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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
This commit is contained in:
parent
5645135092
commit
bf25f3e6e7
46 changed files with 7347 additions and 2838 deletions
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@ -1,6 +1,7 @@
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rockbox.c
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rbwrappers.c
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rbmalloc.c
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lz4tiny.c
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src/combi.c
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src/divvy.c
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70
apps/plugins/puzzles/compress.c
Normal file
70
apps/plugins/puzzles/compress.c
Normal file
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@ -0,0 +1,70 @@
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/* This program compresses the help content found in help/ to standard
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* output. Do not directly compile or use this program, instead it
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* will be automatically used by genhelp.sh */
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#include <ctype.h>
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#include <lz4hc.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "help.h"
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char *compress(const char *in, int inlen, int *rc, int *minsz, int *minlev)
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{
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int maxsz = LZ4_compressBound(inlen);
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unsigned char *outbuf = malloc(maxsz);
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*minsz = 9999999;
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*minlev = 0;
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for(int i = LZ4HC_CLEVEL_MIN; i < LZ4HC_CLEVEL_MAX; ++i)
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{
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*rc = LZ4_compress_HC(help_text, outbuf, inlen, maxsz, i);
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if(!*rc)
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{
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fprintf(stderr, "compress failed\n");
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return NULL;
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}
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if(*rc < *minsz)
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{
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*minsz = *rc;
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*minlev = i;
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}
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}
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*rc = LZ4_compress_HC(help_text, outbuf, inlen, maxsz, *minlev);
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return outbuf;
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}
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void dump_bytes(unsigned char *buf, int len)
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{
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int i = 0;
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while(i < len)
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{
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int stop = i + 10;
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for(;i < stop && i < len; ++i)
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{
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printf("0x%02x, ", buf[i]);
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}
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printf("\n");
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}
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}
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int main()
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{
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int inlen = strlen(help_text) + 1, len;
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int minsz, minlev;
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unsigned char *outbuf = compress(help_text, inlen, &len, &minsz, &minlev);
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printf("/* auto-generated on " __DATE__ " by genhelp.sh */\n");
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printf("/* orig %d comp %d ratio %g level %d saved %d */\n", inlen, minsz, (double)minsz / inlen, minlev, inlen - minsz);
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printf("/* DO NOT EDIT! */\n\n");
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printf("#include \"help.h\"\n");
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printf("const char help_text[] = {\n");
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dump_bytes(outbuf, len);
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free(outbuf);
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printf("};\n");
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printf("const unsigned short help_text_len = %d;\n", inlen);
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return 0;
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}
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@ -3,6 +3,8 @@
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#
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# expects halibut to be installed in $PATH:
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# http://www.chiark.greenend.org.uk/~sgtatham/halibut
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#
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# also requires host CC and lz4 library to be available
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halibut --text src/puzzles.but
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@ -48,5 +50,14 @@ cat puzzles.txt | awk 'BEGIN { file = "none"; }
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}
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'
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# now compress
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for f in help/*
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do
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echo "Compressing: "$f
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gcc compress.c $f -llz4 -o compress -O0
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./compress > $f.tmp
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mv $f.tmp $f
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done
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# generate quick help from gamedesc.txt
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cat src/gamedesc.txt | awk -F ":" '{print "const char quick_help_text[] = \""$5"\";" >> "help/"$1".c" }'
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@ -1,4 +1,4 @@
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/* defined in help/ */
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extern const char help_text[];
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extern const char quick_help_text[];
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extern const char help_text[], quick_help_text[];
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extern const unsigned short help_text_len, quick_help_text_len;
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@ -1,150 +1,324 @@
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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 5427 comp 3142 ratio 0.578957 level 11 saved 2285 */
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/* DO NOT EDIT! */
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const char help_text[] =
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"#Chapter 19: Black Box "
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"\n"
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"A number of balls are hidden in a rectangular arena. You have to "
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"deduce the positions of the balls by firing lasers positioned at the "
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"edges of the arena and observing how their beams are deflected. "
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"\n"
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"Beams will travel straight from their origin until they hit the "
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"opposite side of the arena (at which point they emerge), unless "
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"affected by balls in one of the following ways: "
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"\n"
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"- A beam that hits a ball head-on is absorbed and will never re-\n"
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"emerge. This includes beams that meet a ball on the first rank "
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"of the arena. "
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"\n"
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"- A beam with a ball in its front-left square and no ball ahead of "
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"it gets deflected 90 degrees to the right. "
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"\n"
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"- A beam with a ball in its front-right square and no ball ahead "
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"of it gets similarly deflected to the left. "
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"\n"
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"- A beam that would re-emerge from its entry location is "
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"considered to be `reflected'. "
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"\n"
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"- A beam which would get deflected before entering the arena by a "
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"ball to the front-left or front-right of its entry point is also "
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"considered to be `reflected'. "
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"\n"
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"Beams that are reflected appear as a `R'; beams that hit balls head-\n"
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"on appear as `H'. Otherwise, a number appears at the firing point "
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"and the location where the beam emerges (this number is unique to "
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"that shot). "
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"\n"
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"You can place guesses as to the location of the balls, based on the "
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"entry and exit patterns of the beams; once you have placed enough "
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"balls a button appears enabling you to have your guesses checked. "
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"\n"
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"Here is a diagram showing how the positions of balls can create each "
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"of the beam behaviours shown above: "
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"\n"
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"1RHR----\n"
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"|..O.O...|\n"
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"2........3\n"
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"|........|\n"
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"|........|\n"
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"3........|\n"
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"|......O.|\n"
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"H........|\n"
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"|.....O..|\n"
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"12-RR---\n"
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"\n"
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"As shown, it is possible for a beam to receive multiple reflections "
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"before re-emerging (see turn 3). Similarly, a beam may be reflected "
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"(possibly more than once) before receiving a hit (the `H' on the "
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"left side of the example). "
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"\n"
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"Note that any layout with more than 4 balls may have a non-unique "
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"solution. The following diagram illustrates this; if you know the "
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"board contains 5 balls, it is impossible to determine where the "
