Slant uses the same generation strategy as Solo, despite not having
[sgt/puzzles] / devel.but
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27
28 \title Developer documentation for Simon Tatham's puzzle collection
29
30 This is a guide to the internal structure of Simon Tatham's Portable
31 Puzzle Collection (henceforth referred to simply as \q{Puzzles}),
32 for use by anyone attempting to implement a new puzzle or port to a
33 new platform.
34
35 This guide is believed correct as of r6140. Hopefully it will be
36 updated along with the code in future, but if not, I've at least
37 left this version number in here so you can figure out what's
38 changed by tracking commit comments from there onwards.
39
40 \C{intro} Introduction
41
42 The Puzzles code base is divided into four parts: a set of
43 interchangeable front ends, a set of interchangeable back ends, a
44 universal \q{middle end} which acts as a buffer between the two, and
45 a bunch of miscellaneous utility functions. In the following
46 sections I give some general discussion of each of these parts.
47
48 \H{intro-frontend} Front end
49
50 The front end is the non-portable part of the code: it's the bit
51 that you replace completely when you port to a different platform.
52 So it's responsible for all system calls, all GUI interaction, and
53 anything else platform-specific.
54
55 The current front ends in the main code base are for Windows, GTK
56 and MacOS X; I also know of a third-party front end for PalmOS.
57
58 The front end contains \cw{main()} or the local platform's
59 equivalent. Top-level control over the application's execution flow
60 belongs to the front end (it isn't, for example, a set of functions
61 called by a universal \cw{main()} somewhere else).
62
63 The front end has complete freedom to design the GUI for any given
64 port of Puzzles. There is no centralised mechanism for maintaining
65 the 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
67 to edit two pieces of code in parallel every time I make a change),
68 but the advantage is that local GUI conventions can be conformed to
69 and local constraints adapted to. For example, MacOS X has strict
70 human interface guidelines which specify a different menu layout
71 from the one I've used on Windows and GTK; there's nothing stopping
72 the OS X front end from providing a menu layout consistent with
73 those guidelines.
74
75 Although the front end is mostly caller rather than the callee in
76 its interactions with other parts of the code, it is required to
77 implement a small API for other modules to call, mostly of drawing
78 functions for games to use when drawing their graphics. The drawing
79 API is documented in \k{drawing}; the other miscellaneous front end
80 API functions are documented in \k{frontend-api}.
81
82 \H{intro-backend} Back end
83
84 A \q{back end}, in this collection, is synonymous with a \q{puzzle}.
85 Each back end implements a different game.
86
87 At the top level, a back end is simply a data structure, containing
88 a few constants (flag words, preferred pixel size) and a large
89 number of function pointers. Back ends are almost invariably callee
90 rather than caller, which means there's a limitation on what a back
91 end can do on its own initiative.
92
93 The persistent state in a back end is divided into a number of data
94 structures, which are used for different purposes and therefore
95 likely to be switched around, changed without notice, and otherwise
96 updated by the rest of the code. It is important when designing a
97 back end to put the right pieces of data into the right structures,
98 or standard midend-provided features (such as Undo) may fail to
99 work.
100
101 The functions and variables provided in the back end data structure
102 are documented in \k{backend}.
103
104 \H{intro-midend} Middle end
105
106 Puzzles has a single and universal \q{middle end}. This code is
107 common to all platforms and all games; it sits in between the front
108 end and the back end and provides standard functionality everywhere.
109
110 People adding new back ends or new front ends should generally not
111 need to edit the middle end. On rare occasions there might be a
112 change that can be made to the middle end to permit a new game to do
113 something not currently anticipated by the middle end's present
114 design; however, this is terribly easy to get wrong and should
115 probably not be undertaken without consulting the primary maintainer
116 (me). Patch submissions containing unannounced mid-end changes will
117 be treated on their merits like any other patch; this is just a
118 friendly warning that mid-end changes will need quite a lot of
119 merits to make them acceptable.
120
121 Functionality provided by the mid-end includes:
122
123 \b Maintaining a list of game state structures and moving back and
124 forth along that list to provide Undo and Redo.
125
126 \b Handling timers (for move animations, flashes on completion, and
127 in some cases actually timing the game).
128
129 \b Handling the container format of game IDs: receiving them,
130 picking them apart into parameters, description and/or random seed,
131 and so on. The game back end need only handle the individual parts
132 of a game ID (encoded parameters and encoded game description);
133 everything else is handled centrally by the mid-end.
134
135 \b Handling standard keystrokes and menu commands, such as \q{New
136 Game}, \q{Restart Game} and \q{Quit}.
137
138 \b Pre-processing mouse events so that the game back ends can rely
139 on them arriving in a sensible order (no missing button-release
140 events, no sudden changes of which button is currently pressed,
141 etc).
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
146 half-finished game to a disk file, or for handling application
147 shutdown and restart on platforms such as PalmOS where state is
148 expected to be saved).
149
150 Thus, there's a lot of work done once by the mid-end so that
151 individual back ends don't have to worry about it. All the back end
152 has to do is cooperate in ensuring the mid-end can do its work
153 properly.
154
155 The API of functions provided by the mid-end to be called by the
156 front end is documented in \k{midend}.
157
158 \H{intro-utils} Miscellaneous utilities
159
160 In addition to these three major structural components, the Puzzles
161 code also contains a variety of utility modules usable by all of the
162 above components. There is a set of functions to provide
163 platform-independent random number generation; functions to make
164 memory allocation easier; functions which implement a balanced tree
165 structure to be used as necessary in complex algorithms; and a few
166 other miscellaneous functions. All of these are documented in
167 \k{utils}.
168
169 \H{intro-structure} Structure of this guide
170
171 There are a number of function call interfaces within Puzzles, and
172 this guide will discuss each one in a chapter of its own. After
173 that, there will be a section about how to design new games, with
174 some general design thoughts and tips.
175
176 \C{backend} Interface to the back end
177
178 This chapter gives a detailed discussion of the interface that each
179 back end must implement.
180
181 At the top level, each back end source file exports a single global
182 symbol, which is a \c{const struct game} containing a large number
183 of function pointers and a small amount of constant data. This
184 structure is called by different names depending on what kind of
185 platform the puzzle set is being compiled on:
186
187 \b On platforms such as Windows and GTK, which build a separate
188 binary for each puzzle, the game structure in every back end has the
189 same name, \cq{thegame}; the front end refers directly to this name,
190 so that compiling the same front end module against a different back
191 end module builds a different puzzle.
192
193 \b On platforms such as MacOS X and PalmOS, which build all the
194 puzzles into a single monolithic binary, the game structure in each
195 back 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
198 On the latter type of platform, source files may assume that the
199 preprocessor symbol \c{COMBINED} has been defined. Thus, the usual
200 code 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
212 Game back ends must also internally define a number of data
213 structures, for storing their various persistent state. This chapter
214 will first discuss the nature and use of those structures, and then
215 go on to give details of every element of the game structure.
216
217 \H{backend-structs} Data structures
218
219 Each game is required to define four separate data structures. This
220 section discusses each one and suggests what sorts of things need to
221 be put in it.
222
223 \S{backend-game-params} \c{game_params}
224
225 The \c{game_params} structure contains anything which affects the
226 automatic generation of new puzzles. So if puzzle generation is
227 parametrised in any way, those parameters need to be stored in
228 \c{game_params}.
229
230 Most puzzles currently in this collection are played on a grid of
231 squares, meaning that the most obvious parameter is the grid size.
232 Many puzzles have additional parameters; for example, Mines allows
233 you to control the number of mines in the grid independently of its
234 size, Net can be wrapping or non-wrapping, Solo has difficulty
235 levels and symmetry settings, and so on.
236
237 A 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
239 data item from either the preset-game-types menu or the \q{Custom}
240 game type configuration? If so, it's part of \c{game_params}.
241
242 \c{game_params} structures are permitted to contain pointers to
243 subsidiary data if they need to. The back end is required to provide
244 functions to create and destroy \c{game_params}, and those functions
245 can allocate and free additional memory if necessary. (It has not
246 yet been necessary to do this in any puzzle so far, but the
247 capability 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
251 aspect of the game which affects the size of the window it needs to
252 be drawn in must be stored in \c{game_params}. In particular, this
253 imposes the fundamental limitation that random game generation may
254 not have a random effect on the window size: game generation
255 algorithms are constrained to work by starting from the grid size
256 rather than generating it as an emergent phenomenon. (Although this
257 is a restriction in theory, it has not yet seemed to be a problem.)
258
259 \S{backend-game-state} \c{game_state}
260
261 While the user is actually playing a puzzle, the \c{game_state}
262 structure stores all the data corresponding to the current state of
263 play.
264
265 The mid-end keeps \c{game_state}s in a list, and adds to the list
266 every time the player makes a move; the Undo and Redo functions step
267 back and forth through that list.
268
269 Therefore, a good means of deciding whether a data item needs to go
270 in \c{game_state} is: would a player expect that data item to be
271 restored on undo? If so, put it in \c{game_state}, and this will
272 automatically happen without you having to lift a finger. If not
273 \dash for example, the deaths counter in Mines is precisely
274 something that does \e{not} want to be reset to its previous state
275 on an undo \dash then you might have found a data item that needs to
276 go in \c{game_ui} instead.
277
278 During play, \c{game_state}s are often passed around without an
279 accompanying \c{game_params} structure. Therefore, any information
280 in \c{game_params} which is important during play (such as the grid
281 size) must be duplicated within the \c{game_state}. One simple
282 method of doing this is to have the \c{game_state} structure
283 \e{contain} a \c{game_params} structure as one of its members,
284 although 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
289 graphical contents of the puzzle window. The same \c{game_drawstate}
290 is passed to every call to the game redraw function, so that it can
291 remember what it has already drawn and what needs redrawing.
292
293 A typical use for a \c{game_drawstate} is to have an array mirroring
294 the array of grid squares in the \c{game_state}; then every time the
295 redraw function was passed a \c{game_state}, it would loop over all
296 the squares, and physically redraw any whose description in the
297 \c{game_state} (i.e. what the square needs to look like when the
298 redraw 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
302 reconstructed by the mid-end, if the user somehow forces a full
303 redraw. Therefore, no data should be stored in \c{game_drawstate}
304 which is \e{not} related to the state of the puzzle window, because
305 it might be unexpectedly destroyed.
306
307 The back end provides functions to create and destroy
308 \c{game_drawstate}, which means it can contain pointers to
309 subsidiary allocated data if it needs to. A common thing to want to
310 allocate 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
316 structures!
317
318 A new \c{game_ui} is created when the user begins playing a new
319 instance of a puzzle (i.e. during \q{New Game} or after entering a
320 game ID etc). It persists until the user finishes playing that game
321 and 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
325 not part of \c{game_state}. Common examples are keyboard control
326 (you wouldn't want to have to separately Undo through every cursor
327 motion) and mouse dragging. See \k{writing-keyboard-cursor} and
328 \k{writing-howto-dragging}, respectively, for more details.
329
330 Another use for \c{game_ui} is to store highly persistent data such
331 as the Mines death counter. This is conceptually rather different:
332 where the Net cursor position was \e{not important enough} to
333 preserve for the player to restore by Undo, the Mines death counter
334 is \e{too important} to permit the player to revert by Undo!
335
336 A final use for \c{game_ui} is to pass information to the redraw
337 function about recent changes to the game state. This is used in
338 Mines, for example, to indicate whether a requested \q{flash} should
339 be 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
344 In this section I begin to discuss each individual element in the
345 back end structure. To begin with, here are some simple
346 self-contained data elements.
347
348 \S{backend-name} \c{name}
349
350 \c const char *name;
351
352 This is a simple ASCII string giving the name of the puzzle. This
353 name will be used in window titles, in game selection menus on
354 monolithic platforms, and anywhere else that the front end needs to
355 know the name of a game.
356
357 \S{backend-winhelp} \c{winhelp_topic}
358
359 \c const char *winhelp_topic;
360
361 This member is used on Windows only, to provide online help.
362 Although the Windows front end provides a separate binary for each
363 puzzle, 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
365 jump to the chapter describing that particular puzzle.
366
367 Therefore, 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
372 And then the corresponding game back end encodes the topic string
373 (here \cq{games.net}) in the \c{winhelp_topic} element of the game
374 structure.
375
376 \H{backend-params} Handling game parameter sets
377
378 In 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
385 This function allocates a new \c{game_params} structure, fills it
386 with 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
392 This function is used to populate the \q{Type} menu, which provides
393 a list of conveniently accessible preset parameters for most games.
394
395 The function is called with \c{i} equal to the index of the preset
396 required (numbering from zero). It returns \cw{FALSE} if that preset
397 does not exist (if \c{i} is less than zero or greater than the
398 largest preset index). Otherwise, it sets \c{*params} to point at a
399 newly allocated \c{game_params} structure containing the preset
400 information, sets \c{*name} to point at a newly allocated C string
401 containing the preset title (to go on the \q{Type} menu), and
402 returns \cw{TRUE}.
403
404 If the game does not wish to support any presets at all, this
405 function 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
411 The job of this function is to take a \c{game_params}, and encode it
412 in a string form for use in game IDs. The return value must be a
413 newly 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
415 section in a game ID).
416
417 Ideally, it should also not contain any other potentially
418 controversial punctuation; bear in mind when designing a string
419 parameter format that it will probably be used on both Windows and
420 Unix command lines under a variety of exciting shell quoting and
421 metacharacter rules. Sticking entirely to alphanumerics is the
422 safest thing; if you really need punctuation, you can probably get
423 away with commas, periods or underscores without causing anybody any
424 major inconvenience. If you venture far beyond that, you're likely
425 to irritate \e{somebody}.
426
427 (At the time of writing this, all existing games have purely
428 alphanumeric string parameter formats. Usually these involve a
429 letter denoting a parameter, followed optionally by a number giving
430 the value of that parameter, with a few mandatory parts at the
431 beginning such as numeric width and height separated by \cq{x}.)
432
433 If the \c{full} parameter is \cw{TRUE}, this function should encode
434 absolutely everything in the \c{game_params}, such that a subsequent
435 call to \cw{decode_params()} (\k{backend-decode-params}) will yield
436 an identical structure. If \c{full} is \cw{FALSE}, however, you
437 should leave out anything which is not necessary to describe a
438 \e{specific puzzle instance}, i.e. anything which only takes effect
439 when a new puzzle is \e{generated}. For example, the Solo
440 \c{game_params} includes a difficulty rating used when constructing
441 new puzzles; but a Solo game ID need not explicitly include the
442 difficulty, since to describe a puzzle once generated it's
443 sufficient to give the grid dimensions and the location and contents
444 of the clue squares. (Indeed, one might very easily type in a puzzle
445 out of a newspaper without \e{knowing} what its difficulty level is
446 in Solo's terminology.) Therefore. Solo's \cw{encode_params()} only
447 encodes 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
453 This function is the inverse of \cw{encode_params()}
454 (\k{backend-encode-params}). It parses the supplied string and fills
455 in the supplied \c{game_params} structure. Note that the structure
456 will \e{already} have been allocated: this function is not expected
457 to create a \e{new} \c{game_params}, but to modify an existing one.
458
459 This function can receive a string which only encodes a subset of
460 the parameters. The most obvious way in which this can happen is if
461 the string was constructed by \cw{encode_params()} with its \c{full}
462 parameter set to \cw{FALSE}; however, it could also happen if the
463 user typed in a parameter set manually and missed something out. Be
464 prepared to deal with a wide range of possibilities.
465
466 When dealing with a parameter which is not specified in the input
467 string, what to do requires a judgment call on the part of the
468 programmer. Sometimes it makes sense to adjust other parameters to
469 bring them into line with the new ones. In Mines, for example, you
470 would probably not want to keep the same mine count if the user
471 dropped the grid size and didn't specify one, since you might easily
472 end up with more mines than would actually fit in the grid! On the
473 other hand, sometimes it makes sense to leave the parameter alone: a
474 Solo player might reasonably expect to be able to configure size and
475 difficulty independently of one another.
476
477 This function currently has no direct means of returning an error if
478 the 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
481 really want to signal parse errors, you could always have a \c{char
482 *} in your parameters structure which stored an error message, and
483 have \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
489 This function frees a \c{game_params} structure, and any subsidiary
490 allocations contained within it.
491
492 \S{backend-dup-params} \cw{dup_params()}
493
494 \c game_params *(*dup_params)(game_params *params);
495
496 This function allocates a new \c{game_params} structure and
497 initialises it with an exact copy of the information in the one
498 provided 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
504 This boolean data element is set to \cw{TRUE} if the back end
505 supports 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}
508 and \k{backend-custom-params} for more details.
509
510 \S{backend-configure} \cw{configure()}
511
512 \c config_item *(*configure)(game_params *params);
513
514 This function is called when the user requests a dialog box for
515 custom parameter configuration. It returns a newly allocated array
516 of \cw{config_item} structures, describing the GUI elements required
517 in the dialog box. The array should have one more element than the
518 number of controls, since it is terminated with a \cw{C_END} marker
519 (see below). Each array element describes the control together with
520 its initial value; the front end will modify the value fields and
521 return the updated array to \cw{custom_params()} (see
522 \k{backend-custom-params}).
523
524 The \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
532 control. It is \e{not} expected to be dynamically allocated.
533
534 \c{type} contains one of a small number of \c{enum} values defining
535 what type of control is being described. The meaning of the \c{sval}
536 and \c{ival} fields depends on the value in \c{type}. The valid
537 values are:
538
539 \dt \c{C_STRING}
540
541 \dd Describes a text input box. (This is also used for numeric
542 input. The back end does not bother informing the front end that the
543 box is numeric rather than textual; some front ends do have the
544 capacity to take this into account, but I decided it wasn't worth
545 the extra complexity in the interface.) For this type, \c{ival} is
546 unused, and \c{sval} contains a dynamically allocated string
547 representing 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,
552 and \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
557 fixed choices. For this type, \c{sval} contains a list of strings
558 describing the choices; the very first character of \c{sval} is used
559 as a delimiter when processing the rest (so that the strings
560 \cq{:zero:one:two}, \cq{!zero!one!two} and \cq{xzeroxonextwo} all
561 define a three-element list containing \cq{zero}, \cq{one} and
562 \cq{two}). \c{ival} contains the index of the currently selected
563 element, numbering from zero (so that in the above example, 0 would
564 mean \cq{zero} and 2 would mean \cq{two}).
565
566 \lcont{
567
568 Note that for this control type, \c{sval} is \e{not} dynamically
569 allocated, 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
576 are unused.
577
578 The array returned from this function is expected to have filled in
579 the initial values of all the controls according to the input
580 \c{game_params} structure.
581
582 If the game's \c{can_configure} flag is set to \cw{FALSE}, this
583 function 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
589 This 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()},
592 but in which the control values have since been changed in
593 accordance with user input. Its function is to read the new values
594 out of the controls and return a newly allocated \c{game_params}
595 structure representing the user's chosen parameter set.
