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argument `dir' which tells them whether this redraw is due to an undo, rather than have them second-guess it from game state. Note that none of the actual games yet take advantage of this; so it hasn't been tested in anger (although it has been inspected by debugging). [originally from svn r4469]
174 lines
8.2 KiB
Plaintext
174 lines
8.2 KiB
Plaintext
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\title Hacking guide for Simon Tatham's puzzle collection
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\C{newpuz} Guide to writing a new puzzle
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Start by copying \cw{nullgame.c}. This contains all the function
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definitions and stubs that should be necessary to at least compile.
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Some things are fine as they are unless you do something that
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requires a change (for example, \cw{dup_params()} can usually be
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left as it is since game parameters often don't have any
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variable-size elements that need to be dynamically allocated); other
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things are sure to need changing (for example, the params structure
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is likely to need to contain at least one actual variable). Anything
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marked \q{FIXME} really needs changing before you have a working
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game.
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\e{DO NOT EDIT THE MAKEFILES.} Edit \c{Recipe} instead, and then
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re-run \cw{mkfiles.pl}. The individual makefiles are automatically
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generated by this mechanism, so editing them directly will not
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produce a usable patch.
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\H{newpuz-arch} General architecture tips
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Think carefully about which data structures need to contain which
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parts of the game information.
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\b \c{game_state} should contain everything that holds the current
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state of play in a specific game. The mid-end maintains one of these
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for every move the player has made, and moves back and forwards
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along the list when you use Undo and Redo. So anything you would
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expect to have restored when you undo needs to go in this state.
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\b \c{game_params} should contain parameters the user can set before
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generating a new game. For example, if the game is played on a grid
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of variable size, \cw{game_params} contains the grid size.
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(\cw{game_state} will \e{also} need to contain the grid size. You
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might even wish to have \cw{game_state} contain a \cw{game_params}
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member.)
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\b \c{game_ui} contains aspects of the game's user interface which
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are not expected to be restored in an undo operation. For example,
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if you have a basically mouse-clicky sort of game (such as Net) but
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you want to provide a cursor which can be moved with the arrow keys,
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then putting the location of the cursor in \c{game_ui} is
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reasonable. Or if the game allows you to drag things around the
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display, then the current state of dragging is something that can go
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in \c{game_ui}. Simple games don't need a \cw{game_ui} structure at
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all.
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\b \c{game_drawstate} contains things you know about the current
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state of the game's display. For example, if your display is made up
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of tiles and you want to redraw as few as possible, you might want
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to have \c{game_drawstate} contain a description of the last tile
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you drew at every position, so that you can compare it to the new
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tile and avoid redrawing tiles that haven't changed.
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\H{newpuz-seed} Designing a game seed
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The game seed is the part of the game ID (what you type in when you
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select \q{Game -> Specific}) which comes \e{after} the colon. It
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should uniquely specify the starting state of a game, given a set of
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game parameters (which are encoded separately, before the colon).
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Try to imagine all the things a user might want to use the game seed
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for, and build as much capability into it as possible.
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For a start, if it's feasible for the game seed to \e{directly}
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encode the starting position, it should simply do so. This is a
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better approach than encoding a random number seed which is used to
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randomly generate the game in \cw{new_game()}, because it allows the
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user to make up their own game seeds. This property is particularly
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useful if the puzzle is an implementation of a well-known game, in
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which case existing instances of the puzzle might be available which
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a user might want to transcribe into game seeds in order to play
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them conveniently. I recommend this technique wherever you can
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sensibly use it: \cw{new_game_seed()} should do all the real
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thinking about creating a game seed, and \cw{new_game()} should
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restrict itself to simply parsing the text description it returns.
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However, sometimes this is genuinely not feasible; Net, for example,
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uses the random-number seed approach, because I decided the full
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state of even a moderately large Net game is just too big to be
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sensibly cut-and-pasted by users. However, even the Net seeds have a
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useful property. The order of grid generation in Net is:
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\b First the game sets up a valid completed Net grid.
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\b Then it makes a list of every edge with no connection across it.
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These edges are eligible to become barriers.
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\b Then the grid is shuffled by randomly rotating every tile.
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\b Then the game multiplies the number of barrier-candidate edges by
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the barrier probability in order to decide how many barriers to
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create.
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\b Finally, it picks that many edges out of the barrier candidate
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list, removing each edge from the list as it selects it.
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The effect of this is that the actual barrier locations are chosen
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\e{last}, which means that if you change the barrier rate and then
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enter the same random number seed, \e{only} the barriers change.
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Furthermore, if you do this, the barrier sets will be nested (i.e.
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the version with more barriers will contain every barrier from the
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one with fewer), so that selecting 10 barriers and then 20 barriers
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will not give a user 30 pieces of information, only 20.
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\H{newpuz-redraw} Designing a drawing routine
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Front end implementations are required to remember all data drawn by
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the game. That is, a game redraw routine MUST never be called simply
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because part of the game window was briefly obscured; the front end
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is required to remember what the game last drew in that area of the
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window, and redraw it itself without bothering the game module.
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Many games will need some form of animation when transferring
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between one \cw{game_state} and the next. This is achieved by having
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\cw{game_anim_length()} analyse two adjacent game states, decide how
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long the linking animation between them should last, and return this
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duration in seconds. Then \cw{game_redraw()} will be passed the two
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game states plus an indication of how far through the animation it
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is, and can do its drawing appropriately.
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\e{Be aware that you will be required to animate on undo}. If you
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are at game state A and the user makes a move creating game state B,
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then your redraw function will be passed both states A and B, in
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that order, and will be expected to animate between them if your
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game needs animation. However, if the user then hits Undo, your
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redraw function will be passed states B and A, in \e{that} order,
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and will be expected to perform the reverse animation.
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This is easy enough for some games. In Fifteen, for example, it's
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simply a matter of examining the two game states to work out what
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has changed between them, and drawing each tile some proportion of
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the way between its starting and finishing positions.
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In Sixteen, things are more difficult. You could examine the grid to
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work out which tiles had been moved and decide which way they had
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been moved, but this would be disconcerting to the user in some
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cases. In a 2xN game of Sixteen, rotating a two-tile row left or
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right has the same end result but should look different during the
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enimation; so the Sixteen \cw{game_state} in fact stores an extra
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piece of information giving the direction of the last move. So when
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making a normal move, \cw{game_redraw()} can know which way round it
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is expected to animate a two-tile rotation.
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However, even this doesn't fix the undo case. When
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\cw{game_redraw()} is passed a pair of game states in the right
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chronological order, the second one contains the direction field
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which corresponds to the actual difference between the states.
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However, when it is passed a pair of states in the opposite order
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due to an undo, it should be looking in the \e{first} one to find
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the direction field.
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For this reason, in the redraw functions you are provided with an
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extra argument \c{dir} which tells you which state was chronologically
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first; \c{dir} is +1 for a normal move and -1 for an undo.
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