751\dt \cw{REL234_GE}
2752
2753\dd Find the smallest element that compares greater than or equal to
2754\c{e}. (That is, find an element that compares equal to \c{e} if
2755possible, but failing that settle for something just bigger than
2756it.)
2757
2758Return value, as before, is the element found or \cw{NULL} if no
2759element satisfied the search criterion.
2760
2761\S{utils-findpos234} \cw{findpos234()}
2762
2763\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
2764
2765This function is like \cw{find234()}, but has the additional feature
2766of returning the index of the element found in the tree; that index
2767is written to \c{*index} in the event of a successful search (a
2768non-\cw{NULL} return value).
2769
2770\c{index} may be \cw{NULL}, in which case this function behaves
2771exactly like \cw{find234()}.
2772
2773\S{utils-findrelpos234} \cw{findrelpos234()}
2774
2775\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
2776\c int *index);
2777
2778This function combines all the features of \cw{findrel234()} and
2779\cw{findpos234()}.
2780
2781\S{utils-del234} \cw{del234()}
2782
2783\c void *del234(tree234 *t, void *e);
2784
2785Finds an element comparing equal to \c{e} in the tree, deletes it,
2786and returns it.
2787
2788The input tree must be sorted.
2789
2790The element found might be \c{e} itself, or might merely compare
2791equal to it.
2792
2793Return value is \cw{NULL} if no such element is found.
2794
2795\S{utils-delpos234} \cw{delpos234()}
2796
2797\c void *delpos234(tree234 *t, int index);
2798
2799Deletes the element at position \c{index} in the tree, and returns
2800it.
2801
2802Return value is \cw{NULL} if the index is out of range.
2803
2804\S{utils-count234} \cw{count234()}
2805
2806\c int count234(tree234 *t);
2807
2808Returns the number of elements currently in the tree.
2809
2810\S{utils-splitpos234} \cw{splitpos234()}
2811
2812\c tree234 *splitpos234(tree234 *t, int index, int before);
2813
2814Splits the input tree into two pieces at a given position, and
2815creates a new tree containing all the elements on one side of that
2816position.
2817
2818If \c{before} is \cw{TRUE}, then all the items at or after position
2819\c{index} are left in the input tree, and the items before that
2820point are returned in the new tree. Otherwise, the reverse happens:
2821all the items at or after \c{index} are moved into the new tree, and
2822those before that point are left in the old one.
2823
2824If \c{index} is equal to 0 or to the number of elements in the input
2825tree, then one of the two trees will end up empty (and this is not
2826an error condition). If \c{index} is further out of range in either
2827direction, the operation will fail completely and return \cw{NULL}.
2828
2829This operation completes in \cw{O(log N)} time, no matter how large
2830the tree or how balanced or unbalanced the split.
2831
2832\S{utils-split234} \cw{split234()}
2833
2834\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
2835
2836Splits a sorted tree according to its sort order.
2837
2838\c{rel} can be any of the relation constants described in
2839\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
2840elements having that relation to \c{e} will be transferred into the
2841new tree; the rest will be left in the old one.
2842
2843The parameter \c{cmp} has the same semantics as it does in
2844\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
2845the tree's own comparison function when comparing elements to \c{e},
2846in such a way that \c{e} itself is always the first of its two
2847operands.
2848
2849Again, this operation completes in \cw{O(log N)} time, no matter how
2850large the tree or how balanced or unbalanced the split.
2851
2852\S{utils-join234} \cw{join234()}
2853
2854\c tree234 *join234(tree234 *t1, tree234 *t2);
2855
2856Joins two trees together by concatenating the lists they represent.
2857All the elements of \c{t2} are moved into \c{t1}, in such a way that
2858they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
2859freed; the return value is \c{t1}.
2860
2861If you apply this function to a sorted tree and it violates the sort
2862order (i.e. the smallest element in \c{t2} is smaller than or equal
2863to the largest element in \c{t1}), the operation will fail and
2864return \cw{NULL}.
2865
2866This operation completes in \cw{O(log N)} time, no matter how large
2867the trees being joined together.
2868
2869\S{utils-join234r} \cw{join234r()}
2870
2871\c tree234 *join234r(tree234 *t1, tree234 *t2);
2872
2873Joins two trees together in exactly the same way as \cw{join234()},
2874but this time the combined tree is returned in \c{t2}, and \c{t1} is
2875destroyed. The elements in \c{t1} still appear before those in
2876\c{t2}.
2877
2878Again, this operation completes in \cw{O(log N)} time, no matter how
2879large the trees being joined together.
2880
2881\S{utils-copytree234} \cw{copytree234()}
2882
2883\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
2884\c void *copyfnstate);
2885
2886Makes a copy of an entire tree.
2887
2888If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
2889will not be; i.e. the new tree will contain pointers to exactly the
2890same physical elements as the old one.
2891
2892If you want to copy each actual element during the operation, you
2893can instead pass a function in \c{copyfn} which makes a copy of each
2894element. That function has the prototype
2895
2896\c typedef void *(*copyfn234)(void *state, void *element);
2897
2898and every time it is called, the \c{state} parameter will be set to
2899the value you passed in as \c{copyfnstate}.
