From e91825f8e43648bf129dae18809ee2e38af70d33 Mon Sep 17 00:00:00 2001 From: simon Date: Mon, 16 Aug 2004 12:23:56 +0000 Subject: [PATCH] Added a help file, mostly thanks to Jacob. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@4460 cda61777-01e9-0310-a592-d414129be87e --- .cvsignore | 2 + README | 9 +- cube.c | 1 + fifteen.c | 1 + makedist.sh | 6 +- net.c | 1 + netslide.c | 1 + nullgame.c | 1 + puzzles.but | 474 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ puzzles.h | 1 + rect.c | 1 + sixteen.c | 10 +- windows.c | 67 +++++++++ 13 files changed, 572 insertions(+), 3 deletions(-) create mode 100644 puzzles.but diff --git a/.cvsignore b/.cvsignore index e47868b..b892392 100644 --- a/.cvsignore +++ b/.cvsignore @@ -4,3 +4,5 @@ net cube fifteen sixteen rect netslide nullgame *.map *.rsp *notes HACKING +*.hlp *.cnt +puzzles.txt diff --git a/README b/README index 9009117..deded6b 100644 --- a/README +++ b/README @@ -1,5 +1,6 @@ This is the README accompanying the source code to Simon Tatham's -puzzle collection. +puzzle collection. The collection's web site is at +. You should find several Makefiles in the source code: @@ -27,3 +28,9 @@ back to the maintainer. The makefiles are generated automatically by the Perl script `mkfiles.pl' from the file `Recipe'. If you need to change the makefiles as part of a patch, you should change Recipe and/or mkfiles.pl. + +The manual, provided in Windows Help and text formats, is generated +from a Halibut source file (puzzles.but), which is the preferred form +for modification. To generate the manual in other formats, rebuild it, +or learn about Halibut, visit the Halibut website at +. diff --git a/cube.c b/cube.c index afd2ebd..72ac527 100644 --- a/cube.c +++ b/cube.c @@ -12,6 +12,7 @@ #include "puzzles.h" const char *const game_name = "Cube"; +const char *const game_winhelp_topic = "games.cube"; const int game_can_configure = TRUE; #define MAXVERTICES 20 diff --git a/fifteen.c b/fifteen.c index 2788604..1476513 100644 --- a/fifteen.c +++ b/fifteen.c @@ -12,6 +12,7 @@ #include "puzzles.h" const char *const game_name = "Fifteen"; +const char *const game_winhelp_topic = "games.fifteen"; const int game_can_configure = TRUE; #define TILE_SIZE 48 diff --git a/makedist.sh b/makedist.sh index 16fab37..0bd1fdf 100755 --- a/makedist.sh +++ b/makedist.sh @@ -5,7 +5,11 @@ perl mkfiles.pl mkdir tmp.$$ mkdir tmp.$$/puzzles -for i in *.c *.h LICENCE README Recipe mkfiles.pl Makefile.*; do +# Build Windows Help and text versions of the manual for convenience. +halibut --winhelp=puzzles.hlp --text=puzzles.txt puzzles.but + +for i in *.c *.h *.but LICENCE README Recipe mkfiles.pl Makefile.* \ + puzzles.txt puzzles.hlp puzzles.cnt; do ln -s ../../$i tmp.$$/puzzles done diff --git a/net.c b/net.c index 3c3f971..43c711b 100644 --- a/net.c +++ b/net.c @@ -13,6 +13,7 @@ #include "tree234.h" const char *const game_name = "Net"; +const char *const game_winhelp_topic = "games.net"; const int game_can_configure = TRUE; #define PI 3.141592653589793238462643383279502884197169399 diff --git a/netslide.c b/netslide.c index 6bbd813..c4f8ae6 100644 --- a/netslide.c +++ b/netslide.c @@ -14,6 +14,7 @@ #include "tree234.h" const char *const game_name = "Netslide"; +const char *const game_winhelp_topic = "games.netslide"; const int game_can_configure = TRUE; #define PI 3.141592653589793238462643383279502884197169399 diff --git a/nullgame.c b/nullgame.c index 67982b9..a318131 100644 --- a/nullgame.c +++ b/nullgame.c @@ -21,6 +21,7 @@ #include "puzzles.h" const char *const game_name = "Null Game"; +const char *const game_winhelp_topic = NULL; const int game_can_configure = FALSE; enum { diff --git a/puzzles.but b/puzzles.but new file mode 100644 index 0000000..2d10605 --- /dev/null +++ b/puzzles.but @@ -0,0 +1,474 @@ +\title Simon Tatham's Portable Puzzle