2 * puzzles.h: header file for my puzzle collection
5 #ifndef PUZZLES_PUZZLES_H
6 #define PUZZLES_PUZZLES_H
8 #include <stdio.h> /* for FILE */
9 #include <stdlib.h> /* for size_t */
10 #include <limits.h> /* for UINT_MAX */
19 #define PI 3.141592653589793238462643383279502884197169399
21 #define lenof(array) ( sizeof(array) / sizeof(*(array)) )
24 #define STR(x) STR_INT(x)
26 /* NB not perfect because they evaluate arguments multiple times. */
28 #define max(x,y) ( (x)>(y) ? (x) : (y) )
31 #define min(x,y) ( (x)<(y) ? (x) : (y) )
51 /* made smaller because of 'limited range of datatype' errors. */
54 MOD_NUM_KEYPAD = 0x4000,
55 MOD_MASK = 0x7000 /* mask for all modifiers */
58 #define IS_MOUSE_DOWN(m) ( (unsigned)((m) - LEFT_BUTTON) <= \
59 (unsigned)(RIGHT_BUTTON - LEFT_BUTTON))
60 #define IS_MOUSE_DRAG(m) ( (unsigned)((m) - LEFT_DRAG) <= \
61 (unsigned)(RIGHT_DRAG - LEFT_DRAG))
62 #define IS_MOUSE_RELEASE(m) ( (unsigned)((m) - LEFT_RELEASE) <= \
63 (unsigned)(RIGHT_RELEASE - LEFT_RELEASE))
64 #define IS_CURSOR_MOVE(m) ( (m) == CURSOR_UP || (m) == CURSOR_DOWN || \
65 (m) == CURSOR_RIGHT || (m) == CURSOR_LEFT )
66 #define IS_CURSOR_SELECT(m) ( (m) == CURSOR_SELECT || (m) == CURSOR_SELECT2)
69 * Flags in the back end's `flags' word.
71 /* Bit flags indicating mouse button priorities */
72 #define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
73 /* Flag indicating that Solve operations should be animated */
74 #define SOLVE_ANIMATES ( 1 << 9 )
75 /* Pocket PC: Game requires right mouse button emulation */
76 #define REQUIRE_RBUTTON ( 1 << 10 )
77 /* Pocket PC: Game requires numeric input */
78 #define REQUIRE_NUMPAD ( 1 << 11 )
79 /* end of `flags' word definitions */
82 /* Pocket PC devices have small, portrait screen that requires more vivid colours */
84 #define PORTRAIT_SCREEN
89 #define IGNOREARG(x) ( (x) = (x) )
91 typedef struct frontend frontend;
92 typedef struct config_item config_item;
93 typedef struct midend midend;
94 typedef struct random_state random_state;
95 typedef struct game_params game_params;
96 typedef struct game_state game_state;
97 typedef struct game_ui game_ui;
98 typedef struct game_drawstate game_drawstate;
99 typedef struct game game;
100 typedef struct blitter blitter;
101 typedef struct document document;
102 typedef struct drawing_api drawing_api;
103 typedef struct drawing drawing;
104 typedef struct psdata psdata;
106 #define ALIGN_VNORMAL 0x000
107 #define ALIGN_VCENTRE 0x100
109 #define ALIGN_HLEFT 0x000
110 #define ALIGN_HCENTRE 0x001
111 #define ALIGN_HRIGHT 0x002
114 #define FONT_VARIABLE 1
116 /* For printing colours */
117 #define HATCH_SLASH 1
118 #define HATCH_BACKSLASH 2
119 #define HATCH_HORIZ 3
125 * Structure used to pass configuration data between frontend and
128 enum { C_STRING, C_CHOICES, C_BOOLEAN, C_END };
131 * `name' is never dynamically allocated.
135 * `type' contains one of the above values.
139 * For C_STRING, `sval' is always dynamically allocated and
140 * non-NULL. For C_BOOLEAN and C_END, `sval' is always NULL.
141 * For C_CHOICES, `sval' is non-NULL, _not_ dynamically
142 * allocated, and contains a set of option strings separated by
143 * a delimiter. The delimeter is also the first character in
144 * the string, so for example ":Foo:Bar:Baz" gives three
145 * options `Foo', `Bar' and `Baz'.