596
597 (The front end will have modified the controls' \e{values}, but
598 there will still always be the same set of controls, in the same
599 order, as provided by \cw{configure()}. It is not necessary to check
600 the \c{name} and \c{type} fields, although you could use
601 \cw{assert()} if you were feeling energetic.)
602
603 This function is not expected to (and indeed \e{must not}) free the
604 input \c{config_item} array. (If the parameters fail to validate,
605 the dialog box will stay open.)
606
607 If the game's \c{can_configure} flag is set to \cw{FALSE}, this
608 function 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
614 This function takes a \c{game_params} structure as input, and checks
615 that the parameters described in it fall within sensible limits. (At
616 the very least, grid dimensions should almost certainly be strictly
617 positive, for example.)
618
619 Return value is \cw{NULL} if no problems were found, or
620 alternatively a (non-dynamically-allocated) ASCII string describing
621 the error in human-readable form.
622
623 If the \c{full} parameter is set, full validation should be
624 performed: any set of parameters which would not permit generation
625 of a sensible puzzle should be faulted. If \c{full} is \e{not} set,
626 the implication is that these parameters are not going to be used
627 for \e{generating} a puzzle; so parameters which can't even sensibly
628 \e{describe} a valid puzzle should still be faulted, but parameters
629 which only affect puzzle generation should not be.
630
631 (The \c{full} option makes a difference when parameter combinations
632 are non-orthogonal. For example, Net has a boolean option
633 controlling whether it enforces a unique solution; it turns out that
634 it's impossible to generate a uniquely soluble puzzle with wrapping
635 walls and width 2, so \cw{validate_params()} will complain if you
636 ask for one. However, if the user had just been playing a unique
637 wrapping puzzle of a more sensible width, and then pastes in a game
638 ID acquired from somebody else which happens to describe a
639 \e{non}-unique wrapping width-2 puzzle, then \cw{validate_params()}
640 will be passed a \c{game_params} containing the width and wrapping
641 settings from the new game ID and the uniqueness setting from the
642 old 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
644 inconsistency. The resulting \c{game_params} is never subsequently
645 used to generate a puzzle; this is a promise made by the mid-end
646 when it asks for a non-full validation.)
647
648 \H{backend-descs} Handling game descriptions
649
650 In this section I present the functions that deal with a textual
651 description of a puzzle, i.e. the part that comes after the colon in
652 a 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
659 This function is where all the really hard work gets done. This is
660 the function whose job is to randomly generate a new puzzle,
661 ensuring solubility and uniqueness as appropriate.
662
663 As 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
665 puzzle instance, encode it in string form, and return a dynamically
666 allocated C string containing that encoding.
667
668 Additionally, it may return a second dynamically allocated string in
669 \c{*aux}. (If it doesn't want to, then it can leave that parameter
670 completely alone; it isn't required to set it to \cw{NULL}, although
671 doing so is harmless.) That string, if present, will be passed to
672 \cw{solve()} (\k{backend-solve}) later on; so if the puzzle is
673 generated in such a way that a solution is known, then information
674 about that solution can be saved in \c{*aux} for \cw{solve()} to
675 use.
676
677 The \c{interactive} parameter should be ignored by almost all
678 puzzles. Its purpose is to distinguish between generating a puzzle
679 within a GUI context for immediate play, and generating a puzzle in
680 a command-line context for saving to be played later. The only
681 puzzle that currently uses this distinction (and, I fervently hope,
682 the only one which will \e{ever} need to use it) is Mines, which
683 chooses a random first-click location when generating puzzles
684 non-interactively, but which waits for the user to place the first
685 click when interactive. If you think you have come up with another
686 puzzle which needs to make use of this parameter, please think for
687 at least ten minutes about whether there is \e{any} alternative!
688
689 Note that game description strings are not required to contain an
690 encoding of parameters such as grid size; a game description is
691 never separated from the \c{game_params} it was generated with, so
692 any information contained in that structure need not be encoded
693 again 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
699 This function is given a game description, and its job is to
700 validate that it describes a puzzle which makes sense.
701
702 To some extent it's up to the user exactly how far they take the
703 phrase \q{makes sense}; there are no particularly strict rules about
704 how hard the user is permitted to shoot themself in the foot when
705 typing in a bogus game description by hand. (For example, Rectangles
706 will not verify that the sum of all the numbers in the grid equals
707 the grid's area. So a user could enter a puzzle which was provably
708 not soluble, and the program wouldn't complain; there just wouldn't
709 happen to be any sequence of moves which solved it.)
710
711 The one non-negotiable criterion is that any game description which
712 makes it through \cw{validate_desc()} \e{must not} subsequently
713 cause a crash or an assertion failure when fed to \cw{new_game()}
714 and thence to the rest of the back end.
715
716 The return value is \cw{NULL} on success, or a
717 non-dynamically-allocated C string containing an error message.
718
719 \S{backend-new-game} \cw{new_game()}
720
721 \c game_state *(*new_game)(midend_data *me, game_params *params,
722 \c char *desc);
723
724 This function takes a game description as input, together with its
725 accompanying \c{game_params}, and constructs a \c{game_state}
726 describing the initial state of the puzzle. It returns a newly
727 allocated \c{game_state} structure.
728
729 Almost all puzzles should ignore the \c{me} parameter. It is
730 required by Mines, which needs it for later passing to
731 \cw{midend_supersede_game_desc()} (see \k{backend-supersede}) once
732 the user has placed the first click. I fervently hope that no other
733 puzzle will be awkward enough to require it, so everybody else
734 should ignore it. As with the \c{interactive} parameter in
735 \cw{new_desc()} (\k{backend-new-desc}), if you think you have a
736 reason to need this parameter, please try very hard to think of an
737 alternative approach!
738
739 \H{backend-states} Handling game states
740
741 This 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}
745 instead of under here; but it deals with game descriptions \e{and}
746 game 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
752 This function allocates a new \c{game_state} structure and
753 initialises it with an exact copy of the information in the one
754 provided 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
760 This function frees a \c{game_state} structure, and any subsidiary
761 allocations 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
769 This function allocates and returns a new \c{game_ui} structure for
770 playing 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
772 the 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
778 This function frees a \c{game_ui} structure, and any subsidiary
779 allocations contained within it.
780
781 \S{backend-encode-ui} \cw{encode_ui()}
782
783 \c char *(*encode_ui)(game_ui *ui);
784
785 This function encodes any \e{important} data in a \c{game_ui}
786 structure in string form. It is only called when saving a
787 half-finished game to a file.
788
789 It should be used sparingly. Almost all data in a \c{game_ui} is not
790 important enough to save. The location of the keyboard-controlled
791 cursor, for example, can be reset to a default position on reloading
792 the game without impacting the user experience. If the user should
793 somehow manage to save a game while a mouse drag was in progress,
794 then discarding that mouse drag would be an outright \e{feature},
795
796 A typical thing that \e{would} be worth encoding in this function is
797 the 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
799 revert it by using Undo, and therefore it's also too important to
800 allow the user to revert it by saving and reloading. (Of course, the
801 user could edit the save file by hand... But if the user is \e{that}
802 determined to cheat, they could just as easily modify the game's
803 source.)
804
805 \S{backend-decode-ui} \cw{decode_ui()}
806
807 \c void (*decode_ui)(game_ui *ui, char *encoding);
808
809 This function parses a string previously output by \cw{encode_ui()},
810 and writes the decoded data back into the provided \c{game_ui}
811 structure.
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
818 This function is called by the mid-end whenever the current game
819 state 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
828 the Undo and Redo operations
829
830 \b the user selecting Restart to go back to the initial game state.
831
832 The job of \cw{changed_state()} is to update the \c{game_ui} for
833 consistency with the new game state, if any update is necessary. For
834 example, Same Game stores data about the currently selected tile
835 group in its \c{game_ui}, and this data is intrinsically related to
836 the game state it was derived from. So it's very likely to become
837 invalid when the game state changes; thus, Same Game's
838 \cw{changed_state()} function clears the current selection whenever
839 it is called.
840
841 When \cw{anim_length()} or \cw{flash_length()} are called, you can
842 be sure that there has been a previous call to \cw{changed_state()}.
843 So \cw{changed_state()} can set up data in the \c{game_ui} which will
844 be read by \cw{anim_length()} and \cw{flash_length()}, and those
845 functions will not have to worry about being called without the data
846 having been initialised.
847
848 \H{backend-moves} Making moves
849
850 This section describes the functions which actually make moves in
851 the game: that is, the functions which process user input and end up
852 producing 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
860 This function receives user input and processes it. Its input
861 parameters are the current \c{game_state}, the current \c{game_ui}
862 and 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)
864 indicating 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
866 coordinates of the mouse pointer relative to the top left of the
867 puzzle'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
872 in response to the input event; the puzzle was not interested in it
873 at all.
874
875 \b Returning the empty string (\cw{""}) indicates that the input
876 event has resulted in a change being made to the \c{game_ui} which
877 will 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
881 new \c{game_state} must be created. However, instead of actually
882 constructing a new \c{game_state} itself, this function is required
883 to return a string description of the details of the move. This
884 string 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
887 the mid-end can keep the strings as well as the game states, and the
888 strings can be written to disk when saving the game and fed to
889 \cw{execute_move()} again on reloading.)
890
891 The return value from \cw{interpret_move()} is expected to be
892 dynamically allocated if and only if it is not either \cw{NULL}
893 \e{or} the empty string.
894
895 After this function is called, the back end is permitted to rely on
896 some subsequent operations happening in sequence:
897
898 \b \cw{execute_move()} will be called to convert this move
899 description into a new \c{game_state}
900
901 \b \cw{changed_state()} will be called with the new \c{game_state}.
902
903 This 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
909 other circumstances. It is only \cw{interpret_move()} which can rely
910 on a subsequent call to \cw{changed_state()}.)
911
912 The 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
921 was still down. The mid-end guarantees that when one of these events
922 is received, it will always have been preceded by a button-down
923 event (and possibly other drag events) for the same mouse button,
924 and no event involving another mouse button will have appeared in
925 between.
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
930 guarantees that when one of these events is received, it will always
931 have been preceded by a button-down event (and possibly some drag
932 events) for the same mouse button, and no event involving another
933 mouse 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
943 their cursor keys, indicates that that button was pressed.
944
945 In addition, there are some modifiers which can be bitwise-ORed into
946 the \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
951 alongside the key. They only apply to the cursor keys, not to mouse
952 buttons or anything else.
953
954 \dt \cw{MOD_NUM_KEYPAD}
955
956 \dd This applies to some ASCII values, and indicates that the key
957 code was input via the numeric keypad rather than the main keyboard.
958 Some puzzles may wish to treat this differently (for example, a
959 puzzle might want to use the numeric keypad as an eight-way
960 directional pad), whereas others might not (a game involving numeric
961 input 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
966 can bitwise-AND with \cw{~MOD_MASK} to strip all the modifiers off
967 any input value.
968
969 \S{backend-execute-move} \cw{execute_move()}
970
971 \c game_state *(*execute_move)(game_state *state, char *move);
972
973 This function takes an input \c{game_state} and a move string as
974 output from \cw{interpret_move()}. It returns a newly allocated
975 \c{game_state} which contains the result of applying the specified
976 move to the input game state.
977
978 This function may return \cw{NULL} if it cannot parse the move
979 string (and this is definitely preferable to crashing or failing an
980 assertion, since one way this can happen is if loading a corrupt
981 save file). However, it must not return \cw{NULL} for any move
982 string that really was output from \cw{interpret_move()}: this is
983 punishable by assertion failure in the mid-end.
984
985 \S{backend-can-solve} \c{can_solve}
986
987 \c int can_solve;
988
989 This boolean field is set to \cw{TRUE} if the game's \cw{solve()}
990 function does something. If it's set to \cw{FALSE}, the game will
991 not 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
998 This function is called when the user selects the \q{Solve} option
999 from the menu.
1000
1001 It is passed two input game states: \c{orig} is the game state from
1002 the 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
1004 is also passed the \c{aux} string saved by \cw{new_desc()}
1005 (\k{backend-new-desc}), in case that encodes important information
1006 needed to provide the solution.
1007
1008 If this function is unable to produce a solution (perhaps, for
1009 example, the game has no in-built solver so it can only solve
1010 puzzles it invented internally and has an \c{aux} string for) then
1011 it 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
1014 expected to be dynamically allocated.
1015
1016 If this function \e{does} produce a solution, it returns a move
1017 string suitable for feeding to \cw{execute_move()}
1018 (\k{backend-execute-move}).
1019
1020 \H{backend-drawing} Drawing the game graphics
1021
1022 This section discusses the back end functions that deal with
1023 drawing.
1024
1025 \S{backend-new-drawstate} \cw{new_drawstate()}
1026
1027 \c game_drawstate *(*new_drawstate)(game_state *state);
1028
1029 This function allocates and returns a new \c{game_drawstate}
1030 structure for drawing a particular puzzle. It is passed a pointer to
1031 a \c{game_state}, in case it needs to refer to that when setting up
1032 any initial data.
1033
1034 This function may not rely on the puzzle having been newly started;
1035 a new draw state can be constructed at any time if the front end
1036 requests a forced redraw. For games like Pattern, in which initial
1037 game states are much simpler than general ones, this might be
1038 important to keep in mind.
1039
1040 \S{backend-free-drawstate} \cw{free_drawstate()}
1041
1042 \c void (*free_drawstate)(game_drawstate *ds);
1043
1044 This function frees a \c{game_drawstate} structure, and any
1045 subsidiary allocations contained within it.
1046
1047 \S{backend-preferred-tilesize} \c{preferred_tilesize}
1048
1049 \c int preferred_tilesize;
1050
1051 Each game is required to define a single integer parameter which
1052 expresses, in some sense, the scale at which it is drawn. This is
1053 described in the APIs as \cq{tilesize}, since most puzzles are on a
1054 square (or possibly triangular or hexagonal) grid and hence a
1055 sensible interpretation of this parameter is to define it as the
1056 size of one grid tile in pixels; however, there's no actual
1057 requirement that the \q{tile size} be proportional to the game
1058 window size. Window size is required to increase monotonically with
1059 \q{tile size}, however.
1060
1061 The data element \c{preferred_tilesize} indicates the tile size
1062 which should be used in the absence of a good reason to do otherwise
1063 (such as the screen being too small, or the user explicitly
1064 requesting a resize if that ever gets implemented).
1065
1066 \S{backend-compute-size} \cw{compute_size()}
1067
1068 \c void (*compute_size)(game_params *params, int tilesize,
1069 \c int *x, int *y);
1070
1071 This function is passed a \c{game_params} structure and a tile size.
1072 It returns, in \c{*x} and \c{*y}, the size in pixels of the drawing
1073 area that would be required to render a puzzle with those parameters
1074 at that tile size.
1075
1076 \S{backend-set-size} \cw{set_size()}
1077
1078 \c void (*set_size)(game_drawstate *ds, game_params *params,
1079 \c int tilesize);
1080
1081 This function is responsible for setting up a \c{game_drawstate} to
1082 draw at a given tile size. Typically this will simply involve
1083 copying the supplied \c{tilesize} parameter into a \c{tilesize}
1084 field inside the draw state; for some more complex games it might
1085 also involve setting up other dimension fields, or possibly
1086 allocating a blitter (see \k{drawing-blitter}).
1087
1088 \S{backend-colours} \cw{colours()}
1089
1090 \c float *(*colours)(frontend *fe, game_state *state, int *ncolours);
1091
1092 This function is responsible for telling the front end what colours
1093 the puzzle will need to draw itself.
1094
1095 It returns the number of colours required in \c{*ncolours}, and the
1096 return value from the function itself is a dynamically allocated
1097 array of three times that many \c{float}s, containing the red, green
1098 and blue components of each colour respectively as numbers in the
1099 range [0,1].
1100
1101 It is passed a sample \c{game_state} in case it needs one, although
1102 currently no puzzle does need this. (In fact, colours are not
1103 reallocated when the game parameters change or a new game is
1104 started, so you can't reliably use this \c{game_state} to allocate a
1105 different number of colours depending on the game. It is probably
1106 actually a mistake to rely on this parameter at all. I ought to
1107 either remove it or fix it; probably the former.)
1108
1109 The final parameter passed to this function is a front end handle.
1110 The only things it is permitted to do with this handle are to call
1111 the front-end function called \cw{frontend_default_colour()} (see
1112 \k{frontend-default-colour}) or the utility function called
1113 \cw{game_mkhighlight()} (see \k{utils-game-mkhighlight}). (The
1114 latter is a wrapper on the former, so front end implementors only
1115 need to provide \cw{frontend_default_colour()}.) This allows
1116 \cw{colours()} to take local configuration into account when
1117 deciding on its own colour allocations. Most games use the front
1118 end's default colour as their background, apart from a few which
1119 depend on drawing relief highlights so they adjust the background
1120 colour if it's too light for highlights to show up against it.
1121
1122 \S{backend-anim-length} \cw{anim_length()}
1123
1124 \c float (*anim_length)(game_state *oldstate, game_state *newstate,
1125 \c int dir, game_ui *ui);
1126
1127 This function is called when a move is made, undone or redone. It is
1128 given the old and the new \c{game_state}, and its job is to decide
1129 whether the transition between the two needs to be animated or can
1130 be instant.
1131
1132 \c{oldstate} is the state that was current until this call;
1133 \c{newstate} is the state that will be current after it. \c{dir}
1134 specifies the chronological order of those states: if it is
1135 positive, then the transition is the result of a move or a redo (and
1136 so \c{newstate} is the later of the two moves), whereas if it is
1137 negative then the transition is the result of an undo (so that
1138 \c{newstate} is the \e{earlier} move).
1139
1140 If this function decides the transition should be animated, it
1141 returns the desired length of the animation in seconds. If not, it
1142 returns zero.
1143
1144 State changes as a result of a Restart operation are never animated;
1145 the mid-end will handle them internally and never consult this
1146 function at all. State changes as a result of Solve operations are
1147 also not animated by default, although you can change this for a
1148 particular game by setting a flag in \c{mouse_priorities}
1149 (\k{backend-mouse-priorities}).
1150
1151 The function is also passed a pointer to the local \c{game_ui}. It
1152 may refer to information in here to help with its decision (see
1153 \k{writing-conditional-anim} for an example of this), and/or it may
1154 \e{write} information about the nature of the animation which will
1155 be read later by \cw{redraw()}.
1156
1157 When this function is called, it may rely on \cw{changed_state()}
1158 having been called previously, so if \cw{anim_length()} needs to
1159 refer to information in the \c{game_ui}, then \cw{changed_state()}
1160 is a reliable place to have set that information up.
1161
1162 Move animations do not inhibit further input events. If the user
1163 continues playing before a move animation is complete, the animation
1164 will be abandoned and the display will jump straight to the final
1165 state.
