New puzzle from James H: `Bridges', another Nikoli job.
[sgt/puzzles] / devel.but
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26\define{dash} \u2013{-}
27
28\title Developer documentation for Simon Tatham's puzzle collection
29
30This is a guide to the internal structure of Simon Tatham's Portable
31Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32for use by anyone attempting to implement a new puzzle or port to a
33new platform.
34
dafd6cf6 35This guide is believed correct as of r6190. Hopefully it will be
69491f1e 36updated along with the code in future, but if not, I've at least
37left this version number in here so you can figure out what's
38changed by tracking commit comments from there onwards.
39
40\C{intro} Introduction
41
42The Puzzles code base is divided into four parts: a set of
43interchangeable front ends, a set of interchangeable back ends, a
44universal \q{middle end} which acts as a buffer between the two, and
45a bunch of miscellaneous utility functions. In the following
46sections I give some general discussion of each of these parts.
47
48\H{intro-frontend} Front end
49
50The front end is the non-portable part of the code: it's the bit
51that you replace completely when you port to a different platform.
52So it's responsible for all system calls, all GUI interaction, and
53anything else platform-specific.
54
55The current front ends in the main code base are for Windows, GTK
56and MacOS X; I also know of a third-party front end for PalmOS.
57
58The front end contains \cw{main()} or the local platform's
59equivalent. Top-level control over the application's execution flow
60belongs to the front end (it isn't, for example, a set of functions
61called by a universal \cw{main()} somewhere else).
62
63The front end has complete freedom to design the GUI for any given
64port of Puzzles. There is no centralised mechanism for maintaining
65the menu layout, for example. This has a cost in consistency (when I
66\e{do} want the same menu layout on more than one platform, I have
67to edit two pieces of code in parallel every time I make a change),
68but the advantage is that local GUI conventions can be conformed to
69and local constraints adapted to. For example, MacOS X has strict
70human interface guidelines which specify a different menu layout
71from the one I've used on Windows and GTK; there's nothing stopping
72the OS X front end from providing a menu layout consistent with
73those guidelines.
74
75Although the front end is mostly caller rather than the callee in
76its interactions with other parts of the code, it is required to
77implement a small API for other modules to call, mostly of drawing
78functions for games to use when drawing their graphics. The drawing
79API is documented in \k{drawing}; the other miscellaneous front end
80API functions are documented in \k{frontend-api}.
81
82\H{intro-backend} Back end
83
84A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85Each back end implements a different game.
86
87At the top level, a back end is simply a data structure, containing
88a few constants (flag words, preferred pixel size) and a large
89number of function pointers. Back ends are almost invariably callee
90rather than caller, which means there's a limitation on what a back
91end can do on its own initiative.
92
93The persistent state in a back end is divided into a number of data
94structures, which are used for different purposes and therefore
95likely to be switched around, changed without notice, and otherwise
96updated by the rest of the code. It is important when designing a
97back end to put the right pieces of data into the right structures,
98or standard midend-provided features (such as Undo) may fail to
99work.
100
101The functions and variables provided in the back end data structure
102are documented in \k{backend}.
103
104\H{intro-midend} Middle end
105
106Puzzles has a single and universal \q{middle end}. This code is
107common to all platforms and all games; it sits in between the front
108end and the back end and provides standard functionality everywhere.
109
110People adding new back ends or new front ends should generally not
111need to edit the middle end. On rare occasions there might be a
112change that can be made to the middle end to permit a new game to do
113something not currently anticipated by the middle end's present
114design; however, this is terribly easy to get wrong and should
115probably not be undertaken without consulting the primary maintainer
116(me). Patch submissions containing unannounced mid-end changes will
117be treated on their merits like any other patch; this is just a
118friendly warning that mid-end changes will need quite a lot of
119merits to make them acceptable.
120
121Functionality provided by the mid-end includes:
122
123\b Maintaining a list of game state structures and moving back and
124forth along that list to provide Undo and Redo.
125
126\b Handling timers (for move animations, flashes on completion, and
127in some cases actually timing the game).
128
129\b Handling the container format of game IDs: receiving them,
130picking them apart into parameters, description and/or random seed,
131and so on. The game back end need only handle the individual parts
132of a game ID (encoded parameters and encoded game description);
133everything else is handled centrally by the mid-end.
134
135\b Handling standard keystrokes and menu commands, such as \q{New
136Game}, \q{Restart Game} and \q{Quit}.
137
138\b Pre-processing mouse events so that the game back ends can rely
139on them arriving in a sensible order (no missing button-release
140events, no sudden changes of which button is currently pressed,
141etc).
142
143\b Handling the dialog boxes which ask the user for a game ID.
144
145\b Handling serialisation of entire games (for loading and saving a
146half-finished game to a disk file, or for handling application
147shutdown and restart on platforms such as PalmOS where state is
148expected to be saved).
149
150Thus, there's a lot of work done once by the mid-end so that
151individual back ends don't have to worry about it. All the back end
152has to do is cooperate in ensuring the mid-end can do its work
153properly.
154
155The API of functions provided by the mid-end to be called by the
156front end is documented in \k{midend}.
157
158\H{intro-utils} Miscellaneous utilities
159
160In addition to these three major structural components, the Puzzles
161code also contains a variety of utility modules usable by all of the
162above components. There is a set of functions to provide
163platform-independent random number generation; functions to make
164memory allocation easier; functions which implement a balanced tree
165structure to be used as necessary in complex algorithms; and a few
166other miscellaneous functions. All of these are documented in
167\k{utils}.
168
169\H{intro-structure} Structure of this guide
170
171There are a number of function call interfaces within Puzzles, and
172this guide will discuss each one in a chapter of its own. After
173that, there will be a section about how to design new games, with
174some general design thoughts and tips.
175
176\C{backend} Interface to the back end
177
178This chapter gives a detailed discussion of the interface that each
179back end must implement.
180
181At the top level, each back end source file exports a single global
182symbol, which is a \c{const struct game} containing a large number
183of function pointers and a small amount of constant data. This
184structure is called by different names depending on what kind of
185platform the puzzle set is being compiled on:
186
187\b On platforms such as Windows and GTK, which build a separate
188binary for each puzzle, the game structure in every back end has the
189same name, \cq{thegame}; the front end refers directly to this name,
190so that compiling the same front end module against a different back
191end module builds a different puzzle.
192
193\b On platforms such as MacOS X and PalmOS, which build all the
194puzzles into a single monolithic binary, the game structure in each
195back end must have a different name, and there's a helper module
196\c{list.c} which contains a complete list of those game structures.
197
198On the latter type of platform, source files may assume that the
199preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
200code to declare the game structure looks something like this:
201
202\c #ifdef COMBINED
203\c #define thegame net /* or whatever this game is called */
204\e iii iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
205\c #endif
206\c
207\c const struct game thegame = {
208\c /* lots of structure initialisation in here */
209\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
210\c };
211
212Game back ends must also internally define a number of data
213structures, for storing their various persistent state. This chapter
214will first discuss the nature and use of those structures, and then
215go on to give details of every element of the game structure.
216
217\H{backend-structs} Data structures
218
219Each game is required to define four separate data structures. This
220section discusses each one and suggests what sorts of things need to
221be put in it.
222
223\S{backend-game-params} \c{game_params}
224
225The \c{game_params} structure contains anything which affects the
226automatic generation of new puzzles. So if puzzle generation is
227parametrised in any way, those parameters need to be stored in
228\c{game_params}.
229
230Most puzzles currently in this collection are played on a grid of
231squares, meaning that the most obvious parameter is the grid size.
232Many puzzles have additional parameters; for example, Mines allows
233you to control the number of mines in the grid independently of its
234size, Net can be wrapping or non-wrapping, Solo has difficulty
235levels and symmetry settings, and so on.
236
237A simple rule for deciding whether a data item needs to go in
238\c{game_params} is: would the user expect to be able to control this
239data item from either the preset-game-types menu or the \q{Custom}
240game type configuration? If so, it's part of \c{game_params}.
241
242\c{game_params} structures are permitted to contain pointers to
243subsidiary data if they need to. The back end is required to provide
244functions to create and destroy \c{game_params}, and those functions
245can allocate and free additional memory if necessary. (It has not
246yet been necessary to do this in any puzzle so far, but the
247capability is there just in case.)
248
249\c{game_params} is also the only structure which the game's
250\cw{compute_size()} function may refer to; this means that any
251aspect of the game which affects the size of the window it needs to
252be drawn in must be stored in \c{game_params}. In particular, this
253imposes the fundamental limitation that random game generation may
254not have a random effect on the window size: game generation
255algorithms are constrained to work by starting from the grid size
256rather than generating it as an emergent phenomenon. (Although this
257is a restriction in theory, it has not yet seemed to be a problem.)
258
259\S{backend-game-state} \c{game_state}
260
261While the user is actually playing a puzzle, the \c{game_state}
262structure stores all the data corresponding to the current state of
263play.
264
265The mid-end keeps \c{game_state}s in a list, and adds to the list
266every time the player makes a move; the Undo and Redo functions step
267back and forth through that list.
268
269Therefore, a good means of deciding whether a data item needs to go
270in \c{game_state} is: would a player expect that data item to be
271restored on undo? If so, put it in \c{game_state}, and this will
272automatically happen without you having to lift a finger. If not
273\dash for example, the deaths counter in Mines is precisely
274something that does \e{not} want to be reset to its previous state
275on an undo \dash then you might have found a data item that needs to
276go in \c{game_ui} instead.
277
278During play, \c{game_state}s are often passed around without an
279accompanying \c{game_params} structure. Therefore, any information
280in \c{game_params} which is important during play (such as the grid
281size) must be duplicated within the \c{game_state}. One simple
282method of doing this is to have the \c{game_state} structure
283\e{contain} a \c{game_params} structure as one of its members,
284although this isn't obligatory if you prefer to do it another way.
285
286\S{backend-game-drawstate} \c{game_drawstate}
287
288\c{game_drawstate} carries persistent state relating to the current
289graphical contents of the puzzle window. The same \c{game_drawstate}
290is passed to every call to the game redraw function, so that it can
291remember what it has already drawn and what needs redrawing.
292
293A typical use for a \c{game_drawstate} is to have an array mirroring
294the array of grid squares in the \c{game_state}; then every time the
295redraw function was passed a \c{game_state}, it would loop over all
296the squares, and physically redraw any whose description in the
297\c{game_state} (i.e. what the square needs to look like when the
298redraw is completed) did not match its description in the
299\c{game_drawstate} (i.e. what the square currently looks like).
300
301\c{game_drawstate} is occasionally completely torn down and
302reconstructed by the mid-end, if the user somehow forces a full
303redraw. Therefore, no data should be stored in \c{game_drawstate}
304which is \e{not} related to the state of the puzzle window, because
305it might be unexpectedly destroyed.
306
307The back end provides functions to create and destroy
308\c{game_drawstate}, which means it can contain pointers to
309subsidiary allocated data if it needs to. A common thing to want to
310allocate in a \c{game_drawstate} is a \c{blitter}; see
311\k{drawing-blitter} for more on this subject.
312
313\S{backend-game-ui} \c{game_ui}
314
315\c{game_ui} contains whatever doesn't fit into the above three
316structures!
317
318A new \c{game_ui} is created when the user begins playing a new
319instance of a puzzle (i.e. during \q{New Game} or after entering a
320game ID etc). It persists until the user finishes playing that game
321and begins another one (or closes the window); in particular,
322\q{Restart Game} does \e{not} destroy the \c{game_ui}.
323
324\c{game_ui} is useful for implementing user-interface state which is
325not part of \c{game_state}. Common examples are keyboard control
326(you wouldn't want to have to separately Undo through every cursor
327motion) and mouse dragging. See \k{writing-keyboard-cursor} and
328\k{writing-howto-dragging}, respectively, for more details.
329
330Another use for \c{game_ui} is to store highly persistent data such
331as the Mines death counter. This is conceptually rather different:
332where the Net cursor position was \e{not important enough} to
333preserve for the player to restore by Undo, the Mines death counter
334is \e{too important} to permit the player to revert by Undo!
335
336A final use for \c{game_ui} is to pass information to the redraw
337function about recent changes to the game state. This is used in
338Mines, for example, to indicate whether a requested \q{flash} should
339be a white flash for victory or a red flash for defeat; see
340\k{writing-flash-types}.
341
342\H{backend-simple} Simple data in the back end
343
344In this section I begin to discuss each individual element in the
345back end structure. To begin with, here are some simple
346self-contained data elements.
347
348\S{backend-name} \c{name}
349
350\c const char *name;
351
352This is a simple ASCII string giving the name of the puzzle. This
353name will be used in window titles, in game selection menus on
354monolithic platforms, and anywhere else that the front end needs to
355know the name of a game.
356
357\S{backend-winhelp} \c{winhelp_topic}
358
359\c const char *winhelp_topic;
360
361This member is used on Windows only, to provide online help.
362Although the Windows front end provides a separate binary for each
363puzzle, it has a single monolithic help file; so when a user selects
364\q{Help} from the menu, the program needs to open the help file and
365jump to the chapter describing that particular puzzle.
366
367Therefore, each chapter in \c{puzzles.but} is labelled with a
368\e{help topic} name, similar to this:
369
370\c \cfg{winhelp-topic}{games.net}
371
372And then the corresponding game back end encodes the topic string
373(here \cq{games.net}) in the \c{winhelp_topic} element of the game
374structure.
375
376\H{backend-params} Handling game parameter sets
377
378In this section I present the various functions which handle the
379\c{game_params} structure.
380
381\S{backend-default-params} \cw{default_params()}
382
383\c game_params *(*default_params)(void);
384
385This function allocates a new \c{game_params} structure, fills it
386with the default values, and returns a pointer to it.
387
388\S{backend-fetch-preset} \cw{fetch_preset()}
389
390\c int (*fetch_preset)(int i, char **name, game_params **params);
391
392This function is used to populate the \q{Type} menu, which provides
393a list of conveniently accessible preset parameters for most games.
394
395The function is called with \c{i} equal to the index of the preset
396required (numbering from zero). It returns \cw{FALSE} if that preset
397does not exist (if \c{i} is less than zero or greater than the
398largest preset index). Otherwise, it sets \c{*params} to point at a
399newly allocated \c{game_params} structure containing the preset
400information, sets \c{*name} to point at a newly allocated C string
401containing the preset title (to go on the \q{Type} menu), and
402returns \cw{TRUE}.
403
404If the game does not wish to support any presets at all, this
405function is permitted to return \cw{FALSE} always.
406
407\S{backend-encode-params} \cw{encode_params()}
408
409\c char *(*encode_params)(game_params *params, int full);
410
411The job of this function is to take a \c{game_params}, and encode it
412in a string form for use in game IDs. The return value must be a
413newly allocated C string, and \e{must} not contain a colon or a hash
414(since those characters are used to mark the end of the parameter
415section in a game ID).
416
417Ideally, it should also not contain any other potentially
418controversial punctuation; bear in mind when designing a string
419parameter format that it will probably be used on both Windows and
420Unix command lines under a variety of exciting shell quoting and
421metacharacter rules. Sticking entirely to alphanumerics is the
422safest thing; if you really need punctuation, you can probably get
423away with commas, periods or underscores without causing anybody any
424major inconvenience. If you venture far beyond that, you're likely
425to irritate \e{somebody}.
426
427(At the time of writing this, all existing games have purely
428alphanumeric string parameter formats. Usually these involve a
429letter denoting a parameter, followed optionally by a number giving
430the value of that parameter, with a few mandatory parts at the
431beginning such as numeric width and height separated by \cq{x}.)
432
433If the \c{full} parameter is \cw{TRUE}, this function should encode
434absolutely everything in the \c{game_params}, such that a subsequent
435call to \cw{decode_params()} (\k{backend-decode-params}) will yield
436an identical structure. If \c{full} is \cw{FALSE}, however, you
437should leave out anything which is not necessary to describe a
438\e{specific puzzle instance}, i.e. anything which only takes effect
439when a new puzzle is \e{generated}. For example, the Solo
440\c{game_params} includes a difficulty rating used when constructing
441new puzzles; but a Solo game ID need not explicitly include the
442difficulty, since to describe a puzzle once generated it's
443sufficient to give the grid dimensions and the location and contents
444of the clue squares. (Indeed, one might very easily type in a puzzle
445out of a newspaper without \e{knowing} what its difficulty level is
446in Solo's terminology.) Therefore. Solo's \cw{encode_params()} only
447encodes the difficulty level if \c{full} is set.
448
449\S{backend-decode-params} \cw{decode_params()}
450
451\c void (*decode_params)(game_params *params, char const *string);
452
453This function is the inverse of \cw{encode_params()}
454(\k{backend-encode-params}). It parses the supplied string and fills
455in the supplied \c{game_params} structure. Note that the structure
456will \e{already} have been allocated: this function is not expected
457to create a \e{new} \c{game_params}, but to modify an existing one.
458
459This function can receive a string which only encodes a subset of
460the parameters. The most obvious way in which this can happen is if
461the string was constructed by \cw{encode_params()} with its \c{full}
462parameter set to \cw{FALSE}; however, it could also happen if the
463user typed in a parameter set manually and missed something out. Be
464prepared to deal with a wide range of possibilities.
465
466When dealing with a parameter which is not specified in the input
467string, what to do requires a judgment call on the part of the
468programmer. Sometimes it makes sense to adjust other parameters to
469bring them into line with the new ones. In Mines, for example, you
470would probably not want to keep the same mine count if the user
471dropped the grid size and didn't specify one, since you might easily
472end up with more mines than would actually fit in the grid! On the
473other hand, sometimes it makes sense to leave the parameter alone: a
474Solo player might reasonably expect to be able to configure size and
475difficulty independently of one another.
476
477This function currently has no direct means of returning an error if
478the string cannot be parsed at all. However, the returned
479\c{game_params} is almost always subsequently passed to
480\cw{validate_params()} (\k{backend-validate-params}), so if you
481really want to signal parse errors, you could always have a \c{char
482*} in your parameters structure which stored an error message, and
483have \cw{validate_params()} return it if it is non-\cw{NULL}.
484
485\S{backend-free-params} \cw{free_params()}
486
487\c void (*free_params)(game_params *params);
488
489This function frees a \c{game_params} structure, and any subsidiary
490allocations contained within it.
491
492\S{backend-dup-params} \cw{dup_params()}
493
494\c game_params *(*dup_params)(game_params *params);
495
496This function allocates a new \c{game_params} structure and
497initialises it with an exact copy of the information in the one
498provided as input. It returns a pointer to the new duplicate.
499
500\S{backend-can-configure} \c{can_configure}
501
502\c int can_configure;
503
504This boolean data element is set to \cw{TRUE} if the back end
505supports custom parameter configuration via a dialog box. If it is
506\cw{TRUE}, then the functions \cw{configure()} and
507\cw{custom_params()} are expected to work. See \k{backend-configure}
508and \k{backend-custom-params} for more details.
509
510\S{backend-configure} \cw{configure()}
511
512\c config_item *(*configure)(game_params *params);
513
514This function is called when the user requests a dialog box for
515custom parameter configuration. It returns a newly allocated array
516of \cw{config_item} structures, describing the GUI elements required
e9f8a17f 517in the dialog box. The array should have one more element than the
518number of controls, since it is terminated with a \cw{C_END} marker
519(see below). Each array element describes the control together with
520its initial value; the front end will modify the value fields and
521return the updated array to \cw{custom_params()} (see
522\k{backend-custom-params}).
69491f1e 523
524The \cw{config_item} structure contains the following elements:
525
526\c char *name;
527\c int type;
528\c char *sval;
529\c int ival;
530
531\c{name} is an ASCII string giving the textual label for a GUI
532control. It is \e{not} expected to be dynamically allocated.
533
534\c{type} contains one of a small number of \c{enum} values defining
535what type of control is being described. The meaning of the \c{sval}
536and \c{ival} fields depends on the value in \c{type}. The valid
537values are:
538
539\dt \c{C_STRING}
540
541\dd Describes a text input box. (This is also used for numeric
542input. The back end does not bother informing the front end that the
543box is numeric rather than textual; some front ends do have the
544capacity to take this into account, but I decided it wasn't worth
545the extra complexity in the interface.) For this type, \c{ival} is
546unused, and \c{sval} contains a dynamically allocated string
547representing the contents of the input box.
548
549\dt \c{C_BOOLEAN}
550
551\dd Describes a simple checkbox. For this type, \c{sval} is unused,
552and \c{ival} is \cw{TRUE} or \cw{FALSE}.
553
554\dt \c{C_CHOICES}
555
556\dd Describes a drop-down list presenting one of a small number of
557fixed choices. For this type, \c{sval} contains a list of strings
558describing the choices; the very first character of \c{sval} is used
559as a delimiter when processing the rest (so that the strings
560\cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
561define a three-element list containing \cq{zero}, \cq{one} and
562\cq{two}). \c{ival} contains the index of the currently selected
563element, numbering from zero (so that in the above example, 0 would
564mean \cq{zero} and 2 would mean \cq{two}).
565
566\lcont{
567
568Note that for this control type, \c{sval} is \e{not} dynamically
569allocated, whereas it was for \c{C_STRING}.
570
571}
572
573\dt \c{C_END}
574
575\dd Marks the end of the array of \c{config_item}s. All other fields
576are unused.
577
578The array returned from this function is expected to have filled in
579the initial values of all the controls according to the input
580\c{game_params} structure.
581
582If the game's \c{can_configure} flag is set to \cw{FALSE}, this
583function is never called and need not do anything at all.
584
585\S{backend-custom-params} \cw{custom_params()}
586
587\c game_params *(*custom_params)(config_item *cfg);
588
589This function is the counterpart to \cw{configure()}
590(\k{backend-configure}). It receives as input an array of
591\c{config_item}s which was originally created by \cw{configure()},
592but in which the control values have since been changed in
593accordance with user input. Its function is to read the new values
594out of the controls and return a newly allocated \c{game_params}
595structure representing the user's chosen parameter set.