2900
2901\H{utils-misc} Miscellaneous utility functions and macros
2902
2903This section contains all the utility functions which didn't
2904sensibly fit anywhere else.
2905
2906\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
2907
2908The main Puzzles header file defines the macros \cw{TRUE} and
2909\cw{FALSE}, which are used throughout the code in place of 0 and 1
2910to indicate that the values are in a boolean context. For code base
2911consistency, I'd prefer it if submissions of new code followed this
2912convention as well.
2913
2914\S{utils-maxmin} \cw{max()} and \cw{min()}
2915
2916The main Puzzles header file defines the pretty standard macros
2917\cw{max()} and \cw{min()}, each of which is given two arguments and
2918returns the one which compares greater or less respectively.
2919
2920These macros may evaluate their arguments multiple times. Avoid side
2921effects.
2922
2923\S{utils-pi} \cw{PI}
2924
2925The main Puzzles header file defines a macro \cw{PI} which expands
2926to a floating-point constant representing pi.
2927
2928(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
2929It'd be so useful!)
2930
2931\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
2932
2933\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
2934
2935This function obscures the contents of a piece of data, by
2936cryptographic methods. It is useful for games of hidden information
2937(such as Mines, Guess or Black Box), in which the game ID
2938theoretically reveals all the information the player is supposed to
2939be trying to guess. So in order that players should be able to send
2940game IDs to one another without accidentally spoiling the resulting
2941game by looking at them, these games obfuscate their game IDs using
2942this function.
2943
2944Although the obfuscation function is cryptographic, it cannot
2945properly be called encryption because it has no key. Therefore,
2946anybody motivated enough can re-implement it, or hack it out of the
2947Puzzles source, and strip the obfuscation off one of these game IDs
2948to see what lies beneath. (Indeed, they could usually do it much
2949more easily than that, by entering the game ID into their own copy
2950of the puzzle and hitting Solve.) The aim is not to protect against
2951a determined attacker; the aim is simply to protect people who
2952wanted to play the game honestly from \e{accidentally} spoiling
2953their own fun.
2954
2955The input argument \c{bmp} points at a piece of memory to be
2956obfuscated. \c{bits} gives the length of the data. Note that that
2957length is in \e{bits} rather than bytes: if you ask for obfuscation
2958of a partial number of bytes, then you will get it. Bytes are
2959considered to be used from the top down: thus, for example, setting
2960\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
2961two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
2962undefined (i.e. it may be corrupted by the function).
2963
2964The parameter \c{decode} is \cw{FALSE} for an encoding operation,
2965and \cw{TRUE} for a decoding operation. Each is the inverse of the
2966other. (There's no particular reason you shouldn't obfuscate by
2967decoding and restore cleartext by encoding, if you really wanted to;
2968it should still work.)
2969
2970The input bitmap is processed in place.
2971
2972\S{utils-bin2hex} \cw{bin2hex()}
2973
2974\c char *bin2hex(const unsigned char *in, int inlen);
2975
2976This function takes an input byte array and converts it into an
2977ASCII string encoding those bytes in (lower-case) hex. It returns a
2978dynamically allocated string containing that encoding.
2979
2980This function is useful for encoding the result of
2981\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
2982
2983\S{utils-hex2bin} \cw{hex2bin()}
2984
2985\c unsigned char *hex2bin(const char *in, int outlen);
2986
2987This function takes an ASCII string containing hex digits, and
2988converts it back into a byte array of length \c{outlen}. If there
2989aren't enough hex digits in the string, the contents of the
2990resulting array will be undefined.
2991
2992This function is the inverse of \cw{bin2hex()}.
2993
2994\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
2995
2996\c void game_mkhighlight(frontend *fe, float *ret,
2997\c int background, int highlight, int lowlight);
2998
2999It's reasonably common for a puzzle game's graphics to use
3000highlights and lowlights to indicate \q{raised} or \q{lowered}
3001sections. Fifteen, Sixteen and Twiddle are good examples of this.
3002
3003Puzzles using this graphical style are running a risk if they just
3004use whatever background colour is supplied to them by the front end,
3005because that background colour might be too light to see any
3006highlights on at all. (In particular, it's not unheard of for the
3007front end to specify a default background colour of white.)
3008
3009Therefore, such puzzles can call this utility function from their
3010\cw{colours()} routine (\k{backend-colours}). You pass it your front
3011end handle, a pointer to the start of your return array, and three
3012colour indices. It will:
3013
3014\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3015to fetch the front end's default background colour
3016
3017\b alter the brightness of that colour if it's unsuitable
3018
3019\b define brighter and darker variants of the colour to be used as
3020highlights and lowlights
3021
3022\b write those results into the relevant positions in the \c{ret}
3023array.
3024
3025Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3026to RGB values defining a sensible background colour, and similary
3027\c{highlight} and \c{lowlight} will be set to sensible colours.
3028
3029\C{writing} How to write a new puzzle
3030
3031This chapter gives a guide to how to actually write a new puzzle:
3032where to start, what to do first, how to solve common problems.
3033
3034The previous chapters have been largely composed of facts. This one
3035is mostly advice.