1166
1167 \S{backend-flash-length} \cw{flash_length()}
1168
1169 \c float (*flash_length)(game_state *oldstate, game_state *newstate,
1170 \c int dir, game_ui *ui);
1171
1172 This function is called when a move is completed. (\q{Completed}
1173 means that not only has the move been made, but any animation which
1174 accompanied it has finished.) It decides whether the transition from
1175 \c{oldstate} to \c{newstate} merits a \q{flash}.
1176
1177 A flash is much like a move animation, but it is \e{not} interrupted
1178 by further user interface activity; it runs to completion in
1179 parallel with whatever else might be going on on the display. The
1180 only thing which will rush a flash to completion is another flash.
1181
1182 The purpose of flashes is to indicate that the game has been
1183 completed. They were introduced as a separate concept from move
1184 animations because of Net: the habit of most Net players (and
1185 certainly me) is to rotate a tile into place and immediately lock
1186 it, then move on to another tile. When you make your last move, at
1187 the instant the final tile is rotated into place the screen starts
1188 to flash to indicate victory \dash but if you then press the lock
1189 button out of habit, then the move animation is cancelled, and the
1190 victory flash does not complete. (And if you \e{don't} press the
1191 lock button, the completed grid will look untidy because there will
1192 be one unlocked square.) Therefore, I introduced a specific concept
1193 of a \q{flash} which is separate from a move animation and can
1194 proceed in parallel with move animations and any other display
1195 activity, so that the victory flash in Net is not cancelled by that
1196 final locking move.
1197
1198 The input parameters to \cw{flash_length()} are exactly the same as
1199 the ones to \cw{anim_length()}.
1200
1201 Just like \cw{anim_length()}, when this function is called, it may
1202 rely on \cw{changed_state()} having been called previously, so if it
1203 needs to refer to information in the \c{game_ui} then
1204 \cw{changed_state()} is a reliable place to have set that
1205 information up.
1206
1207 (Some games use flashes to indicate defeat as well as victory;
1208 Mines, for example, flashes in a different colour when you tread on
1209 a mine from the colour it uses when you complete the game. In order
1210 to achieve this, its \cw{flash_length()} function has to store a
1211 flag in the \c{game_ui} to indicate which flash type is required.)
1212
1213 \S{backend-redraw} \cw{redraw()}
1214
1215 \c void (*redraw)(frontend *fe, game_drawstate *ds,
1216 \c game_state *oldstate, game_state *newstate, int dir,
1217 \c game_ui *ui, float anim_time, float flash_time);
1218
1219 This function is responsible for actually drawing the contents of
1220 the game window, and for redrawing every time the game state or the
1221 \c{game_ui} changes.
1222
1223 The parameter \c{fe} is a front end handle which may be passed to
1224 the drawing API functions (see \k{drawing} for documentation of the
1225 drawing API). This function may not save \c{fe} and use it
1226 elsewhere; it must only use it for calling back to the drawing API
1227 functions within its own lifetime.
1228
1229 \c{ds} is the local \c{game_drawstate}, of course, and \c{ui} is the
1230 local \c{game_ui}.
1231
1232 \c{newstate} is the semantically-current game state, and is always
1233 non-\cw{NULL}. If \c{oldstate} is also non-\cw{NULL}, it means that
1234 a move has recently been made and the game is still in the process
1235 of displaying an animation linking the old and new states; in this
1236 situation, \c{anim_time} will give the length of time (in seconds)
1237 that the animation has already been running. If \c{oldstate} is
1238 \cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
1239 to zero to avoid confusion).
1240
1241 \c{flash_time}, if it is is non-zero, denotes that the game is in
1242 the middle of a flash, and gives the time since the start of the
1243 flash. See \k{backend-flash-length} for general discussion of
1244 flashes.
1245
1246 The very first time this function is called for a new
1247 \c{game_drawstate}, it is expected to redraw the \e{entire} drawing
1248 area. Since this often involves drawing visual furniture which is
1249 never subsequently altered, it is often simplest to arrange this by
1250 having a special \q{first time} flag in the draw state, and
1251 resetting it after the first redraw.
1252
1253 \H{backend-misc} Miscellaneous
1254
1255 \S{backend-can-format-as-text} \c{can_format_as_text}
1256
1257 \c int can_format_as_text;
1258
1259 This boolean field is \cw{TRUE} if the game supports formatting a
1260 game state as ASCII text (typically ASCII art) for copying to the
1261 clipboard and pasting into other applications. If it is \cw{FALSE},
1262 front ends will not offer the \q{Copy} command at all.
1263
1264 If this field is \cw{FALSE}, the function \cw{text_format()}
1265 (\k{backend-text-format}) is not expected to do anything at all.
1266
1267 \S{backend-text-format} \cw{text_format()}
1268
1269 \c char *(*text_format)(game_state *state);
1270
1271 This function is passed a \c{game_state}, and returns a newly
1272 allocated C string containing an ASCII representation of that game
1273 state. It is used to implement the \q{Copy} operation in many front
1274 ends.
1275
1276 This function should only be called if the back end field
1277 \c{can_format_as_text} (\k{backend-can-format-as-text}) is
1278 \cw{TRUE}.
1279
1280 The returned string may contain line endings (and will probably want
1281 to), using the normal C internal \cq{\\n} convention. For
1282 consistency between puzzles, all multi-line textual puzzle
1283 representations should \e{end} with a newline as well as containing
1284 them internally. (There are currently no puzzles which have a
1285 one-line ASCII representation, so there's no precedent yet for
1286 whether that should come with a newline or not.)
1287
1288 \S{backend-wants-statusbar} \cw{wants_statusbar()}
1289
1290 \c int (*wants_statusbar)(void);
1291
1292 This function returns \cw{TRUE} if the puzzle has a use for a
1293 textual status line (to display score, completion status, currently
1294 active tiles, etc).
1295
1296 (This should probably be a static boolean field rather than a
1297 function. I don't remember why I did it this way. I probably ought
1298 to change it.)
1299
1300 \S{backend-is-timed} \c{is_timed}
1301
1302 \c int is_timed;
1303
1304 This boolean field is \cw{TRUE} if the puzzle is time-critical. If
1305 so, the mid-end will maintain a game timer while the user plays.
1306
1307 If this field is \cw{FALSE}, then \cw{timing_state()} will never be
1308 called and need not do anything.
1309
1310 \S{backend-timing-state} \cw{timing_state()}
1311
1312 \c int (*timing_state)(game_state *state, game_ui *ui);
1313
1314 This function is passed the current \c{game_state} and the local
1315 \c{game_ui}; it returns \cw{TRUE} if the game timer should currently
1316 be running.
1317
1318 A typical use for the \c{game_ui} in this function is to note when
1319 the game was first completed (by setting a flag in
1320 \cw{changed_state()} \dash see \k{backend-changed-state}), and
1321 freeze the timer thereafter so that the user can undo back through
1322 their solution process without altering their time.
1323
1324 \S{backend-mouse-priorities} \c{mouse_priorities}
1325
1326 \c int mouse_priorities;
1327
1328 This field is badly named. It is in fact a generic flags word. It
1329 consists of the bitwise OR of the following flags:
1330
1331 \dt \cw{BUTTON_BEATS(x,y)}
1332
1333 \dd Given any \cw{x} and \cw{y} from the set (\cw{LEFT_BUTTON},
1334 \cw{MIDDLE_BUTTON}, \cw{RIGHT_BUTTON}), this macro evaluates to a
1335 bit flag which indicates that when buttons \cw{x} and \cw{y} are
1336 both pressed simultaneously, the mid-end should consider \cw{x} to
1337 have priority. (In the absence of any such flags, the mid-end will
1338 always consider the most recently pressed button to have priority.)
1339
1340 \dt \cw{SOLVE_ANIMATES}
1341
1342 \dd This flag indicates that moves generated by \cw{solve()}
1343 (\k{backend-solve}) are candidates for animation just like any other
1344 move. For most games, solve moves should not be animated, so the
1345 mid-end doesn't even bother calling \cw{anim_length()}
1346 (\k{backend-anim-length}), thus saving some special-case code in
1347 each game. On the rare occasion that animated solve moves are
1348 actually required, you can set this flag.
1349
1350 \H{backend-initiative} Things a back end may do on its own initiative
1351
1352 This section describes a couple of things that a back end may choose
1353 to do by calling functions elsewhere in the program, which would not
1354 otherwise be obvious.
1355
1356 \S{backend-newrs} Create a random state
1357
1358 If a back end needs random numbers at some point during normal play,
1359 it can create a fresh \c{random_state} by first calling
1360 \c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
1361 the returned seed data to \cw{random_init()}.
1362
1363 This is likely not to be what you want. If a puzzle needs randomness
1364 in the middle of play, it's likely to be more sensible to store some
1365 sort of random state within the \e{game_state}, so that the random
1366 numbers are tied to the particular game state and hence the player
1367 can't simply keep undoing their move until they get numbers they
1368 like better.
1369
1370 This facility is currently used only in Net, to implement the
1371 \q{jumble} command, which sets every unlocked tile to a new random
1372 orientation. This randomness \e{is} a reasonable use of the feature,
1373 because it's non-adversarial \dash there's no advantage to the user
1374 in getting different random numbers.
1375
1376 \S{backend-supersede} Supersede its own game description
1377
1378 In response to a move, a back end is (reluctantly) permitted to call
1379 \cw{midend_supersede_game_desc()}:
1380
1381 \c void midend_supersede_game_desc(midend_data *me,
1382 \c char *desc, char *privdesc);
1383
1384 When the user selects \q{New Game}, the mid-end calls
1385 \cw{new_desc()} (\k{backend-new-desc}) to get a new game
1386 description, and (as well as using that to generate an initial game
1387 state) stores it for the save file and for telling to the user. The
1388 function above overwrites that game description, and also splits it
1389 in two. \c{desc} becomes the new game description which is provided
1390 to the user on request, and is also the one used to construct a new
1391 initial game state if the user selects \q{Restart}. \c{privdesc} is
1392 a \q{private} game description, used to reconstruct the game's
1393 initial state when reloading.
1394
1395 The distinction between the two, as well as the need for this
1396 function at all, comes from Mines. Mines begins with a blank grid
1397 and no idea of where the mines actually are; \cw{new_desc()} does
1398 almost no work in interactive mode, and simply returns a string
1399 encoding the \c{random_state}. When the user first clicks to open a
1400 tile, \e{then} Mines generates the mine positions, in such a way
1401 that the game is soluble from that starting point. Then it uses this
1402 function to supersede the random-state game description with a
1403 proper one. But it needs two: one containing the initial click
1404 location (because that's what you want to happen if you restart the
1405 game, and also what you want to send to a friend so that they play
1406 \e{the same game} as you), and one without the initial click
1407 location (because when you save and reload the game, you expect to
1408 see the same blank initial state as you had before saving).
1409
1410 I should stress again that this function is a horrid hack. Nobody
1411 should use it if they're not Mines; if you think you need to use it,
1412 think again repeatedly in the hope of finding a better way to do
1413 whatever it was you needed to do.
1414
1415 \C{drawing} The drawing API: front-end functions called from the
1416 back end
1417
1418 The back end function \cw{redraw()} (\k{backend-redraw}) is required
1419 to draw the puzzle's graphics on the window's drawing area. To do
1420 this portably, it is provided with a drawing API allowing it to talk
1421 directly to the front end. In this chapter I document that API, both
1422 for the benefit of back end authors trying to use it and for front
1423 end authors trying to implement it.
1424
1425 All of the drawing functions take a pointer to a \c{frontend}
1426 structure, which is passed in to \cw{redraw()}.
1427
1428 The puzzle window is indexed by pixel coordinates, with the top left
1429 pixel defined as \cw{(0,0)} and the bottom right pixel
1430 \cw{(w-1,h-1)}, where \c{w} and \c{h} are the width and height
1431 values returned by the back end function \cw{compute_size()}
1432 (\k{backend-compute-size}).
1433
1434 \e{Puzzles may assume that the surface they draw on is persistent}.
1435 It is the responsibility of every front end to preserve the puzzle's
1436 window contents in the face of GUI window expose issues and similar.
1437 It is not permissible to request the back end redraw any part of a
1438 window that it has already drawn, unless something has actually
1439 changed as a result of making moves in the puzzle.
1440
1441 Most front ends accomplish this by having the drawing routines draw
1442 on a stored bitmap rather than directly on the window, and copying
1443 the bitmap to the window every time a part of the window needs to be
1444 redrawn. Therefore, it is vitally important that whenever the back
1445 end does any drawing it informs the front end of which parts of the
1446 window it has accessed, and hence which parts need repainting. This
1447 is done by calling \cw{draw_update()} (\k{drawing-draw-update}).
1448
1449 \H{drawing-draw-rect} \cw{draw_rect()}
1450
1451 \c void draw_rect(frontend *fe, int x, int y, int w, int h,
1452 \c int colour);
1453
1454 Draws a filled rectangle in the puzzle window.
1455
1456 \c{x} and \c{y} give the coordinates of the top left pixel of the
1457 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1458 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1459 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1460 inclusive.
1461
1462 \c{colour} is an integer index into the colours array returned by
1463 the back end function \cw{colours()} (\k{backend-colours}).
1464
1465 There is no separate pixel-plotting function. If you want to plot a
1466 single pixel, the approved method is to use \cw{draw_rect()} with
1467 width and height set to 1.
1468
1469 Unlike many of the other drawing functions, this function is
1470 guaranteed to be pixel-perfect: the rectangle will be sharply
1471 defined and not anti-aliased or anything like that.
1472
1473 \H{drawing-draw-rect-outline} \cw{draw_rect_outline()}
1474
1475 \c void draw_rect_outline(frontend *fe, int x, int y, int w, int h,
1476 \c int colour);
1477
1478 Draws an outline rectangle in the puzzle window.
1479
1480 \c{x} and \c{y} give the coordinates of the top left pixel of the
1481 rectangle. \c{w} and \c{h} give its width and height. Thus, the
1482 horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1483 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1484 inclusive.
1485
1486 \c{colour} is an integer index into the colours array returned by
1487 the back end function \cw{colours()} (\k{backend-colours}).
1488
1489 From a back end perspective, this function may be considered to be
1490 part of the drawing API. However, front ends are not required to
1491 implement it, since it is actually implemented centrally (in
1492 \cw{misc.c}) as a wrapper on four calls to \cw{draw_line()}.
1493
1494 \H{drawing-draw-line} \cw{draw_line()}
1495
1496 \c void draw_line(frontend *fe, int x1, int y1, int x2, int y2,
1497 \c int colour);
1498
1499 Draws a straight line in the puzzle window.
1500
1501 \c{x1} and \c{y1} give the coordinates of one end of the line.
1502 \c{x2} and \c{y2} give the coordinates of the other end. The line
1503 drawn includes both those points.
1504
1505 \c{colour} is an integer index into the colours array returned by
1506 the back end function \cw{colours()} (\k{backend-colours}).
1507
1508 Some platforms may perform anti-aliasing on this function.
1509 Therefore, do not assume that you can erase a line by drawing the
1510 same line over it in the background colour; anti-aliasing might
1511 lead to perceptible ghost artefacts around the vanished line.
1512
1513 \H{drawing-draw-polygon} \cw{draw_polygon()}
1514
1515 \c void draw_polygon(frontend *fe, int *coords, int npoints,
1516 \c int fillcolour, int outlinecolour);
1517
1518 Draws an outlined or filled polygon in the puzzle window.
1519
1520 \c{coords} is an array of \cw{(2*npoints)} integers, containing the
1521 \c{x} and \c{y} coordinates of \c{npoints} vertices.
1522
1523 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1524 colours array returned by the back end function \cw{colours()}
1525 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1526 indicate that the polygon should be outlined only.
1527
1528 The polygon defined by the specified list of vertices is first
1529 filled in \c{fillcolour}, if specified, and then outlined in
1530 \c{outlinecolour}.
1531
1532 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1533 (and front ends are permitted to enforce this by assertion). This is
1534 because different platforms disagree on whether a filled polygon
1535 should include its boundary line or not, so drawing \e{only} a
1536 filled polygon would have non-portable effects. If you want your
1537 filled polygon not to have a visible outline, you must set
1538 \c{outlinecolour} to the same as \c{fillcolour}.
1539
1540 Some platforms may perform anti-aliasing on this function.
1541 Therefore, do not assume that you can erase a polygon by drawing the
1542 same polygon over it in the background colour. Also, be prepared for
1543 the polygon to extend a pixel beyond its obvious bounding box as a
1544 result of this; if you really need it not to do this to avoid
1545 interfering with other delicate graphics, you should probably use
1546 \cw{clip()} (\k{drawing-clip}).
1547
1548 \H{drawing-draw-circle} \cw{draw_circle()}
1549
1550 \c void draw_circle(frontend *fe, int cx, int cy, int radius,
1551 \c int fillcolour, int outlinecolour);
1552
1553 Draws an outlined or filled circle in the puzzle window.
1554
1555 \c{cx} and \c{cy} give the coordinates of the centre of the circle.
1556 \c{radius} gives its radius. The total horizontal pixel extent of
1557 the circle is from \c{cx-radius+1} to \c{cx+radius-1} inclusive, and
1558 the vertical extent similarly around \c{cy}.
1559
1560 \c{fillcolour} and \c{outlinecolour} are integer indices into the
1561 colours array returned by the back end function \cw{colours()}
1562 (\k{backend-colours}). \c{fillcolour} may also be \cw{-1} to
1563 indicate that the circle should be outlined only.
1564
1565 The circle is first filled in \c{fillcolour}, if specified, and then
1566 outlined in \c{outlinecolour}.
1567
1568 \c{outlinecolour} may \e{not} be \cw{-1}; it must be a valid colour
1569 (and front ends are permitted to enforce this by assertion). This is
1570 because different platforms disagree on whether a filled circle
1571 should include its boundary line or not, so drawing \e{only} a
1572 filled circle would have non-portable effects. If you want your
1573 filled circle not to have a visible outline, you must set
1574 \c{outlinecolour} to the same as \c{fillcolour}.
1575
1576 Some platforms may perform anti-aliasing on this function.
1577 Therefore, do not assume that you can erase a circle by drawing the
1578 same circle over it in the background colour. Also, be prepared for
1579 the circle to extend a pixel beyond its obvious bounding box as a
1580 result of this; if you really need it not to do this to avoid
1581 interfering with other delicate graphics, you should probably use
1582 \cw{clip()} (\k{drawing-clip}).
1583
1584 \H{drawing-draw-text} \cw{draw_text()}
1585
1586 \c void draw_text(frontend *fe, int x, int y, int fonttype,
1587 \c int fontsize, int align, int colour, char *text);
1588
1589 Draws text in the puzzle window.
1590
1591 \c{x} and \c{y} give the coordinates of a point. The relation of
1592 this point to the location of the text is specified by \c{align},
1593 which is a bitwise OR of horizontal and vertical alignment flags:
1594
1595 \dt \cw{ALIGN_VNORMAL}
1596
1597 \dd Indicates that \c{y} is aligned with the baseline of the text.