596
597(The front end will have modified the controls' \e{values}, but
598there will still always be the same set of controls, in the same
599order, as provided by \cw{configure()}. It is not necessary to check
600the \c{name} and \c{type} fields, although you could use
601\cw{assert()} if you were feeling energetic.)
602
603This function is not expected to (and indeed \e{must not}) free the
604input \c{config_item} array. (If the parameters fail to validate,
605the dialog box will stay open.)
606
607If the game's \c{can_configure} flag is set to \cw{FALSE}, this
608function is never called and need not do anything at all.
609
610\S{backend-validate-params} \cw{validate_params()}
611
612\c char *(*validate_params)(game_params *params, int full);
613
614This function takes a \c{game_params} structure as input, and checks
615that the parameters described in it fall within sensible limits. (At
616the very least, grid dimensions should almost certainly be strictly
617positive, for example.)
618
619Return value is \cw{NULL} if no problems were found, or
620alternatively a (non-dynamically-allocated) ASCII string describing
621the error in human-readable form.
622
623If the \c{full} parameter is set, full validation should be
624performed: any set of parameters which would not permit generation
625of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
626the implication is that these parameters are not going to be used
627for \e{generating} a puzzle; so parameters which can't even sensibly
628\e{describe} a valid puzzle should still be faulted, but parameters
629which only affect puzzle generation should not be.
630
631(The \c{full} option makes a difference when parameter combinations
632are non-orthogonal. For example, Net has a boolean option
633controlling whether it enforces a unique solution; it turns out that
634it's impossible to generate a uniquely soluble puzzle with wrapping
635walls and width 2, so \cw{validate_params()} will complain if you
636ask for one. However, if the user had just been playing a unique
637wrapping puzzle of a more sensible width, and then pastes in a game
638ID acquired from somebody else which happens to describe a
639\e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
640will be passed a \c{game_params} containing the width and wrapping
641settings from the new game ID and the uniqueness setting from the
642old one. This would be faulted, if it weren't for the fact that
643\c{full} is not set during this call, so Net ignores the
644inconsistency. The resulting \c{game_params} is never subsequently
645used to generate a puzzle; this is a promise made by the mid-end
646when it asks for a non-full validation.)
647
648\H{backend-descs} Handling game descriptions
649
650In this section I present the functions that deal with a textual
651description of a puzzle, i.e. the part that comes after the colon in
652a descriptive-format game ID.
653
654\S{backend-new-desc} \cw{new_desc()}
655
656\c char *(*new_desc)(game_params *params, random_state *rs,
657\c char **aux, int interactive);
658
659This function is where all the really hard work gets done. This is
660the function whose job is to randomly generate a new puzzle,
661ensuring solubility and uniqueness as appropriate.
662
663As input it is given a \c{game_params} structure and a random state
664(see \k{utils-random} for the random number API). It must invent a
665puzzle instance, encode it in string form, and return a dynamically
666allocated C string containing that encoding.
667
668Additionally, it may return a second dynamically allocated string in
669\c{*aux}. (If it doesn't want to, then it can leave that parameter
670completely alone; it isn't required to set it to \cw{NULL}, although
671doing so is harmless.) That string, if present, will be passed to
672\cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
673generated in such a way that a solution is known, then information
674about that solution can be saved in \c{*aux} for \cw{solve()} to
675use.
676
677The \c{interactive} parameter should be ignored by almost all
678puzzles. Its purpose is to distinguish between generating a puzzle
679within a GUI context for immediate play, and generating a puzzle in
680a command-line context for saving to be played later. The only
681puzzle that currently uses this distinction (and, I fervently hope,
682the only one which will \e{ever} need to use it) is Mines, which
683chooses a random first-click location when generating puzzles
684non-interactively, but which waits for the user to place the first
685click when interactive. If you think you have come up with another
686puzzle which needs to make use of this parameter, please think for
687at least ten minutes about whether there is \e{any} alternative!
688
689Note that game description strings are not required to contain an
690encoding of parameters such as grid size; a game description is
691never separated from the \c{game_params} it was generated with, so
692any information contained in that structure need not be encoded
693again in the game description.
694
695\S{backend-validate-desc} \cw{validate_desc()}
696
697\c char *(*validate_desc)(game_params *params, char *desc);
698
699This function is given a game description, and its job is to
700validate that it describes a puzzle which makes sense.
701
702To some extent it's up to the user exactly how far they take the
703phrase \q{makes sense}; there are no particularly strict rules about
704how hard the user is permitted to shoot themself in the foot when
705typing in a bogus game description by hand. (For example, Rectangles
706will not verify that the sum of all the numbers in the grid equals
707the grid's area. So a user could enter a puzzle which was provably
708not soluble, and the program wouldn't complain; there just wouldn't
709happen to be any sequence of moves which solved it.)
710
711The one non-negotiable criterion is that any game description which
712makes it through \cw{validate_desc()} \e{must not} subsequently
713cause a crash or an assertion failure when fed to \cw{new_game()}
714and thence to the rest of the back end.
715
716The return value is \cw{NULL} on success, or a
717non-dynamically-allocated C string containing an error message.
718
719\S{backend-new-game} \cw{new_game()}
720
dafd6cf6 721\c game_state *(*new_game)(midend *me, game_params *params,
69491f1e 722\c char *desc);
723
724This function takes a game description as input, together with its
725accompanying \c{game_params}, and constructs a \c{game_state}
726describing the initial state of the puzzle. It returns a newly
727allocated \c{game_state} structure.
728
729Almost all puzzles should ignore the \c{me} parameter. It is
730required by Mines, which needs it for later passing to
731\cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
732the user has placed the first click. I fervently hope that no other
733puzzle will be awkward enough to require it, so everybody else
734should ignore it. As with the \c{interactive} parameter in
735\cw{new_desc()} (\k{backend-new-desc}), if you think you have a
736reason to need this parameter, please try very hard to think of an
737alternative approach!
738
739\H{backend-states} Handling game states
740
741This section describes the functions which create and destroy
742\c{game_state} structures.
743
744(Well, except \cw{new_game()}, which is in \k{backend-new-game}
745instead of under here; but it deals with game descriptions \e{and}
746game states and it had to go in one section or the other.)
747
748\S{backend-dup-game} \cw{dup_game()}
749
750\c game_state *(*dup_game)(game_state *state);
751
752This function allocates a new \c{game_state} structure and
753initialises it with an exact copy of the information in the one
754provided as input. It returns a pointer to the new duplicate.
755
756\S{backend-free-game} \cw{free_game()}
757
758\c void (*free_game)(game_state *state);
759
760This function frees a \c{game_state} structure, and any subsidiary
761allocations contained within it.
762
763\H{backend-ui} Handling \c{game_ui}
764
765\S{backend-new-ui} \cw{new_ui()}
766
767\c game_ui *(*new_ui)(game_state *state);
768
769This function allocates and returns a new \c{game_ui} structure for
770playing a particular puzzle. It is passed a pointer to the initial
771\c{game_state}, in case it needs to refer to that when setting up
772the initial values for the new game.
773
774\S{backend-free-ui} \cw{free_ui()}
775
776\c void (*free_ui)(game_ui *ui);
777
778This function frees a \c{game_ui} structure, and any subsidiary
779allocations contained within it.
780
781\S{backend-encode-ui} \cw{encode_ui()}
782
783\c char *(*encode_ui)(game_ui *ui);
784
785This function encodes any \e{important} data in a \c{game_ui}
786structure in string form. It is only called when saving a
787half-finished game to a file.
788
789It should be used sparingly. Almost all data in a \c{game_ui} is not
790important enough to save. The location of the keyboard-controlled
791cursor, for example, can be reset to a default position on reloading
792the game without impacting the user experience. If the user should
793somehow manage to save a game while a mouse drag was in progress,
794then discarding that mouse drag would be an outright \e{feature},
795
796A typical thing that \e{would} be worth encoding in this function is
797the Mines death counter: it's in the \c{game_ui} rather than the
798\c{game_state} because it's too important to allow the user to
799revert it by using Undo, and therefore it's also too important to
800allow the user to revert it by saving and reloading. (Of course, the
801user could edit the save file by hand... But if the user is \e{that}
802determined to cheat, they could just as easily modify the game's
803source.)
804
805\S{backend-decode-ui} \cw{decode_ui()}
806
807\c void (*decode_ui)(game_ui *ui, char *encoding);
808
809This function parses a string previously output by \cw{encode_ui()},
810and writes the decoded data back into the provided \c{game_ui}
811structure.
812
813\S{backend-changed-state} \cw{changed_state()}
814
815\c void (*changed_state)(game_ui *ui, game_state *oldstate,
816\c game_state *newstate);
817
818This function is called by the mid-end whenever the current game
819state changes, for any reason. Those reasons include:
820
821\b a fresh move being made by \cw{interpret_move()} and
822\cw{execute_move()}
823
824\b a solve operation being performed by \cw{solve()} and
825\cw{execute_move()}
826
827\b the user moving back and forth along the undo list by means of
828the Undo and Redo operations
829
830\b the user selecting Restart to go back to the initial game state.
831
832The job of \cw{changed_state()} is to update the \c{game_ui} for
833consistency with the new game state, if any update is necessary. For
834example, Same Game stores data about the currently selected tile
835group in its \c{game_ui}, and this data is intrinsically related to
836the game state it was derived from. So it's very likely to become
837invalid when the game state changes; thus, Same Game's
838\cw{changed_state()} function clears the current selection whenever
839it is called.
840
19937f86 841When \cw{anim_length()} or \cw{flash_length()} are called, you can
842be sure that there has been a previous call to \cw{changed_state()}.
843So \cw{changed_state()} can set up data in the \c{game_ui} which will
844be read by \cw{anim_length()} and \cw{flash_length()}, and those
845functions will not have to worry about being called without the data
846having been initialised.
69491f1e 847
848\H{backend-moves} Making moves
849
850This section describes the functions which actually make moves in
851the game: that is, the functions which process user input and end up
852producing new \c{game_state}s.
853
854\S{backend-interpret-move} \cw{interpret_move()}
855
856\c char *(*interpret_move)(game_state *state, game_ui *ui,
857\c game_drawstate *ds,
858\c int x, int y, int button);
859
860This function receives user input and processes it. Its input
861parameters are the current \c{game_state}, the current \c{game_ui}
862and the current \c{game_drawstate}, plus details of the input event.
863\c{button} is either an ASCII value or a special code (listed below)
864indicating an arrow or function key or a mouse event; when
865\c{button} is a mouse event, \c{x} and \c{y} contain the pixel
866coordinates of the mouse pointer relative to the top left of the
867puzzle's drawing area.
868
869\cw{interpret_move()} may return in three different ways:
870
871\b Returning \cw{NULL} indicates that no action whatsoever occurred
872in response to the input event; the puzzle was not interested in it
873at all.
874
875\b Returning the empty string (\cw{""}) indicates that the input
876event has resulted in a change being made to the \c{game_ui} which
877will require a redraw of the game window, but that no actual
878\e{move} was made (i.e. no new \c{game_state} needs to be created).
879
880\b Returning anything else indicates that a move was made and that a
881new \c{game_state} must be created. However, instead of actually
882constructing a new \c{game_state} itself, this function is required
883to return a string description of the details of the move. This
884string will be passed to \cw{execute_move()}
885(\k{backend-execute-move}) to actually create the new
886\c{game_state}. (Encoding moves as strings in this way means that
887the mid-end can keep the strings as well as the game states, and the
888strings can be written to disk when saving the game and fed to
889\cw{execute_move()} again on reloading.)
890
891The return value from \cw{interpret_move()} is expected to be
892dynamically allocated if and only if it is not either \cw{NULL}
893\e{or} the empty string.
894
895After this function is called, the back end is permitted to rely on
896some subsequent operations happening in sequence:
897
898\b \cw{execute_move()} will be called to convert this move
899description into a new \c{game_state}
900
901\b \cw{changed_state()} will be called with the new \c{game_state}.
902
903This means that if \cw{interpret_move()} needs to do updates to the
904\c{game_ui} which are easier to perform by referring to the new
905\c{game_state}, it can safely leave them to be done in
906\cw{changed_state()} and not worry about them failing to happen.
907
908(Note, however, that \cw{execute_move()} may \e{also} be called in
909other circumstances. It is only \cw{interpret_move()} which can rely
910on a subsequent call to \cw{changed_state()}.)
911
912The special key codes supported by this function are:
913
914\dt \cw{LEFT_BUTTON}, \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}
915
916\dd Indicate that one of the mouse buttons was pressed down.
917
918\dt \cw{LEFT_DRAG}, \cw{MIDDLE_DRAG}, \cw{RIGHT_DRAG}
919
920\dd Indicate that the mouse was moved while one of the mouse buttons
921was still down. The mid-end guarantees that when one of these events
922is received, it will always have been preceded by a button-down
923event (and possibly other drag events) for the same mouse button,
924and no event involving another mouse button will have appeared in
925between.
926
927\dt \cw{LEFT_RELEASE}, \cw{MIDDLE_RELEASE}, \cw{RIGHT_RELEASE}
928
929\dd Indicate that a mouse button was released. The mid-end
930guarantees that when one of these events is received, it will always
931have been preceded by a button-down event (and possibly some drag
932events) for the same mouse button, and no event involving another
933mouse button will have appeared in between.
934
935\dt \cw{CURSOR_UP}, \cw{CURSOR_DOWN}, \cw{CURSOR_LEFT},
936\cw{CURSOR_RIGHT}
937
938\dd Indicate that an arrow key was pressed.
939
940\dt \cw{CURSOR_SELECT}
941
942\dd On platforms which have a prominent \q{select} button alongside
943their cursor keys, indicates that that button was pressed.
944
945In addition, there are some modifiers which can be bitwise-ORed into
946the \c{button} parameter:
947
948\dt \cw{MOD_CTRL}, \cw{MOD_SHFT}
949
950\dd These indicate that the Control or Shift key was pressed
951alongside the key. They only apply to the cursor keys, not to mouse
952buttons or anything else.
953
954\dt \cw{MOD_NUM_KEYPAD}
955
956\dd This applies to some ASCII values, and indicates that the key
957code was input via the numeric keypad rather than the main keyboard.
958Some puzzles may wish to treat this differently (for example, a
959puzzle might want to use the numeric keypad as an eight-way
960directional pad), whereas others might not (a game involving numeric
961input probably just wants to treat the numeric keypad as numbers).
962
963\dt \cw{MOD_MASK}
964
965\dd This mask is the bitwise OR of all the available modifiers; you
966can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
967any input value.
968
969\S{backend-execute-move} \cw{execute_move()}
970
971\c game_state *(*execute_move)(game_state *state, char *move);
972
973This function takes an input \c{game_state} and a move string as
974output from \cw{interpret_move()}. It returns a newly allocated
975\c{game_state} which contains the result of applying the specified
976move to the input game state.
977
978This function may return \cw{NULL} if it cannot parse the move
979string (and this is definitely preferable to crashing or failing an
980assertion, since one way this can happen is if loading a corrupt
981save file). However, it must not return \cw{NULL} for any move
982string that really was output from \cw{interpret_move()}: this is
983punishable by assertion failure in the mid-end.
984
985\S{backend-can-solve} \c{can_solve}
986
987\c int can_solve;
988
989This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
990function does something. If it's set to \cw{FALSE}, the game will
991not even offer the \q{Solve} menu option.
992
993\S{backend-solve} \cw{solve()}
994
995\c char *(*solve)(game_state *orig, game_state *curr,
996\c char *aux, char **error);
997
998This function is called when the user selects the \q{Solve} option
999from the menu.
1000
1001It is passed two input game states: \c{orig} is the game state from
1002the very start of the puzzle, and \c{curr} is the current one.
1003(Different games find one or other or both of these convenient.) It
1004is also passed the \c{aux} string saved by \cw{new_desc()}
1005(\k{backend-new-desc}), in case that encodes important information
1006needed to provide the solution.
1007
1008If this function is unable to produce a solution (perhaps, for
1009example, the game has no in-built solver so it can only solve
1010puzzles it invented internally and has an \c{aux} string for) then
1011it may return \cw{NULL}. If it does this, it must also set
1012\c{*error} to an error message to be presented to the user (such as
1013\q{Solution not known for this puzzle}); that error message is not
1014expected to be dynamically allocated.
1015
1016If this function \e{does} produce a solution, it returns a move
1017string suitable for feeding to \cw{execute_move()}
1018(\k{backend-execute-move}).
1019
1020\H{backend-drawing} Drawing the game graphics
1021
1022This section discusses the back end functions that deal with
1023drawing.
1024
1025\S{backend-new-drawstate} \cw{new_drawstate()}
1026
dafd6cf6 1027\c game_drawstate *(*new_drawstate)(drawing *dr, game_state *state);
69491f1e 1028
1029This function allocates and returns a new \c{game_drawstate}
1030structure for drawing a particular puzzle. It is passed a pointer to
1031a \c{game_state}, in case it needs to refer to that when setting up
1032any initial data.
1033
1034This function may not rely on the puzzle having been newly started;
1035a new draw state can be constructed at any time if the front end
1036requests a forced redraw. For games like Pattern, in which initial
1037game states are much simpler than general ones, this might be
1038important to keep in mind.
1039
dafd6cf6 1040The parameter \c{dr} is a drawing object (see \k{drawing}) which the
1041function might need to use to allocate blitters. (However, this
1042isn't recommended; it's usually more sensible to wait to allocate a
1043blitter until \cw{set_size()} is called, because that way you can
1044tailor it to the scale at which the puzzle is being drawn.)
1045
69491f1e 1046\S{backend-free-drawstate} \cw{free_drawstate()}
1047
dafd6cf6 1048\c void (*free_drawstate)(drawing *dr, game_drawstate *ds);
69491f1e 1049
1050This function frees a \c{game_drawstate} structure, and any
1051subsidiary allocations contained within it.
1052
dafd6cf6 1053The parameter \c{dr} is a drawing object (see \k{drawing}), which
1054might be required if you are freeing a blitter.
1055
69491f1e 1056\S{backend-preferred-tilesize} \c{preferred_tilesize}
1057
1058\c int preferred_tilesize;
1059
1060Each game is required to define a single integer parameter which
1061expresses, in some sense, the scale at which it is drawn. This is
1062described in the APIs as \cq{tilesize}, since most puzzles are on a
1063square (or possibly triangular or hexagonal) grid and hence a
1064sensible interpretation of this parameter is to define it as the
1065size of one grid tile in pixels; however, there's no actual
1066requirement that the \q{tile size} be proportional to the game
1067window size. Window size is required to increase monotonically with
1068\q{tile size}, however.
1069
1070The data element \c{preferred_tilesize} indicates the tile size
1071which should be used in the absence of a good reason to do otherwise
1072(such as the screen being too small, or the user explicitly
1073requesting a resize if that ever gets implemented).
1074
1075\S{backend-compute-size} \cw{compute_size()}
1076
1077\c void (*compute_size)(game_params *params, int tilesize,
1078\c int *x, int *y);
1079
1080This function is passed a \c{game_params} structure and a tile size.
1081It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1082area that would be required to render a puzzle with those parameters
1083at that tile size.
1084
1085\S{backend-set-size} \cw{set_size()}
1086
dafd6cf6 1087\c void (*set_size)(drawing *dr, game_drawstate *ds,
1088\c game_params *params, int tilesize);
69491f1e 1089
1090This function is responsible for setting up a \c{game_drawstate} to
1091draw at a given tile size. Typically this will simply involve
1092copying the supplied \c{tilesize} parameter into a \c{tilesize}
1093field inside the draw state; for some more complex games it might
1094also involve setting up other dimension fields, or possibly
1095allocating a blitter (see \k{drawing-blitter}).
1096
dafd6cf6 1097The parameter \c{dr} is a drawing object (see \k{drawing}), which is
1098required if a blitter needs to be allocated.
1099
05e50a96 1100Back ends may assume (and may enforce by assertion) that this
1101function will be called at most once for any \c{game_drawstate}. If
1102a puzzle needs to be redrawn at a different size, the mid-end will
1103create a fresh drawstate.
1104
69491f1e 1105\S{backend-colours} \cw{colours()}
1106
1107\c float *(*colours)(frontend *fe, game_state *state, int *ncolours);
1108
1109This function is responsible for telling the front end what colours
1110the puzzle will need to draw itself.
1111
1112It returns the number of colours required in \c{*ncolours}, and the
1113return value from the function itself is a dynamically allocated
1114array of three times that many \c{float}s, containing the red, green
1115and blue components of each colour respectively as numbers in the
1116range [0,1].
1117
1118It is passed a sample \c{game_state} in case it needs one, although
1119currently no puzzle does need this. (In fact, colours are not
1120reallocated when the game parameters change or a new game is
1121started, so you can't reliably use this \c{game_state} to allocate a
1122different number of colours depending on the game. It is probably
1123actually a mistake to rely on this parameter at all. I ought to
1124either remove it or fix it; probably the former.)
1125
1126The final parameter passed to this function is a front end handle.
e9f8a17f 1127The only things it is permitted to do with this handle are to call
1128the front-end function called \cw{frontend_default_colour()} (see
1129\k{frontend-default-colour}) or the utility function called
1130\cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1131latter is a wrapper on the former, so front end implementors only
1132need to provide \cw{frontend_default_colour()}.) This allows
1133\cw{colours()} to take local configuration into account when
1134deciding on its own colour allocations. Most games use the front
1135end's default colour as their background, apart from a few which
1136depend on drawing relief highlights so they adjust the background
1137colour if it's too light for highlights to show up against it.
69491f1e 1138
dafd6cf6 1139Note that the colours returned from this function are for
1140\e{drawing}, not for printing. Printing has an entirely different
1141colour allocation policy.