149 * For C_BOOLEAN, this is TRUE or FALSE. For C_CHOICES, it
150 * indicates the chosen index from the `sval' list. In the
151 * above example, 0==Foo, 1==Bar and 2==Baz.
157 * Structure used to communicate the presets menu from midend to
158 * frontend. In principle, it's also used to pass the same information
159 * from game to midend, though games that don't specify a menu
160 * hierarchy (i.e. most of them) will use the simpler fetch_preset()
161 * function to return an unstructured list.
163 * A tree of these structures always belongs to the midend, and only
164 * the midend should ever need to free it. The front end should treat
167 struct preset_menu_entry {
169 /* Exactly one of the next two fields is NULL, depending on
170 * whether this entry is a submenu title or an actual preset */
172 struct preset_menu *submenu;
173 /* Every preset menu entry has a number allocated by the mid-end,
174 * so that midend_which_preset() can return a value that
175 * identifies an entry anywhere in the menu hierarchy. The values
176 * will be allocated reasonably densely from 1 upwards (so it's
177 * reasonable for the front end to use them as array indices if it
178 * needs to store GUI state per menu entry), but no other
179 * guarantee is given about their ordering.
181 * Entries containing submenus have ids too - not only the actual
182 * presets are numbered. */
186 int n_entries; /* number of entries actually in use */
187 int entries_size; /* space currently allocated in this array */
188 struct preset_menu_entry *entries;
190 /* For games which do want to directly return a tree of these, here
191 * are convenience routines (in midend.c) for constructing one. These
192 * assume that 'title' and 'encoded_params' are already dynamically
193 * allocated by the caller; the resulting preset_menu tree takes
194 * ownership of them. */
195 struct preset_menu *preset_menu_new(void);
196 struct preset_menu *preset_menu_add_submenu(struct preset_menu *parent,
198 void preset_menu_add_preset(struct preset_menu *menu,
199 char *title, game_params *params);
200 /* Helper routine front ends can use for one of the ways they might
201 * want to organise their preset menu usage */
202 game_params *preset_menu_lookup_by_id(struct preset_menu *menu, int id);
208 /* We can't use #ifdef DEBUG, because Cygwin defines it by default. */
210 #define debug(x) (debug_printf x)
211 void debug_printf(char *fmt, ...);
216 void fatal(char *fmt, ...);
217 void frontend_default_colour(frontend *fe, float *output);
218 void deactivate_timer(frontend *fe);
219 void activate_timer(frontend *fe);
220 void get_random_seed(void **randseed, int *randseedsize);
225 drawing *drawing_new(const drawing_api *api, midend *me, void *handle);
226 void drawing_free(drawing *dr);
227 void draw_text(drawing *dr, int x, int y, int fonttype, int fontsize,
228 int align, int colour, char *text);
229 void draw_rect(drawing *dr, int x, int y, int w, int h, int colour);
230 void draw_line(drawing *dr, int x1, int y1, int x2, int y2, int colour);
231 void draw_polygon(drawing *dr, int *coords, int npoints,
232 int fillcolour, int outlinecolour);
233 void draw_circle(drawing *dr, int cx, int cy, int radius,
234 int fillcolour, int outlinecolour);
235 void draw_thick_line(drawing *dr, float thickness,
236 float x1, float y1, float x2, float y2, int colour);
237 void clip(drawing *dr, int x, int y, int w, int h);
238 void unclip(drawing *dr);
239 void start_draw(drawing *dr);
240 void draw_update(drawing *dr, int x, int y, int w, int h);
241 void end_draw(drawing *dr);
242 char *text_fallback(drawing *dr, const char *const *strings, int nstrings);
243 void status_bar(drawing *dr, char *text);
244 blitter *blitter_new(drawing *dr, int w, int h);
245 void blitter_free(drawing *dr, blitter *bl);
246 /* save puts the portion of the current display with top-left corner
247 * (x,y) to the blitter. load puts it back again to the specified