1598
1599 \dt \cw{ALIGN_VCENTRE}
1600
1601 \dd Indicates that \c{y} is aligned with the vertical centre of the
1602 text. (In fact, it's aligned with the vertical centre of normal
1603 \e{capitalised} text: displaying two pieces of text with
1604 \cw{ALIGN_VCENTRE} at the same \cw{y}-coordinate will cause their
1605 baselines to be aligned with one another, even if one is an ascender
1606 and the other a descender.)
1607
1608 \dt \cw{ALIGN_HLEFT}
1609
1610 \dd Indicates that \c{x} is aligned with the left-hand end of the
1611 text.
1612
1613 \dt \cw{ALIGN_HCENTRE}
1614
1615 \dd Indicates that \c{x} is aligned with the horizontal centre of
1616 the text.
1617
1618 \dt \cw{ALIGN_HRIGHT}
1619
1620 \dd Indicates that \c{x} is aligned with the right-hand end of the
1621 text.
1622
1623 \c{fonttype} is either \cw{FONT_FIXED} or \cw{FONT_VARIABLE}, for a
1624 monospaced or proportional font respectively. (No more detail than
1625 that may be specified; it would only lead to portability issues
1626 between different platforms.)
1627
1628 \c{fontsize} is the desired size, in pixels, of the text. This size
1629 corresponds to the overall point size of the text, not to any
1630 internal dimension such as the cap-height.
1631
1632 \c{colour} is an integer index into the colours array returned by
1633 the back end function \cw{colours()} (\k{backend-colours}).
1634
1635 \H{drawing-clip} \cw{clip()}
1636
1637 \c void clip(frontend *fe, int x, int y, int w, int h);
1638
1639 Establishes a clipping rectangle in the puzzle window.
1640
1641 \c{x} and \c{y} give the coordinates of the top left pixel of the
1642 clipping rectangle. \c{w} and \c{h} give its width and height. Thus,
1643 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1644 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1645 inclusive. (These are exactly the same semantics as
1646 \cw{draw_rect()}.)
1647
1648 After this call, no drawing operation will affect anything outside
1649 the specified rectangle. The effect can be reversed by calling
1650 \cw{unclip()} (\k{drawing-unclip}).
1651
1652 Back ends should not assume that a clipping rectangle will be
1653 automatically cleared up by the front end if it's left lying around;
1654 that might work on current front ends, but shouldn't be relied upon.
1655 Always explicitly call \cw{unclip()}.
1656
1657 \H{drawing-unclip} \cw{unclip()}
1658
1659 \c void unclip(frontend *fe);
1660
1661 Reverts the effect of a previous call to \cw{clip()}. After this
1662 call, all drawing operations will be able to affect the entire
1663 puzzle window again.
1664
1665 \H{drawing-draw-update} \cw{draw_update()}
1666
1667 \c void draw_update(frontend *fe, int x, int y, int w, int h);
1668
1669 Informs the front end that a rectangular portion of the puzzle
1670 window has been drawn on and needs to be updated.
1671
1672 \c{x} and \c{y} give the coordinates of the top left pixel of the
1673 update rectangle. \c{w} and \c{h} give its width and height. Thus,
1674 the horizontal extent of the rectangle runs from \c{x} to \c{x+w-1}
1675 inclusive, and the vertical extent from \c{y} to \c{y+h-1}
1676 inclusive. (These are exactly the same semantics as
1677 \cw{draw_rect()}.)
1678
1679 The back end redraw function \e{must} call this function to report
1680 any changes it has made to the window. Otherwise, those changes may
1681 not become immediately visible, and may then appear at an
1682 unpredictable subsequent time such as the next time the window is
1683 covered and re-exposed.
1684
1685 \H{drawing-status-bar} \cw{status_bar()}
1686
1687 \c void status_bar(frontend *fe, char *text);
1688
1689 Sets the text in the game's status bar to \c{text}. The text is copied
1690 from the supplied buffer, so the caller is free to deallocate or
1691 modify the buffer after use.
1692
1693 (This function is not exactly a \e{drawing} function, but it shares
1694 with the drawing API the property that it may only be called from
1695 within the back end redraw function, so this is as good a place as
1696 any to document it.)
1697
1698 Front ends implementing this function should not use the provided
1699 text directly; they should call \cw{midend_rewrite_statusbar()}
1700 (\k{midend-rewrite-statusbar}) to process it first.
1701
1702 In a game which has a timer, this function is likely to be called
1703 every time the timer goes off, i.e. many times a second. It is
1704 therefore likely to be common that this function is called with
1705 precisely the same text as the last time it was called. Front ends
1706 may well wish to detect this common case and avoid bothering to do
1707 anything. If they do, however, they \e{must} perform this check on
1708 the value \e{returned} from \cw{midend_rewrite_statusbar()}, rather
1709 than the value passed in to it (because the mid-end will frequently
1710 update the status-bar timer without the back end's intervention).
1711
1712 \H{drawing-blitter} Blitter functions
1713
1714 This section describes a group of related functions which save and
1715 restore a section of the puzzle window. This is most commonly used
1716 to implement user interfaces involving dragging a puzzle element
1717 around the window: at the end of each call to \cw{redraw()}, if an
1718 object is currently being dragged, the back end saves the window
1719 contents under that location and then draws the dragged object, and
1720 at the start of the next \cw{redraw()} the first thing it does is to
1721 restore the background.
1722
1723 The front end defines an opaque type called a \c{blitter}, which is
1724 capable of storing a rectangular area of a specified size.
1725
1726 \S{drawing-blitter-new} \cw{blitter_new()}
1727
1728 \c blitter *blitter_new(int w, int h);
1729
1730 Creates a new blitter object which stores a rectangle of size \c{w}
1731 by \c{h} pixels. Returns a pointer to the blitter object.
1732
1733 Blitter objects are best stored in the \c{game_drawstate}. A good
1734 time to create them is in the \cw{set_size()} function
1735 (\k{backend-set-size}), since it is at this point that you first
1736 know how big a rectangle they will need to save.
1737
1738 \S{drawing-blitter-free} \cw{blitter_free()}
1739
1740 \c void blitter_free(blitter *bl);
1741
1742 Disposes of a blitter object. Best called in \cw{free_drawstate()}.
1743 (However, check that the blitter object is not \cw{NULL} before
1744 attempting to free it; it is possible that a draw state might be
1745 created and freed without ever having \cw{set_size()} called on it
1746 in between.)
1747
1748 \S{drawing-blitter-save} \cw{blitter_save()}
1749
1750 \c void blitter_save(frontend *fe, blitter *bl, int x, int y);
1751
1752 This is a true drawing API function, in that it may only be called
1753 from within the game redraw routine. It saves a rectangular portion
1754 of the puzzle window into the specified blitter object.
1755
1756 \c{x} and \c{y} give the coordinates of the top left corner of the
1757 saved rectangle. The rectangle's width and height are the ones
1758 specified when the blitter object was created.
1759
1760 This function is required to cope and do the right thing if \c{x}
1761 and \c{y} are out of range. (The right thing probably means saving
1762 whatever part of the blitter rectangle overlaps with the visible
1763 area of the puzzle window.)
1764
1765 \S{drawing-blitter-load} \cw{blitter_load()}
1766
1767 \c void blitter_load(frontend *fe, blitter *bl, int x, int y);
1768
1769 This is a true drawing API function, in that it may only be called
1770 from within the game redraw routine. It restores a rectangular
1771 portion of the puzzle window from the specified blitter object.
1772
1773 \c{x} and \c{y} give the coordinates of the top left corner of the
1774 rectangle to be restored. The rectangle's width and height are the
1775 ones specified when the blitter object was created.
1776
1777 Alternatively, you can specify both \c{x} and \c{y} as the special
1778 value \cw{BLITTER_FROMSAVED}, in which case the rectangle will be
1779 restored to exactly where it was saved from. (This is probably what
1780 you want to do almost all the time, if you're using blitters to
1781 implement draggable puzzle elements.)
1782
1783 This function is required to cope and do the right thing if \c{x}
1784 and \c{y} (or the equivalent ones saved in the blitter) are out of
1785 range. (The right thing probably means restoring whatever part of
1786 the blitter rectangle overlaps with the visible area of the puzzle
1787 window.)
1788
1789 If this function is called on a blitter which had previously been
1790 saved from a partially out-of-range rectangle, then the parts of the
1791 saved bitmap which were not visible at save time are undefined. If
1792 the blitter is restored to a different position so as to make those
1793 parts visible, the effect on the drawing area is undefined.
1794
1795 \H{drawing-midend} Additional functions only called by the mid-end
1796
1797 The two functions documented in this section are part of the drawing
1798 API as seen by a front end, but are not needed by the back end. The
1799 mid-end calls these functions before and after calling the back end
1800 redraw function.
1801
1802 \S{drawing-start-draw} \cw{start_draw()}
1803
1804 \c void start_draw(frontend *fe);
1805
1806 This function is called before any drawing takes place. It allows
1807 the front end to initialise any temporary data required to draw
1808 with, such as device contexts.
1809
1810 \S{drawing-end-draw} \cw{end_draw()}
1811
1812 \c void end_draw(frontend *fe);
1813
1814 This function is called at the end of drawing. It allows the front
1815 end to do cleanup tasks such as deallocating device contexts and
1816 scheduling appropriate GUI redraw events.
1817
1818 \H{frontend-default-colour} \cw{frontend_default_colour()}
1819
1820 \c void frontend_default_colour(frontend *fe, float *output);
1821
1822 This function expects to be passed a pointer to an array of three
1823 \cw{float}s. It returns the platform's local preferred background
1824 colour in those three floats, as red, green and blue values (in that
1825 order) ranging from \cw{0.0} to \cw{1.0}.
1826
1827 This function should only ever be called by the back end function
1828 \cw{colours()} (\k{backend-colours}). (Thus, it isn't a drawing API
1829 function as such, but it's a front end function of interest to
1830 puzzle implementors so it's probably best in this section.)
1831
1832 \C{midend} The API provided by the mid-end
1833
1834 This chapter documents the API provided by the mid-end to be called
1835 by the front end. You probably only need to read this if you are a
1836 front end implementor, i.e. you are porting Puzzles to a new
1837 platform. If you're only interested in writing new puzzles, you can
1838 safely skip this chapter.
1839
1840 All the persistent state in the mid-end is encapsulated within a
1841 \c{midend_data} structure, to facilitate having multiple mid-ends in
1842 any port which supports multiple puzzle windows open simultaneously.
1843 Each \c{midend_data} is intended to handle the contents of a single
1844 puzzle window.
1845
1846 \H{midend-new} \cw{midend_new()}
1847
1848 \c midend_data *midend_new(frontend *fe, const game *ourgame);
1849
1850 Allocates and returns a new mid-end structure.
1851
1852 The \c{fe} argument is stored in the mid-end. It will be used when
1853 calling back to functions such as \cw{activate_timer()}
1854 (\k{frontend-activate-timer}), and will be passed on to back end
1855 functions such as \cw{colours()} (\k{backend-colours}) and
1856 \cw{redraw()} (\k{backend-redraw}). The latter, of course, means
1857 that the front end can expect to receive this pointer in calls to
1858 the entire drawing API (\k{drawing}).
1859
1860 The \c{ourgame} argument points to a container structure describing
1861 a game back end. The mid-end thus created will only be capable of
1862 handling that one game. (So even in a monolithic front end
1863 containing all the games, this imposes the constraint that any
1864 individual puzzle window is tied to a single game. Unless, of
1865 course, you feel brave enough to change the mid-end for the window
1866 without closing the window...)
1867
1868 \H{midend-free} \cw{midend_free()}
1869
1870 \c void midend_free(midend_data *me);
1871
1872 Frees a mid-end structure and all its associated data.
1873
1874 \H{midend-set-params} \cw{midend_set_params()}
1875
1876 \c void midend_set_params(midend_data *me, game_params *params);
1877
1878 Sets the current game parameters for a mid-end. Subsequent games
1879 generated by \cw{midend_new_game()} (\k{midend-new-game}) will use
1880 these parameters until further notice.
1881
1882 The usual way in which the front end will have an actual
1883 \c{game_params} structure to pass to this function is if it had
1884 previously got it from \cw{midend_fetch_preset()}
1885 (\k{midend-fetch-preset}). Thus, this function is usually called in
1886 response to the user making a selection from the presets menu.
1887
1888 \H{midend-size} \cw{midend_size()}
1889
1890 \c void midend_size(midend_data *me, int *x, int *y, int expand);
1891
1892 Tells the mid-end to figure out its window size.
1893
1894 On input, \c{*x} and \c{*y} should contain the maximum or requested
1895 size for the window. (Typically this will be the size of the screen
1896 that the window has to fit on, or similar.) The mid-end will
1897 repeatedly call the back end function \cw{compute_size()}
1898 (\k{backend-compute-size}), searching for a tile size that best
1899 satisfies the requirements. On exit, \c{*x} and \c{*y} will contain
1900 the size needed for the puzzle window's drawing area. (It is of
1901 course up to the front end to adjust this for any additional window
1902 furniture such as menu bars and window borders, if necessary. The
1903 status bar is also not included in this size.)
1904
1905 If \c{expand} is set to \cw{FALSE}, then the game's tile size will
1906 never go over its preferred one. This is the recommended approach
1907 when opening a new window at default size: the game will use its
1908 preferred size unless it has to use a smaller one to fit on the
1909 screen.
1910
1911 If \c{expand} is set to \cw{TRUE}, the mid-end will pick a tile size
1912 which approximates the input size \e{as closely as possible}, and
1913 will go over the game's preferred tile size if necessary to achieve
1914 this. Use this option if you want your front end to support dynamic
1915 resizing of the puzzle window with automatic scaling of the puzzle
1916 to fit.
1917
1918 The mid-end will try as hard as it can to return a size which is
1919 less than or equal to the input size, in both dimensions. In extreme
1920 circumstances it may fail (if even the lowest possible tile size
1921 gives window dimensions greater than the input), in which case it
1922 will return a size greater than the input size. Front ends should be
1923 prepared for this to happen (i.e. don't crash or fail an assertion),
1924 but may handle it in any way they see fit: by rejecting the game
1925 parameters which caused the problem, by opening a window larger than
1926 the screen regardless of inconvenience, by introducing scroll bars
1927 on the window, by drawing on a large bitmap and scaling it into a
1928 smaller window, or by any other means you can think of. It is likely
1929 that when the tile size is that small the game will be unplayable
1930 anyway, so don't put \e{too} much effort into handling it
1931 creatively.
1932
1933 If your platform has no limit on window size (or if you're planning
1934 to use scroll bars for large puzzles), you can pass dimensions of
1935 \cw{INT_MAX} as input to this function. You should probably not do
1936 that \e{and} set the \c{expand} flag, though!
1937
1938 \H{midend-new-game} \cw{midend_new_game()}
1939
1940 \c void midend_new_game(midend_data *me);
1941
1942 Causes the mid-end to begin a new game. Normally the game will be a
1943 new randomly generated puzzle. However, if you have previously
1944 called \cw{midend_game_id()} or \cw{midend_set_config()}, the game
1945 generated might be dictated by the results of those functions. (In
1946 particular, you \e{must} call \cw{midend_new_game()} after calling
1947 either of those functions, or else no immediate effect will be
1948 visible.)
1949
1950 You will probably need to call \cw{midend_size()} after calling this
1951 function, because if the game parameters have been changed since the
1952 last new game then the window size might need to change. (If you
1953 know the parameters \e{haven't} changed, you don't need to do this.)
1954
1955 This function will create a new \c{game_drawstate}, but does not
1956 actually perform a redraw (since you often need to call
1957 \cw{midend_size()} before the redraw can be done). So after calling
1958 this function and after calling \cw{midend_size()}, you should then
1959 call \cw{midend_redraw()}. (It is not necessary to call
1960 \cw{midend_force_redraw()}; that will discard the draw state and
1961 create a fresh one, which is unnecessary in this case since there's
1962 a fresh one already. It would work, but it's usually excessive.)
1963
1964 \H{midend-restart-game} \cw{midend_restart_game()}
1965
1966 \c void midend_restart_game(midend_data *me);
1967
1968 This function causes the current game to be restarted. This is done
1969 by placing a new copy of the original game state on the end of the
1970 undo list (so that an accidental restart can be undone).
1971
1972 This function automatically causes a redraw, i.e. the front end can
1973 expect its drawing API to be called from \e{within} a call to this
1974 function.
1975
1976 \H{midend-force-redraw} \cw{midend_force_redraw()}
1977
1978 \c void midend_force_redraw(midend_data *me);
1979
1980 Forces a complete redraw of the puzzle window, by means of
1981 discarding the current \c{game_drawstate} and creating a new one
1982 from scratch before calling the game's \cw{redraw()} function.
1983
1984 The front end can expect its drawing API to be called from within a
1985 call to this function.
1986
1987 \H{midend-redraw} \cw{midend_redraw()}
1988
1989 \c void midend_redraw(midend_data *me);
1990
1991 Causes a partial redraw of the puzzle window, by means of simply
1992 calling the game's \cw{redraw()} function. (That is, the only things
1993 redrawn will be things that have changed since the last redraw.)
1994
1995 The front end can expect its drawing API to be called from within a
1996 call to this function.
1997
1998 \H{midend-process-key} \cw{midend_process_key()}
1999
2000 \c int midend_process_key(midend_data *me, int x, int y, int button);
2001
2002 The front end calls this function to report a mouse or keyboard
2003 event. The parameters \c{x}, \c{y} and \c{button} are almost
2004 identical to the ones passed to the back end function
2005 \cw{interpret_move()} (\k{backend-interpret-move}), except that the
2006 front end is \e{not} required to provide the guarantees about mouse
2007 event ordering. The mid-end will sort out multiple simultaneous
2008 button presses and changes of button; the front end's responsibility
2009 is simply to pass on the mouse events it receives as accurately as
2010 possible.
2011
2012 (Some platforms may need to emulate absent mouse buttons by means of
2013 using a modifier key such as Shift with another mouse button. This
2014 tends to mean that if Shift is pressed or released in the middle of
2015 a mouse drag, the mid-end will suddenly stop receiving, say,
2016 \cw{LEFT_DRAG} events and start receiving \cw{RIGHT_DRAG}s, with no
2017 intervening button release or press events. This too is something
2018 which the mid-end will sort out for you; the front end has no
2019 obligation to maintain sanity in this area.)
2020
2021 The front end \e{should}, however, always eventually send some kind
2022 of button release. On some platforms this requires special effort:
2023 Windows, for example, requires a call to the system API function
2024 \cw{SetCapture()} in order to ensure that your window receives a
2025 mouse-up event even if the pointer has left the window by the time
2026 the mouse button is released. On any platform that requires this
2027 sort of thing, the front end \e{is} responsible for doing it.