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"fifth ball is (possible positions marked with an x): "
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"\n"
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"--------\n"
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"|........|\n"
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"|........|\n"
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"|..O..O..|\n"
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"|...xx...|\n"
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"|...xx...|\n"
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"|..O..O..|\n"
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"|........|\n"
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"|........|\n"
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"--------\n"
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"\n"
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"For this reason, when you have your guesses checked, the game "
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"will check that your solution _produces the same results_ as the "
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"computer's, rather than that your solution is identical to the "
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"computer's. So in the above example, you could put the fifth ball at "
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"_any_ of the locations marked with an x, and you would still win. "
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"\n"
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"Black Box was contributed to this collection by James Harvey. "
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"\n"
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"\n#19.1 Black Box controls "
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"\n"
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"To fire a laser beam, left-click in a square around the edge of "
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"the arena. The results will be displayed immediately. Clicking or "
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"holding the left button on one of these squares will highlight the "
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"current go (or a previous go) to confirm the exit point for that "
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"laser, if applicable. "
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"\n"
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"To guess the location of a ball, left-click within the arena and a "
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"black circle will appear marking the guess; click again to remove "
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"the guessed ball. "
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"\n"
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"Locations in the arena may be locked against modification by right-\n"
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"clicking; whole rows and columns may be similarly locked by right-\n"
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"clicking in the laser square above/below that column, or to the "
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"left/right of that row. "
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"\n"
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"The cursor keys may also be used to move around the grid. Pressing "
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"the Enter key will fire a laser or add a new ball-location guess, "
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"and pressing Space will lock a cell, row, or column. "
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"\n"
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"When an appropriate number of balls have been guessed, a button will "
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"appear at the top-left corner of the grid; clicking that (with mouse "
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"or cursor) will check your guesses. "
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"\n"
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"If you click the `check' button and your guesses are not correct, "
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"the game will show you the minimum information necessary to "
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"demonstrate this to you, so you can try again. If your ball "
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"positions are not consistent with the beam paths you already know "
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"about, one beam path will be circled to indicate that it proves you "
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"wrong. If your positions match all the existing beam paths but are "
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"still wrong, one new beam path will be revealed (written in red) "
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"which is not consistent with your current guesses. "
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"\n"
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"If you decide to give up completely, you can select Solve to reveal "
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"the actual ball positions. At this point, correctly-placed balls "
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"will be displayed as filled black circles, incorrectly-placed balls "
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"as filled black circles with red crosses, and missing balls as "
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"filled red circles. In addition, a red circle marks any laser you "
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"had already fired which is not consistent with your ball layout "
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"(just as when you press the `check' button), and red text marks "
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"any laser you _could_ have fired in order to distinguish your ball "
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"layout from the correct one. "
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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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"\n#19.2 Black Box parameters "
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"\n"
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"These parameters are available from the `Custom...' option on the "
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"`Type' menu. "
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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. There are 2 x _Width_ x _Height_ lasers "
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"per grid, two per row and two per column. "
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"\n"
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"_No. of balls_ "
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"\n"
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"Number of balls to place in the grid. This can be a single "
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"number, or a range (separated with a hyphen, like `2-6'), "
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"and determines the number of balls to place on the grid. "
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"The `reveal' button is only enabled if you have guessed an "
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"appropriate number of balls; a guess using a different number "
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"to the original solution is still acceptable, if all the beam "
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"inputs and outputs match. "
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"\n"
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;
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#include "help.h"
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const char help_text[] = {
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|
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|
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
0x0a, 0x00,
|
||||
};
|
||||
const unsigned short help_text_len = 5427;
|
||||
const char quick_help_text[] = "Find the hidden balls in the box by bouncing laser beams off them.";
|
||||
|
|
|
|||
|
|
@ -1,144 +1,321 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 5211 comp 3117 ratio 0.598158 level 11 saved 2094 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 26: Bridges "
|
||||
"\n"
|
||||
"You have a set of islands distributed across the playing area. "
|
||||
"Each island contains a number. Your aim is to connect the islands "
|
||||
"together with bridges, in such a way that: "
|
||||
"\n"
|
||||
"- Bridges run horizontally or vertically. "
|
||||
"\n"
|
||||
"- The number of bridges terminating at any island is equal to the "
|
||||
"number written in that island. "
|
||||
"\n"
|
||||
"- Two bridges may run in parallel between the same two islands, "
|
||||
"but no more than two may do so. "
|
||||
"\n"
|
||||
"- No bridge crosses another bridge. "
|
||||
"\n"
|
||||
"- All the islands are connected together. "
|
||||
"\n"
|
||||
"There are some configurable alternative modes, which involve "
|
||||
"changing the parallel-bridge limit to something other than 2, and "
|
||||
"introducing the additional constraint that no sequence of bridges "
|
||||
"may form a loop from one island back to the same island. The rules "
|
||||
"stated above are the default ones. "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Nikoli [12]. "
|
||||
"\n"
|
||||
"Bridges was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"[12] http://www.nikoli.co.jp/en/puzzles/hashiwokakero.html (beware "
|
||||
"of Flash) "
|
||||
"\n"
|
||||
"\n#26.1 Bridges controls "
|
||||
"\n"
|
||||
"To place a bridge between two islands, click the mouse down on one "
|
||||
"island and drag it towards the other. You do not need to drag all "
|
||||
"the way to the other island; you only need to move the mouse far "
|
||||
"enough for the intended bridge direction to be unambiguous. (So you "
|
||||
"can keep the mouse near the starting island and conveniently throw "
|
||||
"bridges out from it in many directions.) "
|
||||
"\n"
|
||||
"Doing this again when a bridge is already present will add another "
|
||||
"parallel bridge. If there are already as many bridges between the "
|
||||
"two islands as permitted by the current game rules (i.e. two by "
|
||||
"default), the same dragging action will remove all of them. "
|
||||
"\n"
|
||||
"If you want to remind yourself that two islands definitely _do not_ "
|
||||
"have a bridge between them, you can right-drag between them in the "
|
||||
"same way to draw a `non-bridge' marker. "
|
||||
"\n"
|
||||
"If you think you have finished with an island (i.e. you have placed "
|
||||
"all its bridges and are confident that they are in the right "
|
||||
"places), you can mark the island as finished by left-clicking on it. "
|
||||
"This will highlight it and all the bridges connected to it, and you "
|
||||
"will be prevented from accidentally modifying any of those bridges "
|
||||
"in future. Left-clicking again on a highlighted island will unmark "
|
||||
"it and restore your ability to modify it. "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the grid: if "
|
||||
"possible the cursor will always move orthogonally, otherwise it "
|
||||
"will move towards the nearest island to the indicated direction. "
|
||||
"Holding Control and pressing a cursor key will lay a bridge in that "
|
||||
"direction (if available); Shift and a cursor key will lay a `non-\n"
|
||||
"bridge' marker. Pressing the return key followed by a cursor key "
|
||||
"will also lay a bridge in that direction. "
|
||||
"\n"
|
||||
"You can mark an island as finished by pressing the space bar or by "
|
||||
"pressing the return key twice. "
|
||||
"\n"
|
||||
"By pressing a number key, you can jump to the nearest island with "
|
||||
"that number. Letters `a', ..., `f' count as 10, ..., 15 and `0' as "
|
||||
"16. "
|
||||
"\n"
|
||||
"Violations of the puzzle rules will be marked in red: "
|
||||
"\n"
|
||||
"- An island with too many bridges will be highlighted in red. "
|
||||
"\n"
|
||||
"- An island with too few bridges will be highlighted in red if it "
|
||||
"is definitely an error (as opposed to merely not being finished "
|
||||
"yet): if adding enough bridges would involve having to cross "
|
||||
"another bridge or remove a non-bridge marker, or if the island "
|
||||
"has been highlighted as complete. "
|
||||
"\n"
|
||||
"- A group of islands and bridges may be highlighted in red if it "
|
||||
"is a closed subset of the puzzle with no way to connect it to "
|
||||
"the rest of the islands. For example, if you directly connect "
|
||||
"two 1s together with a bridge and they are not the only two "
|
||||
"islands on the grid, they will light up red to indicate that "
|
||||
"such a group cannot be contained in any valid solution. "
|
||||
"\n"
|
||||
"- If you have selected the (non-default) option to disallow loops "
