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