2028
2029 Calling this function is very likely to result in calls back to the
2030 front end's drawing API and/or \cw{activate_timer()}
2031 (\k{frontend-activate-timer}).
2032
2033 \H{midend-colours} \cw{midend_colours()}
2034
2035 \c float *midend_colours(midend_data *me, int *ncolours);
2036
2037 Returns an array of the colours required by the game, in exactly the
2038 same format as that returned by the back end function \cw{colours()}
2039 (\k{backend-colours}). Front ends should call this function rather
2040 than calling the back end's version directly, since the mid-end adds
2041 standard customisation facilities. (At the time of writing, those
2042 customisation facilities are implemented hackily by means of
2043 environment variables, but it's not impossible that they may become
2044 more full and formal in future.)
2045
2046 \H{midend-timer} \cw{midend_timer()}
2047
2048 \c void midend_timer(midend_data *me, float tplus);
2049
2050 If the mid-end has called \cw{activate_timer()}
2051 (\k{frontend-activate-timer}) to request regular callbacks for
2052 purposes of animation or timing, this is the function the front end
2053 should call on a regular basis. The argument \c{tplus} gives the
2054 time, in seconds, since the last time either this function was
2055 called or \cw{activate_timer()} was invoked.
2056
2057 One of the major purposes of timing in the mid-end is to perform
2058 move animation. Therefore, calling this function is very likely to
2059 result in calls back to the front end's drawing API.
2060
2061 \H{midend-num-presets} \cw{midend_num_presets()}
2062
2063 \c int midend_num_presets(midend_data *me);
2064
2065 Returns the number of game parameter presets supplied by this game.
2066 Front ends should use this function and \cw{midend_fetch_preset()}
2067 to configure their presets menu rather than calling the back end
2068 directly, since the mid-end adds standard customisation facilities.
2069 (At the time of writing, those customisation facilities are
2070 implemented hackily by means of environment variables, but it's not
2071 impossible that they may become more full and formal in future.)
2072
2073 \H{midend-fetch-preset} \cw{midend_fetch_preset()}
2074
2075 \c void midend_fetch_preset(midend_data *me, int n,
2076 \c char **name, game_params **params);
2077
2078 Returns one of the preset game parameter structures for the game. On
2079 input \c{n} must be a non-negative integer and less than the value
2080 returned from \cw{midend_num_presets()}. On output, \c{*name} is set
2081 to an ASCII string suitable for entering in the game's presets menu,
2082 and \c{*params} is set to the corresponding \c{game_params}
2083 structure.
2084
2085 Both of the two output values are dynamically allocated, but they
2086 are owned by the mid-end structure: the front end should not ever
2087 free them directly, because they will be freed automatically during
2088 \cw{midend_free()}.
2089
2090 \H{midend-wants-statusbar} \cw{midend_wants_statusbar()}
2091
2092 \c int midend_wants_statusbar(midend_data *me);
2093
2094 This function returns \cw{TRUE} if the puzzle has a use for a
2095 textual status line (to display score, completion status, currently
2096 active tiles, time, or anything else).
2097
2098 Front ends should call this function rather than talking directly to
2099 the back end.
2100
2101 \H{midend-get-config} \cw{midend_get_config()}
2102
2103 \c config_item *midend_get_config(midend_data *me, int which,
2104 \c char **wintitle);
2105
2106 Returns a dialog box description for user configuration.
2107
2108 On input, \cw{which} should be set to one of three values, which
2109 select which of the various dialog box descriptions is returned:
2110
2111 \dt \cw{CFG_SETTINGS}
2112
2113 \dd Requests the GUI parameter configuration box generated by the
2114 puzzle itself. This should be used when the user selects \q{Custom}
2115 from the game types menu (or equivalent). The mid-end passes this
2116 request on to the back end function \cw{configure()}
2117 (\k{backend-configure}).
2118
2119 \dt \cw{CFG_DESC}
2120
2121 \dd Requests a box suitable for entering a descriptive game ID (and
2122 viewing the existing one). The mid-end generates this dialog box
2123 description itself. This should be used when the user selects
2124 \q{Specific} from the game menu (or equivalent).
2125
2126 \dt \cw{CFG_SEED}
2127
2128 \dd Requests a box suitable for entering a random-seed game ID (and
2129 viewing the existing one). The mid-end generates this dialog box
2130 description itself. This should be used when the user selects
2131 \q{Random Seed} from the game menu (or equivalent).
2132
2133 The returned value is an array of \cw{config_item}s, exactly as
2134 described in \k{backend-configure}. Another returned value is an
2135 ASCII string giving a suitable title for the configuration window,
2136 in \c{*wintitle}.
2137
2138 Both returned values are dynamically allocated and will need to be
2139 freed. The window title can be freed in the obvious way; the
2140 \cw{config_item} array is a slightly complex structure, so a utility
2141 function \cw{free_cfg()} is provided to free it for you. See
2142 \k{utils-free-cfg}.
2143
2144 (Of course, you will probably not want to free the \cw{config_item}
2145 array until the dialog box is dismissed, because before then you
2146 will probably need to pass it to \cw{midend_set_config}.)
2147
2148 \H{midend-set-config} \cw{midend_set_config()}
2149
2150 \c char *midend_set_config(midend_data *me, int which,
2151 \c config_item *cfg);
2152
2153 Passes the mid-end the results of a configuration dialog box.
2154 \c{which} should have the same value which it had when
2155 \cw{midend_get_config()} was called; \c{cfg} should be the array of
2156 \c{config_item}s returned from \cw{midend_get_config()}, modified to
2157 contain the results of the user's editing operations.
2158
2159 This function returns \cw{NULL} on success, or otherwise (if the
2160 configuration data was in some way invalid) an ASCII string
2161 containing an error message suitable for showing to the user.
2162
2163 If the function succeeds, it is likely that the game parameters will
2164 have been changed and it is certain that a new game will be
2165 requested. The front end should therefore call
2166 \cw{midend_new_game()}, and probably also re-think the window size
2167 using \cw{midend_size()} and eventually perform a refresh using
2168 \cw{midend_redraw()}.
2169
2170 \H{midend-game-id} \cw{midend_game_id()}
2171
2172 \c char *midend_game_id(midend_data *me, char *id);
2173
2174 Passes the mid-end a string game ID (of any of the valid forms
2175 \cq{params}, \cq{params:description} or \cq{params#seed}) which the
2176 mid-end will process and use for the next generated game.
2177
2178 This function returns \cw{NULL} on success, or otherwise (if the
2179 configuration data was in some way invalid) an ASCII string
2180 containing an error message (not dynamically allocated) suitable for
2181 showing to the user. In the event of an error, the mid-end's
2182 internal state will be left exactly as it was before the call.
2183
2184 If the function succeeds, it is likely that the game parameters will
2185 have been changed and it is certain that a new game will be
2186 requested. The front end should therefore call
2187 \cw{midend_new_game()}, and probably also re-think the window size
2188 using \cw{midend_size()} and eventually case a refresh using
2189 \cw{midend_redraw()}.
2190
2191 \H{midend-text-format} \cw{midend_text_format()}
2192
2193 \c char *midend_text_format(midend_data *me);
2194
2195 Formats the current game's current state as ASCII text suitable for
2196 copying to the clipboard. The returned string is dynamically
2197 allocated.
2198
2199 You should not call this function if the game's
2200 \c{can_format_as_text} flag is \cw{FALSE}.
2201
2202 If the returned string contains multiple lines (which is likely), it
2203 will use the normal C line ending convention (\cw{\\n} only). On
2204 platforms which use a different line ending convention for data in
2205 the clipboard, it is the front end's responsibility to perform the
2206 conversion.
2207
2208 \H{midend-solve} \cw{midend_solve()}
2209
2210 \c char *midend_solve(midend_data *me);
2211
2212 Requests the mid-end to perform a Solve operation.
2213
2214 On success, \cw{NULL} is returned. On failure, an error message (not
2215 dynamically allocated) is returned, suitable for showing to the
2216 user.
2217
2218 The front end can expect its drawing API and/or
2219 \cw{activate_timer()} to be called from within a call to this
2220 function.
2221
2222 \H{midend-rewrite-statusbar} \cw{midend_rewrite_statusbar()}
2223
2224 \c char *midend_rewrite_statusbar(midend_data *me, char *text);
2225
2226 The front end should call this function from within
2227 \cw{status_bar()} (\k{drawing-status-bar}). It should be passed the
2228 string that was passed by the back end to \cw{status_bar()}; it will
2229 return a dynamically allocated string adjusted by the mid-end.
2230 (Specifically, adjusted to include the timer if the game is a timed
2231 one.) The returned value should be placed in the actual status bar
2232 in place of the input value.
2233
2234 (This is a nasty piece of architecture; I apologise for it. It would
2235 seem a lot more pleasant to have the back end pass its status bar
2236 text to the mid-end, which in turn would rewrite it and pass it on
2237 to the front end, so that each front end needed to do nothing
2238 strange. The main reason why I haven't done this is because it means
2239 the back end redraw function would need to be passed a mid-end
2240 pointer \e{as well} as a front end pointer, which seemed like an
2241 excessive proliferation of opaque handles. The only way to avoid
2242 that proliferation would be to have all the drawing API functions
2243 also gatewayed through the mid-end, and that seemed like an
2244 excessive proliferation of wrapper functions. The current setup
2245 isn't nice, but it has minimal impact and I'm unconvinced that any
2246 of the other options are an improvement.)
2247
2248 \H{midend-serialise} \cw{midend_serialise()}
2249
2250 \c void midend_serialise(midend_data *me,
2251 \c void (*write)(void *ctx, void *buf, int len),
2252 \c void *wctx);
2253
2254 Calling this function causes the mid-end to convert its entire
2255 internal state into a long ASCII text string, and to pass that
2256 string (piece by piece) to the supplied \c{write} function.
2257
2258 Desktop implementations can use this function to save a game in any
2259 state (including half-finished) to a disk file, by supplying a
2260 \c{write} function which is a wrapper on \cw{fwrite()} (or local
2261 equivalent). Other implementations may find other uses for it, such
2262 as compressing the large and sprawling mid-end state into a
2263 manageable amount of memory when a palmtop application is suspended
2264 so that another one can run; in this case \cw{write} might want to
2265 write to a memory buffer rather than a file. There may be other uses
2266 for it as well.
2267
2268 This function will call back to the supplied \c{write} function a
2269 number of times, with the first parameter (\c{ctx}) equal to
2270 \c{wctx}, and the other two parameters pointing at a piece of the
2271 output string.
2272
2273 \H{midend-deserialise} \cw{midend_deserialise()}
2274
2275 \c char *midend_deserialise(midend_data *me,
2276 \c int (*read)(void *ctx, void *buf, int len),
2277 \c void *rctx);
2278
2279 This function is the counterpart to \cw{midend_serialise()}. It
2280 calls the supplied \cw{read} function repeatedly to read a quantity
2281 of data, and attempts to interpret that data as a serialised mid-end
2282 as output by \cw{midend_serialise()}.
2283
2284 The \cw{read} function is called with the first parameter (\c{ctx})
2285 equal to \c{rctx}, and should attempt to read \c{len} bytes of data
2286 into the buffer pointed to by \c{buf}. It should return \cw{FALSE}
2287 on failure or \cw{TRUE} on success. It should not report success
2288 unless it has filled the entire buffer; on platforms which might be
2289 reading from a pipe or other blocking data source, \c{read} is
2290 responsible for looping until the whole buffer has been filled.
2291
2292 If the de-serialisation operation is successful, the mid-end's
2293 internal data structures will be replaced by the results of the
2294 load, and \cw{NULL} will be returned. Otherwise, the mid-end's state
2295 will be completely unchanged and an error message (typically some
2296 variation on \q{save file is corrupt}) will be returned. As usual,
2297 the error message string is not dynamically allocated.
2298
2299 If this function succeeds, it is likely that the game parameters
2300 will have been changed. The front end should therefore probably
2301 re-think the window size using \cw{midend_size()}, and probably
2302 cause a refresh using \cw{midend_redraw()}.
2303
2304 Because each mid-end is tied to a specific game back end, this
2305 function will fail if you attempt to read in a save file generated
2306 by a different game from the one configured in this mid-end, even if
2307 your application is a monolithic one containing all the puzzles. (It
2308 would be pretty easy to write a function which would look at a save
2309 file and determine which game it was for; any front end implementor
2310 who needs such a function can probably be accommodated.)
2311
2312 \H{frontend-backend} Direct reference to the back end structure by
2313 the front end
2314
2315 Although \e{most} things the front end needs done should be done by
2316 calling the mid-end, there are a few situations in which the front
2317 end needs to refer directly to the game back end structure.
2318
2319 The most obvious of these is
2320
2321 \b passing the game back end as a parameter to \cw{midend_new()}.
2322
2323 There are a few other back end features which are not wrapped by the
2324 mid-end because there didn't seem much point in doing so:
2325
2326 \b fetching the \c{name} field to use in window titles and similar
2327
2328 \b reading the \c{can_configure}, \c{can_solve} and
2329 \c{can_format_as_text} fields to decide whether to add those items
2330 to the menu bar or equivalent
2331
2332 \b reading the \c{winhelp_topic} field (Windows only)
2333
2334 \b the GTK front end provides a \cq{--generate} command-line option
2335 which directly calls the back end to do most of its work. This is
2336 not really part of the main front end code, though, and I'm not sure
2337 it counts.
2338
2339 In order to find the game back end structure, the front end does one
2340 of two things:
2341
2342 \b If the particular front end is compiling a separate binary per
2343 game, then the back end structure is a global variable with the
2344 standard name \cq{thegame}:
2345
2346 \lcont{
2347
2348 \c extern const game thegame;
2349
2350 }
2351
2352 \b If the front end is compiled as a monolithic application
2353 containing all the puzzles together (in which case the preprocessor
2354 symbol \cw{COMBINED} must be defined when compiling most of the code
2355 base), then there will be two global variables defined:
2356
2357 \lcont{
2358
2359 \c extern const game *gamelist[];
2360 \c extern const int gamecount;
2361
2362 \c{gamelist} will be an array of \c{gamecount} game structures,
2363 declared in the source module \c{list.c}. The application should
2364 search that array for the game it wants, probably by reaching into
2365 each game structure and looking at its \c{name} field.
2366
2367 }
2368
2369 \H{frontend-api} Mid-end to front-end calls
2370
2371 This section describes the small number of functions which a front
2372 end must provide to be called by the mid-end or other standard
2373 utility modules.
2374
2375 \H{frontend-get-random-seed} \cw{get_random_seed()}
2376
2377 \c void get_random_seed(void **randseed, int *randseedsize);
2378
2379 This function is called by a new mid-end, and also occasionally by
2380 game back ends. Its job is to return a piece of data suitable for
2381 using as a seed for initialisation of a new \c{random_state}.
2382
2383 On exit, \c{*randseed} should be set to point at a newly allocated
2384 piece of memory containing some seed data, and \c{*randseedsize}
2385 should be set to the length of that data.
2386
2387 A simple and entirely adequate implementation is to return a piece
2388 of data containing the current system time at the highest
2389 conveniently available resolution.
2390
2391 \H{frontend-activate-timer} \cw{activate_timer()}
2392
2393 \c void activate_timer(frontend *fe);
2394
2395 This is called by the mid-end to request that the front end begin
2396 calling it back at regular intervals.
2397
2398 The timeout interval is left up to the front end; the finer it is,
2399 the smoother move animations will be, but the more CPU time will be
2400 used. Current front ends use values around 20ms (i.e. 50Hz).
2401
2402 After this function is called, the mid-end will expect to receive
2403 calls to \cw{midend_timer()} on a regular basis.
2404
2405 \H{frontend-deactivate-timer} \cw{deactivate_timer()}
2406
2407 \c void deactivate_timer(frontend *fe);
2408
2409 This is called by the mid-end to request that the front end stop
2410 calling \cw{midend_timer()}.
2411
2412 \H{frontend-fatal} \cw{fatal()}
2413
2414 \c void fatal(char *fmt, ...);
2415
2416 This is called by some utility functions if they encounter a
2417 genuinely fatal error such as running out of memory. It is a
2418 variadic function in the style of \cw{printf()}, and is expected to
2419 show the formatted error message to the user any way it can and then
2420 terminate the application. It must not return.
2421
2422 \C{utils} Utility APIs
2423
2424 This chapter documents a variety of utility APIs provided for the
2425 general use of the rest of the Puzzles code.
2426
2427 \H{utils-random} Random number generation
2428
2429 Platforms' local random number generators vary widely in quality and
2430 seed size. Puzzles therefore supplies its own high-quality random
2431 number generator, with the additional advantage of giving the same
2432 results if fed the same seed data on different platforms. This
2433 allows game random seeds to be exchanged between different ports of
2434 Puzzles and still generate the same games.
2435
2436 Unlike the ANSI C \cw{rand()} function, the Puzzles random number
2437 generator has an \e{explicit} state object called a
2438 \c{random_state}. One of these is managed by each mid-end, for
2439 example, and passed to the back end to generate a game with.
2440
2441 \S{utils-random-init} \cw{random_init()}
2442
2443 \c random_state *random_init(char *seed, int len);
2444
2445 Allocates, initialises and returns a new \c{random_state}. The input
2446 data is used as the seed for the random number stream (i.e. using
2447 the same seed at a later time will generate the same stream).
2448
2449 The seed data can be any data at all; there is no requirement to use
2450 printable ASCII, or NUL-terminated strings, or anything like that.
2451
2452 \S{utils-random-copy} \cw{random_copy()}
2453
2454 \c random_state *random_copy(random_state *tocopy);
2455
2456 Allocates a new \c{random_state}, copies the contents of another
2457 \c{random_state} into it, and returns the new state. If exactly the
2458 same sequence of functions is subseqently called on both the copy and
2459 the original, the results will be identical. This may be useful for
2460 speculatively performing some operation using a given random state,
2461 and later replaying that operation precisely.
2462
2463 \S{utils-random-free} \cw{random_free()}
2464
2465 \c void random_free(random_state *state);
2466
2467 Frees a \c{random_state}.
2468
2469 \S{utils-random-bits} \cw{random_bits()}
2470
2471 \c unsigned long random_bits(random_state *state, int bits);
2472
2473 Returns a random number from 0 to \cw{2^bits-1} inclusive. \c{bits}
2474 should be between 1 and 32 inclusive.
2475
2476 \S{utils-random-upto} \cw{random_upto()}
2477
2478 \c unsigned long random_upto(random_state *state, unsigned long limit);
2479
2480 Returns a random number from 0 to \cw{limit-1} inclusive.
2481
2482 \S{utils-random-state-encode} \cw{random_state_encode()}
2483
2484 \c char *random_state_encode(random_state *state);
2485
2486 Encodes the entire contents of a \c{random_state} in printable
2487 ASCII. Returns a dynamically allocated string containing that
2488 encoding. This can subsequently be passed to
2489 \cw{random_state_decode()} to reconstruct the same \c{random_state}.