|
||||
"in the solution, a group of bridges which forms a loop will be "
|
||||
"highlighted. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#26.2 Bridges parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Difficulty level of puzzle. "
|
||||
"\n"
|
||||
"_Allow loops_ "
|
||||
"\n"
|
||||
"This is set by default. If cleared, puzzles will be generated in "
|
||||
"such a way that they are always soluble without creating a loop, "
|
||||
"and solutions which do involve a loop will be disallowed. "
|
||||
"\n"
|
||||
"_Max. bridges per direction_ "
|
||||
"\n"
|
||||
"Maximum number of bridges in any particular direction. The "
|
||||
"default is 2, but you can change it to 1, 3 or 4. In general, "
|
||||
"fewer is easier. "
|
||||
"\n"
|
||||
"_%age of island squares_ "
|
||||
"\n"
|
||||
"Gives a rough percentage of islands the generator will try and "
|
||||
"lay before finishing the puzzle. Certain layouts will not manage "
|
||||
"to lay enough islands; this is an upper bound. "
|
||||
"\n"
|
||||
"_Expansion factor (%age)_ "
|
||||
"\n"
|
||||
"The grid generator works by picking an existing island at random "
|
||||
"(after first creating an initial island somewhere). It then "
|
||||
"decides on a direction (at random), and then works out how far "
|
||||
"it could extend before creating another island. This parameter "
|
||||
"determines how likely it is to extend as far as it can, rather "
|
||||
"than choosing somewhere closer. "
|
||||
"\n"
|
||||
"High expansion factors usually mean easier puzzles with fewer "
|
||||
"possible islands; low expansion factors can create lots of "
|
||||
"tightly-packed islands. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x64, 0x20, 0x61, 0x63, 0x72, 0x6f, 0x73, 0x73, 0x20, 0x74,
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||||
};
|
||||
const unsigned short help_text_len = 5211;
|
||||
const char quick_help_text[] = "Connect all the islands with a network of bridges.";
|
||||
|
|
|
|||
|
|
@ -1,58 +1,154 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2051 comp 1450 ratio 0.706972 level 11 saved 601 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 4: Cube "
|
||||
"\n"
|
||||
"This is another one I originally saw as a web game. This one was a "
|
||||
"Java game [2], by Paul Scott. You have a grid of 16 squares, six of "
|
||||
"which are blue; on one square rests a cube. Your move is to use the "
|
||||
"arrow keys to roll the cube through 90 degrees so that it moves to "
|
||||
"an adjacent square. If you roll the cube on to a blue square, the "
|
||||
"blue square is picked up on one face of the cube; if you roll a blue "
|
||||
"face of the cube on to a non-blue square, the blueness is put down "
|
||||
"again. (In general, whenever you roll the cube, the two faces that "
|
||||
"come into contact swap colours.) Your job is to get all six blue "
|
||||
"squares on to the six faces of the cube at the same time. Count your "
|
||||
"moves and try to do it in as few as possible. "
|
||||
"\n"
|
||||
"Unlike the original Java game, my version has an additional feature: "
|
||||
"once you've mastered the game with a cube rolling on a square grid, "
|
||||
"you can change to a triangular grid and roll any of a tetrahedron, "
|
||||
"an octahedron or an icosahedron. "
|
||||
"\n"
|
||||
"[2] http://www3.sympatico.ca/paulscott/cube/cube.htm "
|
||||
"\n"
|
||||
"\n#4.1 Cube controls "
|
||||
"\n"
|
||||
"This game can be played with either the keyboard or the mouse. "
|
||||
"\n"
|
||||
"Left-clicking anywhere on the window will move the cube (or other "
|
||||
"solid) towards the mouse pointer. "
|
||||
"\n"
|
||||
"The arrow keys can also used to roll the cube on its square grid in "
|
||||
"the four cardinal directions. On the triangular grids, the mapping "
|
||||
"of arrow keys to directions is more approximate. Vertical movement "
|
||||
"is disallowed where it doesn't make sense. The four keys surrounding "
|
||||
"the arrow keys on the numeric keypad (`7', `9', `1', `3') can be "
|
||||
"used for diagonal movement. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#4.2 Cube parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Type of solid_ "
|
||||
"\n"
|
||||
"Selects the solid to roll (and hence the shape of the grid): "
|
||||
"tetrahedron, cube, octahedron, or icosahedron. "
|
||||
"\n"
|
||||
"_Width / top_, _Height / bottom_ "
|
||||
"\n"
|
||||
"On a square grid, horizontal and vertical dimensions. On a "
|
||||
"triangular grid, the number of triangles on the top and bottom "
|
||||
"rows respectively. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
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const char help_text[] = {
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|
||||
};
|
||||
const unsigned short help_text_len = 2051;
|
||||
const char quick_help_text[] = "Pick up all the blue squares by rolling the cube over them.";
|
||||
|
|
|
|||
|
|
@ -1,62 +1,164 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2276 comp 1548 ratio 0.680141 level 11 saved 728 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 17: Dominosa "
|
||||
"\n"
|
||||
"A normal set of dominoes - that is, one instance of every "
|
||||
"(unordered) pair of numbers from 0 to 6 - has been arranged "
|
||||
"irregularly into a rectangle; then the number in each square has "
|
||||
"been written down and the dominoes themselves removed. Your task is "
|
||||
"to reconstruct the pattern by arranging the set of dominoes to match "
|
||||
"the provided array of numbers. "
|
||||
"\n"
|
||||
"This puzzle is widely credited to O. S. Adler, and takes part of its "
|
||||
"name from those initials. "
|
||||
"\n"
|
||||
"\n#17.1 Dominosa controls "
|
||||
"\n"
|
||||
"Left-clicking between any two adjacent numbers places a domino "
|
||||
"covering them, or removes one if it is already present. Trying to "
|
||||
"place a domino which overlaps existing dominoes will remove the ones "
|
||||
"it overlaps. "
|
||||
"\n"
|
||||
"Right-clicking between two adjacent numbers draws a line between "
|
||||
"them, which you can use to remind yourself that you know those two "
|
||||
"numbers are _not_ covered by a single domino. Right-clicking again "
|
||||
"removes the line. "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move a cursor around the grid. "
|
||||
"When the cursor is half way between two adjacent numbers, pressing "
|
||||
"the return key will place a domino covering those numbers, or "
|
||||
"pressing the space bar will lay a line between the two squares. "
|
||||
"Repeating either action removes the domino or line. "
|
||||
"\n"
|
||||
"Pressing a number key will highlight all occurrences of that number. "
|
||||
"Pressing that number again will clear the highlighting. Up to two "
|
||||
"different numbers can be highlighted at any given time. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#17.2 Dominosa parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Maximum number on dominoes_ "
|
||||
"\n"
|
||||
"Controls the size of the puzzle, by controlling the size of the "
|
||||
"set of dominoes used to make it. Dominoes with numbers going "
|
||||
"up to N will give rise to an (N+2) x (N+1) rectangle; so, in "
|
||||
"particular, the default value of 6 gives an 8x7 grid. "
|
||||
"\n"
|
||||
"_Ensure unique solution_ "
|
||||
"\n"
|
||||
"Normally, Dominosa will make sure that the puzzles it presents "
|
||||
"have only one solution. Puzzles with ambiguous sections can be "
|
||||
"more difficult and sometimes more subtle, so if you like you "
|
||||
"can turn off this feature. Also, finding _all_ the possible "
|
||||
"solutions can be an additional challenge for an advanced player. "
|
||||
"Turning off this option can also speed up puzzle generation. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x1a, 0x05, 0x84, 0x73, 0x70, 0x65, 0x65, 0x64, 0x20, 0x75,
|
||||
0x70, 0x53, 0x07, 0xe0, 0x67, 0x65, 0x6e, 0x65, 0x72, 0x61,
|
||||
0x74, 0x69, 0x6f, 0x6e, 0x2e, 0x20, 0x0a, 0x00,
|
||||
};
|
||||
const unsigned short help_text_len = 2276;
|
||||
const char quick_help_text[] = "Tile the rectangle with a full set of dominoes.";
|
||||
|
|
|
|||
|
|
@ -1,38 +1,103 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 1248 comp 937 ratio 0.750801 level 5 saved 311 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 5: Fifteen "
|
||||
"\n"
|
||||
"The old ones are the best: this is the good old `15-puzzle' with "
|
||||
"sliding tiles. You have a 4x4 square grid; 15 squares contain "
|
||||
"numbered tiles, and the sixteenth is empty. Your move is to choose a "
|
||||
"tile next to the empty space, and slide it into the space. The aim "
|
||||
"is to end up with the tiles in numerical order, with the space in "
|
||||
"the bottom right (so that the top row reads 1,2,3,4 and the bottom "
|
||||
"row reads 13,14,15,_space_). "
|
||||
"\n"
|
||||
"\n#5.1 Fifteen controls "
|
||||
"\n"
|
||||
"This game can be controlled with the mouse or the keyboard. "
|
||||
"\n"
|
||||
"A left-click with the mouse in the row or column containing the "
|
||||
"empty space will move as many tiles as necessary to move the space "
|
||||
"to the mouse pointer. "
|
||||
"\n"
|
||||
"The arrow keys will move a tile adjacent to the space in the "
|
||||
"direction indicated (moving the space in the _opposite_ direction). "
|
||||
"\n"
|
||||
"Pressing `h' will make a suggested move. Pressing `h' enough times "
|
||||
"will solve the game, but it may scramble your progress while doing "
|
||||
"so. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#5.2 Fifteen parameters "
|
||||
"\n"
|
||||
"The only options available from the `Custom...' option on the `Type' "
|
||||
"menu are _Width_ and _Height_, which are self-explanatory. (Once "
|
||||
"you've changed these, it's not a `15-puzzle' any more, of course!) "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x73, 0x65, 0x21, 0x29, 0x20, 0x0a, 0x00,
|
||||
};
|
||||
const unsigned short help_text_len = 1248;
|
||||
const char quick_help_text[] = "Slide the tiles around to arrange them into order.";
|
||||
|
|
|
|||
|
|
@ -1,50 +1,134 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 1796 comp 1242 ratio 0.691537 level 11 saved 554 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 29: Filling "
|
||||
"\n"
|
||||
"You have a grid of squares, some of which contain digits, and the "
|
||||
"rest of which are empty. Your job is to fill in digits in the empty "
|
||||
"squares, in such a way that each connected region of squares all "
|
||||
"containing the same digit has an area equal to that digit. "
|
||||
"\n"
|
||||
"(`Connected region', for the purposes of this game, does not count "
|
||||
"diagonally separated squares as adjacent.) "
|
||||
"\n"
|
||||
"For example, it follows that no square can contain a zero, and that "
|
||||
"two adjacent squares can not both contain a one. No region has an "
|
||||
"area greater than 9 (because then its area would not be a single "
|
||||
"digit). "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Nikoli [14]. "
|
||||
"\n"
|
||||
"Filling was contributed to this collection by Jonas Koelker. "
|
||||
"\n"
|
||||
"[14] http://www.nikoli.co.jp/en/puzzles/fillomino.html "
|
||||
"\n"
|
||||
"\n#29.1 Filling controls "
|
||||
"\n"
|
||||
"To play Filling, simply click the mouse in any empty square and "
|
||||
"then type a digit on the keyboard to fill that square. By dragging "
|
||||
"the mouse, you can select multiple squares to fill with a single "
|
||||
"keypress. If you make a mistake, click the mouse in the incorrect "
|
||||
"square and press 0, Space, Backspace or Enter to clear it again (or "
|
||||
"use the Undo feature). "
|
||||
"\n"
|
||||
"You can also move around the grid with the cursor keys; typing a "
|
||||
"digit will fill the square containing the cursor with that number; "
|
||||
"typing 0 will clear it. You can also select multiple squares for "
|
||||
"numbering or clearing with the return and arrow keys, before typing "
|
||||
"a digit to fill or clear the highlighted squares (as above). The "
|
||||
"space bar adds and removes single squares to and from the selection. "
|
||||
"Backspace and escape remove all squares from the selection. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#29.2 Filling parameters "
|
||||
"\n"
|
||||
"Filling allows you to configure the number of rows and columns of "
|
||||
"the grid, through the `Type' menu. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
};
|
||||
const unsigned short help_text_len = 1796;
|
||||
const char quick_help_text[] = "Mark every square with the area of its containing region.";
|
||||
|
|
|
|||
|
|
@ -1,49 +1,120 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 1521 comp 1101 ratio 0.723866 level 11 saved 420 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 14: Flip "
|
||||
"\n"
|
||||
"You have a grid of squares, some light and some dark. Your aim is to "
|
||||
"light all the squares up at the same time. You can choose any square "
|
||||
"and flip its state from light to dark or dark to light, but when you "
|
||||
"do so, other squares around it change state as well. "
|
||||
"\n"
|
||||
"Each square contains a small diagram showing which other squares "
|
||||