Collection + +\cfg{winhelp-filename}{puzzles.hlp} +\cfg{winhelp-contents-titlepage}{Contents} + +\cfg{text-filename}{puzzles.txt} + +\cfg{xhtml-contents-filename}{index.html} +\cfg{xhtml-leaf-level}{1} +\cfg{xhtml-contents-depth-0}{1} +\cfg{xhtml-contents-depth-1}{2} +\cfg{xhtml-leaf-contains-contents}{true} + +\cfg{info-filename}{puzzles.info} + +\cfg{ps-filename}{puzzles.ps} +\cfg{pdf-filename}{puzzles.pdf} + +This is a collection of small one-player puzzle games. + +\copyright This manual is copyright 2004 Simon Tatham. All rights +reserved. You may distribute this documentation under the MIT licence. +See \k{licence} for the licence text in full. + +\versionid $Id: puzzles.but,v 1.1 2004/08/16 12:23:56 simon Exp $ + + +\C{intro} Introduction + +I wrote this collection because I thought there should be more small +desktop toys available: little games you can pop up in a window and +play for two or three minutes while you take a break from whatever +else you were doing. And I was also annoyed that every time I found a +good game on (say) \i{Unix}, it wasn't available the next time I was +sitting at a \i{Windows} machine, or vice versa; so I arranged that +everything in my personal puzzle collection will happily run on both. +When I find (or perhaps invent) further puzzle games that I like, +they'll be added to this collection and will immediately be available +on both platforms. And if anyone feels like writing any other front +ends - Mac OS, PocketPC, or whatever it might be - then all the games +in this framework will immediately become available on another +platform as well. + +The actual games in this collection were mostly not my invention; I +saw them elsewhere, and rewrote them in a form that was more +convenient for me. I do not claim credit, in general, for inventing +the rules of any of these puzzles; all I claim is authorship of the +code (or at least those parts of the code that weren't contributed +by other people!). + +This collection is distributed under the \i{MIT licence} (see +\k{licence}). This means that you can do pretty much anything you like +with the game binaries or the code, except pretending you wrote them +yourself, or suing me if anything goes wrong. + +The most recent versions, and \i{source code}, can be found at +\I{website}\W{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}\cw{http://www.chiark.greenend.org.uk/~sgtatham/puzzles/}. + +Please report \I{feedback}\i{bugs} to +\W{mailto:anakin@pobox.com}\cw{anakin@pobox.com}. +You might find it helpful to read this article before reporting a bug: + +\W{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html}\cw{http://www.chiark.greenend.org.uk/~sgtatham/bugs.html} + +\ii{Patches} are welcome. Especially if they provide a new front end +(to make all these games run on another platform), or a new game. + + +\C{common} \ii{Common features} + +This chapter describes features that are common to all the games. + +\H{common-actions} \I{controls}Common actions + +These actions are all available from the \I{Game menu}\q{Game} menu +and via \I{keys}keyboard shortcuts, in addition to any game-specific +actions. + +\dt \ii\e{New game} (\q{N}, Ctrl+\q{N}) + +\dd Starts a new game, with a random initial state. + +\dt \ii\e{Restart game} (\q{R}) + +\dd Resets the current game to its initial state. Undo is lost. + +\dt \ii\e{Undo} (\q{U}, Ctrl+\q{Z}, Ctrl+\q{_}) + +\dd Undoes a single move. (You can undo moves back to the start of the +game.) + +\dt \ii\e{Redo} (Ctrl+\q{R}) + +\dd Redoes a previous undone move. + +\dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q}) + +\dd Closes the application entirely. + +\H{common-id} Recreating games with the \ii{game ID} + +The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu +lets you see a short string (the \q{game ID}) that captures