1142
69491f1e 1143\S{backend-anim-length} \cw{anim_length()}
1144
1145\c float (*anim_length)(game_state *oldstate, game_state *newstate,
1146\c int dir, game_ui *ui);
1147
1148This function is called when a move is made, undone or redone. It is
1149given the old and the new \c{game_state}, and its job is to decide
1150whether the transition between the two needs to be animated or can
1151be instant.
1152
1153\c{oldstate} is the state that was current until this call;
1154\c{newstate} is the state that will be current after it. \c{dir}
1155specifies the chronological order of those states: if it is
1156positive, then the transition is the result of a move or a redo (and
1157so \c{newstate} is the later of the two moves), whereas if it is
1158negative then the transition is the result of an undo (so that
1159\c{newstate} is the \e{earlier} move).
1160
1161If this function decides the transition should be animated, it
1162returns the desired length of the animation in seconds. If not, it
1163returns zero.
1164
1165State changes as a result of a Restart operation are never animated;
1166the mid-end will handle them internally and never consult this
1167function at all. State changes as a result of Solve operations are
1168also not animated by default, although you can change this for a
1169particular game by setting a flag in \c{mouse_priorities}
1170(\k{backend-mouse-priorities}).
1171
1172The function is also passed a pointer to the local \c{game_ui}. It
1173may refer to information in here to help with its decision (see
1174\k{writing-conditional-anim} for an example of this), and/or it may
1175\e{write} information about the nature of the animation which will
1176be read later by \cw{redraw()}.
1177
1178When this function is called, it may rely on \cw{changed_state()}
1179having been called previously, so if \cw{anim_length()} needs to
1180refer to information in the \c{game_ui}, then \cw{changed_state()}
1181is a reliable place to have set that information up.
1182
1183Move animations do not inhibit further input events. If the user
1184continues playing before a move animation is complete, the animation
1185will be abandoned and the display will jump straight to the final
1186state.
1187
1188\S{backend-flash-length} \cw{flash_length()}
1189
1190\c float (*flash_length)(game_state *oldstate, game_state *newstate,
1191\c int dir, game_ui *ui);
1192
1193This function is called when a move is completed. (\q{Completed}
1194means that not only has the move been made, but any animation which
1195accompanied it has finished.) It decides whether the transition from
1196\c{oldstate} to \c{newstate} merits a \q{flash}.
1197
1198A flash is much like a move animation, but it is \e{not} interrupted
1199by further user interface activity; it runs to completion in
1200parallel with whatever else might be going on on the display. The
1201only thing which will rush a flash to completion is another flash.
1202
1203The purpose of flashes is to indicate that the game has been
1204completed. They were introduced as a separate concept from move
1205animations because of Net: the habit of most Net players (and
1206certainly me) is to rotate a tile into place and immediately lock
1207it, then move on to another tile. When you make your last move, at
1208the instant the final tile is rotated into place the screen starts
1209to flash to indicate victory \dash but if you then press the lock
1210button out of habit, then the move animation is cancelled, and the
1211victory flash does not complete. (And if you \e{don't} press the
1212lock button, the completed grid will look untidy because there will
1213be one unlocked square.) Therefore, I introduced a specific concept
1214of a \q{flash} which is separate from a move animation and can
1215proceed in parallel with move animations and any other display
1216activity, so that the victory flash in Net is not cancelled by that
1217final locking move.
1218
1219The input parameters to \cw{flash_length()} are exactly the same as
1220the ones to \cw{anim_length()}.
1221
1222Just like \cw{anim_length()}, when this function is called, it may
1223rely on \cw{changed_state()} having been called previously, so if it
1224needs to refer to information in the \c{game_ui} then
1225\cw{changed_state()} is a reliable place to have set that
1226information up.
1227
1228(Some games use flashes to indicate defeat as well as victory;
1229Mines, for example, flashes in a different colour when you tread on
1230a mine from the colour it uses when you complete the game. In order
1231to achieve this, its \cw{flash_length()} function has to store a
1232flag in the \c{game_ui} to indicate which flash type is required.)
1233
1234\S{backend-redraw} \cw{redraw()}
1235
dafd6cf6 1236\c void (*redraw)(drawing *dr, game_drawstate *ds,
69491f1e 1237\c game_state *oldstate, game_state *newstate, int dir,
1238\c game_ui *ui, float anim_time, float flash_time);
1239
1240This function is responsible for actually drawing the contents of
1241the game window, and for redrawing every time the game state or the
1242\c{game_ui} changes.
1243
dafd6cf6 1244The parameter \c{dr} is a drawing object which may be passed to the
1245drawing API functions (see \k{drawing} for documentation of the
1246drawing API). This function may not save \c{dr} and use it
69491f1e 1247elsewhere; it must only use it for calling back to the drawing API
1248functions within its own lifetime.
1249
1250\c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1251local \c{game_ui}.
1252
1253\c{newstate} is the semantically-current game state, and is always
1254non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1255a move has recently been made and the game is still in the process
1256of displaying an animation linking the old and new states; in this
1257situation, \c{anim_time} will give the length of time (in seconds)
1258that the animation has already been running. If \c{oldstate} is
1259\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1260to zero to avoid confusion).
1261
1262\c{flash_time}, if it is is non-zero, denotes that the game is in
1263the middle of a flash, and gives the time since the start of the
1264flash. See \k{backend-flash-length} for general discussion of
1265flashes.
1266
1267The very first time this function is called for a new
1268\c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1269area. Since this often involves drawing visual furniture which is
1270never subsequently altered, it is often simplest to arrange this by
1271having a special \q{first time} flag in the draw state, and
1272resetting it after the first redraw.
1273
dafd6cf6 1274When this function (or any subfunction) calls the drawing API, it is
1275expected to pass colour indices which were previously defined by the
1276\cw{colours()} function.
1277
1278\H{backend-printing} Printing functions
1279
1280This section discusses the back end functions that deal with
1281printing puzzles out on paper.
1282
1283\S{backend-can-print} \c{can_print}
1284
1285\c int can_print;
1286
1287This flag is set to \cw{TRUE} if the puzzle is capable of printing
1288itself on paper. (This makes sense for some puzzles, such as Solo,
1289which can be filled in with a pencil. Other puzzles, such as
1290Twiddle, inherently involve moving things around and so would not
1291make sense to print.)
1292
1293If this flag is \cw{FALSE}, then the functions \cw{print_size()}
1294and \cw{print()} will never be called.
1295
1296\S{backend-can-print-in-colour} \c{can_print_in_colour}
1297
1298\c int can_print_in_colour;
1299
1300This flag is set to \cw{TRUE} if the puzzle is capable of printing
1301itself differently when colour is available. For example, Map can
1302actually print coloured regions in different \e{colours} rather than
1303resorting to cross-hatching.
1304
1305If the \c{can_print} flag is \cw{FALSE}, then this flag will be
1306ignored.
1307
1308\S{backend-print-size} \cw{print_size()}
1309
1310\c void (*print_size)(game_params *params, float *x, float *y);
1311
1312This function is passed a \c{game_params} structure and a tile size.
1313It returns, in \c{*x} and \c{*y}, the preferred size in
1314\e{millimetres} of that puzzle if it were to be printed out on paper.
1315
1316If the \c{can_print} flag is \cw{FALSE}, this function will never be
1317called.
1318
1319\S{backend-print} \cw{print()}
1320
1321\c void (*print)(drawing *dr, game_state *state, int tilesize);
1322
1323This function is called when a puzzle is to be printed out on paper.
1324It should use the drawing API functions (see \k{drawing}) to print
1325itself.
1326
1327This function is separate from \cw{redraw()} because it is often
1328very different:
1329
1330\b The printing function may not depend on pixel accuracy, since
1331printer resolution is variable. Draw as if your canvas had infinite
1332resolution.
1333
1334\b The printing function sometimes needs to display things in a
1335completely different style. Net, for example, is very different as
1336an on-screen puzzle and as a printed one.
1337
1338\b The printing function is often much simpler since it has no need
1339to deal with repeated partial redraws.
1340
1341However, there's no reason the printing and redraw functions can't
1342share some code if they want to.
1343
1344When this function (or any subfunction) calls the drawing API, the
1345colour indices it passes should be colours which have been allocated
1346by the \cw{print_*_colour()} functions within this execution of
1347\cw{print()}. This is very different from the fixed small number of
1348colours used in \cw{redraw()}, because printers do not have a
1349limitation on the total number of colours that may be used. Some
1350puzzles' printing functions might wish to allocate only one \q{ink}
1351colour and use it for all drawing; others might wish to allocate
1352\e{more} colours than are used on screen.
1353
1354One possible colour policy worth mentioning specifically is that a
1355puzzle's printing function might want to allocate the \e{same}
1356colour indices as are used by the redraw function, so that code
1357shared between drawing and printing does not have to keep switching
1358its colour indices. In order to do this, the simplest thing is to
1359make use of the fact that colour indices returned from
1360\cw{print_*_colour()} are guaranteed to be in increasing order from
1361zero. So if you have declared an \c{enum} defining three colours
1362\cw{COL_BACKGROUND}, \cw{COL_THIS} and \cw{COL_THAT}, you might then
1363write
1364
1365\c int c;
1366\c c = print_mono_colour(dr, 1); assert(c == COL_BACKGROUND);
1367\c c = print_mono_colour(dr, 0); assert(c == COL_THIS);
1368\c c = print_mono_colour(dr, 0); assert(c == COL_THAT);
1369
1370If the \c{can_print} flag is \cw{FALSE}, this function will never be
1371called.
1372
69491f1e 1373\H{backend-misc} Miscellaneous
1374
1375\S{backend-can-format-as-text} \c{can_format_as_text}
1376
1377\c int can_format_as_text;
1378
1379This boolean field is \cw{TRUE} if the game supports formatting a
1380game state as ASCII text (typically ASCII art) for copying to the
1381clipboard and pasting into other applications. If it is \cw{FALSE},
1382front ends will not offer the \q{Copy} command at all.
1383
1384If this field is \cw{FALSE}, the function \cw{text_format()}
1385(\k{backend-text-format}) is not expected to do anything at all.
1386
1387\S{backend-text-format} \cw{text_format()}
1388
1389\c char *(*text_format)(game_state *state);
1390
1391This function is passed a \c{game_state}, and returns a newly
1392allocated C string containing an ASCII representation of that game
1393state. It is used to implement the \q{Copy} operation in many front
1394ends.
1395
1396This function should only be called if the back end field
1397\c{can_format_as_text} (\k{backend-can-format-as-text}) is
1398\cw{TRUE}.
1399
1400The returned string may contain line endings (and will probably want
1401to), using the normal C internal \cq{\\n} convention. For
1402consistency between puzzles, all multi-line textual puzzle
1403representations should \e{end} with a newline as well as containing
1404them internally. (There are currently no puzzles which have a
1405one-line ASCII representation, so there's no precedent yet for
1406whether that should come with a newline or not.)
1407
1408\S{backend-wants-statusbar} \cw{wants_statusbar()}
1409
1410\c int (*wants_statusbar)(void);
1411
1412This function returns \cw{TRUE} if the puzzle has a use for a
1413textual status line (to display score, completion status, currently
1414active tiles, etc).
1415
1416(This should probably be a static boolean field rather than a
1417function. I don't remember why I did it this way. I probably ought
1418to change it.)
1419
1420\S{backend-is-timed} \c{is_timed}
1421
1422\c int is_timed;
1423
1424This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1425so, the mid-end will maintain a game timer while the user plays.
1426
1427If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1428called and need not do anything.
1429
1430\S{backend-timing-state} \cw{timing_state()}
1431
1432\c int (*timing_state)(game_state *state, game_ui *ui);
1433
1434This function is passed the current \c{game_state} and the local
1435\c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1436be running.
1437
1438A typical use for the \c{game_ui} in this function is to note when
1439the game was first completed (by setting a flag in
1440\cw{changed_state()} \dash see \k{backend-changed-state}), and
1441freeze the timer thereafter so that the user can undo back through
1442their solution process without altering their time.
1443
1444\S{backend-mouse-priorities} \c{mouse_priorities}
1445
1446\c int mouse_priorities;
1447
1448This field is badly named. It is in fact a generic flags word. It
1449consists of the bitwise OR of the following flags:
1450
1451\dt \cw{BUTTON_BEATS(x,y)}
1452
1453\dd Given any \cw{x} and \cw{y} from the set (\cw{LEFT_BUTTON},
1454\cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}), this macro evaluates to a
1455bit flag which indicates that when buttons \cw{x} and \cw{y} are
1456both pressed simultaneously, the mid-end should consider \cw{x} to
1457have priority. (In the absence of any such flags, the mid-end will
1458always consider the most recently pressed button to have priority.)
1459
1460\dt \cw{SOLVE_ANIMATES}
1461
1462\dd This flag indicates that moves generated by \cw{solve()}
1463(\k{backend-solve}) are candidates for animation just like any other
1464move. For most games, solve moves should not be animated, so the
1465mid-end doesn't even bother calling \cw{anim_length()}
1466(\k{backend-anim-length}), thus saving some special-case code in
1467each game. On the rare occasion that animated solve moves are
1468actually required, you can set this flag.
1469
1470\H{backend-initiative} Things a back end may do on its own initiative
1471
1472This section describes a couple of things that a back end may choose
1473to do by calling functions elsewhere in the program, which would not
1474otherwise be obvious.
1475
1476\S{backend-newrs} Create a random state
1477
1478If a back end needs random numbers at some point during normal play,
1479it can create a fresh \c{random_state} by first calling
1480\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1481the returned seed data to \cw{random_init()}.
1482
1483This is likely not to be what you want. If a puzzle needs randomness
1484in the middle of play, it's likely to be more sensible to store some
1485sort of random state within the \e{game_state}, so that the random
1486numbers are tied to the particular game state and hence the player
1487can't simply keep undoing their move until they get numbers they
1488like better.
1489
1490This facility is currently used only in Net, to implement the
1491\q{jumble} command, which sets every unlocked tile to a new random
1492orientation. This randomness \e{is} a reasonable use of the feature,
1493because it's non-adversarial \dash there's no advantage to the user
1494in getting different random numbers.
1495
1496\S{backend-supersede} Supersede its own game description
1497
1498In response to a move, a back end is (reluctantly) permitted to call
1499\cw{midend_supersede_game_desc()}:
1500
dafd6cf6 1501\c void midend_supersede_game_desc(midend *me,
69491f1e 1502\c char *desc, char *privdesc);
1503
1504When the user selects \q{New Game}, the mid-end calls
1505\cw{new_desc()} (\k{backend-new-desc}) to get a new game
1506description, and (as well as using that to generate an initial game
1507state) stores it for the save file and for telling to the user. The
1508function above overwrites that game description, and also splits it
1509in two. \c{desc} becomes the new game description which is provided
1510to the user on request, and is also the one used to construct a new
1511initial game state if the user selects \q{Restart}. \c{privdesc} is
1512a \q{private} game description, used to reconstruct the game's
1513initial state when reloading.
1514
1515The distinction between the two, as well as the need for this
1516function at all, comes from Mines. Mines begins with a blank grid
1517and no idea of where the mines actually are; \cw{new_desc()} does
1518almost no work in interactive mode, and simply returns a string
1519encoding the \c{random_state}. When the user first clicks to open a
1520tile, \e{then} Mines generates the mine positions, in such a way
1521that the game is soluble from that starting point. Then it uses this
1522function to supersede the random-state game description with a
1523proper one. But it needs two: one containing the initial click
1524location (because that's what you want to happen if you restart the
1525game, and also what you want to send to a friend so that they play
1526\e{the same game} as you), and one without the initial click
1527location (because when you save and reload the game, you expect to
1528see the same blank initial state as you had before saving).
1529
1530I should stress again that this function is a horrid hack. Nobody
1531should use it if they're not Mines; if you think you need to use it,
1532think again repeatedly in the hope of finding a better way to do
1533whatever it was you needed to do.
1534
dafd6cf6 1535\C{drawing} The drawing API
69491f1e 1536
1537The back end function \cw{redraw()} (\k{backend-redraw}) is required
dafd6cf6 1538to draw the puzzle's graphics on the window's drawing area, or on
1539paper if the puzzle is printable. To do this portably, it is
1540provided with a drawing API allowing it to talk directly to the
1541front end. In this chapter I document that API, both for the benefit
1542of back end authors trying to use it and for front end authors
1543trying to implement it.
1544
1545The drawing API as seen by the back end is a collection of global
1546functions, each of which takes a pointer to a \c{drawing} structure
1547(a \q{drawing object}). These objects are supplied as parameters to
1548the back end's \cw{redraw()} and \cw{print()} functions.
1549
1550In fact these global functions are not implemented directly by the
1551front end; instead, they are implemented centrally in \c{drawing.c}
1552and form a small piece of middleware. The drawing API as supplied by
1553the front end is a structure containing a set of function pointers,
1554plus a \cq{void *} handle which is passed to each of those
1555functions. This enables a single front end to switch between
1556multiple implementations of the drawing API if necessary. For
1557example, the Windows API supplies a printing mechanism integrated
1558into the same GDI which deals with drawing in windows, and therefore
74021716 1559the same API implementation can handle both drawing and printing;
1560but on Unix, the most common way for applications to print is by
1561producing PostScript output directly, and although it would be
1562\e{possible} to write a single (say) \cw{draw_rect()} function which
1563checked a global flag to decide whether to do GTK drawing operations
1564or output PostScript to a file, it's much nicer to have two separate
1565functions and switch between them as appropriate.
dafd6cf6 1566
1567When drawing, the puzzle window is indexed by pixel coordinates,
1568with the top left pixel defined as \cw{(0,0)} and the bottom right
1569pixel \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
69491f1e 1570values returned by the back end function \cw{compute_size()}
1571(\k{backend-compute-size}).
1572
dafd6cf6 1573When printing, the puzzle's print area is indexed in exactly the
1574same way (with an arbitrary tile size provided by the printing
1575module \c{printing.c}), to facilitate sharing of code between the
1576drawing and printing routines. However, when printing, puzzles may
1577no longer assume that the coordinate unit has any relationship to a
1578pixel; the printer's actual resolution might very well not even be
1579known at print time, so the coordinate unit might be smaller or
1580larger than a pixel. Puzzles' print functions should restrict
1581themselves to drawing geometric shapes rather than fiddly pixel
1582manipulation.
1583
1584\e{Puzzles' redraw functions may assume that the surface they draw
1585on is persistent}. It is the responsibility of every front end to
1586preserve the puzzle's window contents in the face of GUI window
1587expose issues and similar. It is not permissible to request the back
1588end redraw any part of a window that it has already drawn, unless
1589something has actually changed as a result of making moves in the
1590puzzle.
69491f1e 1591
1592Most front ends accomplish this by having the drawing routines draw
1593on a stored bitmap rather than directly on the window, and copying
1594the bitmap to the window every time a part of the window needs to be
1595redrawn. Therefore, it is vitally important that whenever the back
1596end does any drawing it informs the front end of which parts of the
1597window it has accessed, and hence which parts need repainting. This
1598is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1599
dafd6cf6 1600In the following sections I first discuss the drawing API as seen by
1601the back end, and then the \e{almost} identical function-pointer
1602form seen by the front end.
1603
1604\H{drawing-backend} Drawing API as seen by the back end
69491f1e 1605
dafd6cf6 1606This section documents the back-end drawing API, in the form of
1607functions which take a \c{drawing} object as an argument.
1608
1609\S{drawing-draw-rect} \cw{draw_rect()}
1610
1611\c void draw_rect(drawing *dr, int x, int y, int w, int h,
69491f1e 1612\c int colour);
1613
1614Draws a filled rectangle in the puzzle window.
1615
1616\c{x} and \c{y} give the coordinates of the top left pixel of the
1617rectangle. \c{w} and \c{h} give its width and height. Thus, the
1618horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1619inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1620inclusive.
1621
1622\c{colour} is an integer index into the colours array returned by
1623the back end function \cw{colours()} (\k{backend-colours}).
1624
1625There is no separate pixel-plotting function. If you want to plot a
1626single pixel, the approved method is to use \cw{draw_rect()} with
1627width and height set to 1.
1628
1629Unlike many of the other drawing functions, this function is
1630guaranteed to be pixel-perfect: the rectangle will be sharply
1631defined and not anti-aliased or anything like that.
1632
dafd6cf6 1633This function may be used for both drawing and printing.
1634
1635\S{drawing-draw-rect-outline} \cw{draw_rect_outline()}
69491f1e 1636
dafd6cf6 1637\c void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
69491f1e 1638\c int colour);
1639
1640Draws an outline rectangle in the puzzle window.
1641
1642\c{x} and \c{y} give the coordinates of the top left pixel of the
1643rectangle. \c{w} and \c{h} give its width and height. Thus, the
1644horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1645inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1646inclusive.
1647
1648\c{colour} is an integer index into the colours array returned by
1649the back end function \cw{colours()} (\k{backend-colours}).
1650
1651From a back end perspective, this function may be considered to be
1652part of the drawing API. However, front ends are not required to
1653implement it, since it is actually implemented centrally (in
dafd6cf6 1654\cw{misc.c}) as a wrapper on \cw{draw_polygon()}.
69491f1e 1655
dafd6cf6 1656This function may be used for both drawing and printing.
69491f1e 1657
dafd6cf6 1658\S{drawing-draw-line} \cw{draw_line()}
1659
1660\c void draw_line(drawing *dr, int x1, int y1, int x2, int y2,
69491f1e 1661\c int colour);
1662
1663Draws a straight line in the puzzle window.
1664
1665\c{x1} and \c{y1} give the coordinates of one end of the line.
1666\c{x2} and \c{y2} give the coordinates of the other end. The line
1667drawn includes both those points.
1668
1669\c{colour} is an integer index into the colours array returned by
1670the back end function \cw{colours()} (\k{backend-colours}).
1671
1672Some platforms may perform anti-aliasing on this function.