248 * coords, or else wherever it was saved from
249 * (if x = y = BLITTER_FROMSAVED). */
250 void blitter_save(drawing *dr, blitter *bl, int x, int y);
251 #define BLITTER_FROMSAVED (-1)
252 void blitter_load(drawing *dr, blitter *bl, int x, int y);
253 void print_begin_doc(drawing *dr, int pages);
254 void print_begin_page(drawing *dr, int number);
255 void print_begin_puzzle(drawing *dr, float xm, float xc,
256 float ym, float yc, int pw, int ph, float wmm,
258 void print_end_puzzle(drawing *dr);
259 void print_end_page(drawing *dr, int number);
260 void print_end_doc(drawing *dr);
261 void print_get_colour(drawing *dr, int colour, int printing_in_colour,
262 int *hatch, float *r, float *g, float *b);
263 int print_mono_colour(drawing *dr, int grey); /* 0==black, 1==white */
264 int print_grey_colour(drawing *dr, float grey);
265 int print_hatched_colour(drawing *dr, int hatch);
266 int print_rgb_mono_colour(drawing *dr, float r, float g, float b, int mono);
267 int print_rgb_grey_colour(drawing *dr, float r, float g, float b, float grey);
268 int print_rgb_hatched_colour(drawing *dr, float r, float g, float b,
270 void print_line_width(drawing *dr, int width);
271 void print_line_dotted(drawing *dr, int dotted);
276 midend *midend_new(frontend *fe, const game *ourgame,
277 const drawing_api *drapi, void *drhandle);
278 void midend_free(midend *me);
279 const game *midend_which_game(midend *me);
280 void midend_set_params(midend *me, game_params *params);
281 game_params *midend_get_params(midend *me);
282 void midend_size(midend *me, int *x, int *y, int user_size);
283 void midend_reset_tilesize(midend *me);
284 void midend_new_game(midend *me);
285 void midend_restart_game(midend *me);
286 void midend_stop_anim(midend *me);
287 int midend_process_key(midend *me, int x, int y, int button);
288 void midend_force_redraw(midend *me);
289 void midend_redraw(midend *me);
290 float *midend_colours(midend *me, int *ncolours);
291 void midend_freeze_timer(midend *me, float tprop);
292 void midend_timer(midend *me, float tplus);
293 struct preset_menu *midend_get_presets(midend *me, int *id_limit);
294 int midend_which_preset(midend *me);
295 int midend_wants_statusbar(midend *me);
296 enum { CFG_SETTINGS, CFG_SEED, CFG_DESC, CFG_FRONTEND_SPECIFIC };
297 config_item *midend_get_config(midend *me, int which, char **wintitle);
298 char *midend_set_config(midend *me, int which, config_item *cfg);
299 char *midend_game_id(midend *me, char *id);
300 char *midend_get_game_id(midend *me);
301 char *midend_get_random_seed(midend *me);
302 int midend_can_format_as_text_now(midend *me);
303 char *midend_text_format(midend *me);
304 char *midend_solve(midend *me);
305 int midend_status(midend *me);
306 int midend_can_undo(midend *me);
307 int midend_can_redo(midend *me);
308 void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
309 char *midend_rewrite_statusbar(midend *me, char *text);
310 void midend_serialise(midend *me,
311 void (*write)(void *ctx, void *buf, int len),
313 char *midend_deserialise(midend *me,
314 int (*read)(void *ctx, void *buf, int len),
316 char *identify_game(char **name, int (*read)(void *ctx, void *buf, int len),
318 void midend_request_id_changes(midend *me, void (*notify)(void *), void *ctx);
319 /* Printing functions supplied by the mid-end */
320 char *midend_print_puzzle(midend *me, document *doc, int with_soln);
321 int midend_tilesize(midend *me);
326 void *smalloc(size_t size);
327 void *srealloc(void *p, size_t size);
329 char *dupstr(const char *s);
331 ( (type *) smalloc (sizeof (type)) )
332 #define snewn(number, type) \
333 ( (type *) smalloc ((number) * sizeof (type)) )
334 #define sresize(array, number, type) \
335 ( (type *) srealloc ((array), (number) * sizeof (type)) )
340 void free_cfg(config_item *cfg);
341 void obfuscate_bitmap(unsigned char *bmp, int bits, int decode);
343 /* allocates output each time. len is always in bytes of binary data.