the +initial state of the current game. + +The precise \I{ID format}format of the ID is specific to each game. +It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0}); +the first part encodes \i\e{parameters} (such as grid size), while the +second part encodes a \i\e{seed}, which determines the \i{initial +state} of the game within those parameters. + +You can specify a new ID (or just a seed) here. Pressing \q{OK} starts +a new game with the specified ID (whether you changed it or not). +Pressing \q{Cancel} returns to the current game. + +You can also use the game ID (or just the encoded parameters) as a +\i{command line} argument; see \k{common-cmdline} for more detail. + +Game IDs are portable across platforms; you can use a game ID +generated by the Windows version of a game on the Unix version, etc. + +\H{common-type} The \q{Type} menu + +The \I{Type menu}\q{Type} menu, if present, may contain a list of +\i{preset} game settings. Selecting one of these will start a new +random game with the parameters specified. + +The \q{Type} menu may also contain a \q{\i{Custom...}} option which +allows you to fine-tune game \i{parameters}. The parameters available +are specific to each game and are described in the following sections. + +\H{common-cmdline} Specifying game parameters on the \i{command line} + +The games in this collection deliberately do not ever save +information on to the computer they run on: they have no high score +tables and no saved preferences. (This is because I expect at least +some people to play them at work, and those people will probably +appreciate leaving as little evidence as possible!) + +However, if you do want to arrange for one of these games to default +to a particular set of parameters, you can specify them on the +command line. + +The easiest way to do this is to set up the parameters you want +using the \q{Type} menu (see \k{common-type}), and then to select +\q{Specific} from the \q{Game} menu (see \k{common-id}). The text in +the \q{Game ID} box will be composed of two parts, separated by a +colon. The first of these parts represents the game parameters (the +size of the playing area, for example, and anything else you set +using the \q{Type} menu). + +If you run the game with just that parameter text on the command +line, it will start up with the settings you specified. + +For example: if you run Cube (see \k{cube}), select \q{Octahedron} +from the \q{Type} menu, and then go to the game ID selection, you +will see a string of the form \cq{o2x2:911A81,10}. Take only the +part before the colon (\cq{o2x2}), and start Cube with that text on +the command line: \cq{cube o2x2}. + +If you copy the \e{entire} game ID on to the command line, the game +will start up in the specific game that was described. This is +occasionally a more convenient way to start a particular game ID +than by pasting it into the game ID selection box. + +\C{net} \i{Net} + +\cfg{winhelp-topic}{games.net} + +(\e{Note:} the \i{Windows} version of this game is called +\i\cw{NETGAME.EXE} to avoid clashing with Windows's own \cw{NET.EXE}.) + +I originally saw this in the form of a Flash game called \i{FreeNet} +\k{FreeNet}, written by Pavils Jurjans. The computer prepares a +network by connecting up the centres of squares in a grid, and then +shuffles the network by rotating every tile randomly. Your job is to +rotate it all back into place. The successful solution will be an +entirely connected network, with no closed loops. \#{Is it also true +that a correct solution will not contain any cycles?