1673Therefore, do not assume that you can erase a line by drawing the
1674same line over it in the background colour; anti-aliasing might
1675lead to perceptible ghost artefacts around the vanished line.
1676
dafd6cf6 1677This function may be used for both drawing and printing.
1678
1679\S{drawing-draw-polygon} \cw{draw_polygon()}
69491f1e 1680
dafd6cf6 1681\c void draw_polygon(drawing *dr, int *coords, int npoints,
69491f1e 1682\c int fillcolour, int outlinecolour);
1683
1684Draws an outlined or filled polygon in the puzzle window.
1685
1686\c{coords} is an array of \cw{(2*npoints)} integers, containing the
1687\c{x} and \c{y} coordinates of \c{npoints} vertices.
1688
1689\c{fillcolour} and \c{outlinecolour} are integer indices into the
1690colours array returned by the back end function \cw{colours()}
1691(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1692indicate that the polygon should be outlined only.
1693
1694The polygon defined by the specified list of vertices is first
1695filled in \c{fillcolour}, if specified, and then outlined in
1696\c{outlinecolour}.
1697
1698\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1699(and front ends are permitted to enforce this by assertion). This is
1700because different platforms disagree on whether a filled polygon
1701should include its boundary line or not, so drawing \e{only} a
1702filled polygon would have non-portable effects. If you want your
1703filled polygon not to have a visible outline, you must set
1704\c{outlinecolour} to the same as \c{fillcolour}.
1705
1706Some platforms may perform anti-aliasing on this function.
1707Therefore, do not assume that you can erase a polygon by drawing the
1708same polygon over it in the background colour. Also, be prepared for
1709the polygon to extend a pixel beyond its obvious bounding box as a
1710result of this; if you really need it not to do this to avoid
1711interfering with other delicate graphics, you should probably use
1712\cw{clip()} (\k{drawing-clip}).
1713
dafd6cf6 1714This function may be used for both drawing and printing.
1715
1716\S{drawing-draw-circle} \cw{draw_circle()}
69491f1e 1717
dafd6cf6 1718\c void draw_circle(drawing *dr, int cx, int cy, int radius,
69491f1e 1719\c int fillcolour, int outlinecolour);
1720
1721Draws an outlined or filled circle in the puzzle window.
1722
1723\c{cx} and \c{cy} give the coordinates of the centre of the circle.
1724\c{radius} gives its radius. The total horizontal pixel extent of
1725the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1726the vertical extent similarly around \c{cy}.
1727
1728\c{fillcolour} and \c{outlinecolour} are integer indices into the
1729colours array returned by the back end function \cw{colours()}
1730(\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1731indicate that the circle should be outlined only.
1732
1733The circle is first filled in \c{fillcolour}, if specified, and then
1734outlined in \c{outlinecolour}.
1735
1736\c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1737(and front ends are permitted to enforce this by assertion). This is
1738because different platforms disagree on whether a filled circle
1739should include its boundary line or not, so drawing \e{only} a
1740filled circle would have non-portable effects. If you want your
1741filled circle not to have a visible outline, you must set
1742\c{outlinecolour} to the same as \c{fillcolour}.
1743
1744Some platforms may perform anti-aliasing on this function.
1745Therefore, do not assume that you can erase a circle by drawing the
1746same circle over it in the background colour. Also, be prepared for
1747the circle to extend a pixel beyond its obvious bounding box as a
1748result of this; if you really need it not to do this to avoid
1749interfering with other delicate graphics, you should probably use
1750\cw{clip()} (\k{drawing-clip}).
1751
dafd6cf6 1752This function may be used for both drawing and printing.
69491f1e 1753
dafd6cf6 1754\S{drawing-draw-text} \cw{draw_text()}
1755
1756\c void draw_text(drawing *dr, int x, int y, int fonttype,
69491f1e 1757\c int fontsize, int align, int colour, char *text);
1758
1759Draws text in the puzzle window.
1760
1761\c{x} and \c{y} give the coordinates of a point. The relation of
1762this point to the location of the text is specified by \c{align},
1763which is a bitwise OR of horizontal and vertical alignment flags:
1764
1765\dt \cw{ALIGN_VNORMAL}
1766
1767\dd Indicates that \c{y} is aligned with the baseline of the text.
1768
1769\dt \cw{ALIGN_VCENTRE}
1770
1771\dd Indicates that \c{y} is aligned with the vertical centre of the
1772text. (In fact, it's aligned with the vertical centre of normal
1773\e{capitalised} text: displaying two pieces of text with
1774\cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1775baselines to be aligned with one another, even if one is an ascender
1776and the other a descender.)
1777
1778\dt \cw{ALIGN_HLEFT}
1779
1780\dd Indicates that \c{x} is aligned with the left-hand end of the
1781text.
1782
1783\dt \cw{ALIGN_HCENTRE}
1784
1785\dd Indicates that \c{x} is aligned with the horizontal centre of
1786the text.
1787
1788\dt \cw{ALIGN_HRIGHT}
1789
1790\dd Indicates that \c{x} is aligned with the right-hand end of the
1791text.
1792
1793\c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1794monospaced or proportional font respectively. (No more detail than
1795that may be specified; it would only lead to portability issues
1796between different platforms.)
1797
1798\c{fontsize} is the desired size, in pixels, of the text. This size
1799corresponds to the overall point size of the text, not to any
1800internal dimension such as the cap-height.
1801
1802\c{colour} is an integer index into the colours array returned by
1803the back end function \cw{colours()} (\k{backend-colours}).
1804
dafd6cf6 1805This function may be used for both drawing and printing.
1806
1807\S{drawing-clip} \cw{clip()}
69491f1e 1808
dafd6cf6 1809\c void clip(drawing *dr, int x, int y, int w, int h);
69491f1e 1810
1811Establishes a clipping rectangle in the puzzle window.
1812
1813\c{x} and \c{y} give the coordinates of the top left pixel of the
1814clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1815the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1816inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1817inclusive. (These are exactly the same semantics as
1818\cw{draw_rect()}.)
1819
1820After this call, no drawing operation will affect anything outside
1821the specified rectangle. The effect can be reversed by calling
1822\cw{unclip()} (\k{drawing-unclip}).
1823
1824Back ends should not assume that a clipping rectangle will be
1825automatically cleared up by the front end if it's left lying around;
1826that might work on current front ends, but shouldn't be relied upon.
1827Always explicitly call \cw{unclip()}.
1828
dafd6cf6 1829This function may be used for both drawing and printing.
69491f1e 1830
dafd6cf6 1831\S{drawing-unclip} \cw{unclip()}
1832
1833\c void unclip(drawing *dr);
69491f1e 1834
1835Reverts the effect of a previous call to \cw{clip()}. After this
1836call, all drawing operations will be able to affect the entire
1837puzzle window again.
1838
dafd6cf6 1839This function may be used for both drawing and printing.
1840
1841\S{drawing-draw-update} \cw{draw_update()}
69491f1e 1842
dafd6cf6 1843\c void draw_update(drawing *dr, int x, int y, int w, int h);
69491f1e 1844
1845Informs the front end that a rectangular portion of the puzzle
1846window has been drawn on and needs to be updated.
1847
1848\c{x} and \c{y} give the coordinates of the top left pixel of the
1849update rectangle. \c{w} and \c{h} give its width and height. Thus,
1850the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1851inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1852inclusive. (These are exactly the same semantics as
1853\cw{draw_rect()}.)
1854
1855The back end redraw function \e{must} call this function to report
1856any changes it has made to the window. Otherwise, those changes may
1857not become immediately visible, and may then appear at an
1858unpredictable subsequent time such as the next time the window is
1859covered and re-exposed.
1860
dafd6cf6 1861This function is only important when drawing. It may be called when
1862printing as well, but doing so is not compulsory, and has no effect.
1863(So if you have a shared piece of code between the drawing and
1864printing routines, that code may safely call \cw{draw_update()}.)
69491f1e 1865
dafd6cf6 1866\S{drawing-status-bar} \cw{status_bar()}
1867
1868\c void status_bar(drawing *dr, char *text);
69491f1e 1869
e9f8a17f 1870Sets the text in the game's status bar to \c{text}. The text is copied
1871from the supplied buffer, so the caller is free to deallocate or
1872modify the buffer after use.
69491f1e 1873
1874(This function is not exactly a \e{drawing} function, but it shares
1875with the drawing API the property that it may only be called from
1876within the back end redraw function, so this is as good a place as
1877any to document it.)
1878
dafd6cf6 1879This function is for drawing only; it must never be called during
1880printing.
69491f1e 1881
dafd6cf6 1882\S{drawing-blitter} Blitter functions
69491f1e 1883
e9f8a17f 1884This section describes a group of related functions which save and
69491f1e 1885restore a section of the puzzle window. This is most commonly used
1886to implement user interfaces involving dragging a puzzle element
1887around the window: at the end of each call to \cw{redraw()}, if an
1888object is currently being dragged, the back end saves the window
1889contents under that location and then draws the dragged object, and
1890at the start of the next \cw{redraw()} the first thing it does is to
1891restore the background.
1892
1893The front end defines an opaque type called a \c{blitter}, which is
1894capable of storing a rectangular area of a specified size.
1895
dafd6cf6 1896Blitter functions are for drawing only; they must never be called
1897during printing.
1898
1899\S2{drawing-blitter-new} \cw{blitter_new()}
69491f1e 1900
dafd6cf6 1901\c blitter *blitter_new(drawing *dr, int w, int h);
69491f1e 1902
1903Creates a new blitter object which stores a rectangle of size \c{w}
1904by \c{h} pixels. Returns a pointer to the blitter object.
1905
1906Blitter objects are best stored in the \c{game_drawstate}. A good
1907time to create them is in the \cw{set_size()} function
1908(\k{backend-set-size}), since it is at this point that you first
1909know how big a rectangle they will need to save.
1910
dafd6cf6 1911\S2{drawing-blitter-free} \cw{blitter_free()}
69491f1e 1912
dafd6cf6 1913\c void blitter_free(drawing *dr, blitter *bl);
69491f1e 1914
1915Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1916(However, check that the blitter object is not \cw{NULL} before
1917attempting to free it; it is possible that a draw state might be
1918created and freed without ever having \cw{set_size()} called on it
1919in between.)
1920
dafd6cf6 1921\S2{drawing-blitter-save} \cw{blitter_save()}
69491f1e 1922
dafd6cf6 1923\c void blitter_save(drawing *dr, blitter *bl, int x, int y);
69491f1e 1924
1925This is a true drawing API function, in that it may only be called
1926from within the game redraw routine. It saves a rectangular portion
1927of the puzzle window into the specified blitter object.
1928
1929\c{x} and \c{y} give the coordinates of the top left corner of the
1930saved rectangle. The rectangle's width and height are the ones
1931specified when the blitter object was created.
1932
1933This function is required to cope and do the right thing if \c{x}
1934and \c{y} are out of range. (The right thing probably means saving
1935whatever part of the blitter rectangle overlaps with the visible
1936area of the puzzle window.)
1937
dafd6cf6 1938\S2{drawing-blitter-load} \cw{blitter_load()}
69491f1e 1939
dafd6cf6 1940\c void blitter_load(drawing *dr, blitter *bl, int x, int y);
69491f1e 1941
1942This is a true drawing API function, in that it may only be called
1943from within the game redraw routine. It restores a rectangular
1944portion of the puzzle window from the specified blitter object.
1945
1946\c{x} and \c{y} give the coordinates of the top left corner of the
1947rectangle to be restored. The rectangle's width and height are the
1948ones specified when the blitter object was created.
1949
1950Alternatively, you can specify both \c{x} and \c{y} as the special
1951value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1952restored to exactly where it was saved from. (This is probably what
1953you want to do almost all the time, if you're using blitters to
1954implement draggable puzzle elements.)
1955
1956This function is required to cope and do the right thing if \c{x}
1957and \c{y} (or the equivalent ones saved in the blitter) are out of
1958range. (The right thing probably means restoring whatever part of
1959the blitter rectangle overlaps with the visible area of the puzzle
1960window.)
1961
1962If this function is called on a blitter which had previously been
1963saved from a partially out-of-range rectangle, then the parts of the
1964saved bitmap which were not visible at save time are undefined. If
1965the blitter is restored to a different position so as to make those
1966parts visible, the effect on the drawing area is undefined.
1967
dafd6cf6 1968\S{print-mono-colour} \cw{print_mono_colour()}
1969
1970\c int print_mono_colour(drawing *dr, int grey);
1971
1972This function allocates a colour index for a simple monochrome
1973colour during printing.
1974
1975\c{grey} must be 0 or 1. If \c{grey} is 0, the colour returned is
1976black; if \c{grey} is 1, the colour is white.
1977
1978\S{print-grey-colour} \cw{print_grey_colour()}
1979
1980\c int print_grey_colour(drawing *dr, int hatch, float grey);
1981
1982This function allocates a colour index for a grey-scale colour
1983during printing.
1984
1985\c{grey} may be any number between 0 (black) and 1 (white); for
1986example, 0.5 indicates a medium grey.
1987
1988If printing in black and white only, the \c{grey} value will not be
1989used; instead, regions shaded in this colour will be hatched with
1990parallel lines. The \c{hatch} parameter defines what type of
1991hatching should be used in place of this colour:
1992
1993\dt \cw{HATCH_SOLID}
1994
1995\dd In black and white, this colour will be replaced by solid black.
1996
1997\dt \cw{HATCH_CLEAR}
1998
1999\dd In black and white, this colour will be replaced by solid white.
2000
2001\dt \cw{HATCH_SLASH}
2002
2003\dd This colour will be hatched by lines slanting to the right at 45
2004degrees.
2005
2006\dt \cw{HATCH_BACKSLASH}
2007
2008\dd This colour will be hatched by lines slanting to the left at 45
2009degrees.
2010
2011\dt \cw{HATCH_HORIZ}
2012
2013\dd This colour will be hatched by horizontal lines.
2014
2015\dt \cw{HATCH_VERT}
2016
2017\dd This colour will be hatched by vertical lines.
2018
2019\dt \cw{HATCH_PLUS}
2020
2021\dd This colour will be hatched by criss-crossing horizontal and
2022vertical lines.
2023
2024\dt \cw{HATCH_X}
2025
2026\dd This colour will be hatched by criss-crossing diagonal lines.
2027
2028Colours defined to use hatching may not be used for drawing lines;
2029they may only be used for filling areas. That is, they may be used
2030as the \c{fillcolour} parameter to \cw{draw_circle()} and
2031\cw{draw_polygon()}, and as the colour parameter to
2032\cw{draw_rect()}, but may not be used as the \c{outlinecolour}
2033parameter to \cw{draw_circle()} or \cw{draw_polygon()}, or with
2034\cw{draw_line()}.
2035
2036\S{print-rgb-colour} \cw{print_rgb_colour()}
2037
2038\c int print_rgb_colour(drawing *dr, int hatch,
2039\c float r, float g, float b);
2040
2041This function allocates a colour index for a fully specified RGB
2042colour during printing.
2043
2044\c{r}, \c{g} and \c{b} may each be anywhere in the range from 0 to 1.
2045
f487468f 2046If printing in black and white only, these values will not be used;
2047instead, regions shaded in this colour will be hatched with parallel
2048lines. The \c{hatch} parameter defines what type of hatching should
2049be used in place of this colour; see \k{print-grey-colour} for its
2050definition.
dafd6cf6 2051
2052\S{print-line-width} \cw{print_line_width()}
2053
2054\c void print_line_width(drawing *dr, int width);
2055
2056This function is called to set the thickness of lines drawn during
2057printing. It is meaningless in drawing: all lines drawn by
2058\cw{draw_line()}, \cw{draw_circle} and \cw{draw_polygon()} are one
2059pixel in thickness. However, in printing there is no clear
2060definition of a pixel and so line widths must be explicitly
2061specified.
2062
2063The line width is specified in the usual coordinate system. Note,
2064however, that it is a hint only: the central printing system may
2065choose to vary line thicknesses at user request or due to printer
2066capabilities.
2067
2068\H{drawing-frontend} The drawing API as implemented by the front end
2069
2070This section describes the drawing API in the function-pointer form
2071in which it is implemented by a front end.
2072
2073(It isn't only platform-specific front ends which implement this
2074API; the platform-independent module \c{ps.c} also provides an
2075implementation of it which outputs PostScript. Thus, any platform
2076which wants to do PS printing can do so with minimum fuss.)
2077
2078The following entries all describe function pointer fields in a
2079structure called \c{drawing_api}. Each of the functions takes a
2080\cq{void *} context pointer, which it should internally cast back to
2081a more useful type. Thus, a drawing \e{object} (\c{drawing *)}
2082suitable for passing to the back end redraw or printing functions
2083is constructed by passing a \c{drawing_api} and a \cq{void *} to the
2084function \cw{drawing_init()} (see \k{drawing-init}).
2085
2086\S{drawingapi-draw-text} \cw{draw_text()}
2087
2088\c void (*draw_text)(void *handle, int x, int y, int fonttype,
2089\c int fontsize, int align, int colour, char *text);
2090
2091This function behaves exactly like the back end \cw{draw_text()}
2092function; see \k{drawing-draw-text}.
2093
2094\S{drawingapi-draw-rect} \cw{draw_rect()}
2095
2096\c void (*draw_rect)(void *handle, int x, int y, int w, int h,
2097\c int colour);
2098
2099This function behaves exactly like the back end \cw{draw_rect()}
2100function; see \k{drawing-draw-rect}.
2101
2102\S{drawingapi-draw-line} \cw{draw_line()}
2103
2104\c void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
2105\c int colour);
2106
2107This function behaves exactly like the back end \cw{draw_line()}
2108function; see \k{drawing-draw-line}.
2109
2110\S{drawingapi-draw-polygon} \cw{draw_polygon()}
2111
2112\c void (*draw_polygon)(void *handle, int *coords, int npoints,
2113\c int fillcolour, int outlinecolour);
2114
2115This function behaves exactly like the back end \cw{draw_polygon()}
2116function; see \k{drawing-draw-polygon}.
2117
2118\S{drawingapi-draw-circle} \cw{draw_circle()}
2119
2120\c void (*draw_circle)(void *handle, int cx, int cy, int radius,
2121\c int fillcolour, int outlinecolour);
2122
2123This function behaves exactly like the back end \cw{draw_circle()}
2124function; see \k{drawing-draw-circle}.
2125
2126\S{drawingapi-draw-update} \cw{draw_update()}
2127
2128\c void (*draw_update)(void *handle, int x, int y, int w, int h);
2129
2130This function behaves exactly like the back end \cw{draw_text()}
2131function; see \k{drawing-draw-text}.
2132
2133An implementation of this API which only supports printing is
2134permitted to define this function pointer to be \cw{NULL} rather
2135than bothering to define an empty function. The middleware in
2136\cw{drawing.c} will notice and avoid calling it.
2137
2138\S{drawingapi-clip} \cw{clip()}
2139
2140\c void (*clip)(void *handle, int x, int y, int w, int h);
69491f1e 2141
dafd6cf6 2142This function behaves exactly like the back end \cw{clip()}
2143function; see \k{drawing-clip}.
69491f1e 2144
dafd6cf6 2145\S{drawingapi-unclip} \cw{unclip()}
69491f1e 2146
dafd6cf6 2147\c void (*unclip)(void *handle);
69491f1e 2148
dafd6cf6 2149This function behaves exactly like the back end \cw{unclip()}
2150function; see \k{drawing-unclip}.
69491f1e 2151
dafd6cf6 2152\S{drawingapi-start-draw} \cw{start_draw()}
69491f1e 2153
dafd6cf6 2154\c void (*start_draw)(void *handle);
2155
2156This function is called at the start of drawing. It allows the front
2157end to initialise any temporary data required to draw with, such as
2158device contexts.
2159
2160Implementations of this API which do not provide drawing services
2161may define this function pointer to be \cw{NULL}; it will never be
2162called unless drawing is attempted.
2163
2164\S{drawingapi-end-draw} \cw{end_draw()}
2165
2166\c void (*end_draw)(void *handle);
69491f1e 2167
2168This function is called at the end of drawing. It allows the front
2169end to do cleanup tasks such as deallocating device contexts and
2170scheduling appropriate GUI redraw events.
2171
dafd6cf6 2172Implementations of this API which do not provide drawing services
2173may define this function pointer to be \cw{NULL}; it will never be
2174called unless drawing is attempted.
69491f1e 2175
dafd6cf6 2176\S{drawingapi-status-bar} \cw{status_bar()}
69491f1e 2177
dafd6cf6 2178\c void (*status_bar)(void *handle, char *text);
69491f1e 2179
dafd6cf6 2180This function behaves exactly like the back end \cw{status_bar()}
2181function; see \k{drawing-status-bar}.
2182
2183Front ends implementing this function should not use the provided
2184text directly; they should call \cw{midend_rewrite_statusbar()}
2185(\k{midend-rewrite-statusbar}) to process it first.
2186
2187In a game which has a timer, this function is likely to be called
2188every time the timer goes off, i.e. many times a second. It is
2189therefore likely to be common that this function is called with
2190precisely the same text as the last time it was called. Front ends
2191may well wish to detect this common case and avoid bothering to do
2192anything. If they do, however, they \e{must} perform this check on
2193the value \e{returned} from \cw{midend_rewrite_statusbar()}, rather
2194than the value passed in to it (because the mid-end will frequently
2195update the status-bar timer without the back end's intervention).
2196
2197Implementations of this API which do not provide drawing services
2198may define this function pointer to be \cw{NULL}; it will never be
2199called unless drawing is attempted.
2200
2201\S{drawingapi-blitter-new} \cw{blitter_new()}
2202
2203\c blitter *(*blitter_new)(void *handle, int w, int h);
2204
2205This function behaves exactly like the back end \cw{blitter_new()}
2206function; see \k{drawing-blitter-new}.
2207
2208Implementations of this API which do not provide drawing services
2209may define this function pointer to be \cw{NULL}; it will never be
2210called unless drawing is attempted.