"change when you flip it. "
|
||||
"\n"
|
||||
"\n#14.1 Flip controls "
|
||||
"\n"
|
||||
"This game can be played with either the keyboard or the mouse. "
|
||||
"\n"
|
||||
"Left-click in a square to flip it and its associated squares, or use "
|
||||
"the cursor keys to choose a square and the space bar or Enter key to "
|
||||
"flip. "
|
||||
"\n"
|
||||
"If you use the `Solve' function on this game, it will mark some of "
|
||||
"the squares in red. If you click once in every square with a red "
|
||||
"mark, the game should be solved. (If you click in a square _without_ "
|
||||
"a red mark, a red mark will appear in it to indicate that you will "
|
||||
"need to reverse that operation to reach the solution.) "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#14.2 Flip parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Shape type_ "
|
||||
"\n"
|
||||
"This control determines the shape of the region which is flipped "
|
||||
"by clicking in any given square. The default setting, `Crosses', "
|
||||
"causes every square to flip itself and its four immediate "
|
||||
"neighbours (or three or two if it's at an edge or corner). The "
|
||||
"other setting, `Random', causes a random shape to be chosen for "
|
||||
"every square, so the game is different every time. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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||||
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|
||||
};
|
||||
const unsigned short help_text_len = 1521;
|
||||
const char quick_help_text[] = "Flip groups of squares to light them all up at once.";
|
||||
|
|
|
|||
|
|
@ -1,66 +1,169 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2375 comp 1591 ratio 0.669895 level 11 saved 784 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 39: Flood "
|
||||
"\n"
|
||||
"You are given a grid of squares, coloured at random in multiple "
|
||||
"colours. In each move, you can flood-fill the top left square in a "
|
||||
"colour of your choice (i.e. every square reachable from the starting "
|
||||
"square by an orthogonally connected path of squares all the same "
|
||||
"colour will be filled in the new colour). As you do this, more and "
|
||||
"more of the grid becomes connected to the starting square. "
|
||||
"\n"
|
||||
"Your aim is to make the whole grid the same colour, in as few moves "
|
||||
"as possible. The game will set a limit on the number of moves, based "
|
||||
"on running its own internal solver. You win if you can make the "
|
||||
"whole grid the same colour in that many moves or fewer. "
|
||||
"\n"
|
||||
"I saw this game (with a fixed grid size, fixed number of colours, "
|
||||
"and fixed move limit) at http://floodit.appspot.com (no longer "
|
||||
"accessible). "
|
||||
"\n"
|
||||
"\n#39.1 Flood controls "
|
||||
"\n"
|
||||
"To play Flood, click the mouse in a square. The top left corner and "
|
||||
"everything connected to it will be flood-filled with the colour of "
|
||||
"the square you clicked. Clicking a square the same colour as the top "
|
||||
"left corner has no effect, and therefore does not count as a move. "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move a cursor (outline black "
|
||||
"square) around the grid. Pressing the return key will fill the top "
|
||||
"left corner in the colour of the square under the cursor. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#39.2 Flood parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of the grid, in squares. "
|
||||
"\n"
|
||||
"_Colours_ "
|
||||
"\n"
|
||||
"Number of colours used to fill the grid. Must be at least 3\n"
|
||||
"(with two colours there would only be one legal move at any "
|
||||
"stage, hence no choice to make at all), and at most 10. "
|
||||
"\n"
|
||||
"_Extra moves permitted_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the puzzle, by increasing the move "
|
||||
"limit. In each new grid, Flood will run an internal solver to "
|
||||
"generate its own solution, and then the value in this field "
|
||||
"will be added to the length of Flood's solution to generate the "
|
||||
"game's move limit. So a value of 0 requires you to be just as "
|
||||
"efficient as Flood's automated solver, and a larger value makes "
|
||||
"it easier. "
|
||||
"\n"
|
||||
"(Note that Flood's internal solver will not necessarily find the "
|
||||
"shortest possible solution, though I believe it's pretty close. "
|
||||
"For a real challenge, set this value to 0 and then try to solve "
|
||||
"a grid in _strictly fewer_ moves than the limit you're given!) "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 2375;
|
||||
const char quick_help_text[] = "Turn the grid the same colour in as few flood fills as possible.";
|
||||
|
|
|
|||
|
|
@ -1,66 +1,183 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2504 comp 1733 ratio 0.692093 level 11 saved 771 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 28: Galaxies "
|
||||
"\n"
|
||||
"You have a rectangular grid containing a number of dots. Your aim is "
|
||||
"to draw edges along the grid lines which divide the rectangle into "
|
||||
"regions in such a way that every region is 180-degree rotationally "
|
||||
"symmetric, and contains exactly one dot which is located at its "
|
||||
"centre of symmetry. "
|
||||
"\n"
|
||||
"This puzzle was invented by Nikoli [13], under the name `Tentai "
|
||||
"Show'; its name is commonly translated into English as `Spiral "
|
||||
"Galaxies'. "
|
||||
"\n"
|
||||
"Galaxies was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"[13] http://www.nikoli.co.jp/en/puzzles/astronomical_show.html "
|
||||
"\n"
|
||||
"\n#28.1 Galaxies controls "
|
||||
"\n"
|
||||
"Left-click on any grid line to draw an edge if there isn't one "
|
||||
"already, or to remove one if there is. When you create a valid "
|
||||
"region (one which is closed, contains exactly one dot, is 180-degree "
|
||||
"symmetric about that dot, and contains no extraneous edges inside "
|
||||
"it) it will be highlighted automatically; so your aim is to have the "
|
||||
"whole grid highlighted in that way. "
|
||||
"\n"
|
||||
"During solving, you might know that a particular grid square belongs "
|
||||
"to a specific dot, but not be sure of where the edges go and which "
|
||||
"other squares are connected to the dot. In order to mark this so you "
|
||||
"don't forget, you can right-click on the dot and drag, which will "
|
||||
"create an arrow marker pointing at the dot. Drop that in a square of "
|
||||
"your choice and it will remind you which dot it's associated with. "
|
||||
"You can also right-click on existing arrows to pick them up and move "
|
||||
"them, or destroy them by dropping them off the edge of the grid. "
|
||||
"(Also, if you're not sure which dot an arrow is pointing at, you can "
|
||||
"pick it up and move it around to make it clearer. It will swivel "
|
||||
"constantly as you drag it, to stay pointed at its parent dot.) "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the grid squares and "
|
||||
"lines. Pressing the return key when over a grid line will draw or "
|
||||
"clear its edge, as above. Pressing the return key when over a dot "
|
||||
"will pick up an arrow, to be dropped the next time the return key "
|
||||
"is pressed; this can also be used to move existing arrows around, "
|
||||
"removing them by dropping them on a dot or another arrow. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#28.2 Galaxies parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. More difficult "
|
||||
"puzzles require more complex deductions, and the `Unreasonable' "
|
||||
"difficulty level may require backtracking. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
||||
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||||
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|
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};
|
||||
const unsigned short help_text_len = 2504;
|
||||
const char quick_help_text[] = "Divide the grid into rotationally symmetric regions each centred on a dot.";
|
||||
|
|
|
|||
|
|
@ -1,92 +1,198 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3030 comp 1882 ratio 0.621122 level 11 saved 1148 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 15: Guess "
|
||||
"\n"
|
||||
"You have a set of coloured pegs, and have to reproduce a "
|
||||
"predetermined sequence of them (chosen by the computer) within a "
|
||||
"certain number of guesses. "
|
||||
"\n"
|
||||
"Each guess gets marked with the number of correctly-coloured pegs "
|
||||
"in the correct places (in black), and also the number of correctly-\n"
|
||||
"coloured pegs in the wrong places (in white). "
|
||||
"\n"
|
||||
"This game is also known (and marketed, by Hasbro, mainly) as a board "
|
||||
"game `Mastermind', with 6 colours, 4 pegs per row, and 10 guesses. "
|
||||
"However, this version allows custom settings of number of colours "
|
||||
"(up to 10), number of pegs per row, and number of guesses. "
|
||||
"\n"
|
||||
"Guess was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"\n#15.1 Guess controls "
|
||||
"\n"
|
||||
"This game can be played with either the keyboard or the mouse. "
|
||||
"\n"
|
||||
"With the mouse, drag a coloured peg from the tray on the left-hand "
|
||||
"side to its required position in the current guess; pegs may also "
|
||||
"be dragged from current and past guesses to copy them elsewhere. To "
|
||||
"remove a peg, drag it off its current position to somewhere invalid. "
|
||||
"\n"
|
||||
"Right-clicking in the current guess adds a `hold' marker; pegs that "
|
||||
"have hold markers will be automatically added to the next guess "
|
||||
"after marking. "
|
||||
"\n"
|
||||
"Alternatively, with the keyboard, the up and down cursor keys can "
|
||||
"be used to select a peg colour, the left and right keys to select a "
|
||||
"peg position, and the space bar or Enter key to place a peg of the "
|
||||
"selected colour in the chosen position. `D' or Backspace removes a "
|
||||
"peg, and Space adds a hold marker. "
|
||||
"\n"
|
||||
"Pressing `h' or `?' will fill the current guess with a suggested "
|
||||
"guess. Using this is not recommended for 10 or more pegs as it is "
|
||||
"slow. "
|
||||
"\n"
|
||||
"When the guess is complete, the smaller feedback pegs will be "
|
||||
"highlighted; clicking on these (or moving the peg cursor to them "
|
||||
"with the arrow keys and pressing the space bar or Enter key) will "
|
||||
"mark the current guess, copy any held pegs to the next guess, and "
|
||||
"move the `current guess' marker. "
|
||||
"\n"
|
||||
"If you correctly position all the pegs the solution will be "
|
||||
"displayed below; if you run out of guesses (or select `Solve...') "
|
||||
"the solution will also be revealed. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#15.2 Guess parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. The default game matches the parameters for the board "
|
||||
"game `Mastermind'. "
|
||||
"\n"
|
||||
"_Colours_ "
|
||||
"\n"
|
||||
"Number of colours the solution is chosen from; from 2 to 10 "
|
||||
"(more is harder). "
|
||||
"\n"
|
||||
"_Pegs per guess_ "
|
||||
"\n"
|
||||
"Number of pegs per guess (more is harder). "
|
||||
"\n"
|
||||
"_Guesses_ "
|
||||
"\n"
|
||||
"Number of guesses you have to find the solution in (fewer is "
|
||||
"harder). "
|
||||
"\n"
|
||||
"_Allow blanks_ "
|
||||
"\n"
|
||||
"Allows blank pegs to be given as part of a guess (makes it "
|
||||
"easier, because you know that those will never be counted as "
|
||||
"part of the solution). This is turned off by default. "
|
||||
"\n"
|
||||
"Note that this doesn't allow blank pegs in the solution; if you "
|
||||
"really wanted that, use one extra colour. "
|
||||
"\n"
|
||||
"_Allow duplicates_ "
|
||||
"\n"
|
||||
"Allows the solution (and the guesses) to contain colours more "
|
||||
"than once; this increases the search space (making things "
|
||||
"harder), and is turned on by default. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
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||||
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||||
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||||
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 3030;
|
||||
const char quick_help_text[] = "Guess the hidden combination of colours.";
|
||||
|
|
|
|||
|
|
@ -1,61 +1,167 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2265 comp 1577 ratio 0.696247 level 11 saved 688 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 24: Inertia "
|
||||
"\n"
|
||||
"You are a small green ball sitting in a grid full of obstacles. Your "
|
||||
"aim is to collect all the gems without running into any mines. "
|
||||
"\n"
|
||||
"You can move the ball in any orthogonal _or diagonal_ direction. "
|
||||
"Once the ball starts moving, it will continue until something stops "
|
||||
"it. A wall directly in its path will stop it (but if it is moving "
|
||||
"diagonally, it will move through a diagonal gap between two other "
|
||||
"walls without stopping). Also, some of the squares are `stops'; when "
|
||||
"the ball moves on to a stop, it will stop moving no matter what "
|
||||
"direction it was going in. Gems do _not_ stop the ball; it picks "