} As a visual aid, +all tiles which are connected to the one in the middle are +highlighted. + +\B{FreeNet} \W{http://www.jurjans.lv/stuff/net/FreeNet.htm}\cw{http://www.jurjans.lv/stuff/net/FreeNet.htm} + +\H{net-controls} \i{Net controls} + +\IM{Net controls} controls, for Net +\IM{Net controls} keys, for Net +\IM{Net controls} shortcuts (keyboard), for Net + +This game can be played with either the keyboard or the mouse. The +controls are: + +\dt \e{Select tile}: mouse pointer, arrow keys + +\dt \e{Rotate tile anticlockwise}: left mouse button, \q{A} key + +\dt \e{Rotate tile clockwise}: right mouse button, \q{D} key + +\dt \e{Lock (or unlock) tile}: middle mouse button, shift-click, \q{S} key + +\dd You can lock a tile once you're sure of its orientation. You can +also unlock it again, but while it's locked you can't accidentally +turn it. + +(All the actions described in \k{common-actions} are also available.) + +\H{net-params} \I{parameters, for Net}Net parameters + +These parameters are available from the \q{Custom...} option on the +\q{Type} menu. + +\dt \e{Width}, \e{Height} + +\dd Size of grid in tiles. + +\dt \e{Walls wrap around} + +\dd If checked, flow can pass from the left edge to the right edge, +and from top to bottom, and vice versa. + +\dt \e{Barrier probability} + +\dd A number between 0.0 and 1.0 controlling whether an immovable +barrier is placed between two tiles to prevent flow between them (a +higher number gives more barriers). Since barriers are immovable, they +act as constraints on the solution (i.e., hints). + +\lcont{ + +The grid generation in Net has been carefully arranged so that the +barriers are independent of the rest of the grid. This means that if +you change the \e{Barrier probability} parameter, and then re-enter +the same game ID you were playing before (see \k{common-id}), you +should see exactly the same starting grid, with the only change +being the number of barriers. So if you're stuck on a particular +grid and need a hint, you could start up another instance of Net, +set up the same parameters but a higher barrier probability, and +enter the game seed from the original Net window. + +} + +\C{cube} \i{Cube} + +\cfg{winhelp-topic}{games.cube} + +This is another one I originally saw as a web game. This one was a +Java game \k{cube-java-game}, by Paul Scott. You have a grid of 16 +squares, six of which are blue; on one square rests a cube. Your move +is to use the arrow keys to roll the cube through 90 degrees so that +it moves to an adjacent square. If you roll the cube on to a blue +square, the blue square is picked up on one face of the cube; if you +roll a blue face of the cube on to a non-blue square, the blueness is +put down again. (In general, whenever you roll the cube, the two faces +that come into contact swap colours.) Your job is to get all six blue +squares on to the six faces of the cube at the same time. Count your +moves and try to do it in as few as possible. + +Unlike the original Java game, my version has an additional feature: +once you've mastered the game with a cube rolling on a square grid, +you can change to a triangular grid and roll any of a tetrahedron, an +octahedron or an icosahedron. + +\B{cube-java-game} \W{http://www3.sympatico.ca/paulscott/cube/cube.htm}\cw{http://www3.sympatico.ca/paulscott/cube/cube.htm} + +\H{cube-controls} \i{Cube controls} + +\IM{Cube controls} controls, for Cube +\IM{Cube controls} keys, for Cube +\IM{Cube controls} shortcuts (keyboard), for Cube + +This game is played with the keyboard. The arrow keys are used to roll the +cube (or other solid). + +On the triangular grids, the mapping of arrow keys to directions is +more approximate. Vertical movement is disallowed where it doesn't +make sense. The four keys surrounding the arrow keys on the numeric +keypad (\q{7}, \q{9}, \q{1}, \q{3}) can be used for diagonal movement. + +(All the actions described in \k{common-actions} are also available.) + +\H{cube-params} \I{parameters, for Cube}Cube parameters + +These parameters are available from the \q{Custom...