2490
2491 \S{utils-random-state-decode} \cw{random_state_decode()}
2492
2493 \c random_state *random_state_decode(char *input);
2494
2495 Decodes a string generated by \cw{random_state_encode()} and
2496 reconstructs an equivalent \c{random_state} to the one encoded, i.e.
2497 it should produce the same stream of random numbers.
2498
2499 This function has no error reporting; if you pass it an invalid
2500 string it will simply generate an arbitrary random state, which may
2501 turn out to be noticeably non-random.
2502
2503 \S{utils-shuffle} \cw{shuffle()}
2504
2505 \c void shuffle(void *array, int nelts, int eltsize, random_state *rs);
2506
2507 Shuffles an array into a random order. The interface is much like
2508 ANSI C \cw{qsort()}, except that there's no need for a compare
2509 function.
2510
2511 \c{array} is a pointer to the first element of the array. \c{nelts}
2512 is the number of elements in the array; \c{eltsize} is the size of a
2513 single element (typically measured using \c{sizeof}). \c{rs} is a
2514 \c{random_state} used to generate all the random numbers for the
2515 shuffling process.
2516
2517 \H{utils-alloc} Memory allocation
2518
2519 Puzzles has some central wrappers on the standard memory allocation
2520 functions, which provide compile-time type checking, and run-time
2521 error checking by means of quitting the application if it runs out
2522 of memory. This doesn't provide the best possible recovery from
2523 memory shortage, but on the other hand it greatly simplifies the
2524 rest of the code, because nothing else anywhere needs to worry about
2525 \cw{NULL} returns from allocation.
2526
2527 \S{utils-snew} \cw{snew()}
2528
2529 \c var = snew(type);
2530 \e iii iiii
2531
2532 This macro takes a single argument which is a \e{type name}. It
2533 allocates space for one object of that type. If allocation fails it
2534 will call \cw{fatal()} and not return; so if it does return, you can
2535 be confident that its return value is non-\cw{NULL}.
2536
2537 The return value is cast to the specified type, so that the compiler
2538 will type-check it against the variable you assign it into. Thus,
2539 this ensures you don't accidentally allocate memory the size of the
2540 wrong type and assign it into a variable of the right one (or vice
2541 versa!).
2542
2543 \S{utils-snewn} \cw{snewn()}
2544
2545 \c var = snewn(n, type);
2546 \e iii i iiii
2547
2548 This macro is the array form of \cw{snew()}. It takes two arguments;
2549 the first is a number, and the second is a type name. It allocates
2550 space for that many objects of that type, and returns a type-checked
2551 non-\cw{NULL} pointer just as \cw{snew()} does.
2552
2553 \S{utils-sresize} \cw{sresize()}
2554
2555 \c var = sresize(var, n, type);
2556 \e iii iii i iiii
2557
2558 This macro is a type-checked form of \cw{realloc()}. It takes three
2559 arguments: an input memory block, a new size in elements, and a
2560 type. It re-sizes the input memory block to a size sufficient to
2561 contain that many elements of that type. It returns a type-checked
2562 non-\cw{NULL} pointer, like \cw{snew()} and \cw{snewn()}.
2563
2564 The input memory block can be \cw{NULL}, in which case this function
2565 will behave exactly like \cw{snewn()}. (In principle any
2566 ANSI-compliant \cw{realloc()} implementation ought to cope with
2567 this, but I've never quite trusted it to work everywhere.)
2568
2569 \S{utils-sfree} \cw{sfree()}
2570
2571 \c void sfree(void *p);
2572
2573 This function is pretty much equivalent to \cw{free()}. It is
2574 provided with a dynamically allocated block, and frees it.
2575
2576 The input memory block can be \cw{NULL}, in which case this function
2577 will do nothing. (In principle any ANSI-compliant \cw{free()}
2578 implementation ought to cope with this, but I've never quite trusted
2579 it to work everywhere.)
2580
2581 \S{utils-dupstr} \cw{dupstr()}
2582
2583 \c char *dupstr(const char *s);
2584
2585 This function dynamically allocates a duplicate of a C string. Like
2586 the \cw{snew()} functions, it guarantees to return non-\cw{NULL} or
2587 not return at all.
2588
2589 (Many platforms provide the function \cw{strdup()}. As well as
2590 guaranteeing never to return \cw{NULL}, my version has the advantage
2591 of being defined \e{everywhere}, rather than inconveniently not
2592 quite everywhere.)
2593
2594 \S{utils-free-cfg} \cw{free_cfg()}
2595
2596 \c void free_cfg(config_item *cfg);
2597
2598 This function correctly frees an array of \c{config_item}s,
2599 including walking the array until it gets to the end and freeing
2600 precisely those \c{sval} fields which are expected to be dynamically
2601 allocated.
2602
2603 (See \k{backend-configure} for details of the \c{config_item}
2604 structure.)
2605
2606 \H{utils-tree234} Sorted and counted tree functions
2607
2608 Many games require complex algorithms for generating random puzzles,
2609 and some require moderately complex algorithms even during play. A
2610 common requirement during these algorithms is for a means of
2611 maintaining sorted or unsorted lists of items, such that items can
2612 be removed and added conveniently.
2613
2614 For general use, Puzzles provides the following set of functions
2615 which maintain 2-3-4 trees in memory. (A 2-3-4 tree is a balanced
2616 tree structure, with the property that all lookups, insertions,
2617 deletions, splits and joins can be done in \cw{O(log N)} time.)
2618
2619 All these functions expect you to be storing a tree of \c{void *}
2620 pointers. You can put anything you like in those pointers.
2621
2622 By the use of per-node element counts, these tree structures have
2623 the slightly unusual ability to look elements up by their numeric
2624 index within the list represented by the tree. This means that they
2625 can be used to store an unsorted list (in which case, every time you
2626 insert a new element, you must explicitly specify the position where
2627 you wish to insert it). They can also do numeric lookups in a sorted
2628 tree, which might be useful for (for example) tracking the median of
2629 a changing data set.
2630
2631 As well as storing sorted lists, these functions can be used for
2632 storing \q{maps} (associative arrays), by defining each element of a
2633 tree to be a (key, value) pair.
2634
2635 \S{utils-newtree234} \cw{newtree234()}
2636
2637 \c tree234 *newtree234(cmpfn234 cmp);
2638
2639 Creates a new empty tree, and returns a pointer to it.
2640
2641 The parameter \c{cmp} determines the sorting criterion on the tree.
2642 Its prototype is
2643
2644 \c typedef int (*cmpfn234)(void *, void *);
2645
2646 If you want a sorted tree, you should provide a function matching
2647 this prototype, which returns like \cw{strcmp()} does (negative if
2648 the first argument is smaller than the second, positive if it is
2649 bigger, zero if they compare equal). In this case, the function
2650 \cw{addpos234()} will not be usable on your tree (because all
2651 insertions must respect the sorting order).
2652
2653 If you want an unsorted tree, pass \cw{NULL}. In this case you will
2654 not be able to use either \cw{add234()} or \cw{del234()}, or any
2655 other function such as \cw{find234()} which depends on a sorting
2656 order. Your tree will become something more like an array, except
2657 that it will efficiently support insertion and deletion as well as
2658 lookups by numeric index.
2659
2660 \S{utils-freetree234} \cw{freetree234()}
2661
2662 \c void freetree234(tree234 *t);
2663
2664 Frees a tree. This function will not free the \e{elements} of the
2665 tree (because they might not be dynamically allocated, or you might
2666 be storing the same set of elements in more than one tree); it will
2667 just free the tree structure itself. If you want to free all the
2668 elements of a tree, you should empty it before passing it to
2669 \cw{freetree234()}, by means of code along the lines of
2670
2671 \c while ((element = delpos234(tree, 0)) != NULL)
2672 \c sfree(element); /* or some more complicated free function */
2673 \e iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii
2674
2675 \S{utils-add234} \cw{add234()}
2676
2677 \c void *add234(tree234 *t, void *e);
2678
2679 Inserts a new element \c{e} into the tree \c{t}. This function
2680 expects the tree to be sorted; the new element is inserted according
2681 to the sort order.
2682
2683 If an element comparing equal to \c{e} is already in the tree, then
2684 the insertion will fail, and the return value will be the existing
2685 element. Otherwise, the insertion succeeds, and \c{e} is returned.
2686
2687 \S{utils-addpos234} \cw{addpos234()}
2688
2689 \c void *addpos234(tree234 *t, void *e, int index);
2690
2691 Inserts a new element into an unsorted tree. Since there is no
2692 sorting order to dictate where the new element goes, you must
2693 specify where you want it to go. Setting \c{index} to zero puts the
2694 new element right at the start of the list; setting \c{index} to the
2695 current number of elements in the tree puts the new element at the
2696 end.
2697
2698 Return value is \c{e}, in line with \cw{add234()} (although this
2699 function cannot fail except by running out of memory, in which case
2700 it will bomb out and die rather than returning an error indication).
2701
2702 \S{utils-index234} \cw{index234()}
2703
2704 \c void *index234(tree234 *t, int index);
2705
2706 Returns a pointer to the \c{index}th element of the tree, or
2707 \cw{NULL} if \c{index} is out of range. Elements of the tree are
2708 numbered from zero.
2709
2710 \S{utils-find234} \cw{find234()}
2711
2712 \c void *find234(tree234 *t, void *e, cmpfn234 cmp);
2713
2714 Searches for an element comparing equal to \c{e} in a sorted tree.
2715
2716 If \c{cmp} is \cw{NULL}, the tree's ordinary comparison function
2717 will be used to perform the search. However, sometimes you don't
2718 want that; suppose, for example, each of your elements is a big
2719 structure containing a \c{char *} name field, and you want to find
2720 the element with a given name. You \e{could} achieve this by
2721 constructing a fake element structure, setting its name field
2722 appropriately, and passing it to \cw{find234()}, but you might find
2723 it more convenient to pass \e{just} a name string to \cw{find234()},
2724 supplying an alternative comparison function which expects one of
2725 its arguments to be a bare name and the other to be a large
2726 structure containing a name field.
2727
2728 Therefore, if \c{cmp} is not \cw{NULL}, then it will be used to
2729 compare \c{e} to elements of the tree. The first argument passed to
2730 \c{cmp} will always be \c{e}; the second will be an element of the
2731 tree.
2732
2733 (See \k{utils-newtree234} for the definition of the \c{cmpfn234}
2734 function pointer type.)
2735
2736 The returned value is the element found, or \cw{NULL} if the search
2737 is unsuccessful.
2738
2739 \S{utils-findrel234} \cw{findrel234()}
2740
2741 \c void *findrel234(tree234 *t, void *e, cmpfn234 cmp, int relation);
2742
2743 This function is like \cw{find234()}, but has the additional ability
2744 to do a \e{relative} search. The additional parameter \c{relation}
2745 can be one of the following values:
2746
2747 \dt \cw{REL234_EQ}
2748
2749 \dd Find only an element that compares equal to \c{e}. This is
2750 exactly the behaviour of \cw{find234()}.
2751
2752 \dt \cw{REL234_LT}
2753
2754 \dd Find the greatest element that compares strictly less than
2755 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the greatest
2756 element in the whole tree (which could also be done by
2757 \cw{index234(t, count234(t)-1)}).
2758
2759 \dt \cw{REL234_LE}
2760
2761 \dd Find the greatest element that compares less than or equal to
2762 \c{e}. (That is, find an element that compares equal to \c{e} if
2763 possible, but failing that settle for something just less than it.)
2764
2765 \dt \cw{REL234_GT}
2766
2767 \dd Find the smallest element that compares strictly greater than
2768 \c{e}. \c{e} may be \cw{NULL}, in which case it finds the smallest
2769 element in the whole tree (which could also be done by
2770 \cw{index234(t, 0)}).
2771
2772 \dt \cw{REL234_GE}
2773
2774 \dd Find the smallest element that compares greater than or equal to
2775 \c{e}. (That is, find an element that compares equal to \c{e} if
2776 possible, but failing that settle for something just bigger than
2777 it.)
2778
2779 Return value, as before, is the element found or \cw{NULL} if no
2780 element satisfied the search criterion.
2781
2782 \S{utils-findpos234} \cw{findpos234()}
2783
2784 \c void *findpos234(tree234 *t, void *e, cmpfn234 cmp, int *index);
2785
2786 This function is like \cw{find234()}, but has the additional feature
2787 of returning the index of the element found in the tree; that index
2788 is written to \c{*index} in the event of a successful search (a
2789 non-\cw{NULL} return value).
2790
2791 \c{index} may be \cw{NULL}, in which case this function behaves
2792 exactly like \cw{find234()}.
2793
2794 \S{utils-findrelpos234} \cw{findrelpos234()}
2795
2796 \c void *findrelpos234(tree234 *t, void *e, cmpfn234 cmp, int relation,
2797 \c int *index);
2798
2799 This function combines all the features of \cw{findrel234()} and
2800 \cw{findpos234()}.
2801
2802 \S{utils-del234} \cw{del234()}
2803
2804 \c void *del234(tree234 *t, void *e);
2805
2806 Finds an element comparing equal to \c{e} in the tree, deletes it,
2807 and returns it.
2808
2809 The input tree must be sorted.
2810
2811 The element found might be \c{e} itself, or might merely compare
2812 equal to it.
2813
2814 Return value is \cw{NULL} if no such element is found.
2815
2816 \S{utils-delpos234} \cw{delpos234()}
2817
2818 \c void *delpos234(tree234 *t, int index);
2819
2820 Deletes the element at position \c{index} in the tree, and returns
2821 it.
2822
2823 Return value is \cw{NULL} if the index is out of range.
2824
2825 \S{utils-count234} \cw{count234()}
2826
2827 \c int count234(tree234 *t);
2828
2829 Returns the number of elements currently in the tree.
2830
2831 \S{utils-splitpos234} \cw{splitpos234()}
2832
2833 \c tree234 *splitpos234(tree234 *t, int index, int before);
2834
2835 Splits the input tree into two pieces at a given position, and
2836 creates a new tree containing all the elements on one side of that
2837 position.
2838
2839 If \c{before} is \cw{TRUE}, then all the items at or after position
2840 \c{index} are left in the input tree, and the items before that
2841 point are returned in the new tree. Otherwise, the reverse happens:
2842 all the items at or after \c{index} are moved into the new tree, and
2843 those before that point are left in the old one.
2844
2845 If \c{index} is equal to 0 or to the number of elements in the input
2846 tree, then one of the two trees will end up empty (and this is not
2847 an error condition). If \c{index} is further out of range in either
2848 direction, the operation will fail completely and return \cw{NULL}.
2849
2850 This operation completes in \cw{O(log N)} time, no matter how large
2851 the tree or how balanced or unbalanced the split.
2852
2853 \S{utils-split234} \cw{split234()}
2854
2855 \c tree234 *split234(tree234 *t, void *e, cmpfn234 cmp, int rel);
2856
2857 Splits a sorted tree according to its sort order.
2858
2859 \c{rel} can be any of the relation constants described in
2860 \k{utils-findrel234}, \e{except} for \cw{REL234_EQ}. All the
2861 elements having that relation to \c{e} will be transferred into the
2862 new tree; the rest will be left in the old one.
2863
2864 The parameter \c{cmp} has the same semantics as it does in
2865 \cw{find234()}: if it is not \cw{NULL}, it will be used in place of
2866 the tree's own comparison function when comparing elements to \c{e},
2867 in such a way that \c{e} itself is always the first of its two
2868 operands.
2869
2870 Again, this operation completes in \cw{O(log N)} time, no matter how
2871 large the tree or how balanced or unbalanced the split.
2872
2873 \S{utils-join234} \cw{join234()}
2874
2875 \c tree234 *join234(tree234 *t1, tree234 *t2);
2876
2877 Joins two trees together by concatenating the lists they represent.
2878 All the elements of \c{t2} are moved into \c{t1}, in such a way that
2879 they appear \e{after} the elements of \c{t1}. The tree \c{t2} is
2880 freed; the return value is \c{t1}.
2881
2882 If you apply this function to a sorted tree and it violates the sort
2883 order (i.e. the smallest element in \c{t2} is smaller than or equal
2884 to the largest element in \c{t1}), the operation will fail and
2885 return \cw{NULL}.
2886
2887 This operation completes in \cw{O(log N)} time, no matter how large
2888 the trees being joined together.
2889
2890 \S{utils-join234r} \cw{join234r()}
2891
2892 \c tree234 *join234r(tree234 *t1, tree234 *t2);
2893
2894 Joins two trees together in exactly the same way as \cw{join234()},
2895 but this time the combined tree is returned in \c{t2}, and \c{t1} is
2896 destroyed. The elements in \c{t1} still appear before those in
2897 \c{t2}.
2898
2899 Again, this operation completes in \cw{O(log N)} time, no matter how
2900 large the trees being joined together.
2901
2902 \S{utils-copytree234} \cw{copytree234()}
2903
2904 \c tree234 *copytree234(tree234 *t, copyfn234 copyfn,
2905 \c void *copyfnstate);
2906
2907 Makes a copy of an entire tree.
2908
2909 If \c{copyfn} is \cw{NULL}, the tree will be copied but the elements
2910 will not be; i.e. the new tree will contain pointers to exactly the
2911 same physical elements as the old one.
2912
2913 If you want to copy each actual element during the operation, you
2914 can instead pass a function in \c{copyfn} which makes a copy of each
2915 element. That function has the prototype
2916
2917 \c typedef void *(*copyfn234)(void *state, void *element);
2918
2919 and every time it is called, the \c{state} parameter will be set to
2920 the value you passed in as \c{copyfnstate}.
2921
2922 \H{utils-misc} Miscellaneous utility functions and macros
2923
2924 This section contains all the utility functions which didn't
2925 sensibly fit anywhere else.
2926
2927 \S{utils-truefalse} \cw{TRUE} and \cw{FALSE}
2928
2929 The main Puzzles header file defines the macros \cw{TRUE} and
2930 \cw{FALSE}, which are used throughout the code in place of 0 and 1
2931 to indicate that the values are in a boolean context. For code base
2932 consistency, I'd prefer it if submissions of new code followed this
2933 convention as well.
2934
2935 \S{utils-maxmin} \cw{max()} and \cw{min()}
2936
2937 The main Puzzles header file defines the pretty standard macros
2938 \cw{max()} and \cw{min()}, each of which is given two arguments and
2939 returns the one which compares greater or less respectively.
2940
2941 These macros may evaluate their arguments multiple times. Avoid side
2942 effects.
2943
2944 \S{utils-pi} \cw{PI}
2945
2946 The main Puzzles header file defines a macro \cw{PI} which expands
2947 to a floating-point constant representing pi.
2948
2949 (I've never understood why ANSI's \cw{<math.h>} doesn't define this.
