Files
puzzles/list.c
Simon Tatham a8a903db47 New puzzle: `Untangle', cloned (with the addition of random grid
generation) from a simple but rather fun Flash game I saw this
morning.

Small infrastructure change for this puzzle: while most game
backends find the midend's assumption that Solve moves are never
animated to be a convenience absolving them of having to handle the
special case themselves, this one actually needs Solve to be
animated. Rather than break that convenience for the other puzzles,
I've introduced a flag bit (which I've shoved in mouse_priorities
for the moment, shamefully without changing its name).

[originally from svn r6097]
2005-07-16 19:51:53 +00:00

57 lines
1.2 KiB
C

/*
* list.c: List of puzzles.
*/
#include "puzzles.h"
/*
* The available games can be most easily enumerated by searching
* for the line in each game source file saying "#define thegame
* <gamename>". Hence, the following piece of shell/Perl should
* regenerate this list automatically:
perl -ne '/^#define thegame (\S+)/ and $1 ne "nullgame" and print "extern const game $1;\n"' *.c
echo -e '\nconst game *gamelist[] = {'
perl -ne '/^#define thegame (\S+)/ and $1 ne "nullgame" and print " &$1,\n"' *.c
echo -e '};\n\nconst int gamecount = lenof(gamelist);'
*/
extern const game cube;
extern const game dominosa;
extern const game fifteen;
extern const game flip;
extern const game guess;
extern const game mines;
extern const game net;
extern const game netslide;
extern const game pattern;
extern const game pegs;
extern const game rect;
extern const game samegame;
extern const game sixteen;
extern const game solo;
extern const game twiddle;
extern const game untangle;
const game *gamelist[] = {
&cube,
&dominosa,
&fifteen,
&flip,
&guess,
&mines,
&net,
&netslide,
&pattern,
&pegs,
&rect,
&samegame,
&sixteen,
&solo,
&twiddle,
&untangle,
};
const int gamecount = lenof(gamelist);