} option on the +\q{Type} menu. + +\dt \e{Type of solid} + +\dd Selects the solid to roll (and hence the shape of the grid): +tetrahedron, cube, octahedron, or icosahedron. + +\dt \e{Width / top}, \e{Height / bottom} + +\dd On a square grid, horizontal and vertical dimensions. On a +triangular grid, the number of triangles on the top and bottom rows +respectively. + + +\C{fifteen} \i{Fifteen} + +\cfg{winhelp-topic}{games.fifteen} + +The old ones are the best: this is the good old \q{\i{15-puzzle}} with +sliding tiles. You have a 4x4 square grid; 15 squares contain numbered +tiles, and the sixteenth is empty. Your move is to choose a tile next +to the empty space, and slide it into the space. The aim is to end up +with the tiles in numerical order, with the space in the bottom right +(so that the top row reads 1,2,3,4 and the bottom row reads +13,14,15,\e{space}). + +\H{fifteen-controls} \i{Fifteen controls} + +\IM{Fifteen controls} controls, for Fifteen +\IM{Fifteen controls} keys, for Fifteen +\IM{Fifteen controls} shortcuts (keyboard), for Fifteen + +This game can be controlled with the mouse or the keyboard. + +A left-click with the mouse in the row or column containing the empty +space will move as many tiles as necessary to move the space to the +mouse pointer. + +The arrow keys will move a tile adjacent to the space in the direction +indicated (moving the space in the \e{opposite} direction). + +(All the actions described in \k{common-actions} are also available.) + +\H{fifteen-params} \I{parameters, for Fifteen}Fifteen parameters + +The only options available from the \q{Custom...} option on the \q{Type} +menu are \e{Width} and \e{Height}, which are self-explanatory. (Once +you've changed these, it's not a \q{15-puzzle} any more, of course!) + + +\C{sixteen} \i{Sixteen} + +\cfg{winhelp-topic}{games.sixteen} + +Another sliding tile puzzle, visually similar to Fifteen (see +\k{fifteen}) but with a different type of move. This time, there is no +hole: all 16 squares on the grid contain numbered squares. Your move +is to shift an entire row left or right, or shift an entire column up +or down; every time you do that, the tile you shift off the grid +re-appears at the other end of the same row, in the space you just +vacated. To win, arrange the tiles into numerical order (1,2,3,4 on +the top row, 13,14,15,16 on the bottom). When you've done that, try +playing on different sizes of grid. + +I \e{might} have invented this game myself, though only by accident if +so (and I'm sure other people have independently invented it). I +thought I was imitating a screensaver I'd seen, but I have a feeling +that the screensaver might actually have been a Fifteen-type puzzle +rather than this slightly different kind. So this might be the one +thing in my puzzle collection which represents creativity on my part +rather than just engineering. + +\H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls + +This game is played with the mouse. Left-clicking on an arrow will +move the appropriate row or column in the direction indicated. +Right-clicking will move it in the opposite direction. + +(All the actions described in \k{common-actions} are also available.) + +\H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters + +The only parameters available from the \q{Custom...