2211
2212\S{drawingapi-blitter-free} \cw{blitter_free()}
2213
2214\c void (*blitter_free)(void *handle, blitter *bl);
2215
2216This function behaves exactly like the back end \cw{blitter_free()}
2217function; see \k{drawing-blitter-free}.
2218
2219Implementations of this API which do not provide drawing services
2220may define this function pointer to be \cw{NULL}; it will never be
2221called unless drawing is attempted.
2222
2223\S{drawingapi-blitter-save} \cw{blitter_save()}
2224
2225\c void (*blitter_save)(void *handle, blitter *bl, int x, int y);
2226
2227This function behaves exactly like the back end \cw{blitter_save()}
2228function; see \k{drawing-blitter-save}.
2229
2230Implementations of this API which do not provide drawing services
2231may define this function pointer to be \cw{NULL}; it will never be
2232called unless drawing is attempted.
2233
2234\S{drawingapi-blitter-load} \cw{blitter_load()}
2235
2236\c void (*blitter_load)(void *handle, blitter *bl, int x, int y);
2237
2238This function behaves exactly like the back end \cw{blitter_load()}
2239function; see \k{drawing-blitter-load}.
2240
2241Implementations of this API which do not provide drawing services
2242may define this function pointer to be \cw{NULL}; it will never be
2243called unless drawing is attempted.
2244
2245\S{drawingapi-begin-doc} \cw{begin_doc()}
2246
2247\c void (*begin_doc)(void *handle, int pages);
2248
2249This function is called at the beginning of a printing run. It gives
2250the front end an opportunity to initialise any required printing
2251subsystem. It also provides the number of pages in advance.
2252
2253Implementations of this API which do not provide printing services
2254may define this function pointer to be \cw{NULL}; it will never be
2255called unless printing is attempted.
2256
2257\S{drawingapi-begin-page} \cw{begin_page()}
2258
2259\c void (*begin_page)(void *handle, int number);
2260
2261This function is called during printing, at the beginning of each
2262page. It gives the page number (numbered from 1 rather than 0, so
2263suitable for use in user-visible contexts).
2264
2265Implementations of this API which do not provide printing services
2266may define this function pointer to be \cw{NULL}; it will never be
2267called unless printing is attempted.
2268
2269\S{drawingapi-begin-puzzle} \cw{begin_puzzle()}
2270
2271\c void (*begin_puzzle)(void *handle, float xm, float xc,
2272\c float ym, float yc, int pw, int ph, float wmm);
2273
2274This function is called during printing, just before printing a
2275single puzzle on a page. It specifies the size and location of the
2276puzzle on the page.
2277
2278\c{xm} and \c{xc} specify the horizontal position of the puzzle on
2279the page, as a linear function of the page width. The front end is
2280expected to multiply the page width by \c{xm}, add \c{xc} (measured
2281in millimetres), and use the resulting x-coordinate as the left edge
2282of the puzzle.
2283
2284Similarly, \c{ym} and \c{yc} specify the vertical position of the
2285puzzle as a function of the page height: the page height times
2286\c{xm}, plus \c{xc} millimetres, equals the desired distance from
2287the top of the page to the top of the puzzle.
2288
2289(This unwieldy mechanism is required because not all printing
2290systems can communicate the page size back to the software. The
2291PostScript back end, for example, writes out PS which determines the
2292page size at print time by means of calling \cq{clippath}, and
2293centres the puzzles within that. Thus, exactly the same PS file
2294works on A4 or on US Letter paper without needing local
2295configuration, which simplifies matters.)
2296
2297\cw{pw} and \cw{ph} give the size of the puzzle in drawing API
2298coordinates. The printing system will subsequently call the puzzle's
2299own print function, which will in turn call drawing API functions in
2300the expectation that an area \cw{pw} by \cw{ph} units is available
2301to draw the puzzle on.
2302
2303Finally, \cw{wmm} gives the desired width of the puzzle in
2304millimetres. (The aspect ratio is expected to be preserved, so if
2305the desired puzzle height is also needed then it can be computed as
2306\cw{wmm*ph/pw}.)
2307
2308Implementations of this API which do not provide printing services
2309may define this function pointer to be \cw{NULL}; it will never be
2310called unless printing is attempted.
2311
2312\S{drawingapi-end-puzzle} \cw{end_puzzle()}
2313
2314\c void (*end_puzzle)(void *handle);
2315
2316This function is called after the printing of a specific puzzle is
2317complete.
2318
2319Implementations of this API which do not provide printing services
2320may define this function pointer to be \cw{NULL}; it will never be
2321called unless printing is attempted.
2322
2323\S{drawingapi-end-page} \cw{end_page()}
2324
2325\c void (*end_page)(void *handle, int number);
2326
2327This function is called after the printing of a page is finished.
2328
2329Implementations of this API which do not provide printing services
2330may define this function pointer to be \cw{NULL}; it will never be
2331called unless printing is attempted.
2332
2333\S{drawingapi-end-doc} \cw{end_doc()}
2334
2335\c void (*end_doc)(void *handle);
2336
2337This function is called after the printing of the entire document is
2338finished. This is the moment to close files, send things to the
2339print spooler, or whatever the local convention is.
2340
2341Implementations of this API which do not provide printing services
2342may define this function pointer to be \cw{NULL}; it will never be
2343called unless printing is attempted.
2344
2345\S{drawingapi-line-width} \cw{line_width()}
2346
2347\c void (*line_width)(void *handle, float width);
2348
2349This function is called to set the line thickness, during printing
2350only. Note that the width is a \cw{float} here, where it was an
2351\cw{int} as seen by the back end. This is because \cw{drawing.c} may
2352have scaled it on the way past.
2353
2354However, the width is still specified in the same coordinate system
2355as the rest of the drawing.
2356
2357Implementations of this API which do not provide printing services
2358may define this function pointer to be \cw{NULL}; it will never be
2359called unless printing is attempted.
2360
2361\H{drawingapi-frontend} The drawing API as called by the front end
2362
2363There are a small number of functions provided in \cw{drawing.c}
2364which the front end needs to \e{call}, rather than helping to
2365implement. They are described in this section.
2366
2367\S{drawing-init} \cw{drawing_init()}
2368
2369\c drawing *drawing_init(const drawing_api *api, void *handle);
2370
2371This function creates a drawing object. It is passed a
2372\c{drawing_api}, which is a structure containing nothing but
2373function pointers; and also a \cq{void *} handle. The handle is
2374passed back to each function pointer when it is called.
2375
2376\S{drawing-free} \cw{drawing_free()}
2377
2378\c void drawing_free(drawing *dr);
2379
2380This function frees a drawing object. Note that the \cq{void *}
2381handle is not freed; if that needs cleaning up it must be done by
2382the front end.
2383
2384\S{drawing-print-get-colour} \cw{print_get_colour()}
2385
2386\c void print_get_colour(drawing *dr, int colour, int *hatch,
2387\c float *r, float *g, float *b)
2388
2389This function is called by the implementations of the drawing API
2390functions when they are called in a printing context. It takes a
2391colour index as input, and returns the description of the colour as
2392requested by the back end.
2393
2394\c{*r}, \c{*g} and \c{*b} are filled with the RGB values of the
2395desired colour if printing in colour.
2396
2397\c{*hatch} is filled with the type of hatching (or not) desired if
2398printing in black and white. See \k{print-grey-colour} for details
2399of the values this integer can take.
69491f1e 2400
2401\C{midend} The API provided by the mid-end
2402
2403This chapter documents the API provided by the mid-end to be called
2404by the front end. You probably only need to read this if you are a
2405front end implementor, i.e. you are porting Puzzles to a new
2406platform. If you're only interested in writing new puzzles, you can
2407safely skip this chapter.
2408
2409All the persistent state in the mid-end is encapsulated within a
dafd6cf6 2410\c{midend} structure, to facilitate having multiple mid-ends in any
2411port which supports multiple puzzle windows open simultaneously.
2412Each \c{midend} is intended to handle the contents of a single
69491f1e 2413puzzle window.
2414
2415\H{midend-new} \cw{midend_new()}
2416
dafd6cf6 2417\c midend *midend_new(frontend *fe, const game *ourgame,
2418\c const drawing_api *drapi, void *drhandle)
69491f1e 2419
2420Allocates and returns a new mid-end structure.
2421
2422The \c{fe} argument is stored in the mid-end. It will be used when
2423calling back to functions such as \cw{activate_timer()}
dafd6cf6 2424(\k{frontend-activate-timer}), and will be passed on to the back end
2425function \cw{colours()} (\k{backend-colours}).
2426
2427The parameters \c{drapi} and \c{drhandle} are passed to
2428\cw{drawing_init()} (\k{drawing-init}) to construct a drawing object
2429which will be passed to the back end function \cw{redraw()}
2430(\k{backend-redraw}). Hence, all drawing-related function pointers
2431defined in \c{drapi} can expect to be called with \c{drhandle} as
2432their first argument.
69491f1e 2433
2434The \c{ourgame} argument points to a container structure describing
2435a game back end. The mid-end thus created will only be capable of
2436handling that one game. (So even in a monolithic front end
2437containing all the games, this imposes the constraint that any
2438individual puzzle window is tied to a single game. Unless, of
2439course, you feel brave enough to change the mid-end for the window
2440without closing the window...)
2441
2442\H{midend-free} \cw{midend_free()}
2443
dafd6cf6 2444\c void midend_free(midend *me);
69491f1e 2445
2446Frees a mid-end structure and all its associated data.
2447
2448\H{midend-set-params} \cw{midend_set_params()}
2449
dafd6cf6 2450\c void midend_set_params(midend *me, game_params *params);
69491f1e 2451
2452Sets the current game parameters for a mid-end. Subsequent games
2453generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
2454these parameters until further notice.
2455
2456The usual way in which the front end will have an actual
2457\c{game_params} structure to pass to this function is if it had
2458previously got it from \cw{midend_fetch_preset()}
2459(\k{midend-fetch-preset}). Thus, this function is usually called in
2460response to the user making a selection from the presets menu.
2461
821ab2c6 2462\H{midend-get-params} \cw{midend_get_params()}
2463
2464\c game_params *midend_get_params(midend *me);
2465
2466Returns the current game parameters stored in this mid-end.
2467
2468The returned value is dynamically allocated, and should be freed
2469when finished with by passing it to the game's own
2470\cw{free_params()} function (see \k{backend-free-params}).
2471
69491f1e 2472\H{midend-size} \cw{midend_size()}
2473
dafd6cf6 2474\c void midend_size(midend *me, int *x, int *y, int expand);
69491f1e 2475
2476Tells the mid-end to figure out its window size.
2477
2478On input, \c{*x} and \c{*y} should contain the maximum or requested
2479size for the window. (Typically this will be the size of the screen
2480that the window has to fit on, or similar.) The mid-end will
2481repeatedly call the back end function \cw{compute_size()}
2482(\k{backend-compute-size}), searching for a tile size that best
2483satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
2484the size needed for the puzzle window's drawing area. (It is of
2485course up to the front end to adjust this for any additional window
2486furniture such as menu bars and window borders, if necessary. The
2487status bar is also not included in this size.)
2488
2489If \c{expand} is set to \cw{FALSE}, then the game's tile size will
2490never go over its preferred one. This is the recommended approach
2491when opening a new window at default size: the game will use its
2492preferred size unless it has to use a smaller one to fit on the
2493screen.
2494
2495If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
2496which approximates the input size \e{as closely as possible}, and
2497will go over the game's preferred tile size if necessary to achieve
2498this. Use this option if you want your front end to support dynamic
2499resizing of the puzzle window with automatic scaling of the puzzle
2500to fit.
2501
2502The mid-end will try as hard as it can to return a size which is
2503less than or equal to the input size, in both dimensions. In extreme
2504circumstances it may fail (if even the lowest possible tile size
2505gives window dimensions greater than the input), in which case it
2506will return a size greater than the input size. Front ends should be
2507prepared for this to happen (i.e. don't crash or fail an assertion),
2508but may handle it in any way they see fit: by rejecting the game
2509parameters which caused the problem, by opening a window larger than
2510the screen regardless of inconvenience, by introducing scroll bars
2511on the window, by drawing on a large bitmap and scaling it into a
2512smaller window, or by any other means you can think of. It is likely
2513that when the tile size is that small the game will be unplayable
2514anyway, so don't put \e{too} much effort into handling it
2515creatively.
2516
2517If your platform has no limit on window size (or if you're planning
2518to use scroll bars for large puzzles), you can pass dimensions of
2519\cw{INT_MAX} as input to this function. You should probably not do
2520that \e{and} set the \c{expand} flag, though!
2521
2522\H{midend-new-game} \cw{midend_new_game()}
2523
dafd6cf6 2524\c void midend_new_game(midend *me);
69491f1e 2525
2526Causes the mid-end to begin a new game. Normally the game will be a
2527new randomly generated puzzle. However, if you have previously
2528called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
2529generated might be dictated by the results of those functions. (In
2530particular, you \e{must} call \cw{midend_new_game()} after calling
2531either of those functions, or else no immediate effect will be
2532visible.)
2533
2534You will probably need to call \cw{midend_size()} after calling this
2535function, because if the game parameters have been changed since the
2536last new game then the window size might need to change. (If you
2537know the parameters \e{haven't} changed, you don't need to do this.)
2538
2539This function will create a new \c{game_drawstate}, but does not
2540actually perform a redraw (since you often need to call
2541\cw{midend_size()} before the redraw can be done). So after calling
2542this function and after calling \cw{midend_size()}, you should then
2543call \cw{midend_redraw()}. (It is not necessary to call
2544\cw{midend_force_redraw()}; that will discard the draw state and
2545create a fresh one, which is unnecessary in this case since there's
2546a fresh one already. It would work, but it's usually excessive.)
2547
2548\H{midend-restart-game} \cw{midend_restart_game()}
2549
dafd6cf6 2550\c void midend_restart_game(midend *me);
69491f1e 2551
2552This function causes the current game to be restarted. This is done
2553by placing a new copy of the original game state on the end of the
2554undo list (so that an accidental restart can be undone).
2555
2556This function automatically causes a redraw, i.e. the front end can
2557expect its drawing API to be called from \e{within} a call to this
2558function.
2559
2560\H{midend-force-redraw} \cw{midend_force_redraw()}
2561
dafd6cf6 2562\c void midend_force_redraw(midend *me);
69491f1e 2563
2564Forces a complete redraw of the puzzle window, by means of
2565discarding the current \c{game_drawstate} and creating a new one
2566from scratch before calling the game's \cw{redraw()} function.
2567
2568The front end can expect its drawing API to be called from within a
2569call to this function.
2570
2571\H{midend-redraw} \cw{midend_redraw()}
2572
dafd6cf6 2573\c void midend_redraw(midend *me);
69491f1e 2574
2575Causes a partial redraw of the puzzle window, by means of simply
2576calling the game's \cw{redraw()} function. (That is, the only things
2577redrawn will be things that have changed since the last redraw.)
2578
2579The front end can expect its drawing API to be called from within a
2580call to this function.
2581
2582\H{midend-process-key} \cw{midend_process_key()}
2583
dafd6cf6 2584\c int midend_process_key(midend *me, int x, int y, int button);
69491f1e 2585
2586The front end calls this function to report a mouse or keyboard
2587event. The parameters \c{x}, \c{y} and \c{button} are almost
2588identical to the ones passed to the back end function
2589\cw{interpret_move()} (\k{backend-interpret-move}), except that the
2590front end is \e{not} required to provide the guarantees about mouse
2591event ordering. The mid-end will sort out multiple simultaneous
2592button presses and changes of button; the front end's responsibility
2593is simply to pass on the mouse events it receives as accurately as
2594possible.
2595
2596(Some platforms may need to emulate absent mouse buttons by means of
2597using a modifier key such as Shift with another mouse button. This
2598tends to mean that if Shift is pressed or released in the middle of
2599a mouse drag, the mid-end will suddenly stop receiving, say,
2600\cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2601intervening button release or press events. This too is something
2602which the mid-end will sort out for you; the front end has no
2603obligation to maintain sanity in this area.)
2604
2605The front end \e{should}, however, always eventually send some kind
2606of button release. On some platforms this requires special effort:
2607Windows, for example, requires a call to the system API function
2608\cw{SetCapture()} in order to ensure that your window receives a
2609mouse-up event even if the pointer has left the window by the time
2610the mouse button is released. On any platform that requires this
2611sort of thing, the front end \e{is} responsible for doing it.
2612
2613Calling this function is very likely to result in calls back to the
2614front end's drawing API and/or \cw{activate_timer()}
2615(\k{frontend-activate-timer}).
2616
2617\H{midend-colours} \cw{midend_colours()}
2618
dafd6cf6 2619\c float *midend_colours(midend *me, int *ncolours);
69491f1e 2620
2621Returns an array of the colours required by the game, in exactly the
2622same format as that returned by the back end function \cw{colours()}
2623(\k{backend-colours}). Front ends should call this function rather
2624than calling the back end's version directly, since the mid-end adds
2625standard customisation facilities. (At the time of writing, those
2626customisation facilities are implemented hackily by means of
2627environment variables, but it's not impossible that they may become
2628more full and formal in future.)
2629
2630\H{midend-timer} \cw{midend_timer()}
2631
dafd6cf6 2632\c void midend_timer(midend *me, float tplus);
69491f1e 2633
2634If the mid-end has called \cw{activate_timer()}
2635(\k{frontend-activate-timer}) to request regular callbacks for
2636purposes of animation or timing, this is the function the front end
2637should call on a regular basis. The argument \c{tplus} gives the
2638time, in seconds, since the last time either this function was
2639called or \cw{activate_timer()} was invoked.
2640
2641One of the major purposes of timing in the mid-end is to perform
2642move animation. Therefore, calling this function is very likely to
2643result in calls back to the front end's drawing API.
2644
2645\H{midend-num-presets} \cw{midend_num_presets()}
2646
dafd6cf6 2647\c int midend_num_presets(midend *me);
69491f1e 2648
2649Returns the number of game parameter presets supplied by this game.
2650Front ends should use this function and \cw{midend_fetch_preset()}
2651to configure their presets menu rather than calling the back end
2652directly, since the mid-end adds standard customisation facilities.
2653(At the time of writing, those customisation facilities are
2654implemented hackily by means of environment variables, but it's not
2655impossible that they may become more full and formal in future.)
2656
2657\H{midend-fetch-preset} \cw{midend_fetch_preset()}
2658
dafd6cf6 2659\c void midend_fetch_preset(midend *me, int n,
69491f1e 2660\c char **name, game_params **params);
2661
2662Returns one of the preset game parameter structures for the game. On
2663input \c{n} must be a non-negative integer and less than the value
2664returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2665to an ASCII string suitable for entering in the game's presets menu,
2666and \c{*params} is set to the corresponding \c{game_params}
2667structure.
2668
2669Both of the two output values are dynamically allocated, but they
2670are owned by the mid-end structure: the front end should not ever
2671free them directly, because they will be freed automatically during
2672\cw{midend_free()}.
2673
2674\H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2675
dafd6cf6 2676\c int midend_wants_statusbar(midend *me);
69491f1e 2677
2678This function returns \cw{TRUE} if the puzzle has a use for a
2679textual status line (to display score, completion status, currently
2680active tiles, time, or anything else).
2681
2682Front ends should call this function rather than talking directly to
2683the back end.
2684
2685\H{midend-get-config} \cw{midend_get_config()}
2686
dafd6cf6 2687\c config_item *midend_get_config(midend *me, int which,
69491f1e 2688\c char **wintitle);
2689
2690Returns a dialog box description for user configuration.
2691
2692On input, \cw{which} should be set to one of three values, which
2693select which of the various dialog box descriptions is returned:
2694
2695\dt \cw{CFG_SETTINGS}
2696
2697\dd Requests the GUI parameter configuration box generated by the
2698puzzle itself. This should be used when the user selects \q{Custom}
2699from the game types menu (or equivalent). The mid-end passes this
2700request on to the back end function \cw{configure()}
2701(\k{backend-configure}).
2702
2703\dt \cw{CFG_DESC}
2704
2705\dd Requests a box suitable for entering a descriptive game ID (and
2706viewing the existing one). The mid-end generates this dialog box
2707description itself. This should be used when the user selects
2708\q{Specific} from the game menu (or equivalent).
2709
2710\dt \cw{CFG_SEED}
2711
2712\dd Requests a box suitable for entering a random-seed game ID (and
2713viewing the existing one). The mid-end generates this dialog box
2714description itself. This should be used when the user selects
2715\q{Random Seed} from the game menu (or equivalent).
2716
2717The returned value is an array of \cw{config_item}s, exactly as
2718described in \k{backend-configure}. Another returned value is an
2719ASCII string giving a suitable title for the configuration window,
2720in \c{*wintitle}.
2721
2722Both returned values are dynamically allocated and will need to be
2723freed. The window title can be freed in the obvious way; the
2724\cw{config_item} array is a slightly complex structure, so a utility
2725function \cw{free_cfg()} is provided to free it for you. See
2726\k{utils-free-cfg}.
2727
2728(Of course, you will probably not want to free the \cw{config_item}
2729array until the dialog box is dismissed, because before then you
2730will probably need to pass it to \cw{midend_set_config}.)
2731
2732\H{midend-set-config} \cw{midend_set_config()}
2733
dafd6cf6 2734\c char *midend_set_config(midend *me, int which,
69491f1e 2735\c config_item *cfg);
2736
2737Passes the mid-end the results of a configuration dialog box.
2738\c{which} should have the same value which it had when
2739\cw{midend_get_config()} was called; \c{cfg} should be the array of
2740\c{config_item}s returned from \cw{midend_get_config()}, modified to
2741contain the results of the user's editing operations.
2742
2743This function returns \cw{NULL} on success, or otherwise (if the
2744configuration data was in some way invalid) an ASCII string
2745containing an error message suitable for showing to the user.
