After discussion with Simon, the game redraw functions are now passed a new
[sgt/puzzles] / HACKING.but
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17
18 \title Hacking guide for Simon Tatham's puzzle collection
19
20 \C{newpuz} Guide to writing a new puzzle
21
22 Start by copying \cw{nullgame.c}. This contains all the function
23 definitions and stubs that should be necessary to at least compile.
24 Some things are fine as they are unless you do something that
25 requires a change (for example, \cw{dup_params()} can usually be
26 left as it is since game parameters often don't have any
27 variable-size elements that need to be dynamically allocated); other
28 things are sure to need changing (for example, the params structure
29 is likely to need to contain at least one actual variable). Anything
30 marked \q{FIXME} really needs changing before you have a working
31 game.
32
33 \e{DO NOT EDIT THE MAKEFILES.} Edit \c{Recipe} instead, and then
34 re-run \cw{mkfiles.pl}. The individual makefiles are automatically
35 generated by this mechanism, so editing them directly will not
36 produce a usable patch.
37
38 \H{newpuz-arch} General architecture tips
39
40 Think carefully about which data structures need to contain which
41 parts of the game information.
42
43 \b \c{game_state} should contain everything that holds the current
44 state of play in a specific game. The mid-end maintains one of these
45 for every move the player has made, and moves back and forwards
46 along the list when you use Undo and Redo. So anything you would
47 expect to have restored when you undo needs to go in this state.
48
49 \b \c{game_params} should contain parameters the user can set before
50 generating a new game. For example, if the game is played on a grid
51 of variable size, \cw{game_params} contains the grid size.
52 (\cw{game_state} will \e{also} need to contain the grid size. You
53 might even wish to have \cw{game_state} contain a \cw{game_params}
54 member.)
55
56 \b \c{game_ui} contains aspects of the game's user interface which
57 are not expected to be restored in an undo operation. For example,
58 if you have a basically mouse-clicky sort of game (such as Net) but
59 you want to provide a cursor which can be moved with the arrow keys,
60 then putting the location of the cursor in \c{game_ui} is
61 reasonable. Or if the game allows you to drag things around the
62 display, then the current state of dragging is something that can go
63 in \c{game_ui}. Simple games don't need a \cw{game_ui} structure at
64 all.
65
66 \b \c{game_drawstate} contains things you know about the current
67 state of the game's display. For example, if your display is made up
68 of tiles and you want to redraw as few as possible, you might want
69 to have \c{game_drawstate} contain a description of the last tile
70 you drew at every position, so that you can compare it to the new
71 tile and avoid redrawing tiles that haven't changed.
72
73 \H{newpuz-seed} Designing a game seed
74
75 The game seed is the part of the game ID (what you type in when you
76 select \q{Game -> Specific}) which comes \e{after} the colon. It
77 should uniquely specify the starting state of a game, given a set of
78 game parameters (which are encoded separately, before the colon).
79
80 Try to imagine all the things a user might want to use the game seed
81 for, and build as much capability into it as possible.
82
83 For a start, if it's feasible for the game seed to \e{directly}
84 encode the starting position, it should simply do so. This is a
85 better approach than encoding a random number seed which is used to
86 randomly generate the game in \cw{new_game()}, because it allows the
87 user to make up their own game seeds. This property is particularly
88 useful if the puzzle is an implementation of a well-known game, in
89 which case existing instances of the puzzle might be available which
90 a user might want to transcribe into game seeds in order to play
91 them conveniently. I recommend this technique wherever you can
92 sensibly use it: \cw{new_game_seed()} should do all the real
93 thinking about creating a game seed, and \cw{new_game()} should
94 restrict itself to simply parsing the text description it returns.
95
96 However, sometimes this is genuinely not feasible; Net, for example,
97 uses the random-number seed approach, because I decided the full
98 state of even a moderately large Net game is just too big to be
99 sensibly cut-and-pasted by users. However, even the Net seeds have a
100 useful property. The order of grid generation in Net is:
101
102 \b First the game sets up a valid completed Net grid.
103
104 \b Then it makes a list of every edge with no connection across it.
105 These edges are eligible to become barriers.
106
107 \b Then the grid is shuffled by randomly rotating every tile.
108
109 \b Then the game multiplies the number of barrier-candidate edges by
110 the barrier probability in order to decide how many barriers to
111 create.
112
113 \b Finally, it picks that many edges out of the barrier candidate
114 list, removing each edge from the list as it selects it.
115
116 The effect of this is that the actual barrier locations are chosen
117 \e{last}, which means that if you change the barrier rate and then
118 enter the same random number seed, \e{only} the barriers change.
119 Furthermore, if you do this, the barrier sets will be nested (i.e.
120 the version with more barriers will contain every barrier from the
121 one with fewer), so that selecting 10 barriers and then 20 barriers
122 will not give a user 30 pieces of information, only 20.
123
124 \H{newpuz-redraw} Designing a drawing routine
125
126 Front end implementations are required to remember all data drawn by
127 the game. That is, a game redraw routine MUST never be called simply
128 because part of the game window was briefly obscured; the front end
129 is required to remember what the game last drew in that area of the
130 window, and redraw it itself without bothering the game module.
131
132 Many games will need some form of animation when transferring
133 between one \cw{game_state} and the next. This is achieved by having
134 \cw{game_anim_length()} analyse two adjacent game states, decide how
135 long the linking animation between them should last, and return this
136 duration in seconds. Then \cw{game_redraw()} will be passed the two
137 game states plus an indication of how far through the animation it
138 is, and can do its drawing appropriately.
139
140 \e{Be aware that you will be required to animate on undo}. If you
141 are at game state A and the user makes a move creating game state B,
142 then your redraw function will be passed both states A and B, in
143 that order, and will be expected to animate between them if your
144 game needs animation. However, if the user then hits Undo, your
145 redraw function will be passed states B and A, in \e{that} order,
146 and will be expected to perform the reverse animation.
147
148 This is easy enough for some games. In Fifteen, for example, it's
149 simply a matter of examining the two game states to work out what
150 has changed between them, and drawing each tile some proportion of
151 the way between its starting and finishing positions.
152
153 In Sixteen, things are more difficult. You could examine the grid to
154 work out which tiles had been moved and decide which way they had
155 been moved, but this would be disconcerting to the user in some
156 cases. In a 2xN game of Sixteen, rotating a two-tile row left or
157 right has the same end result but should look different during the
158 enimation; so the Sixteen \cw{game_state} in fact stores an extra
159 piece of information giving the direction of the last move. So when
160 making a normal move, \cw{game_redraw()} can know which way round it
161 is expected to animate a two-tile rotation.
162
163 However, even this doesn't fix the undo case. When
164 \cw{game_redraw()} is passed a pair of game states in the right
165 chronological order, the second one contains the direction field
166 which corresponds to the actual difference between the states.
167 However, when it is passed a pair of states in the opposite order
168 due to an undo, it should be looking in the \e{first} one to find
169 the direction field.
170
171 For this reason, in the redraw functions you are provided with an
172 extra argument \c{dir} which tells you which state was chronologically
173 first; \c{dir} is +1 for a normal move and -1 for an undo.