} option on the +\q{Type} menu are \e{Width} and \e{Height}, which are +self-explanatory. + + +\C{rectangles} \i{Rectangles} + +\cfg{winhelp-topic}{games.rectangles} + +You have a grid of squares, with numbers written in some (but not all) +of the squares. Your task is to subdivide the grid into rectangles of +various sizes, such that (a) every rectangle contains exactly one +numbered square, and (b) the area of each rectangle is equal to the +number written in its numbered square. + +Credit for this game goes to the Japanese puzzle magazine \i{Nikoli} +\k{nikoli}; I've also seen a Palm implementation at \i{Puzzle Palace} +\k{puzzle-palace}. Unlike Puzzle Palace's implementation, my version +automatically generates random grids of any size you like. The quality +of puzzle design is therefore not quite as good as hand-crafted +puzzles would be (in particular, a unique solution cannot be +guaranteed), but on the plus side you get an inexhaustible supply of +puzzles tailored to your own specification. + +\B{nikoli} \W{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm}\cw{http://www.nikoli.co.jp/puzzles/7/index_text-e.htm} + +\B{puzzle-palace} \W{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en}\cw{http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en} + +\H{rectangles-controls} \I{controls, for Rectangles}Rectangles controls + +This game is played with the mouse. + +Left-click any edge to toggle it on or off, or click and drag to draw +an entire rectangle (or line) on the grid in one go (removing any +existing edges within that rectangle). + +When a rectangle of the correct size is completed, it will be shaded. + +(All the actions described in \k{common-actions} are also available.) + +\H{rectangles-params} \I{parameters, for Rectangles}Rectangles parameters + +The only parameters available from the \q{Custom...} option on the +\q{Type} menu are \e{Width} and \e{Height}, which are +self-explanatory. + + +\C{netslide} \i{Netslide} + +\cfg{winhelp-topic}{games.netslide} + +This game was submitted by Richard Boulton. It combines the grid +generation of Net (see \k{net}) with the movement of Sixteen (see +\k{sixteen}): you have a Net grid, but instead of rotating tiles back +into place you have to slide them into place by moving a whole row at +a time. + + +As in Sixteen, \I{controls, for Netslide}control is with the mouse. +See \k{sixteen-controls}. + +\I{parameters, for Netslide}Game parameters are the same as for Net +(see \k{net-params}). + + +\A{licence} \I{MIT licence}\ii{Licence} + +This software is \i{copyright} 2004 Simon Tatham. + +Portions copyright Richard Boulton. + +Permission is hereby granted, free of charge, to any person +obtaining a copy of this software and associated documentation files +(the "Software"), to deal in the Software without restriction, +including without limitation the rights to use, copy, modify, merge, +publish, distribute, sublicense, and/or sell copies of the Software, +and to permit persons to whom the Software is furnished to do so, +subject to the following conditions: + +The above copyright notice and this permission notice shall be +included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND +NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS +BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN +CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. + +\IM{specific...} Specific..., menu option +\IM{custom...} Custom..., menu option + +\IM{game ID} game ID +\IM{game ID} ID, game +\IM{ID format} ID format +\IM{ID format} format, ID +\IM{ID format} game ID, format + +\IM{keys} keys +\IM{keys} shortcuts (keyboard) + +\IM{initial state} initial state +\IM{initial state} state, initial + +\IM{MIT licence} MIT licence +\IM{MIT licence} licence, MIT diff --git a/puzzles.h b/puzzles.h index 37636f4..b04ec97 100644 --- a/puzzles.h +++ b/puzzles.h @@ -160,6 +160,7 @@ void random_free(random_state *state); * Game-specific routines */ extern const char *const game_name; +extern const char *const game_winhelp_topic; const int game_can_configure; game_params *default_params(void); int game_fetch_preset(int i, char **name, game_params **params); diff --git a/rect.c b/rect.c index 7fff9af..f270d91 100644 --- a/rect.c +++ b/rect.c @@ -40,6 +40,7 @@ #include "puzzles.h" const char *const game_name = "Rectangles"; +const