|
||||
"them up and keeps on going. "
|
||||
"\n"
|
||||
"Running into a mine is fatal. Even if you picked up the last gem in "
|
||||
"the same move which then hit a mine, the game will count you as dead "
|
||||
"rather than victorious. "
|
||||
"\n"
|
||||
"This game was originally implemented for Windows by Ben Olmstead "
|
||||
"[11], who was kind enough to release his source code on request so "
|
||||
"that it could be re-implemented for this collection. "
|
||||
"\n"
|
||||
"[11] http://xn13.com/ "
|
||||
"\n"
|
||||
"\n#24.1 Inertia controls "
|
||||
"\n"
|
||||
"You can move the ball in any of the eight directions using the "
|
||||
"numeric keypad. Alternatively, if you click the left mouse button "
|
||||
"on the grid, the ball will begin a move in the general direction of "
|
||||
"where you clicked. "
|
||||
"\n"
|
||||
"If you use the `Solve' function on this game, the program will "
|
||||
"compute a path through the grid which collects all the remaining "
|
||||
"gems and returns to the current position. A hint arrow will appear "
|
||||
"on the ball indicating the direction in which you should move to "
|
||||
"begin on this path. If you then move in that direction, the arrow "
|
||||
"will update to indicate the next direction on the path. You can "
|
||||
"also press Space to automatically move in the direction of the hint "
|
||||
"arrow. If you move in a different direction from the one shown "
|
||||
"by the arrow, arrows will be shown only if the puzzle is still "
|
||||
"solvable. "
|
||||
"\n"
|
||||
"All the actions described in section 2.1 are also available. In "
|
||||
"particular, if you do run into a mine and die, you can use the Undo "
|
||||
"function and resume playing from before the fatal move. The game "
|
||||
"will keep track of the number of times you have done this. "
|
||||
"\n"
|
||||
"\n#24.2 Inertia parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
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||||
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 2265;
|
||||
const char quick_help_text[] = "Collect all the gems without running into any of the mines.";
|
||||
|
|
|
|||
|
|
@ -1,108 +1,248 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3936 comp 2381 ratio 0.604929 level 11 saved 1555 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 30: Keen "
|
||||
"\n"
|
||||
"You have a square grid; each square may contain a digit from 1 to "
|
||||
"the size of the grid. The grid is divided into blocks of varying "
|
||||
"shape and size, with arithmetic clues written in them. Your aim is "
|
||||
"to fully populate the grid with digits such that: "
|
||||
"\n"
|
||||
"- Each row contains only one occurrence of each digit "
|
||||
"\n"
|
||||
"- Each column contains only one occurrence of each digit "
|
||||
"\n"
|
||||
"- The digits in each block can be combined to form the number "
|
||||
"stated in the clue, using the arithmetic operation given in the "
|
||||
"clue. That is: "
|
||||
"\n"
|
||||
"- An addition clue means that the sum of the digits in the "
|
||||
"block must be the given number. For example, `15+' means the "
|
||||
"contents of the block adds up to fifteen. "
|
||||
"\n"
|
||||
"- A multiplication clue (e.g. `60*'), similarly, means that "
|
||||
"the product of the digits in the block must be the given "
|
||||
"number. "
|
||||
"\n"
|
||||
"- A subtraction clue will always be written in a block of "
|
||||
"size two, and it means that one of the digits in the block "
|
||||
"is greater than the other by the given amount. For example, "
|
||||
"`2-' means that one of the digits in the block is 2 more "
|
||||
"than the other, or equivalently that one digit minus the "
|
||||
"other one is 2. The two digits could be either way round, "
|
||||
"though. "
|
||||
"\n"
|
||||
"- A division clue (e.g. `3/'), similarly, is always in a block "
|
||||
"of size two and means that one digit divided by the other is "
|
||||
"equal to the given amount. "
|
||||
"\n"
|
||||
"Note that a block may contain the same digit more than once "
|
||||
"(provided the identical ones are not in the same row and "
|
||||
"column). This rule is precisely the opposite of the rule in "
|
||||
"Solo's `Killer' mode (see chapter 11). "
|
||||
"\n"
|
||||
"This puzzle appears in the Times under the name `KenKen'. "
|
||||
"\n"
|
||||
"\n#30.1 Keen controls "
|
||||
"\n"
|
||||
"Keen shares much of its control system with Solo (and Unequal). "
|
||||
"\n"
|
||||
"To play Keen, simply click the mouse in any empty square and then "
|
||||
"type a digit on the keyboard to fill that square. If you make a "
|
||||
"mistake, click the mouse in the incorrect square and press Space to "
|
||||
"clear it again (or use the Undo feature). "
|
||||
"\n"
|
||||
"If you _right_-click in a square and then type a number, that "
|
||||
"number will be entered in the square as a `pencil mark'. You can "
|
||||
"have pencil marks for multiple numbers in the same square. Squares "
|
||||
"containing filled-in numbers cannot also contain pencil marks. "
|
||||
"\n"
|
||||
"The game pays no attention to pencil marks, so exactly what you "
|
||||
"use them for is up to you: you can use them as reminders that a "
|
||||
"particular square needs to be re-examined once you know more about "
|
||||
"a particular number, or you can use them as lists of the possible "
|
||||
"numbers in a given square, or anything else you feel like. "
|
||||
"\n"
|
||||
"To erase a single pencil mark, right-click in the square and type "
|
||||
"the same number again. "
|
||||
"\n"
|
||||
"All pencil marks in a square are erased when you left-click and type "
|
||||
"a number, or when you left-click and press space. Right-clicking and "
|
||||
"pressing space will also erase pencil marks. "
|
||||
"\n"
|
||||
"As for Solo, the cursor keys can be used in conjunction with the "
|
||||
"digit keys to set numbers or pencil marks. Use the cursor keys to "
|
||||
"move a highlight around the grid, and type a digit to enter it in "
|
||||
"the highlighted square. Pressing return toggles the highlight into a "
|
||||
"mode in which you can enter or remove pencil marks. "
|
||||
"\n"
|
||||
"Pressing M will fill in a full set of pencil marks in every square "
|
||||
"that does not have a main digit in it. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#30.2 Keen parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Grid size_ "
|
||||
"\n"
|
||||
"Specifies the size of the grid. Lower limit is 3; upper limit is "
|
||||
"9 (because the user interface would become more difficult with "
|
||||
"`digits' bigger than 9!). "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. At Unreasonable "
|
||||
"level, some backtracking will be required, but the solution "
|
||||
"should still be unique. The remaining levels require "
|
||||
"increasingly complex reasoning to avoid having to backtrack. "
|
||||
"\n"
|
||||
"_Multiplication only_ "
|
||||
"\n"
|
||||
"If this is enabled, all boxes will be multiplication boxes. With "
|
||||
"this rule, the puzzle is known as `Inshi No Heya'. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
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||||
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||||
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||||
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||||
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||||
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|
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 3936;
|
||||
const char quick_help_text[] = "Complete the latin square in accordance with the arithmetic clues.";
|
||||
|
|
|
|||
|
|
@ -1,82 +1,164 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2314 comp 1548 ratio 0.668971 level 11 saved 766 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 21: Light Up "
|
||||
"\n"
|
||||
"You have a grid of squares. Some are filled in black; some of the "
|
||||
"black squares are numbered. Your aim is to `light up' all the empty "
|
||||
"squares by placing light bulbs in some of them. "
|
||||
"\n"
|
||||
"Each light bulb illuminates the square it is on, plus all squares "
|
||||
"in line with it horizontally or vertically unless a black square is "
|
||||
"blocking the way. "
|
||||
"\n"
|
||||
"To win the game, you must satisfy the following conditions: "
|
||||
"\n"
|
||||
"- All non-black squares are lit. "
|
||||
"\n"
|
||||
"- No light is lit by another light. "
|
||||
"\n"
|
||||
"- All numbered black squares have exactly that number of lights "
|
||||
"adjacent to them (in the four squares above, below, and to the "
|
||||
"side). "
|
||||
"\n"
|
||||
"Non-numbered black squares may have any number of lights adjacent to "
|
||||
"them. "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Nikoli [9]. "
|
||||
"\n"
|
||||
"Light Up was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"[9] http://www.nikoli.co.jp/en/puzzles/akari.html (beware of Flash) "
|
||||
"\n"
|
||||
"\n#21.1 Light Up controls "
|
||||
"\n"
|
||||
"Left-clicking in a non-black square will toggle the presence of a "
|
||||
"light in that square. Right-clicking in a non-black square toggles a "
|
||||
"mark there to aid solving; it can be used to highlight squares that "
|
||||
"cannot be lit, for example. "
|
||||
"\n"
|
||||
"You may not place a light in a marked square, nor place a mark in a "
|
||||
"lit square. "
|
||||
"\n"
|
||||
"The game will highlight obvious errors in red. Lights lit by other "
|
||||
"lights are highlighted in this way, as are numbered squares which do "
|
||||
"not (or cannot) have the right number of lights next to them. "
|
||||
"\n"
|
||||
"Thus, the grid is solved when all non-black squares have yellow "
|
||||
"highlights and there are no red lights. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#21.2 Light Up parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_%age of black squares_ "
|
||||
"\n"
|
||||
"Rough percentage of black squares in the grid. "
|
||||
"\n"
|
||||
"This is a hint rather than an instruction. If the grid generator "
|
||||
"is unable to generate a puzzle to this precise specification, it "
|
||||
"will increase the proportion of black squares until it can. "
|
||||
"\n"
|
||||
"_Symmetry_ "
|
||||
"\n"
|
||||
"Allows you to specify the required symmetry of the black squares "
|
||||
"in the grid. (This does not affect the difficulty of the puzzles "
|
||||
"noticeably.) "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"`Easy' means that the puzzles should be soluble without "
|
||||
"backtracking or guessing, `Hard' means that some guesses will "
|
||||
"probably be necessary. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
};
|
||||
const unsigned short help_text_len = 2314;
|
||||
const char quick_help_text[] = "Place bulbs to light up all the squares.";
|
||||
|
|
|
|||
|
|
@ -1,69 +1,171 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2264 comp 1613 ratio 0.712456 level 11 saved 651 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 23: Loopy "
|
||||
"\n"
|
||||
"You are given a grid of dots, marked with yellow lines to indicate "
|
||||
"which dots you are allowed to connect directly together. Your aim is "
|
||||
"to use some subset of those yellow lines to draw a single unbroken "
|
||||
"loop from dot to dot within the grid. "
|
||||
"\n"
|
||||
"Some of the spaces between the lines contain numbers. These numbers "
|
||||
"indicate how many of the lines around that space form part of the "
|
||||
"loop. The loop you draw must correctly satisfy all of these clues to "
|
||||
"be considered a correct solution. "
|
||||
"\n"
|
||||
"In the default mode, the dots are arranged in a grid of squares; "
|
||||
"however, you can also play on triangular or hexagonal grids, or even "
|
||||
"more exotic ones. "
|
||||
"\n"
|
||||
"Credit for the basic puzzle idea goes to Nikoli [10]. "
|
||||
"\n"
|
||||
"Loopy was originally contributed to this collection by Mike Pinna, "
|
||||
"and subsequently enhanced to handle various types of non-square grid "
|
||||
"by Lambros Lambrou. "
|
||||
"\n"
|
||||
"[10] http://www.nikoli.co.jp/en/puzzles/slitherlink.html (beware of "
|
||||
"Flash) "
|
||||
"\n"
|
||||
"\n#23.1 Loopy controls "
|
||||
"\n"
|
||||
"Click the left mouse button on a yellow line to turn it black, "
|
||||
"indicating that you think it is part of the loop. Click again to "
|
||||
"turn the line yellow again (meaning you aren't sure yet). "
|
||||
"\n"
|
||||
"If you are sure that a particular line segment is _not_ part of the "
|
||||
"loop, you can click the right mouse button to remove it completely. "
|
||||
"Again, clicking a second time will turn the line back to yellow. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#23.2 Loopy parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid, measured in number of regions across and down. For "
|
||||
"square grids, it's clear how this is counted; for other types of "
|
||||
"grid you may have to think a bit to see how the dimensions are "
|
||||
"measured. "
|
||||
"\n"
|
||||
"_Grid type_ "
|
||||
"\n"
|
||||
"Allows you to choose between a selection of types of tiling. "
|
||||
"Some have all the faces the same but may have multiple different "
|
||||