3036
3037\H{writing-editorial} Choosing a puzzle
3038
3039Before you start writing a puzzle, you have to choose one. Your
3040taste in puzzle games is up to you, of course; and, in fact, you're
3041probably reading this guide because you've \e{already} thought of a
3042game you want to write. But if you want to get it accepted into the
3043official Puzzles distribution, then there's a criterion it has to
3044meet.
3045
3046The current Puzzles editorial policy is that all games should be
3047\e{fair}. A fair game is one which a player can only fail to
3048complete through demonstrable lack of skill \dash that is, such that
3049a better player in the same situation would have \e{known} to do
3050something different.
3051
3052For a start, that means every game presented to the user must have
3053\e{at least one solution}. Giving the unsuspecting user a puzzle
3054which is actually impossible is not acceptable. (There is an
3055exception: if the user has selected some non-default option which is
3056clearly labelled as potentially unfair, \e{then} you're allowed to
3057generate possibly insoluble puzzles, because the user isn't
3058unsuspecting any more. Same Game and Mines both have options of this
3059type.)
3060
3061Also, this actually \e{rules out} games such as Klondike, or the
3062normal form of Mahjong Solitaire. Those games have the property that
3063even if there is a solution (i.e. some sequence of moves which will
3064get from the start state to the solved state), the player doesn't
3065necessarily have enough information to \e{find} that solution. In
3066both games, it is possible to reach a dead end because you had an
3067arbitrary choice to make and made it the wrong way. This violates
3068the fairness criterion, because a better player couldn't have known
3069they needed to make the other choice.
3070
3071(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3072is a Shuffle operation which randomly permutes all the remaining
3073tiles without changing their positions, which allows you to get out
3074of a sticky situation. Using this operation adds a 60-second penalty
3075to your solution time, so it's to the player's advantage to try to
3076minimise the chance of having to use it. It's still possible to
3077render the game uncompletable if you end up with only two tiles
3078vertically stacked, but that's easy to foresee and avoid using a
3079shuffle operation. This form of the game \e{is} fair. Implementing
3080it in Puzzles would require an infrastructure change so that the
3081back end could communicate time penalties to the mid-end, but that
3082would be easy enough.)
3083
3084Providing a \e{unique} solution is a little more negotiable; it
3085depends on the puzzle. Solo would have been of unacceptably low
3086quality if it didn't always have a unique solution, whereas Twiddle
3087inherently has multiple solutions by its very nature and it would
3088have been meaningless to even \e{suggest} making it uniquely
3089soluble. Somewhere in between, Flip could reasonably be made to have
3090unique solutions (by enforcing a zero-dimension kernel in every
3091generated matrix) but it doesn't seem like a serious quality problem
3092that it doesn't.
3093
3094Of course, you don't \e{have} to care about all this. There's
3095nothing stopping you implementing any puzzle you want to if you're
3096happy to maintain your puzzle yourself, distribute it from your own
3097web site, fork the Puzzles code completely, or anything like that.
3098It's free software; you can do what you like with it. But any game
3099that you want to be accepted into \e{my} Puzzles code base has to
3100satisfy the fairness criterion, which means all randomly generated
3101puzzles must have a solution (unless the user has deliberately
3102chosen otherwise) and it must be possible \e{in theory} to find that
3103solution without having to guess.
3104
3105\H{writing-gs} Getting started
3106
3107The simplest way to start writing a new puzzle is to copy
3108\c{nullgame.c}. This is a template puzzle source file which does
3109almost nothing, but which contains all the back end function
3110prototypes and declares the back end data structure correctly. It is
3111built every time the rest of Puzzles is built, to ensure that it
3112doesn't get out of sync with the code and remains buildable.
3113
3114So start by copying \c{nullgame.c} into your new source file. Then
3115you'll gradually add functionality until the very boring Null Game
3116turns into your real game.
3117
3118Next you'll need to add your puzzle to the Makefiles, in order to
3119compile it conveniently. \e{Do not edit the Makefiles}: they are
3120created automatically by the script \c{mkfiles.pl}, from the file
3121called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3122
3123Once your source file is building, you can move on to the fun bit.
3124
3125\S{writing-generation} Puzzle generation
3126
3127Randomly generating instances of your puzzle is almost certain to be
3128the most difficult part of the code, and also the task with the
3129highest chance of turning out to be completely infeasible. Therefore
3130I strongly recommend doing it \e{first}, so that if it all goes
3131horribly wrong you haven't wasted any more time than you absolutely
3132had to. What I usually do is to take an unmodified \c{nullgame.c},
3133and start adding code to \cw{new_game_desc()} which tries to
3134generate a puzzle instance and print it out using \cw{printf()}.
3135Once that's working, \e{then} I start connecting it up to the return
3136value of \cw{new_game_desc()}, populating other structures like
3137\c{game_params}, and generally writing the rest of the source file.
3138
3139There are many ways to generate a puzzle which is known to be
3140soluble. In this section I list all the methods I currently know of,
3141in case any of them can be applied to your puzzle. (Not all of these
3142methods will work, or in some cases even make sense, for all
3143puzzles.)
3144
3145Some puzzles are mathematically tractable, meaning you can work out
3146in advance which instances are soluble. Sixteen, for example, has a
3147parity constraint in some settings which renders exactly half the
3148game space unreachable, but it can be mathematically proved that any
3149position not in that half \e{is} reachable. Therefore, Sixteen's
3150grid generation simply consists of selecting at random from a well
3151defined subset of the game space. Cube in its default state is even
3152easier: \e{every} possible arrangement of the blue squares and the
3153cube's starting position is soluble!
3154
3155Another option is to redefine what you mean by \q{soluble}. Black
3156Box takes this approach. There are layouts of balls in the box which
3157are completely indistinguishable from one another no matter how many
3158beams you fire into the box from which angles, which would normally
3159be grounds for declaring those layouts unfair; but fortunately,
3160detecting that indistinguishability is computationally easy. So
3161Black Box doesn't demand that your ball placements match its own; it
3162merely demands that your ball placements be \e{indistinguishable}
3163from the ones it was thinking of. If you have an ambiguous puzzle,
3164then any of the possible answers is considered to be a solution.
3165Having redefined the rules in that way, any puzzle is soluble again.
3166
3167Those are the simple techniques. If they don't work, you have to get
3168cleverer.
3169
3170One way to generate a soluble puzzle is to start from the solved
3171state and make inverse moves until you reach a starting state. Then
3172you know there's a solution, because you can just list the inverse
3173moves you made and make them in the opposite order to return to the
3174solved state.
3175
3176This method can be simple and effective for puzzles where you get to
3177decide what's a starting state and what's not. In Pegs, for example,
3178the generator begins with one peg in the centre of the board and
3179makes inverse moves until it gets bored; in this puzzle, valid
3180inverse moves are easy to detect, and \e{any} state that's reachable
3181from the solved state by inverse moves is a reasonable starting
3182position. So Pegs just continues making inverse moves until the
3183board satisfies some criteria about extent and density, and then
3184stops and declares itself done.
3185
3186For other puzzles, it can be a lot more difficult. Same Game uses
3187this strategy too, and it's lucky to get away with it at all: valid
3188inverse moves aren't easy to find (because although it's easy to
3189insert additional squares in a Same Game position, it's difficult to
3190arrange that \e{after} the insertion they aren't adjacent to any
3191other squares of the same colour), so you're constantly at risk of
3192running out of options and having to backtrack or start again. Also,
3193Same Game grids never start off half-empty, which means you can't
3194just stop when you run out of moves \dash you have to find a way to
3195fill the grid up \e{completely}.
3196
3197The other way to generate a puzzle that's soluble is to start from
3198the other end, and actually write a \e{solver}. This tends to ensure
3199that a puzzle has a \e{unique} solution over and above having a
3200solution at all, so it's a good technique to apply to puzzles for
3201which that's important.
3202
3203One theoretical drawback of generating soluble puzzles by using a
3204solver is that your puzzles are restricted in difficulty to those
3205which the solver can handle. (Most solvers are not fully general:
3206many sets of puzzle rules are NP-complete or otherwise nasty, so
3207most solvers can only handle a subset of the theoretically soluble
3208puzzles.) It's been my experience in practice, however, that this
3209usually isn't a problem; computers are good at very different things
3210from humans, and what the computer thinks is nice and easy might
3211still be pleasantly challenging for a human. For example, when
3212solving Dominosa puzzles I frequently find myself using a variety of
3213reasoning techniques that my solver doesn't know about; in
3214principle, therefore, I should be able to solve the puzzle using
3215only those techniques it \e{does} know about, but this would involve
3216repeatedly searching the entire grid for the one simple deduction I
3217can make. Computers are good at this sort of exhaustive search, but
3218it's been my experience that human solvers prefer to do more complex
3219deductions than to spend ages searching for simple ones. So in many
3220cases I don't find my own playing experience to be limited by the
3221restrictions on the solver.
3222
3223(This isn't \e{always} the case. Solo is a counter-example;
3224generating Solo puzzles using a simple solver does lead to
3225qualitatively easier puzzles. Therefore I had to make the Solo
3226solver rather more advanced than most of them.)
3227
3228There are several different ways to apply a solver to the problem of
3229generating a soluble puzzle. I list a few of them below.
3230
3231The simplest approach is brute force: randomly generate a puzzle,
3232use the solver to see if it's soluble, and if not, throw it away and
3233try again until you get lucky. This is often a viable technique if
3234all else fails, but it tends not to scale well: for many puzzle
3235types, the probability of finding a uniquely soluble instance
3236decreases sharply as puzzle size goes up, so this technique might
3237work reasonably fast for small puzzles but take (almost) forever at
3238larger sizes. Still, if there's no other alternative it can be
3239usable: Pattern and Dominosa both use this technique. (However,
3240Dominosa has a means of tweaking the randomly generated grids to
3241increase the \e{probability} of them being soluble, by ruling out
3242one of the most common ambiguous cases. This improved generation
3243speed by over a factor of 10 on the highest preset!)
3244
3245An approach which can be more scalable involves generating a grid
3246and then tweaking it to make it soluble. This is the technique used
3247by Mines and also by Net: first a random puzzle is generated, and
3248then the solver is run to see how far it gets. Sometimes the solver
3249will get stuck; when that happens, examine the area it's having
3250trouble with, and make a small random change in that area to allow
3251it to make more progress. Continue solving (possibly even without
3252restarting the solver), tweaking as necessary, until the solver
3253finishes. Then restart the solver from the beginning to ensure that
3254the tweaks haven't caused new problems in the process of solving old
3255ones (which can sometimes happen).
3256
3257This strategy works well in situations where the usual solver
3258failure mode is to get stuck in an easily localised spot. Thus it
3259works well for Net and Mines, whose most common failure mode tends
3260to be that most of the grid is fine but there are a few widely
3261separated ambiguous sections; but it would work less well for
3262Dominosa, in which the way you get stuck is to have scoured the
3263whole grid and not found anything you can deduce \e{anywhere}. Also,
3264it relies on there being a low probability that tweaking the grid
3265introduces a new problem at the same time as solving the old one;
3266Mines and Net also have the property that most of their deductions
3267are local, so that it's very unlikely for a tweak to affect
3268something half way across the grid from the location where it was
3269applied. In Dominosa, by contrast, a lot of deductions use
3270information about half the grid (\q{out of all the sixes, only one
3271is next to a three}, which can depend on the values of up to 32 of
3272the 56 squares in the default setting!), so this tweaking strategy
3273would be rather less likely to work well.
3274
3275A more specialised strategy is that used in Solo. Solo has the
3276unusual property that the clues (information provided at the
3277beginning of the puzzle) and the solution (information the user is
3278required to fill in) are inherently interchangeable; therefore a
3279simple generation technique is to leave the decision of which
3280numbers are clues until the last minute. Solo works by first
3281generating a random \e{filled} grid, and then gradually removing
3282numbers for as long as the solver reports that it's still soluble.
3283Unlike the methods described above, this technique \e{cannot} fail
3284\dash once you've got a filled grid, nothing can stop you from being
3285able to convert it into a viable puzzle. However, it wouldn't even
3286be meaningful to apply this technique to (say) Pattern, in which the
3287clues and the solution occupy completely different spaces.
3288
3289(Unfortunately, Solo is complicated by the need to provide puzzles
3290at varying difficulty levels. It's easy enough to generate a puzzle
3291of \e{at most} a given level of difficulty; you just have a solver
3292with configurable intelligence, and you set it to a given level and
3293apply the above technique, thus guaranteeing that the resulting grid
3294is solvable by someone with at most that much intelligence. However,
3295generating a puzzle of \e{at least} a given level of difficulty is
3296rather harder; if you go for \e{at most} Intermediate level, you're
3297likely to find that you've accidentally generated a Trivial grid a
3298lot of the time, because removing just one number is sufficient to
3299take the puzzle from Trivial straight to Ambiguous. In that
3300situation Solo has no remaining options but to throw the puzzle away
3301and start again.)
3302
3303A final strategy is to use the solver \e{during} puzzle
3304construction: lay out a bit of the grid, run the solver to see what
3305it allows you to deduce, and then lay out a bit more to allow the
3306solver to make more progress. There are articles on the web that
3307recommend constructing Sudoku puzzles by this method (which is
3308completely the opposite way round to how Solo does it); for Sudoku
3309it has the advantage that you get to specify your clue squares in
3310advance (so you can have them make pretty patterns).
3311
3312Rectangles uses a strategy along these lines. First it generates a
3313grid by placing the actual rectangles; then it has to decide where
3314in each rectangle to place a number. It uses a solver to help it
3315place the numbers in such a way as to ensure a unique solution. It
3316does this by means of running a test solver, but it runs the solver
3317\e{before} it's placed any of the numbers \dash which means the
3318solver must be capable of coping with uncertainty about exactly
3319where the numbers are! It runs the solver as far as it can until it
3320gets stuck; then it narrows down the possible positions of a number
3321in order to allow the solver to make more progress, and so on. Most
3322of the time this process terminates with the grid fully solved, at
3323which point any remaining number-placement decisions can be made at
3324random from the options not so far ruled out. Note that unlike the
3325Net/Mines tweaking strategy described above, this algorithm does not
3326require a checking run after it completes: if it finishes
3327successfully at all, then it has definitely produced a uniquely
3328soluble puzzle.
3329
3330Most of the strategies described above are not 100% reliable. Each
3331one has a failure rate: every so often it has to throw out the whole
3332grid and generate a fresh one from scratch. (Solo's strategy would
3333be the exception, if it weren't for the need to provide configurable
3334difficulty levels.) Occasional failures are not a fundamental
3335problem in this sort of work, however: it's just a question of
3336dividing the grid generation time by the success rate (if it takes
333710ms to generate a candidate grid and 1/5 of them work, then it will
3338take 50ms on average to generate a viable one), and seeing whether
3339the expected time taken to \e{successfully} generate a puzzle is
3340unacceptably slow. Dominosa's generator has a very low success rate
3341(about 1 out of 20 candidate grids turn out to be usable, and if you
3342think \e{that's} bad then go and look at the source code and find
3343the comment showing what the figures were before the generation-time
3344tweaks!), but the generator itself is very fast so this doesn't
3345matter. Rectangles has a slower generator, but fails well under 50%
3346of the time.
3347
3348So don't be discouraged if you have an algorithm that doesn't always
3349work: if it \e{nearly} always works, that's probably good enough.
3350The one place where reliability is important is that your algorithm
3351must never produce false positives: it must not claim a puzzle is
3352soluble when it isn't. It can produce false negatives (failing to
3353notice that a puzzle is soluble), and it can fail to generate a
3354puzzle at all, provided it doesn't do either so often as to become
3355slow.
3356
3357One last piece of advice: for grid-based puzzles when writing and
3358testing your generation algorithm, it's almost always a good idea
3359\e{not} to test it initially on a grid that's square (i.e.
3360\cw{w==h}), because that way you won't notice if you mistakenly
3361write \c{w} instead of \c{h} or vice versa somewhere in the code.
3362Use a rectangular grid for testing, and any size of grid will be
3363likely to work after that.
3364
3365\S{writing-textformats} Designing textual description formats
3366
3367Another aspect of writing a puzzle which is worth putting some
3368thought into is the design of the various text description formats:
3369the format of the game parameter encoding, the game description
3370encoding, and the move encoding.
3371
3372The first two of these should be reasonably intuitive for a user to
3373type in; so provide some flexibility where possible. Suppose, for
3374example, your parameter format consists of two numbers separated by
3375an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
3376and then has some suffixes to specify other aspects of the game
3377type. It's almost always a good idea in this situation to arrange
3378that \cw{decode_params()} can handle the suffixes appearing in any
3379order, even if \cw{encode_params()} only ever generates them in one
3380order.
3381
3382These formats will also be expected to be reasonably stable: users
3383will expect to be able to exchange game IDs with other users who
3384aren't running exactly the same version of your game. So make them
3385robust and stable: don't build too many assumptions into the game ID
3386format which will have to be changed every time something subtle
3387changes in the puzzle code.
3388
3389\H{writing-howto} Common how-to questions
3390
3391This section lists some common things people want to do when writing
3392a puzzle, and describes how to achieve them within the Puzzles
3393framework.
3394
3395\S{writing-howto-cursor} Drawing objects at only one position
3396
3397A common phenomenon is to have an object described in the
3398\c{game_state} or the \c{game_ui} which can only be at one position.
3399A cursor \dash probably specified in the \c{game_ui} \dash is a good
3400example.
3401
3402In the \c{game_ui}, it would \e{obviously} be silly to have an array
3403covering the whole game grid with a boolean flag stating whether the
3404cursor was at each position. Doing that would waste space, would
3405make it difficult to find the cursor in order to do anything with
3406it, and would introduce the potential for synchronisation bugs in
3407which you ended up with two cursors or none. The obviously sensible
3408way to store a cursor in the \c{game_ui} is to have fields directly
3409encodings the cursor's coordinates.
3410
3411However, it is a mistake to assume that the same logic applies to
3412the \c{game_drawstate}. If you replicate the cursor position fields
3413in the draw state, the redraw code will get very complicated. In the
3414draw state, in fact, it \e{is} probably the right thing to have a
3415cursor flag for every position in the grid. You probably have an
3416array for the whole grid in the drawstate already (stating what is
3417currently displayed in the window at each position); the sensible
3418approach is to add a \q{cursor} flag to each element of that array.
3419Then the main redraw loop will look something like this
3420(pseudo-code):
3421
3422\c for (y = 0; y < h; y++) {
3423\c for (x = 0; x < w; x++) {
3424\c int value = state->symbol_at_position[y][x];
3425\c if (x == ui->cursor_x && y == ui->cursor_y)
3426\c value |= CURSOR;
3427\c if (ds->symbol_at_position[y][x] != value) {
3428\c symbol_drawing_subroutine(fe, ds, x, y, value);
3429\c ds->symbol_at_position[y][x] = value;
3430\c }
3431\c }
3432\c }
3433
3434This loop is very simple, pretty hard to get wrong, and
3435\e{automatically} deals both with erasing the previous cursor and
3436drawing the new one, with no special case code required.
3437
3438This type of loop is generally a sensible way to write a redraw
3439function, in fact. The best thing is to ensure that the information
3440stored in the draw state for each position tells you \e{everything}
3441about what was drawn there. A good way to ensure that is to pass
3442precisely the same information, and \e{only} that information, to a
3443subroutine that does the actual drawing; then you know there's no
3444additional information which affects the drawing but which you don't
3445notice changes in.
3446
3447\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
3448
3449It is often useful to provide a keyboard control method in a
3450basically mouse-controlled game. A keyboard-controlled cursor is
3451best implemented by storing its location in the \c{game_ui} (since
3452if it were in the \c{game_state} then the user would have to
3453separately undo every cursor move operation). So the procedure would
3454be:
3455
3456\b Put cursor position fields in the \c{game_ui}.
3457
3458\b \cw{interpret_move()} responds to arrow keys by modifying the
3459cursor position fields and returning \cw{""}.
3460
3461\b \cw{interpret_move()} responds to some sort of fire button by
3462actually performing a move based on the current cursor location.
3463
3464\b You might want an additional \c{game_ui} field stating whether
3465the cursor is currently visible, and having it disappear when a
3466mouse action occurs (so that it doesn't clutter the display when not
3467actually in use).
3468
3469\b You might also want to automatically hide the cursor in
3470\cw{changed_state()} when the current game state changes to one in
3471which there is no move to make (which is the case in some types of
3472completed game).
3473
3474\b \cw{redraw()} draws the cursor using the technique described in
3475\k{writing-howto-cursor}.
3476
3477\S{writing-howto-dragging} Implementing draggable sprites
3478
3479Some games have a user interface which involves dragging some sort
3480of game element around using the mouse. If you need to show a
3481graphic moving smoothly over the top of other graphics, use a
3482blitter (see \k{drawing-blitter} for the blitter API) to save the
3483background underneath it. The typical scenario goes:
3484
3485\b Have a blitter field in the \c{game_drawstate}.
3486
3487\b Set the blitter field to \cw{NULL} in the game's
3488\cw{new_drawstate()} function, since you don't yet know how big the
3489piece of saved background needs to be.
3490
3491\b In the game's \cw{set_size()} function, once you know the size of
3492the object you'll be dragging around the display and hence the
3493required size of the blitter, actually allocate the blitter (making
3494sure to free a previous one if present \dash it's possible that
3495\cw{set_size()} might be called twice on the same draw state).
3496
3497\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
3498
3499\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
3500events by updating some fields in the \cw{game_ui} which indicate
3501that a drag is in progress.
3502
3503\b At the \e{very end} of \cw{redraw()}, after all other drawing has
3504been done, draw the moving object if there is one. First save the
3505background under the object in the blitter; then set a clip
3506rectangle covering precisely the area you just saved (just in case
3507anti-aliasing or some other error causes your drawing to go beyond
3508the area you saved). Then draw the object, and call \cw{unclip()}.
3509Finally, set a flag in the \cw{game_drawstate} that indicates that
3510the blitter needs restoring.
3511
3512\b At the very start of \cw{redraw()}, before doing anything else at
3513all, check the flag in the \cw{game_drawstate}, and if it says the
3514blitter needs restoring then restore it. (Then clear the flag, so
3515that this won't happen again in the next redraw if no moving object
3516is drawn this time.)
3517
3518This way, you will be able to write the rest of the redraw function
3519completely ignoring the dragged object, as if it were floating above
3520your bitmap and being completely separate.
3521
3522\S{writing-ref-counting} Sharing large invariant data between all
3523game states
3524
3525In some puzzles, there is a large amount of data which never changes
3526between game states. The array of numbers in Dominosa is a good
3527example.
3528
3529You \e{could} dynamically allocate a copy of that array in every
3530\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
3531every new \c{game_state}; but it would waste memory and time. A
3532more efficient way is to use a reference-counted structure.
3533
3534\b Define a structure type containing the data in question, and also
3535containing an integer reference count.
3536
3537\b Have a field in \c{game_state} which is a pointer to this
3538structure.
3539
3540\b In \cw{new_game()}, when creating a fresh game state at the start
3541of a new game, create an instance of this structure, initialise it
3542with the invariant data, and set its reference count to 1.
3543
3544\b In \cw{dup_game()}, rather than making a copy of the structure
3545for the new game state, simply set the new game state to point at
3546the same copy of the structure, and increment its reference count.
3547
3548\b In \cw{free_game()}, decrement the reference count in the
3549structure pointed to by the game state; if the count reaches zero,
3550free the structure.
3551
3552This way, the invariant data will persist for only as long as it's
3553genuinely needed; \e{as soon} as the last game state for a
3554particular puzzle instance is freed, the invariant data for that
3555puzzle will vanish as well. Reference counting is a very efficient
3556form of garbage collection, when it works at all. (Which it does in
3557this instance, of course, because there's no possibility of circular
3558references.)
3559
3560\S{writing-flash-types} Implementing multiple types of flash
3561
3562In some games you need to flash in more than one different way.
3563Mines, for example, flashes white when you win, and flashes red when
3564you tread on a mine and die.
3565
3566The simple way to do this is:
3567
3568\b Have a field in the \c{game_ui} which describes the type of flash.
3569
3570\b In \cw{flash_length()}, examine the old and new game states to
3571decide whether a flash is required and what type. Write the type of
3572flash to the \c{game_ui} field whenever you return non-zero.
3573
3574\b In \cw{redraw()}, when you detect that \c{flash_time} is
3575non-zero, examine the field in \c{game_ui} to decide which type of
3576flash to draw.
3577
3578\cw{redraw()} will never be called with \c{flash_time} non-zero
3579unless \cw{flash_length()} was first called to tell the mid-end that
3580a flash was required; so whenever \cw{redraw()} notices that
3581\c{flash_time} is non-zero, you can be sure that the field in
3582\c{game_ui} is correctly set.
3583
3584\S{writing-move-anim} Animating game moves
3585
3586A number of puzzle types benefit from a quick animation of each move
3587you make.
3588
3589For some games, such as Fifteen, this is particularly easy. Whenever
3590\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
3591simply compares the position of each tile in the two game states,
3592and if the tile is not in the same place then it draws it some
3593fraction of the way from its old position to its new position. This
3594method copes automatically with undo.
3595
3596Other games are less obvious. In Sixteen, for example, you can't
3597just draw each tile a fraction of the way from its old to its new
3598position: if you did that, the end tile would zip very rapidly past
3599all the others to get to the other end and that would look silly.
3600(Worse, it would look inconsistent if the end tile was drawn on top
3601going one way and on the bottom going the other way.)
3602
3603A useful trick here is to define a field or two in the game state
3604that indicates what the last move was.
3605
3606\b Add a \q{last move} field to the \c{game_state} (or two or more
3607fields if the move is complex enough to need them).
3608
3609\b \cw{new_game()} initialises this field to a null value for a new
3610game state.
3611
3612\b \cw{execute_move()} sets up the field to reflect the move it just
3613performed.
3614
3615\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
3616\c{dir} is positive, it determines the move being animated by
3617looking at the last-move field in \c{newstate}; but if \c{dir} is
3618negative, it has to look at the last-move field in \c{oldstate}, and
3619invert whatever move it finds there.
3620
3621Note also that Sixteen needs to store the \e{direction} of the move,
3622because you can't quite determine it by examining the row or column
3623in question. You can in almost all cases, but when the row is
3624precisely two squares long it doesn't work since a move in either
3625direction looks the same. (You could argue that since moving a
36262-element row left and right has the same effect, it doesn't matter
3627which one you animate; but in fact it's very disorienting to click
3628the arrow left and find the row moving right, and almost as bad to
3629undo a move to the right and find the game animating \e{another}
3630move to the right.)
3631
3632\S{writing-conditional-anim} Animating drag operations
3633
3634In Untangle, moves are made by dragging a node from an old position
3635to a new position. Therefore, at the time when the move is initially
3636made, it should not be animated, because the node has already been
3637dragged to the right place and doesn't need moving there. However,
3638it's nice to animate the same move if it's later undone or redone.
3639This requires a bit of fiddling.
3640
3641The obvious approach is to have a flag in the \c{game_ui} which
3642inhibits move animation, and to set that flag in
3643\cw{interpret_move()}. The question is, when would the flag be reset
3644again? The obvious place to do so is \cw{changed_state()}, which
3645will be called once per move. But it will be called \e{before}
3646\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
3647will never see the flag set at all.
3648
3649The solution is to have \e{two} flags in a queue.
3650
3651\b Define two flags in \c{game_ui}; let's call them \q{current} and
3652\q{next}.
3653
3654\b Set both to \cw{FALSE} in \c{new_ui()}.
3655
3656\b When a drag operation completes in \cw{interpret_move()}, set the
3657\q{next} flag to \cw{TRUE}.
3658
3659\b Every time \cw{changed_state()} is called, set the value of
3660\q{current} to the value in \q{next}, and then set the value of
3661\q{next} to \cw{FALSE}.
3662
3663\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
3664\cw{changed_state()} if and only if that call to
3665\cw{changed_state()} was the result of a drag operation processed by
3666\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
3667to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
3668\cw{FALSE}.
3669
3670\b So now \cw{anim_length()} can request a move animation if and
3671only if the \q{current} flag is \e{not} set.
3672
3673\S{writing-cheating} Inhibiting the victory flash when Solve is used
3674
3675Many games flash when you complete them, as a visual congratulation
3676for having got to the end of the puzzle. It often seems like a good
3677idea to disable that flash when the puzzle is brought to a solved
3678state by means of the Solve operation.
3679
3680This is easily done:
3681
3682\b Add a \q{cheated} flag to the \c{game_state}.
3683
3684\b Set this flag to \cw{FALSE} in \cw{new_game()}.
3685
3686\b Have \cw{solve()} return a move description string which clearly
3687identifies the move as a solve operation.
3688
3689\b Have \cw{execute_move()} respond to that clear identification by
3690setting the \q{cheated} flag in the returned \c{game_state}. The
3691flag will then be propagated to all subsequent game states, even if
3692the user continues fiddling with the game after it is solved.
3693
3694\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
3695completed and \c{newstate} is, \e{and} neither state has the
3696\q{cheated} flag set.
3697
3698\H{writing-testing} Things to test once your puzzle is written
3699
3700Puzzle implementations written in this framework are self-testing as
3701far as I could make them.
3702
3703Textual game and move descriptions, for example, are generated and
3704parsed as part of the normal process of play. Therefore, if you can
3705make moves in the game \e{at all} you can be reasonably confident
3706that the mid-end serialisation interface will function correctly and
3707you will be able to save your game. (By contrast, if I'd stuck with
3708a single \cw{make_move()} function performing the jobs of both
3709\cw{interpret_move()} and \cw{execute_move()}, and had separate
3710functions to encode and decode a game state in string form, then
3711those functions would not be used during normal play; so they could
3712have been completely broken, and you'd never know it until you tried
3713to save the game \dash which would have meant you'd have to test
3714game saving \e{extensively} and make sure to test every possible
3715type of game state. As an added bonus, doing it the way I did leads
3716to smaller save files.)
3717
3718There is one exception to this, which is the string encoding of the
3719\c{game_ui}. Most games do not store anything permanent in the
3720\c{game_ui}, and hence do not need to put anything in its encode and
3721decode functions; but if there is anything in there, you do need to
3722test game loading and saving to ensure those functions work
3723properly.
3724
3725It's also worth testing undo and redo of all operations, to ensure
3726that the redraw and the animations (if any) work properly. Failing
3727to animate undo properly seems to be a common error.
3728
3729Other than that, just use your common sense.