Simon Tatham ee8ea9b978 Permit redoing past an undone New Game action.
Now, when we undo a New Game by deserialising the stored version of
the previous game, we start by serialising the _current_ game into a
second serialisation buffer in the midend. Then, if the user tries to
redo back past that undo action, we can re-serialise the earlier game
and re-deserialise the newer one.

A few users had complained (with various degrees of politeness) at the
lack of this ability, because in true xkcd #1172 style, it broke their
workflow. Specifically, if you were a fan of holding down 'u' to undo
all the way back to the start of your current game, you'd have
overshot into the previous game and then have no way to return to the
game you wanted to be at the start of.

This slightly changes the previous interaction of Redo with New Game.
Previously, New Game would save the entire undo chain of the
serialised game, including anything forward of the current position;
so if you took actions move1,move2,undo,newgame then the serialised
game state would include both move1 and move2 with the current
position between them; hence, an undo would restore the old game to a
position just after move1, and then a redo action would re-enact
move2. Now, midend_purge_states is called before serialising the old
game, so in that scenario move2 would be completely lost as a side
effect of the new-game action. (Just as it would be if you made any
_other_ undoable move in that situation.)

Conversely, making a move in the old game after you've undone back
into it will now wipe out the record of the later game, so you can't
redo into it any more.
2017-11-18 20:08:34 +00:00
2016-02-14 08:47:27 +00:00
2009-12-27 10:01:23 +00:00
2017-10-24 19:39:11 +01:00
2017-10-07 22:36:49 +01:00
2017-08-24 19:40:50 +01:00
2015-08-25 20:01:37 +01:00
2015-10-18 17:53:28 +01:00
2017-09-20 18:03:44 +01:00
2017-05-07 16:25:56 +01:00
2017-08-24 19:40:50 +01:00
2015-01-13 20:59:54 +00:00
2017-05-07 16:25:56 +01:00
2017-05-07 16:25:56 +01:00

This is the README accompanying the source code to Simon Tatham's
puzzle collection. The collection's web site is at
<https://www.chiark.greenend.org.uk/~sgtatham/puzzles/>.

If you've obtained the source code by downloading a .tar.gz archive
from the Puzzles web site, you should find several Makefiles in the
source code. However, if you've checked the source code out from the
Puzzles git repository, you won't find the Makefiles: they're
automatically generated by `mkfiles.pl', so run that to create them.

The Makefiles include:

 - `Makefile.am', together with the static `configure.ac', is intended
   as input to automake. Run `mkauto.sh' to turn these into a
   configure script and Makefile.in, after which you can then run
   `./configure' to create an actual Unix Makefile.

 - `Makefile.vc' should work under MS Visual C++ on Windows. Run
   'nmake /f Makefile.vc' in a Visual Studio command prompt.

 - `Makefile.cyg' should work under Cygwin / MinGW. With appropriate
   tweaks and setting of TOOLPATH, it should work for both compiling
   on Windows and cross-compiling on Unix.

 - `Makefile.osx' should work under Mac OS X, provided the Xcode
   tools are installed. It builds a single monolithic OS X
   application capable of running any of the puzzles, or even more
   than one of them at a time.

 - `Makefile.wce' should work under MS eMbedded Visual C++ on
   Windows and the Pocket PC SDK; it builds Pocket PC binaries.

Many of these Makefiles build a program called `nullgame' in
addition to the actual game binaries. This program doesn't do
anything; it's just a template for people to start from when adding
a new game to the collection, and it's compiled every time to ensure
that it _does_ compile and link successfully (because otherwise it
wouldn't be much use as a template). Once it's built, you can run it
if you really want to (but it's very boring), and then you should
ignore it.

DO NOT EDIT THE MAKEFILES DIRECTLY, if you plan to send any changes
back to the maintainer. The makefiles are generated automatically by
the Perl script `mkfiles.pl' from the file `Recipe' and the various
.R files. If you need to change the makefiles as part of a patch,
you should change Recipe, *.R, and/or mkfiles.pl.

The manual is provided in Windows Help format for the Windows build;
in text format for anyone who needs it; and in HTML for the Mac OS X
application and for the web site. It 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
<https://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
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