"types of vertex (e.g. the _Cairo_ or _Kites_ mode); others "
|
||||
"have all the vertices the same but may have different types of "
|
||||
"face (e.g. the _Great Hexagonal_). The square, triangular and "
|
||||
"honeycomb grids are fully regular, and have all their vertices "
|
||||
"_and_ faces the same; this makes them the least confusing to "
|
||||
"play. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x20, 0x0a, 0x00,
|
||||
};
|
||||
const unsigned short help_text_len = 2264;
|
||||
const char quick_help_text[] = "Draw a single closed loop, given clues about number of adjacent edges.";
|
||||
|
|
|
|||
|
|
@ -1,76 +1,175 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2498 comp 1657 ratio 0.663331 level 11 saved 841 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 33: Magnets "
|
||||
"\n"
|
||||
"A rectangular grid has been filled with a mixture of magnets (that "
|
||||
"is, dominoes with one positive end and one negative end) and blank "
|
||||
"dominoes (that is, dominoes with two neutral poles). These dominoes "
|
||||
"are initially only seen in silhouette. Around the grid are placed a "
|
||||
"number of clues indicating the number of positive and negative poles "
|
||||
"contained in certain columns and rows. "
|
||||
"\n"
|
||||
"Your aim is to correctly place the magnets and blank dominoes such "
|
||||
"that all the clues are satisfied, with the additional constraint "
|
||||
"that no two similar magnetic poles may be orthogonally adjacent "
|
||||
"(since they repel). Neutral poles do not repel, and can be adjacent "
|
||||
"to any other pole. "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Janko [16]. "
|
||||
"\n"
|
||||
"Magnets was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"[16] http://www.janko.at/Raetsel/Magnete/index.htm "
|
||||
"\n"
|
||||
"\n#33.1 Magnets controls "
|
||||
"\n"
|
||||
"Left-clicking on an empty square places a magnet at that position "
|
||||
"with the positive pole on the square and the negative pole on the "
|
||||
"other half of the magnet; left-clicking again reverses the polarity, "
|
||||
"and a third click removes the magnet. "
|
||||
"\n"
|
||||
"Right-clicking on an empty square places a blank domino there. "
|
||||
"Right-clicking again places two question marks on the domino, "
|
||||
"signifying `this cannot be blank' (which can be useful to note "
|
||||
"deductions while solving), and right-clicking again empties the "
|
||||
"domino. "
|
||||
"\n"
|
||||
"Left-clicking a clue will mark it as done (grey it out), or unmark "
|
||||
"it if it is already marked. "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move a cursor around the grid. "
|
||||
"Pressing the return key will lay a domino with a positive pole at "
|
||||
"that position; pressing again reverses the polarity and then removes "
|
||||
"the domino, as with left-clicking. Using the space bar allows "
|
||||
"placement of blank dominoes and cannot-be-blank hints, as for right-\n"
|
||||
"clicking. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#33.2 Magnets parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. There will be half _Width_ x _Height_ "
|
||||
"dominoes in the grid: if this number is odd then one square will "
|
||||
"be blank. "
|
||||
"\n"
|
||||
"(Grids with at least one odd dimension tend to be easier to "
|
||||
"solve.) "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. At Tricky "
|
||||
"level, you are required to make more deductions about empty "
|
||||
"dominoes and row/column counts. "
|
||||
"\n"
|
||||
"_Strip clues_ "
|
||||
"\n"
|
||||
"If true, some of the clues around the grid are removed at "
|
||||
"generation time, making the puzzle more difficult. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
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|
||||
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|
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|
||||
};
|
||||
const unsigned short help_text_len = 2498;
|
||||
const char quick_help_text[] = "Place magnets to satisfy the clues and avoid like poles touching.";
|
||||
|
|
|
|||
|
|
@ -1,90 +1,239 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3464 comp 2297 ratio 0.663106 level 11 saved 1167 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 22: Map "
|
||||
"\n"
|
||||
"You are given a map consisting of a number of regions. Your task is "
|
||||
"to colour each region with one of four colours, in such a way that "
|
||||
"no two regions sharing a boundary have the same colour. You are "
|
||||
"provided with some regions already coloured, sufficient to make the "
|
||||
"remainder of the solution unique. "
|
||||
"\n"
|
||||
"Only regions which share a length of border are required to be "
|
||||
"different colours. Two regions which meet at only one _point_ (i.e. "
|
||||
"are diagonally separated) may be the same colour. "
|
||||
"\n"
|
||||
"I believe this puzzle is original; I've never seen an implementation "
|
||||
"of it anywhere else. The concept of a four-colouring puzzle was "
|
||||
"suggested by Owen Dunn; credit must also go to Nikoli and to Verity "
|
||||
"Allan for inspiring the train of thought that led to me realising "
|
||||
"Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor "
|
||||
"for many detailed suggestions. "
|
||||
"\n"
|
||||
"\n#22.1 Map controls "
|
||||
"\n"
|
||||
"To colour a region, click the left mouse button on an existing "
|
||||
"region of the desired colour and drag that colour into the new "
|
||||
"region. "
|
||||
"\n"
|
||||
"(The program will always ensure the starting puzzle has at least one "
|
||||
"region of each colour, so that this is always possible!) "
|
||||
"\n"
|
||||
"If you need to clear a region, you can drag from an empty region, or "
|
||||
"from the puzzle boundary if there are no empty regions left. "
|
||||
"\n"
|
||||
"Dragging a colour using the _right_ mouse button will stipple the "
|
||||
"region in that colour, which you can use as a note to yourself that "
|
||||
"you think the region _might_ be that colour. A region can contain "
|
||||
"stipples in multiple colours at once. (This is often useful at the "
|
||||
"harder difficulty levels.) "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the map: the colour "
|
||||
"of the cursor indicates the position of the colour you would drag "
|
||||
"(which is not obvious if you're on a region's boundary, since it "
|
||||
"depends on the direction from which you approached the boundary). "
|
||||
"Pressing the return key starts a drag of that colour, as above, "
|
||||
"which you control with the cursor keys; pressing the return key "
|
||||
"again finishes the drag. The space bar can be used similarly to "
|
||||
"create a stippled region. Double-pressing the return key (without "
|
||||
"moving the cursor) will clear the region, as a drag from an empty "
|
||||
"region does: this is useful with the cursor mode if you have filled "
|
||||
"the entire map in but need to correct the layout. "
|
||||
"\n"
|
||||
"If you press L during play, the game will toggle display of a number "
|
||||
"in each region of the map. This is useful if you want to discuss a "
|
||||
"particular puzzle instance with a friend - having an unambiguous "
|
||||
"name for each region is much easier than trying to refer to them all "
|
||||
"by names such as `the one down and right of the brown one on the top "
|
||||
"border'. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#22.2 Map parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Regions_ "
|
||||
"\n"
|
||||
"Number of regions in the generated map. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"In `Easy' mode, there should always be at least one region whose "
|
||||
"colour can be determined trivially. In `Normal' and `Hard' "
|
||||
"modes, you will have to use increasingly complex logic to deduce "
|
||||
"the colour of some regions. However, it will always be possible "
|
||||
"without having to guess or backtrack. "
|
||||
"\n"
|
||||
"In `Unreasonable' mode, the program will feel free to generate "
|
||||
"puzzles which are as hard as it can possibly make them: the "
|
||||
"only constraint is that they should still have a unique "
|
||||
"solution. Solving Unreasonable puzzles may require guessing and "
|
||||
"backtracking. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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||||
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|
||||
};
|
||||
const unsigned short help_text_len = 3464;
|
||||
const char quick_help_text[] = "Colour the map so that adjacent regions are never the same colour.";
|
||||
|
|
|
|||
|
|
@ -1,98 +1,245 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3796 comp 2357 ratio 0.620917 level 11 saved 1439 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 12: Mines "
|
||||
"\n"
|
||||
"You have a grid of covered squares, some of which contain mines, but "
|
||||
"you don't know which. Your job is to uncover every square which does "
|
||||
"_not_ contain a mine. If you uncover a square containing a mine, you "
|
||||
"lose. If you uncover a square which does not contain a mine, you "
|
||||
"are told how many mines are contained within the eight surrounding "
|
||||
"squares. "
|
||||
"\n"
|
||||
"This game needs no introduction; popularised by Windows, it is "
|
||||
"perhaps the single best known desktop puzzle game in existence. "
|
||||
"\n"
|
||||
"This version of it has an unusual property. By default, it will "
|
||||
"generate its mine positions in such a way as to ensure that you "
|
||||
"never need to _guess_ where a mine is: you will always be able "
|
||||
"to deduce it somehow. So you will never, as can happen in other "
|
||||
"versions, get to the last four squares and discover that there are "
|
||||
"two mines left but you have no way of knowing for sure where they "
|
||||
"are. "
|
||||
"\n"
|
||||
"\n#12.1 Mines controls "
|
||||
"\n"
|
||||
"This game is played with the mouse. "
|
||||
"\n"
|
||||
"If you left-click in a covered square, it will be uncovered. "
|
||||
"\n"
|
||||
"If you right-click in a covered square, it will place a flag which "
|
||||
"indicates that the square is believed to be a mine. Left-clicking in "
|
||||
"a marked square will not uncover it, for safety. You can right-click "
|
||||
"again to remove a mark placed in error. "
|
||||
"\n"
|
||||
"If you left-click in an _uncovered_ square, it will `clear around' "
|
||||
"the square. This means: if the square has exactly as many flags "
|
||||
"surrounding it as it should have mines, then all the covered squares "
|
||||
"next to it which are _not_ flagged will be uncovered. So once you "
|
||||
"think you know the location of all the mines around a square, you "
|
||||
"can use this function as a shortcut to avoid having to click on each "
|
||||
"of the remaining squares one by one. "
|
||||
"\n"
|
||||
"If you uncover a square which has _no_ mines in the surrounding "
|
||||
"eight squares, then it is obviously safe to uncover those squares in "
|
||||
"turn, and so on if any of them also has no surrounding mines. This "
|
||||
"will be done for you automatically; so sometimes when you uncover a "
|
||||
"square, a whole new area will open up to be explored. "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the minefield. "
|
||||
"Pressing the return key in a covered square uncovers it, and in "
|
||||
"an uncovered square will clear around it (so it acts as the left "
|
||||
"button), pressing the space bar in a covered square will place a "
|
||||
"flag (similarly, it acts as the right button). "
|
||||
"\n"
|
||||
"All the actions described in section 2.1 are also available. "
|
||||
"\n"
|
||||
"Even Undo is available, although you might consider it cheating to "
|
||||
"use it. If you step on a mine, the program will only reveal the mine "
|
||||
"in question (unlike most other implementations, which reveal all of "
|
||||
"them). You can then Undo your fatal move and continue playing if you "
|
||||
"like. The program will track the number of times you died (and Undo "
|
||||
"will not reduce that counter), so when you get to the end of the "
|
||||
"game you know whether or not you did it without making any errors. "
|
||||
"\n"
|
||||
"(If you really want to know the full layout of the grid, which other "
|
||||
"implementations will show you after you die, you can always use the "
|
||||
"Solve menu option.) "
|
||||
"\n"
|
||||
"\n#12.2 Mines parameters "
|
||||
"\n"
|
||||
"The options available from the `Custom...' option on the `Type' menu "
|
||||
"are: "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Mines_ "
|
||||
"\n"
|
||||
"Number of mines in the grid. You can enter this as an absolute "
|
||||
"mine count, or alternatively you can put a % sign on the end "
|
||||
"in which case the game will arrange for that proportion of the "
|
||||
"squares in the grid to be mines. "
|
||||
"\n"
|
||||
"Beware of setting the mine count too high. At very high "
|
||||
"densities, the program may spend forever searching for a "
|
||||
"solvable grid. "
|
||||
"\n"
|
||||
"_Ensure solubility_ "
|
||||
"\n"
|
||||
"When this option is enabled (as it is by default), Mines will "
|
||||
"ensure that the entire grid can be fully deduced starting "