2950 It'd be so useful!)
2951
2952 \S{utils-obfuscate-bitmap} \cw{obfuscate_bitmap()}
2953
2954 \c void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
2955
2956 This function obscures the contents of a piece of data, by
2957 cryptographic methods. It is useful for games of hidden information
2958 (such as Mines, Guess or Black Box), in which the game ID
2959 theoretically reveals all the information the player is supposed to
2960 be trying to guess. So in order that players should be able to send
2961 game IDs to one another without accidentally spoiling the resulting
2962 game by looking at them, these games obfuscate their game IDs using
2963 this function.
2964
2965 Although the obfuscation function is cryptographic, it cannot
2966 properly be called encryption because it has no key. Therefore,
2967 anybody motivated enough can re-implement it, or hack it out of the
2968 Puzzles source, and strip the obfuscation off one of these game IDs
2969 to see what lies beneath. (Indeed, they could usually do it much
2970 more easily than that, by entering the game ID into their own copy
2971 of the puzzle and hitting Solve.) The aim is not to protect against
2972 a determined attacker; the aim is simply to protect people who
2973 wanted to play the game honestly from \e{accidentally} spoiling
2974 their own fun.
2975
2976 The input argument \c{bmp} points at a piece of memory to be
2977 obfuscated. \c{bits} gives the length of the data. Note that that
2978 length is in \e{bits} rather than bytes: if you ask for obfuscation
2979 of a partial number of bytes, then you will get it. Bytes are
2980 considered to be used from the top down: thus, for example, setting
2981 \c{bits} to 10 will cover the whole of \cw{bmp[0]} and the \e{top
2982 two} bits of \cw{bmp[1]}. The remainder of a partially used byte is
2983 undefined (i.e. it may be corrupted by the function).
2984
2985 The parameter \c{decode} is \cw{FALSE} for an encoding operation,
2986 and \cw{TRUE} for a decoding operation. Each is the inverse of the
2987 other. (There's no particular reason you shouldn't obfuscate by
2988 decoding and restore cleartext by encoding, if you really wanted to;
2989 it should still work.)
2990
2991 The input bitmap is processed in place.
2992
2993 \S{utils-bin2hex} \cw{bin2hex()}
2994
2995 \c char *bin2hex(const unsigned char *in, int inlen);
2996
2997 This function takes an input byte array and converts it into an
2998 ASCII string encoding those bytes in (lower-case) hex. It returns a
2999 dynamically allocated string containing that encoding.
3000
3001 This function is useful for encoding the result of
3002 \cw{obfuscate_bitmap()} in printable ASCII for use in game IDs.
3003
3004 \S{utils-hex2bin} \cw{hex2bin()}
3005
3006 \c unsigned char *hex2bin(const char *in, int outlen);
3007
3008 This function takes an ASCII string containing hex digits, and
3009 converts it back into a byte array of length \c{outlen}. If there
3010 aren't enough hex digits in the string, the contents of the
3011 resulting array will be undefined.
3012
3013 This function is the inverse of \cw{bin2hex()}.
3014
3015 \S{utils-game-mkhighlight} \cw{game_mkhighlight()}
3016
3017 \c void game_mkhighlight(frontend *fe, float *ret,
3018 \c int background, int highlight, int lowlight);
3019
3020 It's reasonably common for a puzzle game's graphics to use
3021 highlights and lowlights to indicate \q{raised} or \q{lowered}
3022 sections. Fifteen, Sixteen and Twiddle are good examples of this.
3023
3024 Puzzles using this graphical style are running a risk if they just
3025 use whatever background colour is supplied to them by the front end,
3026 because that background colour might be too light to see any
3027 highlights on at all. (In particular, it's not unheard of for the
3028 front end to specify a default background colour of white.)
3029
3030 Therefore, such puzzles can call this utility function from their
3031 \cw{colours()} routine (\k{backend-colours}). You pass it your front
3032 end handle, a pointer to the start of your return array, and three
3033 colour indices. It will:
3034
3035 \b call \cw{frontend_default_colour()} (\k{frontend-default-colour})
3036 to fetch the front end's default background colour
3037
3038 \b alter the brightness of that colour if it's unsuitable
3039
3040 \b define brighter and darker variants of the colour to be used as
3041 highlights and lowlights
3042
3043 \b write those results into the relevant positions in the \c{ret}
3044 array.
3045
3046 Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
3047 to RGB values defining a sensible background colour, and similary
3048 \c{highlight} and \c{lowlight} will be set to sensible colours.
3049
3050 \C{writing} How to write a new puzzle
3051
3052 This chapter gives a guide to how to actually write a new puzzle:
3053 where to start, what to do first, how to solve common problems.
3054
3055 The previous chapters have been largely composed of facts. This one
3056 is mostly advice.
3057
3058 \H{writing-editorial} Choosing a puzzle
3059
3060 Before you start writing a puzzle, you have to choose one. Your
3061 taste in puzzle games is up to you, of course; and, in fact, you're
3062 probably reading this guide because you've \e{already} thought of a
3063 game you want to write. But if you want to get it accepted into the
3064 official Puzzles distribution, then there's a criterion it has to
3065 meet.
3066
3067 The current Puzzles editorial policy is that all games should be
3068 \e{fair}. A fair game is one which a player can only fail to
3069 complete through demonstrable lack of skill \dash that is, such that
3070 a better player in the same situation would have \e{known} to do
3071 something different.
3072
3073 For a start, that means every game presented to the user must have
3074 \e{at least one solution}. Giving the unsuspecting user a puzzle
3075 which is actually impossible is not acceptable. (There is an
3076 exception: if the user has selected some non-default option which is
3077 clearly labelled as potentially unfair, \e{then} you're allowed to
3078 generate possibly insoluble puzzles, because the user isn't
3079 unsuspecting any more. Same Game and Mines both have options of this
3080 type.)
3081
3082 Also, this actually \e{rules out} games such as Klondike, or the
3083 normal form of Mahjong Solitaire. Those games have the property that
3084 even if there is a solution (i.e. some sequence of moves which will
3085 get from the start state to the solved state), the player doesn't
3086 necessarily have enough information to \e{find} that solution. In
3087 both games, it is possible to reach a dead end because you had an
3088 arbitrary choice to make and made it the wrong way. This violates
3089 the fairness criterion, because a better player couldn't have known
3090 they needed to make the other choice.
3091
3092 (GNOME has a variant on Mahjong Solitaire which makes it fair: there
3093 is a Shuffle operation which randomly permutes all the remaining
3094 tiles without changing their positions, which allows you to get out
3095 of a sticky situation. Using this operation adds a 60-second penalty
3096 to your solution time, so it's to the player's advantage to try to
3097 minimise the chance of having to use it. It's still possible to
3098 render the game uncompletable if you end up with only two tiles
3099 vertically stacked, but that's easy to foresee and avoid using a
3100 shuffle operation. This form of the game \e{is} fair. Implementing
3101 it in Puzzles would require an infrastructure change so that the
3102 back end could communicate time penalties to the mid-end, but that
3103 would be easy enough.)
3104
3105 Providing a \e{unique} solution is a little more negotiable; it
3106 depends on the puzzle. Solo would have been of unacceptably low
3107 quality if it didn't always have a unique solution, whereas Twiddle
3108 inherently has multiple solutions by its very nature and it would
3109 have been meaningless to even \e{suggest} making it uniquely
3110 soluble. Somewhere in between, Flip could reasonably be made to have
3111 unique solutions (by enforcing a zero-dimension kernel in every
3112 generated matrix) but it doesn't seem like a serious quality problem
3113 that it doesn't.
3114
3115 Of course, you don't \e{have} to care about all this. There's
3116 nothing stopping you implementing any puzzle you want to if you're
3117 happy to maintain your puzzle yourself, distribute it from your own
3118 web site, fork the Puzzles code completely, or anything like that.
3119 It's free software; you can do what you like with it. But any game
3120 that you want to be accepted into \e{my} Puzzles code base has to
3121 satisfy the fairness criterion, which means all randomly generated
3122 puzzles must have a solution (unless the user has deliberately
3123 chosen otherwise) and it must be possible \e{in theory} to find that
3124 solution without having to guess.
3125
3126 \H{writing-gs} Getting started
3127
3128 The simplest way to start writing a new puzzle is to copy
3129 \c{nullgame.c}. This is a template puzzle source file which does
3130 almost nothing, but which contains all the back end function
3131 prototypes and declares the back end data structure correctly. It is
3132 built every time the rest of Puzzles is built, to ensure that it
3133 doesn't get out of sync with the code and remains buildable.
3134
3135 So start by copying \c{nullgame.c} into your new source file. Then
3136 you'll gradually add functionality until the very boring Null Game
3137 turns into your real game.
3138
3139 Next you'll need to add your puzzle to the Makefiles, in order to
3140 compile it conveniently. \e{Do not edit the Makefiles}: they are
3141 created automatically by the script \c{mkfiles.pl}, from the file
3142 called \c{Recipe}. Edit \c{Recipe}, and then re-run \c{mkfiles.pl}.
3143
3144 Once your source file is building, you can move on to the fun bit.
3145
3146 \S{writing-generation} Puzzle generation
3147
3148 Randomly generating instances of your puzzle is almost certain to be
3149 the most difficult part of the code, and also the task with the
3150 highest chance of turning out to be completely infeasible. Therefore
3151 I strongly recommend doing it \e{first}, so that if it all goes
3152 horribly wrong you haven't wasted any more time than you absolutely
3153 had to. What I usually do is to take an unmodified \c{nullgame.c},
3154 and start adding code to \cw{new_game_desc()} which tries to
3155 generate a puzzle instance and print it out using \cw{printf()}.
3156 Once that's working, \e{then} I start connecting it up to the return
3157 value of \cw{new_game_desc()}, populating other structures like
3158 \c{game_params}, and generally writing the rest of the source file.
3159
3160 There are many ways to generate a puzzle which is known to be
3161 soluble. In this section I list all the methods I currently know of,
3162 in case any of them can be applied to your puzzle. (Not all of these
3163 methods will work, or in some cases even make sense, for all
3164 puzzles.)
3165
3166 Some puzzles are mathematically tractable, meaning you can work out
3167 in advance which instances are soluble. Sixteen, for example, has a
3168 parity constraint in some settings which renders exactly half the
3169 game space unreachable, but it can be mathematically proved that any
3170 position not in that half \e{is} reachable. Therefore, Sixteen's
3171 grid generation simply consists of selecting at random from a well
3172 defined subset of the game space. Cube in its default state is even
3173 easier: \e{every} possible arrangement of the blue squares and the
3174 cube's starting position is soluble!
3175
3176 Another option is to redefine what you mean by \q{soluble}. Black
3177 Box takes this approach. There are layouts of balls in the box which
3178 are completely indistinguishable from one another no matter how many
3179 beams you fire into the box from which angles, which would normally
3180 be grounds for declaring those layouts unfair; but fortunately,
3181 detecting that indistinguishability is computationally easy. So
3182 Black Box doesn't demand that your ball placements match its own; it
3183 merely demands that your ball placements be \e{indistinguishable}
3184 from the ones it was thinking of. If you have an ambiguous puzzle,
3185 then any of the possible answers is considered to be a solution.
3186 Having redefined the rules in that way, any puzzle is soluble again.
3187
3188 Those are the simple techniques. If they don't work, you have to get
3189 cleverer.
3190
3191 One way to generate a soluble puzzle is to start from the solved
3192 state and make inverse moves until you reach a starting state. Then
3193 you know there's a solution, because you can just list the inverse
3194 moves you made and make them in the opposite order to return to the
3195 solved state.
3196
3197 This method can be simple and effective for puzzles where you get to
3198 decide what's a starting state and what's not. In Pegs, for example,
3199 the generator begins with one peg in the centre of the board and
3200 makes inverse moves until it gets bored; in this puzzle, valid
3201 inverse moves are easy to detect, and \e{any} state that's reachable
3202 from the solved state by inverse moves is a reasonable starting
3203 position. So Pegs just continues making inverse moves until the
3204 board satisfies some criteria about extent and density, and then
3205 stops and declares itself done.
3206
3207 For other puzzles, it can be a lot more difficult. Same Game uses
3208 this strategy too, and it's lucky to get away with it at all: valid
3209 inverse moves aren't easy to find (because although it's easy to
3210 insert additional squares in a Same Game position, it's difficult to
3211 arrange that \e{after} the insertion they aren't adjacent to any
3212 other squares of the same colour), so you're constantly at risk of
3213 running out of options and having to backtrack or start again. Also,
3214 Same Game grids never start off half-empty, which means you can't
3215 just stop when you run out of moves \dash you have to find a way to
3216 fill the grid up \e{completely}.
3217
3218 The other way to generate a puzzle that's soluble is to start from
3219 the other end, and actually write a \e{solver}. This tends to ensure
3220 that a puzzle has a \e{unique} solution over and above having a
3221 solution at all, so it's a good technique to apply to puzzles for
3222 which that's important.
3223
3224 One theoretical drawback of generating soluble puzzles by using a
3225 solver is that your puzzles are restricted in difficulty to those
3226 which the solver can handle. (Most solvers are not fully general:
3227 many sets of puzzle rules are NP-complete or otherwise nasty, so
3228 most solvers can only handle a subset of the theoretically soluble
3229 puzzles.) It's been my experience in practice, however, that this
3230 usually isn't a problem; computers are good at very different things
3231 from humans, and what the computer thinks is nice and easy might
3232 still be pleasantly challenging for a human. For example, when
3233 solving Dominosa puzzles I frequently find myself using a variety of
3234 reasoning techniques that my solver doesn't know about; in
3235 principle, therefore, I should be able to solve the puzzle using
3236 only those techniques it \e{does} know about, but this would involve
3237 repeatedly searching the entire grid for the one simple deduction I
3238 can make. Computers are good at this sort of exhaustive search, but
3239 it's been my experience that human solvers prefer to do more complex
3240 deductions than to spend ages searching for simple ones. So in many
3241 cases I don't find my own playing experience to be limited by the
3242 restrictions on the solver.
3243
3244 (This isn't \e{always} the case. Solo is a counter-example;
3245 generating Solo puzzles using a simple solver does lead to
3246 qualitatively easier puzzles. Therefore I had to make the Solo
3247 solver rather more advanced than most of them.)
3248
3249 There are several different ways to apply a solver to the problem of
3250 generating a soluble puzzle. I list a few of them below.
3251
3252 The simplest approach is brute force: randomly generate a puzzle,
3253 use the solver to see if it's soluble, and if not, throw it away and
3254 try again until you get lucky. This is often a viable technique if
3255 all else fails, but it tends not to scale well: for many puzzle
3256 types, the probability of finding a uniquely soluble instance
3257 decreases sharply as puzzle size goes up, so this technique might
3258 work reasonably fast for small puzzles but take (almost) forever at
3259 larger sizes. Still, if there's no other alternative it can be
3260 usable: Pattern and Dominosa both use this technique. (However,
3261 Dominosa has a means of tweaking the randomly generated grids to
3262 increase the \e{probability} of them being soluble, by ruling out
3263 one of the most common ambiguous cases. This improved generation
3264 speed by over a factor of 10 on the highest preset!)
3265
3266 An approach which can be more scalable involves generating a grid
3267 and then tweaking it to make it soluble. This is the technique used
3268 by Mines and also by Net: first a random puzzle is generated, and
3269 then the solver is run to see how far it gets. Sometimes the solver
3270 will get stuck; when that happens, examine the area it's having
3271 trouble with, and make a small random change in that area to allow
3272 it to make more progress. Continue solving (possibly even without
3273 restarting the solver), tweaking as necessary, until the solver
3274 finishes. Then restart the solver from the beginning to ensure that
3275 the tweaks haven't caused new problems in the process of solving old
3276 ones (which can sometimes happen).
3277
3278 This strategy works well in situations where the usual solver
3279 failure mode is to get stuck in an easily localised spot. Thus it
3280 works well for Net and Mines, whose most common failure mode tends
3281 to be that most of the grid is fine but there are a few widely
3282 separated ambiguous sections; but it would work less well for
3283 Dominosa, in which the way you get stuck is to have scoured the
3284 whole grid and not found anything you can deduce \e{anywhere}. Also,
3285 it relies on there being a low probability that tweaking the grid
3286 introduces a new problem at the same time as solving the old one;
3287 Mines and Net also have the property that most of their deductions
3288 are local, so that it's very unlikely for a tweak to affect
3289 something half way across the grid from the location where it was
3290 applied. In Dominosa, by contrast, a lot of deductions use
3291 information about half the grid (\q{out of all the sixes, only one
3292 is next to a three}, which can depend on the values of up to 32 of
3293 the 56 squares in the default setting!), so this tweaking strategy
3294 would be rather less likely to work well.
3295
3296 A more specialised strategy is that used in Solo and Slant. These
3297 puzzles have the property that they derive their difficulty from not
3298 presenting all the available clues. (In Solo's case, if all the
3299 possible clues were provided then the puzzle would already be
3300 solved; in Slant it would still require user action to fill in the
3301 lines, but it would present no challenge at all). Therefore, a
3302 simple generation technique is to leave the decision of which clues
3303 to provide until the last minute. In other words, first generate a
3304 random \e{filled} grid with all possible clues present, and then
3305 gradually remove clues for as long as the solver reports that it's
3306 still soluble. Unlike the methods described above, this technique
3307 \e{cannot} fail \dash once you've got a filled grid, nothing can
3308 stop you from being able to convert it into a viable puzzle.
3309 However, it wouldn't even be meaningful to apply this technique to
3310 (say) Pattern, in which clues can never be left out, so the only way
3311 to affect the set of clues is by altering the solution.
3312
3313 (Unfortunately, Solo is complicated by the need to provide puzzles
3314 at varying difficulty levels. It's easy enough to generate a puzzle
3315 of \e{at most} a given level of difficulty; you just have a solver
3316 with configurable intelligence, and you set it to a given level and
3317 apply the above technique, thus guaranteeing that the resulting grid
3318 is solvable by someone with at most that much intelligence. However,
3319 generating a puzzle of \e{at least} a given level of difficulty is
3320 rather harder; if you go for \e{at most} Intermediate level, you're
3321 likely to find that you've accidentally generated a Trivial grid a
3322 lot of the time, because removing just one number is sufficient to
3323 take the puzzle from Trivial straight to Ambiguous. In that
3324 situation Solo has no remaining options but to throw the puzzle away
3325 and start again.)
3326
3327 A final strategy is to use the solver \e{during} puzzle
3328 construction: lay out a bit of the grid, run the solver to see what
3329 it allows you to deduce, and then lay out a bit more to allow the
3330 solver to make more progress. There are articles on the web that
3331 recommend constructing Sudoku puzzles by this method (which is
3332 completely the opposite way round to how Solo does it); for Sudoku
3333 it has the advantage that you get to specify your clue squares in
3334 advance (so you can have them make pretty patterns).