344 * May assert (or just go wrong) if lengths are unchecked. */
345 char *bin2hex(const unsigned char *in, int inlen);
346 unsigned char *hex2bin(const char *in, int outlen);
348 /* Sets (and possibly dims) background from frontend default colour,
349 * and auto-generates highlight and lowlight colours too. */
350 void game_mkhighlight(frontend *fe, float *ret,
351 int background, int highlight, int lowlight);
352 /* As above, but starts from a provided background colour rather
353 * than the frontend default. */
354 void game_mkhighlight_specific(frontend *fe, float *ret,
355 int background, int highlight, int lowlight);
357 /* Randomly shuffles an array of items. */
358 void shuffle(void *array, int nelts, int eltsize, random_state *rs);
360 /* Draw a rectangle outline, using the drawing API's draw_line. */
361 void draw_rect_outline(drawing *dr, int x, int y, int w, int h,
364 /* Draw a set of rectangle corners (e.g. for a cursor display). */
365 void draw_rect_corners(drawing *dr, int cx, int cy, int r, int col);
367 void move_cursor(int button, int *x, int *y, int maxw, int maxh, int wrap);
369 /* Used in netslide.c and sixteen.c for cursor movement around edge. */
370 int c2pos(int w, int h, int cx, int cy);
371 int c2diff(int w, int h, int cx, int cy, int button);
372 void pos2c(int w, int h, int pos, int *cx, int *cy);
374 /* Draws text with an 'outline' formed by offsetting the text
375 * by one pixel; useful for highlighting. Outline is omitted if -1. */
376 void draw_text_outline(drawing *dr, int x, int y, int fonttype,
377 int fontsize, int align,
378 int text_colour, int outline_colour, char *text);
380 /* Copies text left-justified with spaces. Length of string must be
381 * less than buffer size. */
382 void copy_left_justified(char *buf, size_t sz, const char *str);
387 int *snew_dsf(int size);
389 void print_dsf(int *dsf, int size);
391 /* Return the canonical element of the equivalence class containing element
392 * val. If 'inverse' is non-NULL, this function will put into it a flag
393 * indicating whether the canonical element is inverse to val. */
394 int edsf_canonify(int *dsf, int val, int *inverse);
395 int dsf_canonify(int *dsf, int val);
396 int dsf_size(int *dsf, int val);
398 /* Allow the caller to specify that two elements should be in the same
399 * equivalence class. If 'inverse' is TRUE, the elements are actually opposite
400 * to one another in some sense. This function will fail an assertion if the
401 * caller gives it self-contradictory data, ie if two elements are claimed to
402 * be both opposite and non-opposite. */
403 void edsf_merge(int *dsf, int v1, int v2, int inverse);
404 void dsf_merge(int *dsf, int v1, int v2);
405 void dsf_init(int *dsf, int len);
412 * Data structure implementing a 'to-do queue', a simple
413 * de-duplicating to-do list mechanism.
415 * Specification: a tdq is a queue which can hold integers from 0 to
416 * n-1, where n was some constant specified at tdq creation time. No
417 * integer may appear in the queue's current contents more than once;
418 * an attempt to add an already-present integer again will do nothing,
419 * so that that integer is removed from the queue at the position
420 * where it was _first_ inserted. The add and remove operations take
423 * The idea is that you might use this in applications like solvers:
424 * keep a tdq listing the indices of grid squares that you currently
425 * need to process in some way. Whenever you modify a square in a way
426 * that will require you to re-scan its neighbours, add them to the
427 * list with tdq_add; meanwhile you're constantly taking elements off
428 * the list when you need another square to process. In solvers where
429 * deductions are mostly localised, this should prevent repeated
430 * O(N^2) loops over the whole grid looking for something to do. (But
431 * if only _most_ of the deductions are localised, then you should
432 * respond to an empty to-do list by re-adding everything using
433 * tdq_fill, so _then_ you rescan the whole grid looking for newly
434 * enabled non-local deductions. Only if you've done that and emptied
435 * the list again finding nothing new to do are you actually done.)