|
||||
"from the initial open space. If you prefer the riskier grids "
|
||||
"generated by other implementations, you can switch off this "
|
||||
"option. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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||||
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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.";
|
||||
|
|
|
|||
|
|
@ -1,108 +1,246 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3445 comp 2367 ratio 0.687083 level 11 saved 1078 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 3: Net "
|
||||
"\n"
|
||||
"(_Note:_ the Windows version of this game is called NETGAME.EXE to "
|
||||
"avoid clashing with Windows's own NET.EXE.) "
|
||||
"\n"
|
||||
"I originally saw this in the form of a Flash game called "
|
||||
"FreeNet [1], written by Pavils Jurjans; there are several other "
|
||||
"implementations under the name NetWalk. The computer prepares a "
|
||||
"network by connecting up the centres of squares in a grid, and then "
|
||||
"shuffles the network by rotating every tile randomly. Your job is "
|
||||
"to rotate it all back into place. The successful solution will be "
|
||||
"an entirely connected network, with no closed loops. As a visual "
|
||||
"aid, all tiles which are connected to the one in the middle are "
|
||||
"highlighted. "
|
||||
"\n"
|
||||
"[1] http://www.jurjans.lv/stuff/net/FreeNet.htm "
|
||||
"\n"
|
||||
"\n#3.1 Net controls "
|
||||
"\n"
|
||||
"This game can be played with either the keyboard or the mouse. The "
|
||||
"controls are: "
|
||||
"\n"
|
||||
"_Select tile_: mouse pointer, arrow keys "
|
||||
"\n"
|
||||
"_Rotate tile anticlockwise_: left mouse button, `A' key "
|
||||
"\n"
|
||||
"_Rotate tile clockwise_: right mouse button, `D' key "
|
||||
"\n"
|
||||
"_Rotate tile by 180 degrees_: `F' key "
|
||||
"\n"
|
||||
"_Lock (or unlock) tile_: middle mouse button, shift-click, `S' key "
|
||||
"\n"
|
||||
"You can lock a tile once you're sure of its orientation. You "
|
||||
"can also unlock it again, but while it's locked you can't "
|
||||
"accidentally turn it. "
|
||||
"\n"
|
||||
"The following controls are not necessary to complete the game, but "
|
||||
"may be useful: "
|
||||
"\n"
|
||||
"_Shift grid_: Shift + arrow keys "
|
||||
"\n"
|
||||
"On grids that wrap, you can move the origin of the grid, so "
|
||||
"that tiles that were on opposite sides of the grid can be seen "
|
||||
"together. "
|
||||
"\n"
|
||||
"_Move centre_: Ctrl + arrow keys "
|
||||
"\n"
|
||||
"You can change which tile is used as the source of highlighting. "
|
||||
"(It doesn't ultimately matter which tile this is, as every tile "
|
||||
"will be connected to every other tile in a correct solution, "
|
||||
"but it may be helpful in the intermediate stages of solving the "
|
||||
"puzzle.) "
|
||||
"\n"
|
||||
"_Jumble tiles_: `J' key "
|
||||
"\n"
|
||||
"This key turns all tiles that are not locked to random "
|
||||
"orientations. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#3.2 Net parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in tiles. "
|
||||
"\n"
|
||||
"_Walls wrap around_ "
|
||||
"\n"
|
||||
"If checked, flow can pass from the left edge to the right edge, "
|
||||
"and from top to bottom, and vice versa. "
|
||||
"\n"
|
||||
"_Barrier probability_ "
|
||||
"\n"
|
||||
"A number between 0.0 and 1.0 controlling whether an immovable "
|
||||
"barrier is placed between two tiles to prevent flow between "
|
||||
"them (a higher number gives more barriers). Since barriers "
|
||||
"are immovable, they act as constraints on the solution (i.e., "
|
||||
"hints). "
|
||||
"\n"
|
||||
"The grid generation in Net has been carefully arranged so that "
|
||||
"the barriers are independent of the rest of the grid. This "
|
||||
"means that if you note down the random seed used to generate "
|
||||
"the current puzzle (see section 2.2), change the _Barrier "
|
||||
"probability_ parameter, and then re-enter the same random seed, "
|
||||
"you should see exactly the same starting grid, with the only "
|
||||
"change being the number of barriers. So if you're stuck on a "
|
||||
"particular grid and need a hint, you could start up another "
|
||||
"instance of Net, set up the same parameters but a higher barrier "
|
||||
"probability, and enter the game seed from the original Net "
|
||||
"window. "
|
||||
"\n"
|
||||
"_Ensure unique solution_ "
|
||||
"\n"
|
||||
"Normally, Net will make sure that the puzzles it presents have "
|
||||
"only one solution. Puzzles with ambiguous sections can be more "
|
||||
"difficult and more subtle, so if you like you can turn off this "
|
||||
"feature and risk having ambiguous puzzles. (Also, finding _all_ "
|
||||
"the possible solutions can be an additional challenge for an "
|
||||
"advanced player.) "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
||||
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|
||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 3445;
|
||||
const char quick_help_text[] = "Rotate each tile to reassemble the network.";
|
||||
|
|
|
|||
|
|
@ -1,20 +1,51 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 524 comp 416 ratio 0.793893 level 3 saved 108 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 9: Netslide "
|
||||
"\n"
|
||||
"This game combines the grid generation of Net (see chapter 3) with "
|
||||
"the movement of Sixteen (see chapter 6): you have a Net grid, but "
|
||||
"instead of rotating tiles back into place you have to slide them "
|
||||
"into place by moving a whole row at a time. "
|
||||
"\n"
|
||||
"As in Sixteen, control is with the mouse or cursor keys. See section "
|
||||
"6.1. "
|
||||
"\n"
|
||||
"The available game parameters have similar meanings to those in Net "
|
||||
"(see section 3.2) and Sixteen (see section 6.2). "
|
||||
"\n"
|
||||
"Netslide was contributed to this collection by Richard Boulton. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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||||
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 524;
|
||||
const char quick_help_text[] = "Slide a row at a time to reassemble the network.";
|
||||
|
|
|
|||
|
|
@ -1,43 +1,99 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 1110 comp 894 ratio 0.805405 level 3 saved 216 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 41: Palisade "
|
||||
"\n"
|
||||
"You're given a grid of squares, some of which contain numbers. Your "
|
||||
"goal is to subdivide the grid into contiguous regions, all of the "
|
||||
"same (given) size, such that each square containing a number is "
|
||||
"adjacent to exactly that many edges (including those between the "
|
||||
"inside and the outside of the grid). "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Nikoli, who call it `Five Cells'. "
|
||||
"[22]. "
|
||||
"\n"
|
||||
"Palisade was contributed to this collection by Jonas Koelker. "
|
||||
"\n"
|
||||
"[22] http://nikoli.co.jp/en/puzzles/five_cells.html "
|
||||
"\n"
|
||||
"\n#41.1 Palisade controls "
|
||||
"\n"
|
||||
"Left-click to place an edge. Right-click to indicate `no edge'. "
|
||||
"Alternatively, the arrow keys will move a keyboard cursor. Holding "
|
||||
"Control while pressing an arrow key will place an edge. Press Shift-\n"
|
||||
"arrowkey to switch off an edge. Repeat an action to perform its "
|
||||
"inverse. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#41.2 Palisade parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Region size_ "
|
||||
"\n"
|
||||
"The size of the regions into which the grid must be subdivided. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 1110;
|
||||
const char quick_help_text[] = "Divide the grid into equal-sized areas in accordance with the clues.";
|
||||
|
|
|
|||
|
|
@ -1,56 +1,156 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2123 comp 1468 ratio 0.691474 level 4 saved 655 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 10: Pattern "
|
||||
"\n"
|
||||
"You have a grid of squares, which must all be filled in either black "
|
||||
"or white. Beside each row of the grid are listed the lengths of the "
|
||||
"runs of black squares on that row; above each column are listed the "
|
||||
"lengths of the runs of black squares in that column. Your aim is to "
|
||||
"fill in the entire grid black or white. "
|
||||
"\n"
|
||||
"I first saw this puzzle form around 1995, under the name "
|
||||
"`nonograms'. I've seen it in various places since then, under "
|
||||
"different names. "
|
||||
"\n"
|
||||
"Normally, puzzles of this type turn out to be a meaningful picture "
|
||||
"of something once you've solved them. However, since this version "
|
||||
"generates the puzzles automatically, they will just look like random "
|
||||
"groupings of squares. (One user has suggested that this is actually "
|
||||
"a _good_ thing, since it prevents you from guessing the colour of "
|
||||
"squares based on the picture, and forces you to use logic instead.) "
|
||||
"The advantage, though, is that you never run out of them. "
|
||||
"\n"
|
||||
"\n#10.1 Pattern controls "
|
||||
"\n"
|
||||
"This game is played with the mouse. "
|
||||
"\n"
|
||||
"Left-click in a square to colour it black. Right-click to colour it "
|
||||
"white. If you make a mistake, you can middle-click, or hold down "
|
||||
"Shift while clicking with any button, to colour the square in the "
|
||||
"default grey (meaning `undecided') again. "
|
||||
"\n"
|
||||
"You can click and drag with the left or right mouse button to colour "
|
||||
"a vertical or horizontal line of squares black or white at a time "
|
||||
"(respectively). If you click and drag with the middle button, or "
|
||||
"with Shift held down, you can colour a whole rectangle of squares "
|
||||
"grey. "
|
||||
"\n"
|
||||
"You can also move around the grid with the cursor keys. Pressing the "
|
||||
"return key will cycle the current cell through empty, then black, "
|
||||
"then white, then empty, and the space bar does the same cycle in "
|
||||
"reverse. "
|
||||
"\n"
|
||||
"Moving the cursor while holding Control will colour the moved-over "
|
||||
"squares black. Holding Shift will colour the moved-over squares "
|
||||
"white, and holding both will colour them grey. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#10.2 Pattern parameters "
|
||||
"\n"
|
||||
"The only options available from the `Custom...' option on the `Type' "
|
||||
"menu are _Width_ and _Height_, which are self-explanatory. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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||||
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||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
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|
||||
};
|
||||
const unsigned short help_text_len = 2123;
|
||||
const char quick_help_text[] = "Fill in the pattern in the grid, given only the lengths of runs of black squares.";
|
||||
|
|
|
|||
|
|
@ -1,70 +1,170 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2565 comp 1606 ratio 0.626121 level 11 saved 959 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 36: Pearl "
|
||||
"\n"
|
||||
"You have a grid of squares. Your job is to draw lines between the "
|
||||
"centres of horizontally or vertically adjacent squares, so that the "
|
||||
"lines form a single closed loop. In the resulting grid, some of the "
|
||||
"squares that the loop passes through will contain corners, and some "
|
||||
"will be straight horizontal or vertical lines. (And some squares can "
|
||||
"be completely empty - the loop doesn't have to pass through every "
|
||||
"square.) "
|
||||
"\n"
|
||||
"Some of the squares contain black and white circles, which are clues "
|
||||
"that the loop must satisfy. "
|
||||
"\n"
|
||||
"A black circle in a square indicates that that square is a corner, "
|
||||
"but neither of the squares adjacent to it in the loop is also a "
|
||||
"corner. "
|
||||
"\n"
|
||||
"A white circle indicates that the square is a straight edge, but _at "
|
||||
"least one_ of the squares adjacent to it in the loop is a corner. "
|
||||
"\n"
|
||||
"(In both cases, the clue only constrains the two squares adjacent "
|
||||
"_in the loop_, that is, the squares that the loop passes into after "
|
||||
"leaving the clue square. The squares that are only adjacent _in the "
|
||||
"grid_ are not constrained.) "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Nikoli, who call it `Masyu'. [19] "
|
||||
"\n"
|
||||
"Thanks to James Harvey for assistance with the implementation. "
|
||||
"\n"
|
||||
"[19] http://www.nikoli.co.jp/en/puzzles/masyu.html (beware of Flash) "
|
||||
"\n"
|
||||
"\n#36.1 Pearl controls "
|
||||
"\n"
|
||||
"Click with the left button on a grid edge to draw a segment of the "
|
||||
"loop through that edge, or to remove a segment once it is drawn. "
|
||||
"\n"
|
||||
"Drag with the left button through a series of squares to draw more "
|
||||
"than one segment of the loop in one go. Alternatively, drag over an "
|
||||
"existing part of the loop to undraw it, or to undraw part of it and "
|
||||
"then go in a different direction. "
|
||||
"\n"
|
||||
"Click with the right button on a grid edge to mark it with a cross, "
|