3335
3336 Rectangles uses a strategy along these lines. First it generates a
3337 grid by placing the actual rectangles; then it has to decide where
3338 in each rectangle to place a number. It uses a solver to help it
3339 place the numbers in such a way as to ensure a unique solution. It
3340 does this by means of running a test solver, but it runs the solver
3341 \e{before} it's placed any of the numbers \dash which means the
3342 solver must be capable of coping with uncertainty about exactly
3343 where the numbers are! It runs the solver as far as it can until it
3344 gets stuck; then it narrows down the possible positions of a number
3345 in order to allow the solver to make more progress, and so on. Most
3346 of the time this process terminates with the grid fully solved, at
3347 which point any remaining number-placement decisions can be made at
3348 random from the options not so far ruled out. Note that unlike the
3349 Net/Mines tweaking strategy described above, this algorithm does not
3350 require a checking run after it completes: if it finishes
3351 successfully at all, then it has definitely produced a uniquely
3352 soluble puzzle.
3353
3354 Most of the strategies described above are not 100% reliable. Each
3355 one has a failure rate: every so often it has to throw out the whole
3356 grid and generate a fresh one from scratch. (Solo's strategy would
3357 be the exception, if it weren't for the need to provide configurable
3358 difficulty levels.) Occasional failures are not a fundamental
3359 problem in this sort of work, however: it's just a question of
3360 dividing the grid generation time by the success rate (if it takes
3361 10ms to generate a candidate grid and 1/5 of them work, then it will
3362 take 50ms on average to generate a viable one), and seeing whether
3363 the expected time taken to \e{successfully} generate a puzzle is
3364 unacceptably slow. Dominosa's generator has a very low success rate
3365 (about 1 out of 20 candidate grids turn out to be usable, and if you
3366 think \e{that's} bad then go and look at the source code and find
3367 the comment showing what the figures were before the generation-time
3368 tweaks!), but the generator itself is very fast so this doesn't
3369 matter. Rectangles has a slower generator, but fails well under 50%
3370 of the time.
3371
3372 So don't be discouraged if you have an algorithm that doesn't always
3373 work: if it \e{nearly} always works, that's probably good enough.
3374 The one place where reliability is important is that your algorithm
3375 must never produce false positives: it must not claim a puzzle is
3376 soluble when it isn't. It can produce false negatives (failing to
3377 notice that a puzzle is soluble), and it can fail to generate a
3378 puzzle at all, provided it doesn't do either so often as to become
3379 slow.
3380
3381 One last piece of advice: for grid-based puzzles, when writing and
3382 testing your generation algorithm, it's almost always a good idea
3383 \e{not} to test it initially on a grid that's square (i.e.
3384 \cw{w==h}), because if the grid is square then you won't notice if
3385 you mistakenly write \c{h} instead of \c{w} (or vice versa)
3386 somewhere in the code. Use a rectangular grid for testing, and any
3387 size of grid will be likely to work after that.
3388
3389 \S{writing-textformats} Designing textual description formats
3390
3391 Another aspect of writing a puzzle which is worth putting some
3392 thought into is the design of the various text description formats:
3393 the format of the game parameter encoding, the game description
3394 encoding, and the move encoding.
3395
3396 The first two of these should be reasonably intuitive for a user to
3397 type in; so provide some flexibility where possible. Suppose, for
3398 example, your parameter format consists of two numbers separated by
3399 an \c{x} to specify the grid dimensions (\c{10x10} or \c{20x15}),
3400 and then has some suffixes to specify other aspects of the game
3401 type. It's almost always a good idea in this situation to arrange
3402 that \cw{decode_params()} can handle the suffixes appearing in any
3403 order, even if \cw{encode_params()} only ever generates them in one
3404 order.
3405
3406 These formats will also be expected to be reasonably stable: users
3407 will expect to be able to exchange game IDs with other users who
3408 aren't running exactly the same version of your game. So make them
3409 robust and stable: don't build too many assumptions into the game ID
3410 format which will have to be changed every time something subtle
3411 changes in the puzzle code.
3412
3413 \H{writing-howto} Common how-to questions
3414
3415 This section lists some common things people want to do when writing
3416 a puzzle, and describes how to achieve them within the Puzzles
3417 framework.
3418
3419 \S{writing-howto-cursor} Drawing objects at only one position
3420
3421 A common phenomenon is to have an object described in the
3422 \c{game_state} or the \c{game_ui} which can only be at one position.
3423 A cursor \dash probably specified in the \c{game_ui} \dash is a good
3424 example.
3425
3426 In the \c{game_ui}, it would \e{obviously} be silly to have an array
3427 covering the whole game grid with a boolean flag stating whether the
3428 cursor was at each position. Doing that would waste space, would
3429 make it difficult to find the cursor in order to do anything with
3430 it, and would introduce the potential for synchronisation bugs in
3431 which you ended up with two cursors or none. The obviously sensible
3432 way to store a cursor in the \c{game_ui} is to have fields directly
3433 encoding the cursor's coordinates.
3434
3435 However, it is a mistake to assume that the same logic applies to
3436 the \c{game_drawstate}. If you replicate the cursor position fields
3437 in the draw state, the redraw code will get very complicated. In the
3438 draw state, in fact, it \e{is} probably the right thing to have a
3439 cursor flag for every position in the grid. You probably have an
3440 array for the whole grid in the drawstate already (stating what is
3441 currently displayed in the window at each position); the sensible
3442 approach is to add a \q{cursor} flag to each element of that array.
3443 Then the main redraw loop will look something like this
3444 (pseudo-code):
3445
3446 \c for (y = 0; y < h; y++) {
3447 \c for (x = 0; x < w; x++) {
3448 \c int value = state->symbol_at_position[y][x];
3449 \c if (x == ui->cursor_x && y == ui->cursor_y)
3450 \c value |= CURSOR;
3451 \c if (ds->symbol_at_position[y][x] != value) {
3452 \c symbol_drawing_subroutine(fe, ds, x, y, value);
3453 \c ds->symbol_at_position[y][x] = value;
3454 \c }
3455 \c }
3456 \c }
3457
3458 This loop is very simple, pretty hard to get wrong, and
3459 \e{automatically} deals both with erasing the previous cursor and
3460 drawing the new one, with no special case code required.
3461
3462 This type of loop is generally a sensible way to write a redraw
3463 function, in fact. The best thing is to ensure that the information
3464 stored in the draw state for each position tells you \e{everything}
3465 about what was drawn there. A good way to ensure that is to pass
3466 precisely the same information, and \e{only} that information, to a
3467 subroutine that does the actual drawing; then you know there's no
3468 additional information which affects the drawing but which you don't
3469 notice changes in.
3470
3471 \S{writing-keyboard-cursor} Implementing a keyboard-controlled cursor
3472
3473 It is often useful to provide a keyboard control method in a
3474 basically mouse-controlled game. A keyboard-controlled cursor is
3475 best implemented by storing its location in the \c{game_ui} (since
3476 if it were in the \c{game_state} then the user would have to
3477 separately undo every cursor move operation). So the procedure would
3478 be:
3479
3480 \b Put cursor position fields in the \c{game_ui}.
3481
3482 \b \cw{interpret_move()} responds to arrow keys by modifying the
3483 cursor position fields and returning \cw{""}.
3484
3485 \b \cw{interpret_move()} responds to some sort of fire button by
3486 actually performing a move based on the current cursor location.
3487
3488 \b You might want an additional \c{game_ui} field stating whether
3489 the cursor is currently visible, and having it disappear when a
3490 mouse action occurs (so that it doesn't clutter the display when not
3491 actually in use).
3492
3493 \b You might also want to automatically hide the cursor in
3494 \cw{changed_state()} when the current game state changes to one in
3495 which there is no move to make (which is the case in some types of
3496 completed game).
3497
3498 \b \cw{redraw()} draws the cursor using the technique described in
3499 \k{writing-howto-cursor}.
3500
3501 \S{writing-howto-dragging} Implementing draggable sprites
3502
3503 Some games have a user interface which involves dragging some sort
3504 of game element around using the mouse. If you need to show a
3505 graphic moving smoothly over the top of other graphics, use a
3506 blitter (see \k{drawing-blitter} for the blitter API) to save the
3507 background underneath it. The typical scenario goes:
3508
3509 \b Have a blitter field in the \c{game_drawstate}.
3510
3511 \b Set the blitter field to \cw{NULL} in the game's
3512 \cw{new_drawstate()} function, since you don't yet know how big the
3513 piece of saved background needs to be.
3514
3515 \b In the game's \cw{set_size()} function, once you know the size of
3516 the object you'll be dragging around the display and hence the
3517 required size of the blitter, actually allocate the blitter (making
3518 sure to free a previous one if present \dash it's possible that
3519 \cw{set_size()} might be called twice on the same draw state).
3520
3521 \b In \cw{free_drawstate()}, free the blitter if it's not \cw{NULL}.
3522
3523 \b In \cw{interpret_move()}, respond to mouse-down and mouse-drag
3524 events by updating some fields in the \cw{game_ui} which indicate
3525 that a drag is in progress.
3526
3527 \b At the \e{very end} of \cw{redraw()}, after all other drawing has
3528 been done, draw the moving object if there is one. First save the
3529 background under the object in the blitter; then set a clip
3530 rectangle covering precisely the area you just saved (just in case
3531 anti-aliasing or some other error causes your drawing to go beyond
3532 the area you saved). Then draw the object, and call \cw{unclip()}.
3533 Finally, set a flag in the \cw{game_drawstate} that indicates that
3534 the blitter needs restoring.
3535
3536 \b At the very start of \cw{redraw()}, before doing anything else at
3537 all, check the flag in the \cw{game_drawstate}, and if it says the
3538 blitter needs restoring then restore it. (Then clear the flag, so
3539 that this won't happen again in the next redraw if no moving object
3540 is drawn this time.)
3541
3542 This way, you will be able to write the rest of the redraw function
3543 completely ignoring the dragged object, as if it were floating above
3544 your bitmap and being completely separate.
3545
3546 \S{writing-ref-counting} Sharing large invariant data between all
3547 game states
3548
3549 In some puzzles, there is a large amount of data which never changes
3550 between game states. The array of numbers in Dominosa is a good
3551 example.
3552
3553 You \e{could} dynamically allocate a copy of that array in every
3554 \c{game_state}, and have \cw{dup_game()} make a fresh copy of it for
3555 every new \c{game_state}; but it would waste memory and time. A
3556 more efficient way is to use a reference-counted structure.
3557
3558 \b Define a structure type containing the data in question, and also
3559 containing an integer reference count.
3560
3561 \b Have a field in \c{game_state} which is a pointer to this
3562 structure.
3563
3564 \b In \cw{new_game()}, when creating a fresh game state at the start
3565 of a new game, create an instance of this structure, initialise it
3566 with the invariant data, and set its reference count to 1.
3567
3568 \b In \cw{dup_game()}, rather than making a copy of the structure
3569 for the new game state, simply set the new game state to point at
3570 the same copy of the structure, and increment its reference count.
3571
3572 \b In \cw{free_game()}, decrement the reference count in the
3573 structure pointed to by the game state; if the count reaches zero,
3574 free the structure.
3575
3576 This way, the invariant data will persist for only as long as it's
3577 genuinely needed; \e{as soon} as the last game state for a
3578 particular puzzle instance is freed, the invariant data for that
3579 puzzle will vanish as well. Reference counting is a very efficient
3580 form of garbage collection, when it works at all. (Which it does in
3581 this instance, of course, because there's no possibility of circular
3582 references.)
3583
3584 \S{writing-flash-types} Implementing multiple types of flash
3585
3586 In some games you need to flash in more than one different way.
3587 Mines, for example, flashes white when you win, and flashes red when
3588 you tread on a mine and die.
3589
3590 The simple way to do this is:
3591
3592 \b Have a field in the \c{game_ui} which describes the type of flash.
3593
3594 \b In \cw{flash_length()}, examine the old and new game states to
3595 decide whether a flash is required and what type. Write the type of
3596 flash to the \c{game_ui} field whenever you return non-zero.
3597
3598 \b In \cw{redraw()}, when you detect that \c{flash_time} is
3599 non-zero, examine the field in \c{game_ui} to decide which type of
3600 flash to draw.
3601
3602 \cw{redraw()} will never be called with \c{flash_time} non-zero
3603 unless \cw{flash_length()} was first called to tell the mid-end that
3604 a flash was required; so whenever \cw{redraw()} notices that
3605 \c{flash_time} is non-zero, you can be sure that the field in
3606 \c{game_ui} is correctly set.
3607
3608 \S{writing-move-anim} Animating game moves
3609
3610 A number of puzzle types benefit from a quick animation of each move
3611 you make.
3612
3613 For some games, such as Fifteen, this is particularly easy. Whenever
3614 \cw{redraw()} is called with \c{oldstate} non-\cw{NULL}, Fifteen
3615 simply compares the position of each tile in the two game states,
3616 and if the tile is not in the same place then it draws it some
3617 fraction of the way from its old position to its new position. This
3618 method copes automatically with undo.
3619
3620 Other games are less obvious. In Sixteen, for example, you can't
3621 just draw each tile a fraction of the way from its old to its new
3622 position: if you did that, the end tile would zip very rapidly past
3623 all the others to get to the other end and that would look silly.
3624 (Worse, it would look inconsistent if the end tile was drawn on top
3625 going one way and on the bottom going the other way.)
3626
3627 A useful trick here is to define a field or two in the game state
3628 that indicates what the last move was.
3629
3630 \b Add a \q{last move} field to the \c{game_state} (or two or more
3631 fields if the move is complex enough to need them).
3632
3633 \b \cw{new_game()} initialises this field to a null value for a new
3634 game state.
3635
3636 \b \cw{execute_move()} sets up the field to reflect the move it just
3637 performed.
3638
3639 \b \cw{redraw()} now needs to examine its \c{dir} parameter. If
3640 \c{dir} is positive, it determines the move being animated by
3641 looking at the last-move field in \c{newstate}; but if \c{dir} is
3642 negative, it has to look at the last-move field in \c{oldstate}, and
3643 invert whatever move it finds there.
3644
3645 Note also that Sixteen needs to store the \e{direction} of the move,
3646 because you can't quite determine it by examining the row or column
3647 in question. You can in almost all cases, but when the row is
3648 precisely two squares long it doesn't work since a move in either
3649 direction looks the same. (You could argue that since moving a
3650 2-element row left and right has the same effect, it doesn't matter
3651 which one you animate; but in fact it's very disorienting to click
3652 the arrow left and find the row moving right, and almost as bad to
3653 undo a move to the right and find the game animating \e{another}
3654 move to the right.)
3655
3656 \S{writing-conditional-anim} Animating drag operations
3657
3658 In Untangle, moves are made by dragging a node from an old position
3659 to a new position. Therefore, at the time when the move is initially
3660 made, it should not be animated, because the node has already been
3661 dragged to the right place and doesn't need moving there. However,
3662 it's nice to animate the same move if it's later undone or redone.
3663 This requires a bit of fiddling.
3664
3665 The obvious approach is to have a flag in the \c{game_ui} which
3666 inhibits move animation, and to set that flag in
3667 \cw{interpret_move()}. The question is, when would the flag be reset
3668 again? The obvious place to do so is \cw{changed_state()}, which
3669 will be called once per move. But it will be called \e{before}
3670 \cw{anim_length()}, so if it resets the flag then \cw{anim_length()}
3671 will never see the flag set at all.
3672
3673 The solution is to have \e{two} flags in a queue.
3674
3675 \b Define two flags in \c{game_ui}; let's call them \q{current} and
3676 \q{next}.
3677
3678 \b Set both to \cw{FALSE} in \c{new_ui()}.
3679
3680 \b When a drag operation completes in \cw{interpret_move()}, set the
3681 \q{next} flag to \cw{TRUE}.
3682
3683 \b Every time \cw{changed_state()} is called, set the value of
3684 \q{current} to the value in \q{next}, and then set the value of
3685 \q{next} to \cw{FALSE}.
3686
3687 \b That way, \q{current} will be \cw{TRUE} \e{after} a call to
3688 \cw{changed_state()} if and only if that call to
3689 \cw{changed_state()} was the result of a drag operation processed by
3690 \cw{interpret_move()}. Any other call to \cw{changed_state()}, due
3691 to an Undo or a Redo or a Restart or a Solve, will leave \q{current}
3692 \cw{FALSE}.
3693
3694 \b So now \cw{anim_length()} can request a move animation if and
3695 only if the \q{current} flag is \e{not} set.
3696
3697 \S{writing-cheating} Inhibiting the victory flash when Solve is used
3698
3699 Many games flash when you complete them, as a visual congratulation
3700 for having got to the end of the puzzle. It often seems like a good
3701 idea to disable that flash when the puzzle is brought to a solved
3702 state by means of the Solve operation.
3703
3704 This is easily done:
3705
3706 \b Add a \q{cheated} flag to the \c{game_state}.
3707
3708 \b Set this flag to \cw{FALSE} in \cw{new_game()}.
3709
3710 \b Have \cw{solve()} return a move description string which clearly
3711 identifies the move as a solve operation.
3712
3713 \b Have \cw{execute_move()} respond to that clear identification by
3714 setting the \q{cheated} flag in the returned \c{game_state}. The
3715 flag will then be propagated to all subsequent game states, even if
3716 the user continues fiddling with the game after it is solved.
3717
3718 \b \cw{flash_length()} now returns non-zero if \c{oldstate} is not
3719 completed and \c{newstate} is, \e{and} neither state has the
3720 \q{cheated} flag set.
3721
3722 \H{writing-testing} Things to test once your puzzle is written
3723
3724 Puzzle implementations written in this framework are self-testing as
3725 far as I could make them.
3726
3727 Textual game and move descriptions, for example, are generated and
3728 parsed as part of the normal process of play. Therefore, if you can
3729 make moves in the game \e{at all} you can be reasonably confident
3730 that the mid-end serialisation interface will function correctly and
3731 you will be able to save your game. (By contrast, if I'd stuck with
3732 a single \cw{make_move()} function performing the jobs of both
3733 \cw{interpret_move()} and \cw{execute_move()}, and had separate
3734 functions to encode and decode a game state in string form, then
3735 those functions would not be used during normal play; so they could
3736 have been completely broken, and you'd never know it until you tried
3737 to save the game \dash which would have meant you'd have to test
3738 game saving \e{extensively} and make sure to test every possible
3739 type of game state. As an added bonus, doing it the way I did leads
3740 to smaller save files.)
3741
3742 There is one exception to this, which is the string encoding of the
3743 \c{game_ui}. Most games do not store anything permanent in the
3744 \c{game_ui}, and hence do not need to put anything in its encode and
3745 decode functions; but if there is anything in there, you do need to
3746 test game loading and saving to ensure those functions work
3747 properly.
3748
3749 It's also worth testing undo and redo of all operations, to ensure
3750 that the redraw and the animations (if any) work properly. Failing
3751 to animate undo properly seems to be a common error.
3752
3753 Other than that, just use your common sense.