437 typedef struct tdq tdq;
439 void tdq_free(tdq *tdq);
440 void tdq_add(tdq *tdq, int k);
441 int tdq_remove(tdq *tdq); /* returns -1 if nothing available */
442 void tdq_fill(tdq *tdq); /* add everything to the tdq at once */
447 int *domino_layout(int w, int h, random_state *rs);
448 void domino_layout_prealloc(int w, int h, random_state *rs,
449 int *grid, int *grid2, int *list);
458 random_state *random_new(const char *seed, int len);
459 random_state *random_copy(random_state *tocopy);
460 unsigned long random_bits(random_state *state, int bits);
461 unsigned long random_upto(random_state *state, unsigned long limit);
462 void random_free(random_state *state);
463 char *random_state_encode(random_state *state);
464 random_state *random_state_decode(const char *input);
465 /* random.c also exports SHA, which occasionally comes in useful. */
466 #if __STDC_VERSION__ >= 199901L
468 typedef uint32_t uint32;
469 #elif UINT_MAX >= 4294967295L
470 typedef unsigned int uint32;
472 typedef unsigned long uint32;
476 unsigned char block[64];
480 void SHA_Init(SHA_State *s);
481 void SHA_Bytes(SHA_State *s, const void *p, int len);
482 void SHA_Final(SHA_State *s, unsigned char *output);
483 void SHA_Simple(const void *p, int len, unsigned char *output);
488 document *document_new(int pw, int ph, float userscale);
489 void document_free(document *doc);
490 void document_add_puzzle(document *doc, const game *game, game_params *par,
491 game_state *st, game_state *st2);
492 void document_print(document *doc, drawing *dr);
497 psdata *ps_init(FILE *outfile, int colour);
498 void ps_free(psdata *ps);
499 drawing *ps_drawing_api(psdata *ps);
502 * combi.c: provides a structure and functions for iterating over
503 * combinations (i.e. choosing r things out of n).
505 typedef struct _combi_ctx {
506 int r, n, nleft, total;
510 combi_ctx *new_combi(int r, int n);
511 void reset_combi(combi_ctx *combi);
512 combi_ctx *next_combi(combi_ctx *combi); /* returns NULL for end */
513 void free_combi(combi_ctx *combi);
518 /* divides w*h rectangle into pieces of size k. Returns w*h dsf. */
519 int *divvy_rectangle(int w, int h, int k, random_state *rs);
524 struct findloopstate;
525 struct findloopstate *findloop_new_state(int nvertices);
526 void findloop_free_state(struct findloopstate *);
528 * Callback provided by the client code to enumerate the graph
529 * vertices joined directly to a given vertex.
531 * Semantics: if vertex >= 0, return one of its neighbours; if vertex
532 * < 0, return a previously unmentioned neighbour of whatever vertex
533 * was last passed as input. Write to 'ctx' as necessary to store
534 * state. In either case, return < 0 if no such vertex can be found.
536 typedef int (*neighbour_fn_t)(int vertex, void *ctx);
538 * Actual function to find loops. 'ctx' will be passed unchanged to
539 * the 'neighbour' function to query graph edges. Returns FALSE if no
540 * loop was found, or TRUE if one was.
542 int findloop_run(struct findloopstate *state, int nvertices,
543 neighbour_fn_t neighbour, void *ctx);
545 * Query whether an edge is part of a loop, in the output of
548 * Due to the internal storage format, if you pass u,v which are not
549 * connected at all, the output will be TRUE. (The algorithm actually
550 * stores an exhaustive list of *non*-loop edges, because there are
551 * fewer of those, so really it's querying whether the edge is on that
554 int findloop_is_loop_edge(struct findloopstate *state, int u, int v);
557 * Data structure containing the function calls and data specific
558 * to a particular game. This is enclosed in a data structure so
559 * that a particular platform can choose, if it wishes, to compile
560 * all the games into a single combined executable rather than
561 * having lots of little ones.
