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I had to do this in the Windows front end to cope with compiling in both COMBINED and one-puzzle mode: you can't refer to &thegame because it might not exist in this build, so instead, if you want to load/save preferences for a given midend, you ask that midend for _its_ game structure, and use that to make the necessary file names. On Unix, we don't have COMBINED mode. But now I've thought of it, this seems like a good idiom anyway, for the sake of futureproofing against the day someone decides to implement combined mode on Unix. delete_prefs() doesn't get passed a frontend _or_ a midend, so that just has to take a bare 'const game *' parameter, and in main() we pass &thegame to it. So that will still need changing in a combined mode, if one is ever added.
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/>. The puzzle collection is built using CMake <https://cmake.org/>. To compile in the simplest way (on any of Linux, Windows or Mac), run these commands in the source directory: cmake . cmake --build . 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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