2746
2747If the function succeeds, it is likely that the game parameters will
2748have been changed and it is certain that a new game will be
2749requested. The front end should therefore call
2750\cw{midend_new_game()}, and probably also re-think the window size
2751using \cw{midend_size()} and eventually perform a refresh using
2752\cw{midend_redraw()}.
2753
2754\H{midend-game-id} \cw{midend_game_id()}
2755
dafd6cf6 2756\c char *midend_game_id(midend *me, char *id);
69491f1e 2757
2758Passes the mid-end a string game ID (of any of the valid forms
2759\cq{params}, \cq{params:description} or \cq{params#seed}) which the
2760mid-end will process and use for the next generated game.
2761
2762This function returns \cw{NULL} on success, or otherwise (if the
2763configuration data was in some way invalid) an ASCII string
2764containing an error message (not dynamically allocated) suitable for
2765showing to the user. In the event of an error, the mid-end's
2766internal state will be left exactly as it was before the call.
2767
2768If the function succeeds, it is likely that the game parameters will
2769have been changed and it is certain that a new game will be
2770requested. The front end should therefore call
2771\cw{midend_new_game()}, and probably also re-think the window size
2772using \cw{midend_size()} and eventually case a refresh using
2773\cw{midend_redraw()}.
2774
dafd6cf6 2775\H{midend-get-game-id} \cw{midend_get_game_id()}
2776
2777\c char *midend_get_game_id(midend *me)
2778
2779Returns a descriptive game ID (i.e. one in the form
2780\cq{params:description}) describing the game currently active in the
2781mid-end. The returned string is dynamically allocated.
2782
69491f1e 2783\H{midend-text-format} \cw{midend_text_format()}
2784
dafd6cf6 2785\c char *midend_text_format(midend *me);
69491f1e 2786
2787Formats the current game's current state as ASCII text suitable for
2788copying to the clipboard. The returned string is dynamically
2789allocated.
2790
2791You should not call this function if the game's
2792\c{can_format_as_text} flag is \cw{FALSE}.
2793
2794If the returned string contains multiple lines (which is likely), it
2795will use the normal C line ending convention (\cw{\\n} only). On
2796platforms which use a different line ending convention for data in
2797the clipboard, it is the front end's responsibility to perform the
2798conversion.
2799
2800\H{midend-solve} \cw{midend_solve()}
2801
dafd6cf6 2802\c char *midend_solve(midend *me);
69491f1e 2803
2804Requests the mid-end to perform a Solve operation.
2805
2806On success, \cw{NULL} is returned. On failure, an error message (not
2807dynamically allocated) is returned, suitable for showing to the
2808user.
2809
2810The front end can expect its drawing API and/or
2811\cw{activate_timer()} to be called from within a call to this
2812function.
2813
2814\H{midend-rewrite-statusbar} \cw{midend_rewrite_statusbar()}
2815
dafd6cf6 2816\c char *midend_rewrite_statusbar(midend *me, char *text);
69491f1e 2817
2818The front end should call this function from within
2819\cw{status_bar()} (\k{drawing-status-bar}). It should be passed the
2820string that was passed by the back end to \cw{status_bar()}; it will
2821return a dynamically allocated string adjusted by the mid-end.
2822(Specifically, adjusted to include the timer if the game is a timed
2823one.) The returned value should be placed in the actual status bar
2824in place of the input value.
2825
2826(This is a nasty piece of architecture; I apologise for it. It would
2827seem a lot more pleasant to have the back end pass its status bar
2828text to the mid-end, which in turn would rewrite it and pass it on
2829to the front end, so that each front end needed to do nothing
2830strange. The main reason why I haven't done this is because it means
2831the back end redraw function would need to be passed a mid-end
2832pointer \e{as well} as a front end pointer, which seemed like an
2833excessive proliferation of opaque handles. The only way to avoid
2834that proliferation would be to have all the drawing API functions
2835also gatewayed through the mid-end, and that seemed like an
2836excessive proliferation of wrapper functions. The current setup
2837isn't nice, but it has minimal impact and I'm unconvinced that any
2838of the other options are an improvement.)
2839
2840\H{midend-serialise} \cw{midend_serialise()}
2841
dafd6cf6 2842\c void midend_serialise(midend *me,
69491f1e 2843\c void (*write)(void *ctx, void *buf, int len),
2844\c void *wctx);
2845
2846Calling this function causes the mid-end to convert its entire
2847internal state into a long ASCII text string, and to pass that
2848string (piece by piece) to the supplied \c{write} function.
2849
2850Desktop implementations can use this function to save a game in any
2851state (including half-finished) to a disk file, by supplying a
2852\c{write} function which is a wrapper on \cw{fwrite()} (or local
2853equivalent). Other implementations may find other uses for it, such
2854as compressing the large and sprawling mid-end state into a
2855manageable amount of memory when a palmtop application is suspended
2856so that another one can run; in this case \cw{write} might want to
2857write to a memory buffer rather than a file. There may be other uses
2858for it as well.
2859
2860This function will call back to the supplied \c{write} function a
2861number of times, with the first parameter (\c{ctx}) equal to
2862\c{wctx}, and the other two parameters pointing at a piece of the
2863output string.
2864
2865\H{midend-deserialise} \cw{midend_deserialise()}
2866
dafd6cf6 2867\c char *midend_deserialise(midend *me,
69491f1e 2868\c int (*read)(void *ctx, void *buf, int len),
2869\c void *rctx);
2870
2871This function is the counterpart to \cw{midend_serialise()}. It
2872calls the supplied \cw{read} function repeatedly to read a quantity
2873of data, and attempts to interpret that data as a serialised mid-end
2874as output by \cw{midend_serialise()}.
2875
2876The \cw{read} function is called with the first parameter (\c{ctx})
2877equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2878into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2879on failure or \cw{TRUE} on success. It should not report success
2880unless it has filled the entire buffer; on platforms which might be
2881reading from a pipe or other blocking data source, \c{read} is
2882responsible for looping until the whole buffer has been filled.
2883
2884If the de-serialisation operation is successful, the mid-end's
2885internal data structures will be replaced by the results of the
2886load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2887will be completely unchanged and an error message (typically some
2888variation on \q{save file is corrupt}) will be returned. As usual,
2889the error message string is not dynamically allocated.
2890
2891If this function succeeds, it is likely that the game parameters
2892will have been changed. The front end should therefore probably
2893re-think the window size using \cw{midend_size()}, and probably
2894cause a refresh using \cw{midend_redraw()}.
2895
2896Because each mid-end is tied to a specific game back end, this
2897function will fail if you attempt to read in a save file generated
2898by a different game from the one configured in this mid-end, even if
2899your application is a monolithic one containing all the puzzles. (It
2900would be pretty easy to write a function which would look at a save
2901file and determine which game it was for; any front end implementor
2902who needs such a function can probably be accommodated.)
2903
2904\H{frontend-backend} Direct reference to the back end structure by
2905the front end
2906
2907Although \e{most} things the front end needs done should be done by
2908calling the mid-end, there are a few situations in which the front
2909end needs to refer directly to the game back end structure.
2910
2911The most obvious of these is
2912
2913\b passing the game back end as a parameter to \cw{midend_new()}.
2914
2915There are a few other back end features which are not wrapped by the
2916mid-end because there didn't seem much point in doing so:
2917
2918\b fetching the \c{name} field to use in window titles and similar
2919
2920\b reading the \c{can_configure}, \c{can_solve} and
2921\c{can_format_as_text} fields to decide whether to add those items
2922to the menu bar or equivalent
2923
2924\b reading the \c{winhelp_topic} field (Windows only)
2925
2926\b the GTK front end provides a \cq{--generate} command-line option
2927which directly calls the back end to do most of its work. This is
2928not really part of the main front end code, though, and I'm not sure
2929it counts.
2930
2931In order to find the game back end structure, the front end does one
2932of two things:
2933
2934\b If the particular front end is compiling a separate binary per
2935game, then the back end structure is a global variable with the
2936standard name \cq{thegame}:
2937
2938\lcont{
2939
2940\c extern const game thegame;
2941
2942}
2943
2944\b If the front end is compiled as a monolithic application
2945containing all the puzzles together (in which case the preprocessor
2946symbol \cw{COMBINED} must be defined when compiling most of the code
2947base), then there will be two global variables defined:
2948
2949\lcont{
2950
2951\c extern const game *gamelist[];
2952\c extern const int gamecount;
2953
2954\c{gamelist} will be an array of \c{gamecount} game structures,
2955declared in the source module \c{list.c}. The application should
2956search that array for the game it wants, probably by reaching into
2957each game structure and looking at its \c{name} field.
2958
2959}
2960
2961\H{frontend-api} Mid-end to front-end calls
2962
2963This section describes the small number of functions which a front
2964end must provide to be called by the mid-end or other standard
2965utility modules.
2966
2967\H{frontend-get-random-seed} \cw{get_random_seed()}
2968
2969\c void get_random_seed(void **randseed, int *randseedsize);
2970
2971This function is called by a new mid-end, and also occasionally by
2972game back ends. Its job is to return a piece of data suitable for
2973using as a seed for initialisation of a new \c{random_state}.
2974
2975On exit, \c{*randseed} should be set to point at a newly allocated
2976piece of memory containing some seed data, and \c{*randseedsize}
2977should be set to the length of that data.
2978
2979A simple and entirely adequate implementation is to return a piece
2980of data containing the current system time at the highest
2981conveniently available resolution.
2982
2983\H{frontend-activate-timer} \cw{activate_timer()}
2984
2985\c void activate_timer(frontend *fe);
2986
2987This is called by the mid-end to request that the front end begin
2988calling it back at regular intervals.
2989
2990The timeout interval is left up to the front end; the finer it is,
2991the smoother move animations will be, but the more CPU time will be
2992used. Current front ends use values around 20ms (i.e. 50Hz).
2993
2994After this function is called, the mid-end will expect to receive
2995calls to \cw{midend_timer()} on a regular basis.
2996
2997\H{frontend-deactivate-timer} \cw{deactivate_timer()}
2998
2999\c void deactivate_timer(frontend *fe);
3000
3001This is called by the mid-end to request that the front end stop
3002calling \cw{midend_timer()}.
3003
3004\H{frontend-fatal} \cw{fatal()}
3005
3006\c void fatal(char *fmt, ...);
3007
3008This is called by some utility functions if they encounter a
3009genuinely fatal error such as running out of memory. It is a
3010variadic function in the style of \cw{printf()}, and is expected to
3011show the formatted error message to the user any way it can and then
3012terminate the application. It must not return.
3013
dafd6cf6 3014\H{frontend-default-colour} \cw{frontend_default_colour()}
3015
3016\c void frontend_default_colour(frontend *fe, float *output);
3017
3018This function expects to be passed a pointer to an array of three
3019\cw{float}s. It returns the platform's local preferred background
3020colour in those three floats, as red, green and blue values (in that
3021order) ranging from \cw{0.0} to \cw{1.0}.
3022
3023This function should only ever be called by the back end function
3024\cw{colours()} (\k{backend-colours}). (Thus, it isn't a
3025\e{midend}-to-frontend function as such, but there didn't seem to be
3026anywhere else particularly good to put it. Sorry.)
3027
69491f1e 3028\C{utils} Utility APIs
3029
3030This chapter documents a variety of utility APIs provided for the
3031general use of the rest of the Puzzles code.
3032
3033\H{utils-random} Random number generation
3034
3035Platforms' local random number generators vary widely in quality and
3036seed size. Puzzles therefore supplies its own high-quality random
3037number generator, with the additional advantage of giving the same
3038results if fed the same seed data on different platforms. This
3039allows game random seeds to be exchanged between different ports of
3040Puzzles and still generate the same games.
3041
3042Unlike the ANSI C \cw{rand()} function, the Puzzles random number
3043generator has an \e{explicit} state object called a
3044\c{random_state}. One of these is managed by each mid-end, for
3045example, and passed to the back end to generate a game with.
3046
3047\S{utils-random-init} \cw{random_init()}
3048
3049\c random_state *random_init(char *seed, int len);
3050
3051Allocates, initialises and returns a new \c{random_state}. The input
3052data is used as the seed for the random number stream (i.e. using
3053the same seed at a later time will generate the same stream).
3054
3055The seed data can be any data at all; there is no requirement to use
3056printable ASCII, or NUL-terminated strings, or anything like that.
3057
e9f8a17f 3058\S{utils-random-copy} \cw{random_copy()}
3059
3060\c random_state *random_copy(random_state *tocopy);
3061
3062Allocates a new \c{random_state}, copies the contents of another
3063\c{random_state} into it, and returns the new state. If exactly the
3064same sequence of functions is subseqently called on both the copy and
3065the original, the results will be identical. This may be useful for
3066speculatively performing some operation using a given random state,
3067and later replaying that operation precisely.
3068
69491f1e 3069\S{utils-random-free} \cw{random_free()}
3070
3071\c void random_free(random_state *state);
3072
3073Frees a \c{random_state}.
3074
3075\S{utils-random-bits} \cw{random_bits()}
3076
3077\c unsigned long random_bits(random_state *state, int bits);
3078
3079Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
3080should be between 1 and 32 inclusive.
3081
3082\S{utils-random-upto} \cw{random_upto()}
3083
3084\c unsigned long random_upto(random_state *state, unsigned long limit);
3085
3086Returns a random number from 0 to \cw{limit-1} inclusive.
3087
3088\S{utils-random-state-encode} \cw{random_state_encode()}
3089
3090\c char *random_state_encode(random_state *state);
3091
3092Encodes the entire contents of a \c{random_state} in printable
3093ASCII. Returns a dynamically allocated string containing that
3094encoding. This can subsequently be passed to
3095\cw{random_state_decode()} to reconstruct the same \c{random_state}.
3096
3097\S{utils-random-state-decode} \cw{random_state_decode()}
3098
3099\c random_state *random_state_decode(char *input);
3100
3101Decodes a string generated by \cw{random_state_encode()} and
3102reconstructs an equivalent \c{random_state} to the one encoded, i.e.
3103it should produce the same stream of random numbers.
3104
3105This function has no error reporting; if you pass it an invalid
3106string it will simply generate an arbitrary random state, which may
3107turn out to be noticeably non-random.
3108
3109\S{utils-shuffle} \cw{shuffle()}
3110
3111\c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
3112
3113Shuffles an array into a random order. The interface is much like
3114ANSI C \cw{qsort()}, except that there's no need for a compare
3115function.
3116
3117\c{array} is a pointer to the first element of the array. \c{nelts}
3118is the number of elements in the array; \c{eltsize} is the size of a
3119single element (typically measured using \c{sizeof}). \c{rs} is a
3120\c{random_state} used to generate all the random numbers for the
3121shuffling process.
3122
3123\H{utils-alloc} Memory allocation
3124
3125Puzzles has some central wrappers on the standard memory allocation
3126functions, which provide compile-time type checking, and run-time
3127error checking by means of quitting the application if it runs out
3128of memory. This doesn't provide the best possible recovery from
3129memory shortage, but on the other hand it greatly simplifies the
3130rest of the code, because nothing else anywhere needs to worry about
3131\cw{NULL} returns from allocation.
3132
3133\S{utils-snew} \cw{snew()}
3134
3135\c var = snew(type);
3136\e iii iiii
3137
3138This macro takes a single argument which is a \e{type name}. It
3139allocates space for one object of that type. If allocation fails it
3140will call \cw{fatal()} and not return; so if it does return, you can
3141be confident that its return value is non-\cw{NULL}.
3142
3143The return value is cast to the specified type, so that the compiler
3144will type-check it against the variable you assign it into. Thus,
3145this ensures you don't accidentally allocate memory the size of the
3146wrong type and assign it into a variable of the right one (or vice
3147versa!).
3148
3149\S{utils-snewn} \cw{snewn()}
3150
3151\c var = snewn(n, type);
1f608c7c 3152\e iii i iiii
69491f1e 3153
3154This macro is the array form of \cw{snew()}. It takes two arguments;
3155the first is a number, and the second is a type name. It allocates
3156space for that many objects of that type, and returns a type-checked
3157non-\cw{NULL} pointer just as \cw{snew()} does.
3158
3159\S{utils-sresize} \cw{sresize()}
3160
3161\c var = sresize(var, n, type);
3162\e iii iii i iiii
3163
3164This macro is a type-checked form of \cw{realloc()}. It takes three
3165arguments: an input memory block, a new size in elements, and a
3166type. It re-sizes the input memory block to a size sufficient to
3167contain that many elements of that type. It returns a type-checked
3168non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
3169
3170The input memory block can be \cw{NULL}, in which case this function
3171will behave exactly like \cw{snewn()}. (In principle any
3172ANSI-compliant \cw{realloc()} implementation ought to cope with
3173this, but I've never quite trusted it to work everywhere.)
3174
3175\S{utils-sfree} \cw{sfree()}
3176
3177\c void sfree(void *p);
3178
3179This function is pretty much equivalent to \cw{free()}. It is
3180provided with a dynamically allocated block, and frees it.
3181
3182The input memory block can be \cw{NULL}, in which case this function
3183will do nothing. (In principle any ANSI-compliant \cw{free()}
3184implementation ought to cope with this, but I've never quite trusted
3185it to work everywhere.)
3186
3187\S{utils-dupstr} \cw{dupstr()}
3188
3189\c char *dupstr(const char *s);
3190
3191This function dynamically allocates a duplicate of a C string. Like
3192the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
3193not return at all.
3194
3195(Many platforms provide the function \cw{strdup()}. As well as
3196guaranteeing never to return \cw{NULL}, my version has the advantage
3197of being defined \e{everywhere}, rather than inconveniently not
3198quite everywhere.)
3199
3200\S{utils-free-cfg} \cw{free_cfg()}
3201
3202\c void free_cfg(config_item *cfg);
3203
3204This function correctly frees an array of \c{config_item}s,
3205including walking the array until it gets to the end and freeing
3206precisely those \c{sval} fields which are expected to be dynamically
3207allocated.
3208
3209(See \k{backend-configure} for details of the \c{config_item}
3210structure.)
3211
3212\H{utils-tree234} Sorted and counted tree functions
3213
3214Many games require complex algorithms for generating random puzzles,
3215and some require moderately complex algorithms even during play. A
3216common requirement during these algorithms is for a means of
3217maintaining sorted or unsorted lists of items, such that items can
3218be removed and added conveniently.
3219
3220For general use, Puzzles provides the following set of functions
3221which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
3222tree structure, with the property that all lookups, insertions,
3223deletions, splits and joins can be done in \cw{O(log N)} time.)
3224
3225All these functions expect you to be storing a tree of \c{void *}
3226pointers. You can put anything you like in those pointers.
3227
3228By the use of per-node element counts, these tree structures have
3229the slightly unusual ability to look elements up by their numeric
3230index within the list represented by the tree. This means that they
3231can be used to store an unsorted list (in which case, every time you
3232insert a new element, you must explicitly specify the position where
3233you wish to insert it). They can also do numeric lookups in a sorted
3234tree, which might be useful for (for example) tracking the median of
3235a changing data set.
3236
3237As well as storing sorted lists, these functions can be used for
3238storing \q{maps} (associative arrays), by defining each element of a
3239tree to be a (key, value) pair.
3240
3241\S{utils-newtree234} \cw{newtree234()}
3242
3243\c tree234 *newtree234(cmpfn234 cmp);
3244
3245Creates a new empty tree, and returns a pointer to it.
3246
3247The parameter \c{cmp} determines the sorting criterion on the tree.
3248Its prototype is
3249
3250\c typedef int (*cmpfn234)(void *, void *);
3251
3252If you want a sorted tree, you should provide a function matching
3253this prototype, which returns like \cw{strcmp()} does (negative if
3254the first argument is smaller than the second, positive if it is
3255bigger, zero if they compare equal). In this case, the function
3256\cw{addpos234()} will not be usable on your tree (because all
3257insertions must respect the sorting order).
3258
3259If you want an unsorted tree, pass \cw{NULL}. In this case you will
3260not be able to use either \cw{add234()} or \cw{del234()}, or any
3261other function such as \cw{find234()} which depends on a sorting
3262order. Your tree will become something more like an array, except
3263that it will efficiently support insertion and deletion as well as
3264lookups by numeric index.
3265
3266\S{utils-freetree234} \cw{freetree234()}
3267
3268\c void freetree234(tree234 *t);
3269
3270Frees a tree. This function will not free the \e{elements} of the
3271tree (because they might not be dynamically allocated, or you might
3272be storing the same set of elements in more than one tree); it will
3273just free the tree structure itself. If you want to free all the
3274elements of a tree, you should empty it before passing it to
3275\cw{freetree234()}, by means of code along the lines of
3276
3277\c while ((element = delpos234(tree, 0)) != NULL)
3278\c sfree(element); /* or some more complicated free function */
3279\e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
3280
3281\S{utils-add234} \cw{add234()}
3282
3283\c void *add234(tree234 *t, void *e);
3284
3285Inserts a new element \c{e} into the tree \c{t}. This function
3286expects the tree to be sorted; the new element is inserted according
3287to the sort order.
3288
3289If an element comparing equal to \c{e} is already in the tree, then
3290the insertion will fail, and the return value will be the existing
3291element. Otherwise, the insertion succeeds, and \c{e} is returned.
3292
3293\S{utils-addpos234} \cw{addpos234()}
3294
3295\c void *addpos234(tree234 *t, void *e, int index);
3296
3297Inserts a new element into an unsorted tree. Since there is no
3298sorting order to dictate where the new element goes, you must
3299specify where you want it to go. Setting \c{index} to zero puts the
3300new element right at the start of the list; setting \c{index} to the
3301current number of elements in the tree puts the new element at the
3302end.
3303
3304Return value is \c{e}, in line with \cw{add234()} (although this
3305function cannot fail except by running out of memory, in which case
3306it will bomb out and die rather than returning an error indication).
