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puzzles: compress extensive help text
This is only really needed to save a few bytes on the c200v2, but since it adds negligible overhead, so it's implemented for all targets. A stripped down version of the LZ4 reference implementation is found in lz4tiny.c. Change-Id: Ib914ba71c84e04da282328662c752e533912e197
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/* auto-generated by genhelp.sh */
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/* auto-generated on Aug 16 2017 by genhelp.sh */
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/* orig 3796 comp 2357 ratio 0.620917 level 11 saved 1439 */
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/* DO NOT EDIT! */
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const char help_text[] =
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"#Chapter 12: Mines "
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"\n"
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"You have a grid of covered squares, some of which contain mines, but "
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"you don't know which. Your job is to uncover every square which does "
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"_not_ contain a mine. If you uncover a square containing a mine, you "
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"lose. If you uncover a square which does not contain a mine, you "
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"are told how many mines are contained within the eight surrounding "
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"squares. "
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"\n"
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"This game needs no introduction; popularised by Windows, it is "
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"perhaps the single best known desktop puzzle game in existence. "
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"\n"
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"This version of it has an unusual property. By default, it will "
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"generate its mine positions in such a way as to ensure that you "
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"never need to _guess_ where a mine is: you will always be able "
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"to deduce it somehow. So you will never, as can happen in other "
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"versions, get to the last four squares and discover that there are "
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"two mines left but you have no way of knowing for sure where they "
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"are. "
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"\n"
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"\n#12.1 Mines controls "
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"\n"
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"This game is played with the mouse. "
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"\n"
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"If you left-click in a covered square, it will be uncovered. "
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"\n"
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"If you right-click in a covered square, it will place a flag which "
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"indicates that the square is believed to be a mine. Left-clicking in "
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"a marked square will not uncover it, for safety. You can right-click "
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"again to remove a mark placed in error. "
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"\n"
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"If you left-click in an _uncovered_ square, it will `clear around' "
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"the square. This means: if the square has exactly as many flags "
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"surrounding it as it should have mines, then all the covered squares "
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"next to it which are _not_ flagged will be uncovered. So once you "
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"think you know the location of all the mines around a square, you "
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"can use this function as a shortcut to avoid having to click on each "
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"of the remaining squares one by one. "
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"\n"
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"If you uncover a square which has _no_ mines in the surrounding "
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"eight squares, then it is obviously safe to uncover those squares in "
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"turn, and so on if any of them also has no surrounding mines. This "
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"will be done for you automatically; so sometimes when you uncover a "
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"square, a whole new area will open up to be explored. "
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"\n"
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"You can also use the cursor keys to move around the minefield. "
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"Pressing the return key in a covered square uncovers it, and in "
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"an uncovered square will clear around it (so it acts as the left "
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"button), pressing the space bar in a covered square will place a "
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"flag (similarly, it acts as the right button). "
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"\n"
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"All the actions described in section 2.1 are also available. "
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"\n"
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"Even Undo is available, although you might consider it cheating to "
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"use it. If you step on a mine, the program will only reveal the mine "
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"in question (unlike most other implementations, which reveal all of "
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"them). You can then Undo your fatal move and continue playing if you "
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"like. The program will track the number of times you died (and Undo "
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"will not reduce that counter), so when you get to the end of the "
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"game you know whether or not you did it without making any errors. "
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"\n"
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"(If you really want to know the full layout of the grid, which other "
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"implementations will show you after you die, you can always use the "
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"Solve menu option.) "
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"\n"
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"\n#12.2 Mines parameters "
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"\n"
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"The options available from the `Custom...' option on the `Type' menu "
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"are: "
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"\n"
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"_Width_, _Height_ "
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"\n"
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"Size of grid in squares. "
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"\n"
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"_Mines_ "
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"\n"
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"Number of mines in the grid. You can enter this as an absolute "
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"mine count, or alternatively you can put a % sign on the end "
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"in which case the game will arrange for that proportion of the "
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"squares in the grid to be mines. "
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"\n"
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"Beware of setting the mine count too high. At very high "
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"densities, the program may spend forever searching for a "
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"solvable grid. "
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"\n"
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"_Ensure solubility_ "
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"\n"
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"When this option is enabled (as it is by default), Mines will "
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"ensure that the entire grid can be fully deduced starting "
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"from the initial open space. If you prefer the riskier grids "
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"generated by other implementations, you can switch off this "
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"option. "
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"\n"
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;
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#include "help.h"
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||||
};
|
||||
const unsigned short help_text_len = 3796;
|
||||
const char quick_help_text[] = "Find all the mines without treading on any of them.";
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue