Actually do what the comment says at the top of main() regarding not
bombing out due to an option that we don't recognise but GTK will.
Somehow my basically workable plan had been completely nullified by
putting the error check in the wrong place.


git-svn-id: svn://svn.tartarus.org/sgt/puzzles@9733 cda61777-01e9-0310-a592-d414129be87e
Pattern's display was broken for non-square puzzles, because
draw_numbers() was considerably confused between the width of the clue
border at the left and the height of the clue border at the top.
Unconfuse it (I think).


git-svn-id: svn://svn.tartarus.org/sgt/puzzles@9737 cda61777-01e9-0310-a592-d414129be87e
Revamp of the Windows command-line parsing and puzzle-loading code.

The Windows puzzles now accept similar command-line syntax to the GTK
ones, in that you can give them either a game ID (descriptive, random
or just plain params) or the name of a save file. Unlike the GTK ones,
however, the save file interpretation is tried first; this is because
some puzzles (e.g. Black Box) will interpret any old string as a valid
(if boring) game ID, and unlike the GTK puzzles it's not feasible to
require users to disambiguate via a command-line option, because on
Windows a thing that might easily happen is that a user passes a save
file to a puzzle binary via 'Open With' in the GUI shell, where they
don't get the chance to add extra options.

In order to make this work sensibly in the all-in-one Windows app, I
had to get round to another thing I've been planning to do for a
while, which is to write a function to examine a saved game file and
find out which puzzle it's for. So the combined Windows binary will
auto-switch to the right game if you pass a save file on its command
line, and also if you use Load while the program is running.

Another utility function I needed is one to split the WinMain single
command line string into argv. For this I've imported a copy of
split_into_argv() from Windows PuTTY (which doesn't affect this
package's list of copyright holders, since that function was all my
own code anyway).


git-svn-id: svn://svn.tartarus.org/sgt/puzzles@9749 cda61777-01e9-0310-a592-d414129be87e
Bring Pearl's game-completion handling in line with my usual practice:
the 'completed' flag is not reset if you make a new move transforming
a solved game into an unsolved state, so the game won't flash again if
you manually erase and redraw a line segment (though it still will if
you undo and redo past the first solved state in the undo history).


git-svn-id: svn://svn.tartarus.org/sgt/puzzles@9750 cda61777-01e9-0310-a592-d414129be87e
Stop the analysis pass in Loopy's redraw routine from being
conditionalised on !ds->started, so that we still do all the looping
over everything even if we know it's all going to be redrawn. This is
because deciding how much needs redrawing is not the only important
thing in those loops - they also set up arrays like ds->clue_error,
which tell the individual redraw functions _what_ to draw.

Fixes a bug in which, if you start a Loopy game and make moves causing
a clue to light up red for an error and then save your game, loading
the same save file at the start of a Loopy run would fail to highlight
the erroneous clue.

(This commit diff looks large, but actually it changes almost nothing
but whitespace.)


git-svn-id: svn://svn.tartarus.org/sgt/puzzles@9751 cda61777-01e9-0310-a592-d414129be87e
Stop using CLUE2CHAR to translate clues into text; just do the obvious
sprintf in both locations (screen and print) that need it. Fixes a bug
in which clues greater than 9 came out as hex digits in printed
puzzles.


git-svn-id: svn://svn.tartarus.org/sgt/puzzles@9765 cda61777-01e9-0310-a592-d414129be87e