3307
3308\S{utils-index234} \cw{index234()}
3309
3310\c void *index234(tree234 *t, int index);
3311
3312Returns a pointer to the \c{index}th element of the tree, or
3313\cw{NULL} if \c{index} is out of range. Elements of the tree are
3314numbered from zero.
3315
3316\S{utils-find234} \cw{find234()}
3317
3318\c void *find234(tree234 *t, void *e, cmpfn234 cmp);
3319
3320Searches for an element comparing equal to \c{e} in a sorted tree.
3321
3322If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
3323will be used to perform the search. However, sometimes you don't
3324want that; suppose, for example, each of your elements is a big
3325structure containing a \c{char *} name field, and you want to find
3326the element with a given name. You \e{could} achieve this by
3327constructing a fake element structure, setting its name field
3328appropriately, and passing it to \cw{find234()}, but you might find
3329it more convenient to pass \e{just} a name string to \cw{find234()},
3330supplying an alternative comparison function which expects one of
3331its arguments to be a bare name and the other to be a large
3332structure containing a name field.
3333
3334Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
3335compare \c{e} to elements of the tree. The first argument passed to
3336\c{cmp} will always be \c{e}; the second will be an element of the
3337tree.
3338
3339(See \k{utils-newtree234} for the definition of the \c{cmpfn234}
3340function pointer type.)
3341
3342The returned value is the element found, or \cw{NULL} if the search
3343is unsuccessful.
3344
3345\S{utils-findrel234} \cw{findrel234()}
3346
3347\c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
3348
3349This function is like \cw{find234()}, but has the additional ability
3350to do a \e{relative} search. The additional parameter \c{relation}
3351can be one of the following values:
3352
3353\dt \cw{REL234_EQ}
3354
3355\dd Find only an element that compares equal to \c{e}. This is
3356exactly the behaviour of \cw{find234()}.
3357
3358\dt \cw{REL234_LT}
3359
3360\dd Find the greatest element that compares strictly less than
3361\c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
3362element in the whole tree (which could also be done by
3363\cw{index234(t, count234(t)-1)}).
3364
3365\dt \cw{REL234_LE}
3366
3367\dd Find the greatest element that compares less than or equal to
3368\c{e}. (That is, find an element that compares equal to \c{e} if
3369possible, but failing that settle for something just less than it.)
3370
3371\dt \cw{REL234_GT}
3372
3373\dd Find the smallest element that compares strictly greater than
3374\c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
3375element in the whole tree (which could also be done by
3376\cw{index234(t, 0)}).
3377
3378\dt \cw{REL234_GE}
3379
3380\dd Find the smallest element that compares greater than or equal to
3381\c{e}. (That is, find an element that compares equal to \c{e} if
3382possible, but failing that settle for something just bigger than
3383it.)
3384
3385Return value, as before, is the element found or \cw{NULL} if no
3386element satisfied the search criterion.
3387
3388\S{utils-findpos234} \cw{findpos234()}
3389
3390\c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
3391
3392This function is like \cw{find234()}, but has the additional feature
3393of returning the index of the element found in the tree; that index
3394is written to \c{*index} in the event of a successful search (a
3395non-\cw{NULL} return value).
3396
3397\c{index} may be \cw{NULL}, in which case this function behaves
3398exactly like \cw{find234()}.
3399
3400\S{utils-findrelpos234} \cw{findrelpos234()}
3401
3402\c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
3403\c int *index);
3404
3405This function combines all the features of \cw{findrel234()} and
3406\cw{findpos234()}.
3407
3408\S{utils-del234} \cw{del234()}
3409
3410\c void *del234(tree234 *t, void *e);
3411
3412Finds an element comparing equal to \c{e} in the tree, deletes it,
3413and returns it.
3414
3415The input tree must be sorted.
3416
3417The element found might be \c{e} itself, or might merely compare
3418equal to it.
3419
3420Return value is \cw{NULL} if no such element is found.
3421
3422\S{utils-delpos234} \cw{delpos234()}
3423
3424\c void *delpos234(tree234 *t, int index);
3425
3426Deletes the element at position \c{index} in the tree, and returns
3427it.
3428
3429Return value is \cw{NULL} if the index is out of range.
3430
3431\S{utils-count234} \cw{count234()}
3432
3433\c int count234(tree234 *t);
3434
3435Returns the number of elements currently in the tree.
3436
3437\S{utils-splitpos234} \cw{splitpos234()}
3438
3439\c tree234 *splitpos234(tree234 *t, int index, int before);
3440
3441Splits the input tree into two pieces at a given position, and
3442creates a new tree containing all the elements on one side of that
3443position.
3444
3445If \c{before} is \cw{TRUE}, then all the items at or after position
3446\c{index} are left in the input tree, and the items before that
3447point are returned in the new tree. Otherwise, the reverse happens:
3448all the items at or after \c{index} are moved into the new tree, and
3449those before that point are left in the old one.
3450
3451If \c{index} is equal to 0 or to the number of elements in the input
3452tree, then one of the two trees will end up empty (and this is not
3453an error condition). If \c{index} is further out of range in either
3454direction, the operation will fail completely and return \cw{NULL}.
3455
3456This operation completes in \cw{O(log N)} time, no matter how large
3457the tree or how balanced or unbalanced the split.
3458
3459\S{utils-split234} \cw{split234()}
3460
3461\c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
3462
3463Splits a sorted tree according to its sort order.
3464
3465\c{rel} can be any of the relation constants described in
3466\k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
3467elements having that relation to \c{e} will be transferred into the
3468new tree; the rest will be left in the old one.
3469
3470The parameter \c{cmp} has the same semantics as it does in
3471\cw{find234()}: if it is not \cw{NULL}, it will be used in place of
3472the tree's own comparison function when comparing elements to \c{e},
3473in such a way that \c{e} itself is always the first of its two
3474operands.
3475
3476Again, this operation completes in \cw{O(log N)} time, no matter how
3477large the tree or how balanced or unbalanced the split.
3478
3479\S{utils-join234} \cw{join234()}
3480
3481\c tree234 *join234(tree234 *t1, tree234 *t2);
3482
3483Joins two trees together by concatenating the lists they represent.
3484All the elements of \c{t2} are moved into \c{t1}, in such a way that
3485they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
3486freed; the return value is \c{t1}.
3487
3488If you apply this function to a sorted tree and it violates the sort
3489order (i.e. the smallest element in \c{t2} is smaller than or equal
3490to the largest element in \c{t1}), the operation will fail and
3491return \cw{NULL}.
3492
3493This operation completes in \cw{O(log N)} time, no matter how large
3494the trees being joined together.
3495
3496\S{utils-join234r} \cw{join234r()}
3497
3498\c tree234 *join234r(tree234 *t1, tree234 *t2);
3499
3500Joins two trees together in exactly the same way as \cw{join234()},
3501but this time the combined tree is returned in \c{t2}, and \c{t1} is
3502destroyed. The elements in \c{t1} still appear before those in
3503\c{t2}.
3504
3505Again, this operation completes in \cw{O(log N)} time, no matter how
3506large the trees being joined together.
3507
3508\S{utils-copytree234} \cw{copytree234()}
3509
3510\c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
3511\c void *copyfnstate);
3512
3513Makes a copy of an entire tree.
3514
3515If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
3516will not be; i.e. the new tree will contain pointers to exactly the
3517same physical elements as the old one.
3518
3519If you want to copy each actual element during the operation, you
3520can instead pass a function in \c{copyfn} which makes a copy of each
3521element. That function has the prototype
3522
3523\c typedef void *(*copyfn234)(void *state, void *element);
3524
3525and every time it is called, the \c{state} parameter will be set to
3526the value you passed in as \c{copyfnstate}.
3527
3528\H{utils-misc} Miscellaneous utility functions and macros
3529
3530This section contains all the utility functions which didn't
3531sensibly fit anywhere else.
3532
3533\S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
3534
3535The main Puzzles header file defines the macros \cw{TRUE} and
3536\cw{FALSE}, which are used throughout the code in place of 0 and 1
3537to indicate that the values are in a boolean context. For code base
3538consistency, I'd prefer it if submissions of new code followed this
3539convention as well.
3540
3541\S{utils-maxmin} \cw{max()} and \cw{min()}
3542
3543The main Puzzles header file defines the pretty standard macros
3544\cw{max()} and \cw{min()}, each of which is given two arguments and
3545returns the one which compares greater or less respectively.
3546
3547These macros may evaluate their arguments multiple times. Avoid side
3548effects.
3549
3550\S{utils-pi} \cw{PI}
3551
3552The main Puzzles header file defines a macro \cw{PI} which expands
3553to a floating-point constant representing pi.
3554
3555(I've never understood why ANSI's \cw{<math.h>} doesn't define this.
3556It'd be so useful!)
3557
3558\S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
3559
3560\c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
3561
3562This function obscures the contents of a piece of data, by
3563cryptographic methods. It is useful for games of hidden information
3564(such as Mines, Guess or Black Box), in which the game ID
3565theoretically reveals all the information the player is supposed to
3566be trying to guess. So in order that players should be able to send
3567game IDs to one another without accidentally spoiling the resulting
3568game by looking at them, these games obfuscate their game IDs using
3569this function.
3570
3571Although the obfuscation function is cryptographic, it cannot
3572properly be called encryption because it has no key. Therefore,
3573anybody motivated enough can re-implement it, or hack it out of the
3574Puzzles source, and strip the obfuscation off one of these game IDs
3575to see what lies beneath. (Indeed, they could usually do it much
3576more easily than that, by entering the game ID into their own copy
3577of the puzzle and hitting Solve.) The aim is not to protect against
3578a determined attacker; the aim is simply to protect people who
3579wanted to play the game honestly from \e{accidentally} spoiling
3580their own fun.
3581
3582The input argument \c{bmp} points at a piece of memory to be
3583obfuscated. \c{bits} gives the length of the data. Note that that
3584length is in \e{bits} rather than bytes: if you ask for obfuscation
3585of a partial number of bytes, then you will get it. Bytes are
3586considered to be used from the top down: thus, for example, setting
3587\c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
3588two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
3589undefined (i.e. it may be corrupted by the function).
3590
3591The parameter \c{decode} is \cw{FALSE} for an encoding operation,
3592and \cw{TRUE} for a decoding operation. Each is the inverse of the
3593other. (There's no particular reason you shouldn't obfuscate by
3594decoding and restore cleartext by encoding, if you really wanted to;
3595it should still work.)
3596
3597The input bitmap is processed in place.
3598
3599\S{utils-bin2hex} \cw{bin2hex()}
3600
3601\c char *bin2hex(const unsigned char *in, int inlen);
3602
3603This function takes an input byte array and converts it into an
3604ASCII string encoding those bytes in (lower-case) hex. It returns a
3605dynamically allocated string containing that encoding.
3606
3607This function is useful for encoding the result of
3608\cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3609
3610\S{utils-hex2bin} \cw{hex2bin()}
3611
3612\c unsigned char *hex2bin(const char *in, int outlen);
3613
3614This function takes an ASCII string containing hex digits, and
3615converts it back into a byte array of length \c{outlen}. If there
3616aren't enough hex digits in the string, the contents of the
3617resulting array will be undefined.
3618
3619This function is the inverse of \cw{bin2hex()}.
3620
3621\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3622
3623\c void game_mkhighlight(frontend *fe, float *ret,
3624\c int background, int highlight, int lowlight);
3625
3626It's reasonably common for a puzzle game's graphics to use
3627highlights and lowlights to indicate \q{raised} or \q{lowered}
3628sections. Fifteen, Sixteen and Twiddle are good examples of this.
3629
3630Puzzles using this graphical style are running a risk if they just
3631use whatever background colour is supplied to them by the front end,
3632because that background colour might be too light to see any
3633highlights on at all. (In particular, it's not unheard of for the
3634front end to specify a default background colour of white.)
3635
3636Therefore, such puzzles can call this utility function from their
3637\cw{colours()} routine (\k{backend-colours}). You pass it your front
3638end handle, a pointer to the start of your return array, and three
3639colour indices. It will:
3640
3641\b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3642to fetch the front end's default background colour
3643
3644\b alter the brightness of that colour if it's unsuitable
3645
3646\b define brighter and darker variants of the colour to be used as
3647highlights and lowlights
3648
3649\b write those results into the relevant positions in the \c{ret}
3650array.
3651
3652Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3653to RGB values defining a sensible background colour, and similary
3654\c{highlight} and \c{lowlight} will be set to sensible colours.
3655
3656\C{writing} How to write a new puzzle
3657
3658This chapter gives a guide to how to actually write a new puzzle:
3659where to start, what to do first, how to solve common problems.
3660
3661The previous chapters have been largely composed of facts. This one
3662is mostly advice.
3663
3664\H{writing-editorial} Choosing a puzzle
3665
3666Before you start writing a puzzle, you have to choose one. Your
3667taste in puzzle games is up to you, of course; and, in fact, you're
3668probably reading this guide because you've \e{already} thought of a
3669game you want to write. But if you want to get it accepted into the
3670official Puzzles distribution, then there's a criterion it has to
3671meet.
3672
3673The current Puzzles editorial policy is that all games should be
3674\e{fair}. A fair game is one which a player can only fail to
3675complete through demonstrable lack of skill \dash that is, such that
3676a better player in the same situation would have \e{known} to do
3677something different.
3678
3679For a start, that means every game presented to the user must have
3680\e{at least one solution}. Giving the unsuspecting user a puzzle
3681which is actually impossible is not acceptable. (There is an
3682exception: if the user has selected some non-default option which is
3683clearly labelled as potentially unfair, \e{then} you're allowed to
3684generate possibly insoluble puzzles, because the user isn't
3685unsuspecting any more. Same Game and Mines both have options of this
3686type.)
3687
3688Also, this actually \e{rules out} games such as Klondike, or the
3689normal form of Mahjong Solitaire. Those games have the property that
3690even if there is a solution (i.e. some sequence of moves which will
3691get from the start state to the solved state), the player doesn't
3692necessarily have enough information to \e{find} that solution. In
3693both games, it is possible to reach a dead end because you had an
3694arbitrary choice to make and made it the wrong way. This violates
3695the fairness criterion, because a better player couldn't have known
3696they needed to make the other choice.
3697
3698(GNOME has a variant on Mahjong Solitaire which makes it fair: there
3699is a Shuffle operation which randomly permutes all the remaining
3700tiles without changing their positions, which allows you to get out
3701of a sticky situation. Using this operation adds a 60-second penalty
3702to your solution time, so it's to the player's advantage to try to
3703minimise the chance of having to use it. It's still possible to
3704render the game uncompletable if you end up with only two tiles
3705vertically stacked, but that's easy to foresee and avoid using a
3706shuffle operation. This form of the game \e{is} fair. Implementing
3707it in Puzzles would require an infrastructure change so that the
3708back end could communicate time penalties to the mid-end, but that
3709would be easy enough.)
3710
3711Providing a \e{unique} solution is a little more negotiable; it
3712depends on the puzzle. Solo would have been of unacceptably low
3713quality if it didn't always have a unique solution, whereas Twiddle
3714inherently has multiple solutions by its very nature and it would
3715have been meaningless to even \e{suggest} making it uniquely
3716soluble. Somewhere in between, Flip could reasonably be made to have
3717unique solutions (by enforcing a zero-dimension kernel in every
3718generated matrix) but it doesn't seem like a serious quality problem
3719that it doesn't.
3720
3721Of course, you don't \e{have} to care about all this. There's
3722nothing stopping you implementing any puzzle you want to if you're
3723happy to maintain your puzzle yourself, distribute it from your own
3724web site, fork the Puzzles code completely, or anything like that.
3725It's free software; you can do what you like with it. But any game
3726that you want to be accepted into \e{my} Puzzles code base has to
3727satisfy the fairness criterion, which means all randomly generated
3728puzzles must have a solution (unless the user has deliberately
3729chosen otherwise) and it must be possible \e{in theory} to find that
3730solution without having to guess.
3731
3732\H{writing-gs} Getting started
3733
3734The simplest way to start writing a new puzzle is to copy
3735\c{nullgame.c}. This is a template puzzle source file which does
3736almost nothing, but which contains all the back end function
3737prototypes and declares the back end data structure correctly. It is
3738built every time the rest of Puzzles is built, to ensure that it
3739doesn't get out of sync with the code and remains buildable.
3740
3741So start by copying \c{nullgame.c} into your new source file. Then
3742you'll gradually add functionality until the very boring Null Game
3743turns into your real game.
3744
3745Next you'll need to add your puzzle to the Makefiles, in order to
3746compile it conveniently. \e{Do not edit the Makefiles}: they are
3747created automatically by the script \c{mkfiles.pl}, from the file
3748called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3749
3750Once your source file is building, you can move on to the fun bit.
3751
3752\S{writing-generation} Puzzle generation
3753
3754Randomly generating instances of your puzzle is almost certain to be
3755the most difficult part of the code, and also the task with the
3756highest chance of turning out to be completely infeasible. Therefore
3757I strongly recommend doing it \e{first}, so that if it all goes
3758horribly wrong you haven't wasted any more time than you absolutely
3759had to. What I usually do is to take an unmodified \c{nullgame.c},
3760and start adding code to \cw{new_game_desc()} which tries to
3761generate a puzzle instance and print it out using \cw{printf()}.
3762Once that's working, \e{then} I start connecting it up to the return
3763value of \cw{new_game_desc()}, populating other structures like
3764\c{game_params}, and generally writing the rest of the source file.
3765
3766There are many ways to generate a puzzle which is known to be
3767soluble. In this section I list all the methods I currently know of,
3768in case any of them can be applied to your puzzle. (Not all of these
3769methods will work, or in some cases even make sense, for all
3770puzzles.)
3771
3772Some puzzles are mathematically tractable, meaning you can work out
3773in advance which instances are soluble. Sixteen, for example, has a
3774parity constraint in some settings which renders exactly half the
3775game space unreachable, but it can be mathematically proved that any
3776position not in that half \e{is} reachable. Therefore, Sixteen's
3777grid generation simply consists of selecting at random from a well
3778defined subset of the game space. Cube in its default state is even
3779easier: \e{every} possible arrangement of the blue squares and the
3780cube's starting position is soluble!
3781
3782Another option is to redefine what you mean by \q{soluble}. Black
3783Box takes this approach. There are layouts of balls in the box which
3784are completely indistinguishable from one another no matter how many
3785beams you fire into the box from which angles, which would normally
3786be grounds for declaring those layouts unfair; but fortunately,
3787detecting that indistinguishability is computationally easy. So
3788Black Box doesn't demand that your ball placements match its own; it
3789merely demands that your ball placements be \e{indistinguishable}
3790from the ones it was thinking of. If you have an ambiguous puzzle,
3791then any of the possible answers is considered to be a solution.
3792Having redefined the rules in that way, any puzzle is soluble again.
3793
3794Those are the simple techniques. If they don't work, you have to get
3795cleverer.
3796
3797One way to generate a soluble puzzle is to start from the solved
3798state and make inverse moves until you reach a starting state. Then
3799you know there's a solution, because you can just list the inverse
3800moves you made and make them in the opposite order to return to the
3801solved state.
3802
3803This method can be simple and effective for puzzles where you get to
3804decide what's a starting state and what's not. In Pegs, for example,
3805the generator begins with one peg in the centre of the board and
3806makes inverse moves until it gets bored; in this puzzle, valid
3807inverse moves are easy to detect, and \e{any} state that's reachable
3808from the solved state by inverse moves is a reasonable starting
3809position. So Pegs just continues making inverse moves until the
3810board satisfies some criteria about extent and density, and then
3811stops and declares itself done.
3812
3813For other puzzles, it can be a lot more difficult. Same Game uses
3814this strategy too, and it's lucky to get away with it at all: valid
3815inverse moves aren't easy to find (because although it's easy to
3816insert additional squares in a Same Game position, it's difficult to
3817arrange that \e{after} the insertion they aren't adjacent to any
3818other squares of the same colour), so you're constantly at risk of
3819running out of options and having to backtrack or start again. Also,
3820Same Game grids never start off half-empty, which means you can't
3821just stop when you run out of moves \dash you have to find a way to
3822fill the grid up \e{completely}.
3823
3824The other way to generate a puzzle that's soluble is to start from
3825the other end, and actually write a \e{solver}. This tends to ensure
3826that a puzzle has a \e{unique} solution over and above having a
3827solution at all, so it's a good technique to apply to puzzles for
3828which that's important.
3829
3830One theoretical drawback of generating soluble puzzles by using a
3831solver is that your puzzles are restricted in difficulty to those
3832which the solver can handle. (Most solvers are not fully general:
3833many sets of puzzle rules are NP-complete or otherwise nasty, so
3834most solvers can only handle a subset of the theoretically soluble
3835puzzles.) It's been my experience in practice, however, that this
3836usually isn't a problem; computers are good at very different things
3837from humans, and what the computer thinks is nice and easy might
3838still be pleasantly challenging for a human. For example, when
3839solving Dominosa puzzles I frequently find myself using a variety of
3840reasoning techniques that my solver doesn't know about; in
3841principle, therefore, I should be able to solve the puzzle using
3842only those techniques it \e{does} know about, but this would involve
3843repeatedly searching the entire grid for the one simple deduction I
3844can make. Computers are good at this sort of exhaustive search, but
3845it's been my experience that human solvers prefer to do more complex
3846deductions than to spend ages searching for simple ones. So in many
3847cases I don't find my own playing experience to be limited by the
3848restrictions on the solver.
3849
3850(This isn't \e{always} the case. Solo is a counter-example;
3851generating Solo puzzles using a simple solver does lead to
3852qualitatively easier puzzles. Therefore I had to make the Solo
3853solver rather more advanced than most of them.)
3854
3855There are several different ways to apply a solver to the problem of
3856generating a soluble puzzle. I list a few of them below.
