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\title Hacking guide for Simon Tatham's puzzle collection

\C{newpuz} Guide to writing a new puzzle

Start by copying \cw{nullgame.c}. This contains all the function
definitions and stubs that should be necessary to at least compile.
Some things are fine as they are unless you do something that
requires a change (for example, \cw{dup_params()} can usually be
left as it is since game parameters often don't have any
variable-size elements that need to be dynamically allocated); other
things are sure to need changing (for example, the params structure
is likely to need to contain at least one actual variable). Anything
marked \q{FIXME} really needs changing before you have a working
game.

\e{DO NOT EDIT THE MAKEFILES.} Edit \c{Recipe} instead, and then
re-run \cw{mkfiles.pl}. The individual makefiles are automatically
generated by this mechanism, so editing them directly will not
produce a usable patch.

\H{newpuz-arch} General architecture tips

Think carefully about which data structures need to contain which
parts of the game information.

\b \c{game_state} should contain everything that holds the current
state of play in a specific game. The mid-end maintains one of these
for every move the player has made, and moves back and forwards
along the list when you use Undo and Redo. So anything you would
expect to have restored when you undo needs to go in this state.

\b \c{game_params} should contain parameters the user can set before
generating a new game. For example, if the game is played on a grid
of variable size, \cw{game_params} contains the grid size.
(\cw{game_state} will \e{also} need to contain the grid size. You
might even wish to have \cw{game_state} contain a \cw{game_params}
member.)

\b \c{game_ui} contains aspects of the game's user interface which
are not expected to be restored in an undo operation. For example,
if you have a basically mouse-clicky sort of game (such as Net) but
you want to provide a cursor which can be moved with the arrow keys,
then putting the location of the cursor in \c{game_ui} is
reasonable. Or if the game allows you to drag things around the
display, then the current state of dragging is something that can go
in \c{game_ui}. Simple games don't need a \cw{game_ui} structure at
all.

\b \c{game_drawstate} contains things you know about the current
state of the game's display. For example, if your display is made up
of tiles and you want to redraw as few as possible, you might want
to have \c{game_drawstate} contain a description of the last tile
you drew at every position, so that you can compare it to the new
tile and avoid redrawing tiles that haven't changed.

\H{newpuz-params} Notes on parameters

You need to define a textual format for the game parameters (the part
before the \q{:} or \q{#} in descriptive and random IDs respectively).

The per-game parameter encoding function \cw{encode_params()} is
passed an argument \c{full}. This serves two purposes:

\b You can suppress inclusion of parameters that only affect game
generation, and thus would have no effect in a descriptive ID, in the
ID displayed by \q{Game -> Specific} if \c{full} is \cw{FALSE}.

\b You can ensure that a particular parameter entered as part of a
game ID does not persist when a new puzzle is generated, for instance
if you think that a player would not want it to persist beyond a
single game. An example is the \q{expansion factor} in Rectangles.

When generating a new puzzle instance, give some thought to the order
in which parameters are processed. For example, the order of grid
generation in Net is:

\b First the game sets up a valid completed Net grid.

\b Then it makes a list of every edge with no connection across it.
These edges are eligible to become barriers.

\b Then the grid is shuffled by randomly rotating every tile.

\b Then the game multiplies the number of barrier-candidate edges by
the barrier probability in order to decide how many barriers to
create.

\b Finally, it picks that many edges out of the barrier candidate
list, removing each edge from the list as it selects it.

The effect of this is that the actual barrier locations are chosen
\e{last}, which means that if you change the barrier rate and then
enter the same random number seed, \e{only} the barriers change.
Furthermore, if you do this, the barrier sets will be nested (i.e.
the version with more barriers will contain every barrier from the
one with fewer), so that selecting 10 barriers and then 20 barriers
will not give a user 30 pieces of information, only 20.

\H{newpuz-descid} Notes on descriptive IDs

The descriptive game ID is the part that comes after the colon in the
ID accessed through \q{Game -> Specific}. It does not need to be
especially concise, but it should be designed to remain compatible
with new versions of the puzzle.

Try to imagine all the things a user might want to use the descriptive
ID for, and build as much capability into it as possible. At a minimum,
you need to be able to generate one of these given a random number
source; however, if auto-generation capability is limited, give some
thought to the possibility of a user making up their own descriptive
IDs. This property is particularly useful if the puzzle is an
implementation of a well-known game, in which case existing instances
of the puzzle might be available which a user might want to transcribe
into game seeds in order to play them conveniently.

\H{newpuz-redraw} Designing a drawing routine

Front end implementations are required to remember all data drawn by
the game. That is, a game redraw routine MUST never be called simply
because part of the game window was briefly obscured; the front end
is required to remember what the game last drew in that area of the
window, and redraw it itself without bothering the game module.

Many games will need some form of animation when transferring
between one \cw{game_state} and the next. This is achieved by having
\cw{game_anim_length()} analyse two adjacent game states, decide how
long the linking animation between them should last, and return this
duration in seconds. Then \cw{game_redraw()} will be passed the two
game states plus an indication of how far through the animation it
is, and can do its drawing appropriately.

\e{Be aware that you will be required to animate on undo}. If you
are at game state A and the user makes a move creating game state B,
then your redraw function will be passed both states A and B, in
that order, and will be expected to animate between them if your
game needs animation. However, if the user then hits Undo, your
redraw function will be passed states B and A, in \e{that} order,
and will be expected to perform the reverse animation.

This is easy enough for some games. In Fifteen, for example, it's
simply a matter of examining the two game states to work out what
has changed between them, and drawing each tile some proportion of
the way between its starting and finishing positions.

In Sixteen, things are more difficult. You could examine the grid to
work out which tiles had been moved and decide which way they had
been moved, but this would be disconcerting to the user in some
cases. In a 2xN game of Sixteen, rotating a two-tile row left or
right has the same end result but should look different during the
enimation; so the Sixteen \cw{game_state} in fact stores an extra
piece of information giving the direction of the last move. So when
making a normal move, \cw{game_redraw()} can know which way round it
is expected to animate a two-tile rotation.

However, even this doesn't fix the undo case. When
\cw{game_redraw()} is passed a pair of game states in the right
chronological order, the second one contains the direction field
which corresponds to the actual difference between the states.
However, when it is passed a pair of states in the opposite order
due to an undo, it should be looking in the \e{first} one to find
the direction field.

For this reason, in the redraw functions you are provided with an
extra argument \c{dir} which tells you which state was chronologically
first; \c{dir} is +1 for a normal move and -1 for an undo.