char *const game_winhelp_topic = "games.rectangles"; const int game_can_configure = TRUE; enum { diff --git a/sixteen.c b/sixteen.c index 5b7b98e..1e865c2 100644 --- a/sixteen.c +++ b/sixteen.c @@ -14,6 +14,7 @@ #include "puzzles.h" const char *const game_name = "Sixteen"; +const char *const game_winhelp_topic = "games.sixteen"; const int game_can_configure = TRUE; #define TILE_SIZE 48 @@ -397,7 +398,7 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) int dx, dy, tx, ty, n; game_state *ret; - if (button != LEFT_BUTTON) + if (button != LEFT_BUTTON && button != RIGHT_BUTTON) return NULL; cx = FROMCOORD(x); @@ -413,6 +414,13 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) else return NULL; /* invalid click location */ + /* reverse direction if right hand button is pressed */ + if (button == RIGHT_BUTTON) + { + dx = -dx; if (dx) cx = from->w - 1 - cx; + dy = -dy; if (dy) cy = from->h - 1 - cy; + } + ret = dup_game(from); do { diff --git a/windows.c b/windows.c index 80a929d..9fa6c95 100644 --- a/windows.c +++ b/windows.c @@ -21,8 +21,13 @@ #define IDM_QUIT 0x0050 #define IDM_CONFIG 0x0060 #define IDM_SEED 0x0070 +#define IDM_HELPC 0x0080 +#define IDM_GAMEHELP 0x0090 #define IDM_PRESETS 0x0100 +#define HELP_FILE_NAME "puzzles.hlp" +#define HELP_CNT_NAME "puzzles.cnt" + #ifdef DEBUG static FILE *debug_fp = NULL; static HANDLE debug_hdl = INVALID_HANDLE_VALUE; @@ -98,6 +103,8 @@ struct frontend { struct cfg_aux *cfgaux; int cfg_which, cfg_done; HFONT cfgfont; + char *help_path; + int help_has_contents; }; void fatal(char *fmt, ...) @@ -310,6 +317,35 @@ void activate_timer(frontend *fe) } } +/* + * See if we can find a help file. + */ +static void find_help_file(frontend *fe) +{ + char b[2048], *p, *q, *r; + FILE *fp; + if (!fe->help_path) { + GetModuleFileName(NULL, b, sizeof(b) - 1); + r = b; + p = strrchr(b, '\\'); + if (p && p >= r) r = p+1; + q = strrchr(b, ':'); + if (q && q >= r) r = q+1; + strcpy(r, HELP_FILE_NAME); + if ( (fp = fopen(b, "r")) != NULL) { + fe->help_path = dupstr(b); + fclose(fp); + } else + fe->help_path = NULL; + strcpy(r, HELP_CNT_NAME); + if ( (fp = fopen(b, "r")) != NULL) { + fe->help_has_contents = TRUE; + fclose(fp); + } else + fe->help_has_contents = FALSE; + } +} + static frontend *new_window(HINSTANCE inst, char *game_id, char **error) { frontend *fe; @@ -332,6 +368,9 @@ static frontend *new_window(HINSTANCE inst, char *game_id, char **error) } } + fe->help_path = NULL; + find_help_file(fe); + fe->inst = inst; midend_new_game(fe->me); midend_size(fe->me, &x, &y); @@ -415,6 +454,19 @@ static frontend *new_window(HINSTANCE inst, char *game_id, char **error) AppendMenu(menu, MF_ENABLED, IDM_REDO, "Redo"); AppendMenu(menu, MF_SEPARATOR, 0, 0); AppendMenu(menu, MF_ENABLED, IDM_QUIT, "Exit"); + if (fe->help_path) { + HMENU hmenu = CreateMenu(); + AppendMenu(bar, MF_ENABLED|MF_POPUP, (UINT)hmenu, "Help"); + AppendMenu(hmenu, MF_ENABLED, IDM_HELPC, "Contents"); + if (game_winhelp_topic) { + char *item; + assert(game_name); + item = snewn(9+strlen(game_name), char); /*ick*/ + sprintf(item, "Help on %s", game_name); + AppendMenu(hmenu, MF_ENABLED, IDM_GAMEHELP, item); + sfree(item); + } + } SetMenu(fe->hwnd, bar); } @@ -846,6 +898,21 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT message, if (get_config(fe, CFG_SEED)) new_game_type(fe); break; + case IDM_HELPC: + assert(fe->help_path); + WinHelp(hwnd, fe->help_path, + fe->help_has_contents ? HELP_FINDER : HELP_CONTENTS, 0); + break; + case IDM_GAMEHELP: + assert(fe->help_path); + assert(game_winhelp_topic); + { + char *cmd = snewn(10+strlen(game_winhelp_topic), char); /*ick*/ + sprintf(cmd, "JI(`',`%s')", game_winhelp_topic); + WinHelp(hwnd, fe->help_path, HELP_COMMAND, (DWORD)cmd); + sfree(cmd); + } + break; default: { int p = ((wParam &~ 0xF) - IDM_PRESETS) / 0x10; -- 2.11.0