3857
3858The simplest approach is brute force: randomly generate a puzzle,
3859use the solver to see if it's soluble, and if not, throw it away and
3860try again until you get lucky. This is often a viable technique if
3861all else fails, but it tends not to scale well: for many puzzle
3862types, the probability of finding a uniquely soluble instance
3863decreases sharply as puzzle size goes up, so this technique might
3864work reasonably fast for small puzzles but take (almost) forever at
3865larger sizes. Still, if there's no other alternative it can be
3866usable: Pattern and Dominosa both use this technique. (However,
3867Dominosa has a means of tweaking the randomly generated grids to
3868increase the \e{probability} of them being soluble, by ruling out
3869one of the most common ambiguous cases. This improved generation
3870speed by over a factor of 10 on the highest preset!)
3871
3872An approach which can be more scalable involves generating a grid
3873and then tweaking it to make it soluble. This is the technique used
3874by Mines and also by Net: first a random puzzle is generated, and
3875then the solver is run to see how far it gets. Sometimes the solver
3876will get stuck; when that happens, examine the area it's having
3877trouble with, and make a small random change in that area to allow
3878it to make more progress. Continue solving (possibly even without
3879restarting the solver), tweaking as necessary, until the solver
3880finishes. Then restart the solver from the beginning to ensure that
3881the tweaks haven't caused new problems in the process of solving old
3882ones (which can sometimes happen).
3883
3884This strategy works well in situations where the usual solver
3885failure mode is to get stuck in an easily localised spot. Thus it
3886works well for Net and Mines, whose most common failure mode tends
3887to be that most of the grid is fine but there are a few widely
3888separated ambiguous sections; but it would work less well for
3889Dominosa, in which the way you get stuck is to have scoured the
3890whole grid and not found anything you can deduce \e{anywhere}. Also,
3891it relies on there being a low probability that tweaking the grid
3892introduces a new problem at the same time as solving the old one;
3893Mines and Net also have the property that most of their deductions
3894are local, so that it's very unlikely for a tweak to affect
3895something half way across the grid from the location where it was
3896applied. In Dominosa, by contrast, a lot of deductions use
3897information about half the grid (\q{out of all the sixes, only one
3898is next to a three}, which can depend on the values of up to 32 of
3899the 56 squares in the default setting!), so this tweaking strategy
3900would be rather less likely to work well.
3901
0004c8b3 3902A more specialised strategy is that used in Solo and Slant. These
3903puzzles have the property that they derive their difficulty from not
3904presenting all the available clues. (In Solo's case, if all the
3905possible clues were provided then the puzzle would already be
3906solved; in Slant it would still require user action to fill in the
3907lines, but it would present no challenge at all). Therefore, a
3908simple generation technique is to leave the decision of which clues
3909to provide until the last minute. In other words, first generate a
3910random \e{filled} grid with all possible clues present, and then
3911gradually remove clues for as long as the solver reports that it's
3912still soluble. Unlike the methods described above, this technique
3913\e{cannot} fail \dash once you've got a filled grid, nothing can
3914stop you from being able to convert it into a viable puzzle.
3915However, it wouldn't even be meaningful to apply this technique to
3916(say) Pattern, in which clues can never be left out, so the only way
3917to affect the set of clues is by altering the solution.
69491f1e 3918
3919(Unfortunately, Solo is complicated by the need to provide puzzles
3920at varying difficulty levels. It's easy enough to generate a puzzle
3921of \e{at most} a given level of difficulty; you just have a solver
3922with configurable intelligence, and you set it to a given level and
3923apply the above technique, thus guaranteeing that the resulting grid
3924is solvable by someone with at most that much intelligence. However,
3925generating a puzzle of \e{at least} a given level of difficulty is
3926rather harder; if you go for \e{at most} Intermediate level, you're
3927likely to find that you've accidentally generated a Trivial grid a
3928lot of the time, because removing just one number is sufficient to
3929take the puzzle from Trivial straight to Ambiguous. In that
3930situation Solo has no remaining options but to throw the puzzle away
3931and start again.)
3932
3933A final strategy is to use the solver \e{during} puzzle
3934construction: lay out a bit of the grid, run the solver to see what
3935it allows you to deduce, and then lay out a bit more to allow the
3936solver to make more progress. There are articles on the web that
3937recommend constructing Sudoku puzzles by this method (which is
3938completely the opposite way round to how Solo does it); for Sudoku
3939it has the advantage that you get to specify your clue squares in
3940advance (so you can have them make pretty patterns).
3941
3942Rectangles uses a strategy along these lines. First it generates a
3943grid by placing the actual rectangles; then it has to decide where
3944in each rectangle to place a number. It uses a solver to help it
3945place the numbers in such a way as to ensure a unique solution. It
3946does this by means of running a test solver, but it runs the solver
3947\e{before} it's placed any of the numbers \dash which means the
3948solver must be capable of coping with uncertainty about exactly
3949where the numbers are! It runs the solver as far as it can until it
3950gets stuck; then it narrows down the possible positions of a number
3951in order to allow the solver to make more progress, and so on. Most
3952of the time this process terminates with the grid fully solved, at
3953which point any remaining number-placement decisions can be made at
3954random from the options not so far ruled out. Note that unlike the
3955Net/Mines tweaking strategy described above, this algorithm does not
3956require a checking run after it completes: if it finishes
3957successfully at all, then it has definitely produced a uniquely
3958soluble puzzle.
3959
3960Most of the strategies described above are not 100% reliable. Each
3961one has a failure rate: every so often it has to throw out the whole
3962grid and generate a fresh one from scratch. (Solo's strategy would
3963be the exception, if it weren't for the need to provide configurable
3964difficulty levels.) Occasional failures are not a fundamental
3965problem in this sort of work, however: it's just a question of
3966dividing the grid generation time by the success rate (if it takes
396710ms to generate a candidate grid and 1/5 of them work, then it will
3968take 50ms on average to generate a viable one), and seeing whether
3969the expected time taken to \e{successfully} generate a puzzle is
3970unacceptably slow. Dominosa's generator has a very low success rate
3971(about 1 out of 20 candidate grids turn out to be usable, and if you
3972think \e{that's} bad then go and look at the source code and find
3973the comment showing what the figures were before the generation-time
3974tweaks!), but the generator itself is very fast so this doesn't
3975matter. Rectangles has a slower generator, but fails well under 50%
3976of the time.
3977
3978So don't be discouraged if you have an algorithm that doesn't always
3979work: if it \e{nearly} always works, that's probably good enough.
3980The one place where reliability is important is that your algorithm
3981must never produce false positives: it must not claim a puzzle is
3982soluble when it isn't. It can produce false negatives (failing to
3983notice that a puzzle is soluble), and it can fail to generate a
3984puzzle at all, provided it doesn't do either so often as to become
3985slow.
3986
e9f8a17f 3987One last piece of advice: for grid-based puzzles, when writing and
69491f1e 3988testing your generation algorithm, it's almost always a good idea
3989\e{not} to test it initially on a grid that's square (i.e.
e9f8a17f 3990\cw{w==h}), because if the grid is square then you won't notice if
3991you mistakenly write \c{h} instead of \c{w} (or vice versa)
3992somewhere in the code. Use a rectangular grid for testing, and any
3993size of grid will be likely to work after that.
69491f1e 3994
3995\S{writing-textformats} Designing textual description formats
3996
3997Another aspect of writing a puzzle which is worth putting some
3998thought into is the design of the various text description formats:
3999the format of the game parameter encoding, the game description
4000encoding, and the move encoding.
4001
4002The first two of these should be reasonably intuitive for a user to
4003type in; so provide some flexibility where possible. Suppose, for
4004example, your parameter format consists of two numbers separated by
4005an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
4006and then has some suffixes to specify other aspects of the game
4007type. It's almost always a good idea in this situation to arrange
4008that \cw{decode_params()} can handle the suffixes appearing in any
4009order, even if \cw{encode_params()} only ever generates them in one
4010order.
4011
4012These formats will also be expected to be reasonably stable: users
4013will expect to be able to exchange game IDs with other users who
4014aren't running exactly the same version of your game. So make them
4015robust and stable: don't build too many assumptions into the game ID
4016format which will have to be changed every time something subtle
4017changes in the puzzle code.
4018
4019\H{writing-howto} Common how-to questions
4020
4021This section lists some common things people want to do when writing
4022a puzzle, and describes how to achieve them within the Puzzles
4023framework.
4024
4025\S{writing-howto-cursor} Drawing objects at only one position
4026
4027A common phenomenon is to have an object described in the
4028\c{game_state} or the \c{game_ui} which can only be at one position.
4029A cursor \dash probably specified in the \c{game_ui} \dash is a good
4030example.
4031
4032In the \c{game_ui}, it would \e{obviously} be silly to have an array
4033covering the whole game grid with a boolean flag stating whether the
4034cursor was at each position. Doing that would waste space, would
4035make it difficult to find the cursor in order to do anything with
4036it, and would introduce the potential for synchronisation bugs in
4037which you ended up with two cursors or none. The obviously sensible
4038way to store a cursor in the \c{game_ui} is to have fields directly
e9f8a17f 4039encoding the cursor's coordinates.
69491f1e 4040
4041However, it is a mistake to assume that the same logic applies to
4042the \c{game_drawstate}. If you replicate the cursor position fields
4043in the draw state, the redraw code will get very complicated. In the
4044draw state, in fact, it \e{is} probably the right thing to have a
4045cursor flag for every position in the grid. You probably have an
4046array for the whole grid in the drawstate already (stating what is
4047currently displayed in the window at each position); the sensible
4048approach is to add a \q{cursor} flag to each element of that array.
4049Then the main redraw loop will look something like this
4050(pseudo-code):
4051
4052\c for (y = 0; y < h; y++) {
4053\c for (x = 0; x < w; x++) {
4054\c int value = state->symbol_at_position[y][x];
4055\c if (x == ui->cursor_x && y == ui->cursor_y)
4056\c value |= CURSOR;
4057\c if (ds->symbol_at_position[y][x] != value) {
74021716 4058\c symbol_drawing_subroutine(dr, ds, x, y, value);
69491f1e 4059\c ds->symbol_at_position[y][x] = value;
4060\c }
4061\c }
4062\c }
4063
4064This loop is very simple, pretty hard to get wrong, and
4065\e{automatically} deals both with erasing the previous cursor and
4066drawing the new one, with no special case code required.
4067
4068This type of loop is generally a sensible way to write a redraw
4069function, in fact. The best thing is to ensure that the information
4070stored in the draw state for each position tells you \e{everything}
4071about what was drawn there. A good way to ensure that is to pass
4072precisely the same information, and \e{only} that information, to a
4073subroutine that does the actual drawing; then you know there's no
4074additional information which affects the drawing but which you don't
4075notice changes in.
4076
4077\S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
4078
4079It is often useful to provide a keyboard control method in a
4080basically mouse-controlled game. A keyboard-controlled cursor is
4081best implemented by storing its location in the \c{game_ui} (since
4082if it were in the \c{game_state} then the user would have to
4083separately undo every cursor move operation). So the procedure would
4084be:
4085
4086\b Put cursor position fields in the \c{game_ui}.
4087
4088\b \cw{interpret_move()} responds to arrow keys by modifying the
4089cursor position fields and returning \cw{""}.
4090
4091\b \cw{interpret_move()} responds to some sort of fire button by
4092actually performing a move based on the current cursor location.
4093
4094\b You might want an additional \c{game_ui} field stating whether
4095the cursor is currently visible, and having it disappear when a
4096mouse action occurs (so that it doesn't clutter the display when not
4097actually in use).
4098
4099\b You might also want to automatically hide the cursor in
4100\cw{changed_state()} when the current game state changes to one in
4101which there is no move to make (which is the case in some types of
4102completed game).
4103
4104\b \cw{redraw()} draws the cursor using the technique described in
4105\k{writing-howto-cursor}.
4106
4107\S{writing-howto-dragging} Implementing draggable sprites
4108
4109Some games have a user interface which involves dragging some sort
4110of game element around using the mouse. If you need to show a
4111graphic moving smoothly over the top of other graphics, use a
4112blitter (see \k{drawing-blitter} for the blitter API) to save the
4113background underneath it. The typical scenario goes:
4114
4115\b Have a blitter field in the \c{game_drawstate}.
4116
4117\b Set the blitter field to \cw{NULL} in the game's
4118\cw{new_drawstate()} function, since you don't yet know how big the
4119piece of saved background needs to be.
4120
4121\b In the game's \cw{set_size()} function, once you know the size of
4122the object you'll be dragging around the display and hence the
05e50a96 4123required size of the blitter, actually allocate the blitter.
69491f1e 4124
4125\b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
4126
4127\b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
4128events by updating some fields in the \cw{game_ui} which indicate
4129that a drag is in progress.
4130
4131\b At the \e{very end} of \cw{redraw()}, after all other drawing has
4132been done, draw the moving object if there is one. First save the
4133background under the object in the blitter; then set a clip
4134rectangle covering precisely the area you just saved (just in case
4135anti-aliasing or some other error causes your drawing to go beyond
4136the area you saved). Then draw the object, and call \cw{unclip()}.
4137Finally, set a flag in the \cw{game_drawstate} that indicates that
4138the blitter needs restoring.
4139
4140\b At the very start of \cw{redraw()}, before doing anything else at
4141all, check the flag in the \cw{game_drawstate}, and if it says the
4142blitter needs restoring then restore it. (Then clear the flag, so
4143that this won't happen again in the next redraw if no moving object
4144is drawn this time.)
4145
4146This way, you will be able to write the rest of the redraw function
4147completely ignoring the dragged object, as if it were floating above
4148your bitmap and being completely separate.
4149
4150\S{writing-ref-counting} Sharing large invariant data between all
4151game states
4152
4153In some puzzles, there is a large amount of data which never changes
4154between game states. The array of numbers in Dominosa is a good
4155example.
4156
4157You \e{could} dynamically allocate a copy of that array in every
4158\c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
4159every new \c{game_state}; but it would waste memory and time. A
4160more efficient way is to use a reference-counted structure.
4161
4162\b Define a structure type containing the data in question, and also
4163containing an integer reference count.
4164
4165\b Have a field in \c{game_state} which is a pointer to this
4166structure.
4167
4168\b In \cw{new_game()}, when creating a fresh game state at the start
4169of a new game, create an instance of this structure, initialise it
4170with the invariant data, and set its reference count to 1.
4171
4172\b In \cw{dup_game()}, rather than making a copy of the structure
4173for the new game state, simply set the new game state to point at
4174the same copy of the structure, and increment its reference count.
4175
4176\b In \cw{free_game()}, decrement the reference count in the
4177structure pointed to by the game state; if the count reaches zero,
4178free the structure.
4179
4180This way, the invariant data will persist for only as long as it's
4181genuinely needed; \e{as soon} as the last game state for a
4182particular puzzle instance is freed, the invariant data for that
4183puzzle will vanish as well. Reference counting is a very efficient
4184form of garbage collection, when it works at all. (Which it does in
4185this instance, of course, because there's no possibility of circular
4186references.)
4187
4188\S{writing-flash-types} Implementing multiple types of flash
4189
4190In some games you need to flash in more than one different way.
4191Mines, for example, flashes white when you win, and flashes red when
4192you tread on a mine and die.
4193
4194The simple way to do this is:
4195
4196\b Have a field in the \c{game_ui} which describes the type of flash.
4197
4198\b In \cw{flash_length()}, examine the old and new game states to
4199decide whether a flash is required and what type. Write the type of
4200flash to the \c{game_ui} field whenever you return non-zero.
4201
4202\b In \cw{redraw()}, when you detect that \c{flash_time} is
4203non-zero, examine the field in \c{game_ui} to decide which type of
4204flash to draw.
4205
4206\cw{redraw()} will never be called with \c{flash_time} non-zero
4207unless \cw{flash_length()} was first called to tell the mid-end that
4208a flash was required; so whenever \cw{redraw()} notices that
4209\c{flash_time} is non-zero, you can be sure that the field in
4210\c{game_ui} is correctly set.
4211
4212\S{writing-move-anim} Animating game moves
4213
4214A number of puzzle types benefit from a quick animation of each move
4215you make.
4216
4217For some games, such as Fifteen, this is particularly easy. Whenever
4218\cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
4219simply compares the position of each tile in the two game states,
4220and if the tile is not in the same place then it draws it some
4221fraction of the way from its old position to its new position. This
4222method copes automatically with undo.
4223
4224Other games are less obvious. In Sixteen, for example, you can't
4225just draw each tile a fraction of the way from its old to its new
4226position: if you did that, the end tile would zip very rapidly past
4227all the others to get to the other end and that would look silly.
4228(Worse, it would look inconsistent if the end tile was drawn on top
4229going one way and on the bottom going the other way.)
4230
4231A useful trick here is to define a field or two in the game state
4232that indicates what the last move was.
4233
4234\b Add a \q{last move} field to the \c{game_state} (or two or more
4235fields if the move is complex enough to need them).
4236
4237\b \cw{new_game()} initialises this field to a null value for a new
4238game state.
4239
4240\b \cw{execute_move()} sets up the field to reflect the move it just
4241performed.
4242
4243\b \cw{redraw()} now needs to examine its \c{dir} parameter. If
4244\c{dir} is positive, it determines the move being animated by
4245looking at the last-move field in \c{newstate}; but if \c{dir} is
4246negative, it has to look at the last-move field in \c{oldstate}, and
4247invert whatever move it finds there.
4248
4249Note also that Sixteen needs to store the \e{direction} of the move,
4250because you can't quite determine it by examining the row or column
4251in question. You can in almost all cases, but when the row is
4252precisely two squares long it doesn't work since a move in either
4253direction looks the same. (You could argue that since moving a
42542-element row left and right has the same effect, it doesn't matter
4255which one you animate; but in fact it's very disorienting to click
4256the arrow left and find the row moving right, and almost as bad to
4257undo a move to the right and find the game animating \e{another}
4258move to the right.)
4259
4260\S{writing-conditional-anim} Animating drag operations
4261
4262In Untangle, moves are made by dragging a node from an old position
4263to a new position. Therefore, at the time when the move is initially
4264made, it should not be animated, because the node has already been
4265dragged to the right place and doesn't need moving there. However,
4266it's nice to animate the same move if it's later undone or redone.
4267This requires a bit of fiddling.
4268
4269The obvious approach is to have a flag in the \c{game_ui} which
4270inhibits move animation, and to set that flag in
4271\cw{interpret_move()}. The question is, when would the flag be reset
4272again? The obvious place to do so is \cw{changed_state()}, which
4273will be called once per move. But it will be called \e{before}
4274\cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
4275will never see the flag set at all.
4276
4277The solution is to have \e{two} flags in a queue.
4278
4279\b Define two flags in \c{game_ui}; let's call them \q{current} and
4280\q{next}.
4281
4282\b Set both to \cw{FALSE} in \c{new_ui()}.
4283
4284\b When a drag operation completes in \cw{interpret_move()}, set the
4285\q{next} flag to \cw{TRUE}.
4286
4287\b Every time \cw{changed_state()} is called, set the value of
4288\q{current} to the value in \q{next}, and then set the value of
4289\q{next} to \cw{FALSE}.
4290
4291\b That way, \q{current} will be \cw{TRUE} \e{after} a call to
4292\cw{changed_state()} if and only if that call to
4293\cw{changed_state()} was the result of a drag operation processed by
4294\cw{interpret_move()}. Any other call to \cw{changed_state()}, due
4295to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
4296\cw{FALSE}.
4297
4298\b So now \cw{anim_length()} can request a move animation if and
4299only if the \q{current} flag is \e{not} set.
4300
4301\S{writing-cheating} Inhibiting the victory flash when Solve is used
4302
4303Many games flash when you complete them, as a visual congratulation
4304for having got to the end of the puzzle. It often seems like a good
4305idea to disable that flash when the puzzle is brought to a solved
4306state by means of the Solve operation.
4307
4308This is easily done:
4309
4310\b Add a \q{cheated} flag to the \c{game_state}.
4311
4312\b Set this flag to \cw{FALSE} in \cw{new_game()}.
4313
4314\b Have \cw{solve()} return a move description string which clearly
4315identifies the move as a solve operation.
4316
4317\b Have \cw{execute_move()} respond to that clear identification by
4318setting the \q{cheated} flag in the returned \c{game_state}. The
4319flag will then be propagated to all subsequent game states, even if
4320the user continues fiddling with the game after it is solved.
4321
4322\b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
4323completed and \c{newstate} is, \e{and} neither state has the
4324\q{cheated} flag set.
4325
4326\H{writing-testing} Things to test once your puzzle is written
4327
4328Puzzle implementations written in this framework are self-testing as
4329far as I could make them.
4330
4331Textual game and move descriptions, for example, are generated and
4332parsed as part of the normal process of play. Therefore, if you can
4333make moves in the game \e{at all} you can be reasonably confident
4334that the mid-end serialisation interface will function correctly and
4335you will be able to save your game. (By contrast, if I'd stuck with
4336a single \cw{make_move()} function performing the jobs of both
4337\cw{interpret_move()} and \cw{execute_move()}, and had separate
4338functions to encode and decode a game state in string form, then
4339those functions would not be used during normal play; so they could
4340have been completely broken, and you'd never know it until you tried
4341to save the game \dash which would have meant you'd have to test
4342game saving \e{extensively} and make sure to test every possible
4343type of game state. As an added bonus, doing it the way I did leads
4344to smaller save files.)
4345
4346There is one exception to this, which is the string encoding of the
4347\c{game_ui}. Most games do not store anything permanent in the
4348\c{game_ui}, and hence do not need to put anything in its encode and
4349decode functions; but if there is anything in there, you do need to
4350test game loading and saving to ensure those functions work
4351properly.
4352
4353It's also worth testing undo and redo of all operations, to ensure
4354that the redraw and the animations (if any) work properly. Failing
4355to animate undo properly seems to be a common error.
4356
4357Other than that, just use your common sense.