565 const char *winhelp_topic, *htmlhelp_topic;
566 game_params *(*default_params)(void);
567 int (*fetch_preset)(int i, char **name, game_params **params);
568 struct preset_menu *(*preset_menu)(void);
569 void (*decode_params)(game_params *, char const *string);
570 char *(*encode_params)(const game_params *, int full);
571 void (*free_params)(game_params *params);
572 game_params *(*dup_params)(const game_params *params);
574 config_item *(*configure)(const game_params *params);
575 game_params *(*custom_params)(const config_item *cfg);
576 char *(*validate_params)(const game_params *params, int full);
577 char *(*new_desc)(const game_params *params, random_state *rs,
578 char **aux, int interactive);
579 char *(*validate_desc)(const game_params *params, const char *desc);
580 game_state *(*new_game)(midend *me, const game_params *params,
582 game_state *(*dup_game)(const game_state *state);
583 void (*free_game)(game_state *state);
585 char *(*solve)(const game_state *orig, const game_state *curr,
586 const char *aux, char **error);
587 int can_format_as_text_ever;
588 int (*can_format_as_text_now)(const game_params *params);
589 char *(*text_format)(const game_state *state);
590 game_ui *(*new_ui)(const game_state *state);
591 void (*free_ui)(game_ui *ui);
592 char *(*encode_ui)(const game_ui *ui);
593 void (*decode_ui)(game_ui *ui, const char *encoding);
594 void (*changed_state)(game_ui *ui, const game_state *oldstate,
595 const game_state *newstate);
596 char *(*interpret_move)(const game_state *state, game_ui *ui,
597 const game_drawstate *ds, int x, int y, int button);
598 game_state *(*execute_move)(const game_state *state, const char *move);
599 int preferred_tilesize;
600 void (*compute_size)(const game_params *params, int tilesize,
602 void (*set_size)(drawing *dr, game_drawstate *ds,
603 const game_params *params, int tilesize);
604 float *(*colours)(frontend *fe, int *ncolours);
605 game_drawstate *(*new_drawstate)(drawing *dr, const game_state *state);
606 void (*free_drawstate)(drawing *dr, game_drawstate *ds);
607 void (*redraw)(drawing *dr, game_drawstate *ds, const game_state *oldstate,
608 const game_state *newstate, int dir, const game_ui *ui,
609 float anim_time, float flash_time);
610 float (*anim_length)(const game_state *oldstate,
611 const game_state *newstate, int dir, game_ui *ui);
612 float (*flash_length)(const game_state *oldstate,
613 const game_state *newstate, int dir, game_ui *ui);
614 int (*status)(const game_state *state);
615 int can_print, can_print_in_colour;
616 void (*print_size)(const game_params *params, float *x, float *y);
617 void (*print)(drawing *dr, const game_state *state, int tilesize);
620 int (*timing_state)(const game_state *state, game_ui *ui);
625 * Data structure containing the drawing API implemented by the
626 * front end and also by cross-platform printing modules such as
630 void (*draw_text)(void *handle, int x, int y, int fonttype, int fontsize,
631 int align, int colour, char *text);
632 void (*draw_rect)(void *handle, int x, int y, int w, int h, int colour);
633 void (*draw_line)(void *handle, int x1, int y1, int x2, int y2,
635 void (*draw_polygon)(void *handle, int *coords, int npoints,
636 int fillcolour, int outlinecolour);
637 void (*draw_circle)(void *handle, int cx, int cy, int radius,
638 int fillcolour, int outlinecolour);
639 void (*draw_update)(void *handle, int x, int y, int w, int h);
640 void (*clip)(void *handle, int x, int y, int w, int h);
641 void (*unclip)(void *handle);
642 void (*start_draw)(void *handle);
643 void (*end_draw)(void *handle);
644 void (*status_bar)(void *handle, char *text);
645 blitter *(*blitter_new)(void *handle, int w, int h);
646 void (*blitter_free)(void *handle, blitter *bl);
647 void (*blitter_save)(void *handle, blitter *bl, int x, int y);
648 void (*blitter_load)(void *handle, blitter *bl, int x, int y);
649 void (*begin_doc)(void *handle, int pages);
650 void (*begin_page)(void *handle, int number);
651 void (*begin_puzzle)(void *handle, float xm, float xc,
652 float ym, float yc, int pw, int ph, float wmm);
653 void (*end_puzzle)(void *handle);
654 void (*end_page)(void *handle, int number);
655 void (*end_doc)(void *handle);
656 void (*line_width)(void *handle, float width);
657 void (*line_dotted)(void *handle, int dotted);
658 char *(*text_fallback)(void *handle, const char *const *strings,
660 void (*draw_thick_line)(void *handle, float thickness,
661 float x1, float y1, float x2, float y2,
666 * For one-game-at-a-time platforms, there's a single structure
667 * like the above, under a fixed name. For all-at-once platforms,
668 * there's a list of all available puzzles in array form.
671 extern const game *gamelist[];
672 extern const int gamecount;
674 extern const game thegame;
677 /* A little bit of help to lazy developers */
678 #define DEFAULT_STATUSBAR_TEXT "Use status_bar() to fill this in."
680 #endif /* PUZZLES_PUZZLES_H */