||||
"indicating that you are sure the loop does not go through that edge. "
|
||||
"(For instance, if you have decided which of the squares adjacent "
|
||||
"to a white clue has to be a corner, but don't yet know which way "
|
||||
"the corner turns, you might mark the one way it _can't_ go with a "
|
||||
"cross.) "
|
||||
"\n"
|
||||
"Alternatively, use the cursor keys to move the cursor. Use the Enter "
|
||||
"key to begin and end keyboard `drag' operations. Use the Space, "
|
||||
"Escape or Backspace keys to cancel the drag. Or, hold Control while "
|
||||
"dragging with the cursor keys to toggle segments as you move between "
|
||||
"squares. "
|
||||
"\n"
|
||||
"Pressing Control-Shift-arrowkey or Shift-arrowkey simulates a left "
|
||||
"or right click, respectively, on the edge in the direction of the "
|
||||
"key. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#36.2 Pearl parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
};
|
||||
const unsigned short help_text_len = 2565;
|
||||
const char quick_help_text[] = "Draw a single closed loop, given clues about corner and straight squares.";
|
||||
|
|
|
|||
|
|
@ -1,52 +1,135 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 1686 comp 1254 ratio 0.743772 level 3 saved 432 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 16: Pegs "
|
||||
"\n"
|
||||
"A number of pegs are placed in holes on a board. You can remove a "
|
||||
"peg by jumping an adjacent peg over it (horizontally or vertically) "
|
||||
"to a vacant hole on the other side. Your aim is to remove all but "
|
||||
"one of the pegs initially present. "
|
||||
"\n"
|
||||
"This game, best known as `Peg Solitaire', is possibly one of the "
|
||||
"oldest puzzle games still commonly known. "
|
||||
"\n"
|
||||
"\n#16.1 Pegs controls "
|
||||
"\n"
|
||||
"To move a peg, drag it with the mouse from its current position to "
|
||||
"its final position. If the final position is exactly two holes away "
|
||||
"from the initial position, is currently unoccupied by a peg, and "
|
||||
"there is a peg in the intervening square, the move will be permitted "
|
||||
"and the intervening peg will be removed. "
|
||||
"\n"
|
||||
"Vacant spaces which you can move a peg into are marked with holes. A "
|
||||
"space with no peg and no hole is not available for moving at all: it "
|
||||
"is an obstacle which you must work around. "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move a position indicator around "
|
||||
"the board. Pressing the return key while over a peg, followed by a "
|
||||
"cursor key, will jump the peg in that direction (if that is a legal "
|
||||
"move). "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#16.2 Pegs parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in holes. "
|
||||
"\n"
|
||||
"_Board type_ "
|
||||
"\n"
|
||||
"Controls whether you are given a board of a standard shape or "
|
||||
"a randomly generated shape. The two standard shapes currently "
|
||||
"supported are `Cross' and `Octagon' (also commonly known as the "
|
||||
"English and European traditional board layouts respectively). "
|
||||
"Selecting `Random' will give you a different board shape every "
|
||||
"time (but always one that is known to have a solution). "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
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||||
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|
||||
};
|
||||
const unsigned short help_text_len = 1686;
|
||||
const char quick_help_text[] = "Jump pegs over each other to remove all but one.";
|
||||
|
|
|
|||
|
|
@ -1,62 +1,149 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2029 comp 1393 ratio 0.686545 level 4 saved 636 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 35: Range "
|
||||
"\n"
|
||||
"You have a grid of squares; some squares contain numbers. Your job "
|
||||
"is to colour some of the squares black, such that several criteria "
|
||||
"are satisfied: "
|
||||
"\n"
|
||||
"- no square with a number is coloured black. "
|
||||
"\n"
|
||||
"- no two black squares are adjacent (horizontally or vertically). "
|
||||
"\n"
|
||||
"- for any two white squares, there is a path between them using "
|
||||
"only white squares. "
|
||||
"\n"
|
||||
"- for each square with a number, that number denotes the total "
|
||||
"number of white squares reachable from that square going in a "
|
||||
"straight line in any horizontal or vertical direction until "
|
||||
"hitting a wall or a black square; the square with the number is "
|
||||
"included in the total (once). "
|
||||
"\n"
|
||||
"For instance, a square containing the number one must have four "
|
||||
"black squares as its neighbours by the last criterion; but then it's "
|
||||
"impossible for it to be connected to any outside white square, which "
|
||||
"violates the second to last criterion. So no square will contain the "
|
||||
"number one. "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Nikoli, who have variously called it "
|
||||
"`Kurodoko', `Kuromasu' or `Where is Black Cells'. [18]. "
|
||||
"\n"
|
||||
"Range was contributed to this collection by Jonas Koelker. "
|
||||
"\n"
|
||||
"[18] http://www.nikoli.co.jp/en/puzzles/where_is_black_cells.html "
|
||||
"\n"
|
||||
"\n#35.1 Range controls "
|
||||
"\n"
|
||||
"Click with the left button to paint a square black, or with the "
|
||||
"right button to mark a square with a dot to indicate that you are "
|
||||
"sure it should _not_ be painted black. Repeated clicking with either "
|
||||
"button will cycle the square through the three possible states "
|
||||
"(filled, dotted or empty) in opposite directions. "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the grid squares. "
|
||||
"Pressing Return does the same as clicking with the left button, "
|
||||
"while pressing Space does the same as a right button click. Moving "
|
||||
"with the cursor keys while holding Shift will place dots in all "
|
||||
"squares that are moved through. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#35.2 Range parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 2029;
|
||||
const char quick_help_text[] = "Place black squares to limit the visible distance from each numbered cell.";
|
||||
|
|
|
|||
|
|
@ -1,93 +1,245 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3534 comp 2351 ratio 0.665252 level 11 saved 1183 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 8: Rectangles "
|
||||
"\n"
|
||||
"You have a grid of squares, with numbers written in some (but "
|
||||
"not all) of the squares. Your task is to subdivide the grid into "
|
||||
"rectangles of various sizes, such that (a) every rectangle contains "
|
||||
"exactly one numbered square, and (b) the area of each rectangle is "
|
||||
"equal to the number written in its numbered square. "
|
||||
"\n"
|
||||
"Credit for this game goes to the Japanese puzzle magazine Nikoli [3] "
|
||||
"; I've also seen a Palm implementation at Puzzle Palace [4]. Unlike "
|
||||
"Puzzle Palace's implementation, my version automatically generates "
|
||||
"random grids of any size you like. The quality of puzzle design is "
|
||||
"therefore not quite as good as hand-crafted puzzles would be, but on "
|
||||
"the plus side you get an inexhaustible supply of puzzles tailored to "
|
||||
"your own specification. "
|
||||
"\n"
|
||||
"[3] http://www.nikoli.co.jp/en/puzzles/shikaku.html (beware of "
|
||||
"Flash) "
|
||||
"\n"
|
||||
"[4] "
|
||||
"https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en "
|
||||
"\n"
|
||||
"\n#8.1 Rectangles controls "
|
||||
"\n"
|
||||
"This game is played with the mouse or cursor keys. "
|
||||
"\n"
|
||||
"Left-click any edge to toggle it on or off, or left-click and "
|
||||
"drag to draw an entire rectangle (or line) on the grid in one go "
|
||||
"(removing any existing edges within that rectangle). Right-clicking "
|
||||
"and dragging will allow you to erase the contents of a rectangle "
|
||||
"without affecting its edges. "
|
||||
"\n"
|
||||
"Alternatively, use the cursor keys to move the position indicator "
|
||||
"around the board. Pressing the return key then allows you to use the "
|
||||
"cursor keys to drag a rectangle out from that position, and pressing "
|
||||
"the return key again completes the rectangle. Using the space bar "
|
||||
"instead of the return key allows you to erase the contents of a "
|
||||
"rectangle without affecting its edges, as above. Pressing escape "
|
||||
"cancels a drag. "
|
||||
"\n"
|
||||
"When a rectangle of the correct size is completed, it will be "
|
||||
"shaded. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#8.2 Rectangles parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid, in squares. "
|
||||
"\n"
|
||||
"_Expansion factor_ "
|
||||
"\n"
|
||||
"This is a mechanism for changing the type of grids generated by "
|
||||
"the program. Some people prefer a grid containing a few large "
|
||||
"rectangles to one containing many small ones. So you can ask "
|
||||
"Rectangles to essentially generate a _smaller_ grid than the "
|
||||
"size you specified, and then to expand it by adding rows and "
|
||||
"columns. "
|
||||
"\n"
|
||||
"The default expansion factor of zero means that Rectangles will "
|
||||
"simply generate a grid of the size you ask for, and do nothing "
|
||||
"further. If you set an expansion factor of (say) 0.5, it means "
|
||||
"that each dimension of the grid will be expanded to half again "
|
||||
"as big after generation. In other words, the initial grid will "
|
||||
"be 2/3 the size in each dimension, and will be expanded to its "
|
||||
"full size without adding any more rectangles. "
|
||||
"\n"
|
||||
"Setting an expansion factor of around 0.5 tends to make the "
|
||||
"game more difficult, and also (in my experience) rewards a "
|
||||
"less deductive and more intuitive playing style. If you set it "
|
||||
"_too_ high, though, the game simply cannot generate more than a "
|
||||
"few rectangles to cover the entire grid, and the game becomes "
|
||||
"trivial. "
|
||||
"\n"
|
||||
"_Ensure unique solution_ "
|
||||
"\n"
|
||||
"Normally, Rectangles will make sure that the puzzles it presents "
|
||||
"have only one solution. Puzzles with ambiguous sections can be "
|
||||
"more difficult and more subtle, so if you like you can turn off "
|
||||
"this feature and risk having ambiguous puzzles. Also, finding "
|
||||
"_all_ the possible solutions can be an additional challenge for "
|
||||
"an advanced player. Turning off this option can also speed up "
|
||||
"puzzle generation. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
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|
||||
0x00,
|
||||
};
|
||||
const unsigned short help_text_len = 3534;
|
||||
const char quick_help_text[] = "Divide the grid into rectangles with areas equal to the numbers.";
|
||||
|
|
|
|||
|
|
@ -1,76 +1,172 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2464 comp 1626 ratio 0.659903 level 11 saved 838 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 13: Same Game "
|
||||
"\n"
|
||||
"You have a grid of coloured squares, which you have to clear by "
|
||||
"highlighting contiguous regions of more than one coloured square; "
|
||||
"the larger the region you highlight, the more points you get (and "
|
||||
"the faster you clear the arena). "
|
||||
"\n"
|
||||
"If you clear the grid you win. If you end up with nothing but single "
|
||||
"squares (i.e., there are no more clickable regions left) you lose. "
|
||||
"\n"
|
||||
"Removing a region causes the rest of the grid to shuffle up: blocks "
|
||||
"that are suspended will fall down (first), and then empty columns "
|
||||
"are filled from the right. "
|
||||
"\n"
|
||||
"Same Game was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"\n#13.1 Same Game controls "
|
||||
"\n"
|
||||
"This game can be played with either the keyboard or the mouse. "
|
||||
"\n"
|
||||
"If you left-click an unselected region, it becomes selected "
|
||||
"(possibly clearing the current selection). "
|
||||
"\n"
|
||||
"If you left-click the selected region, it will be removed (and the "
|
||||
"rest of the grid shuffled immediately). "
|
||||
"\n"
|
||||
"If you right-click the selected region, it will be unselected. "
|
||||
"\n"
|
||||
"The cursor keys move a cursor around the grid. Pressing the Space or "
|
||||
"Enter keys while the cursor is in an unselected region selects it; "
|
||||
"pressing Space or Enter again removes it as above. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#13.2 Same Game parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_No. of colours_ "
|
||||
"\n"
|
||||
"Number of different colours used to fill the grid; the more "
|
||||
"colours, the fewer large regions of colour and thus the more "
|
||||
"difficult it is to successfully clear the grid. "
|
||||
"\n"
|
||||
"_Scoring system_ "
|
||||
"\n"
|
||||
"Controls the precise mechanism used for scoring. With the "
|
||||
"default system, `(n-2)^2', only regions of three squares or more "
|
||||
"will score any points at all. With the alternative `(n-1)^2' "
|
||||
"system, regions of two squares score a point each, and larger "
|
||||
"regions score relatively more points. "
|
||||
"\n"
|
||||
"_Ensure solubility_ "
|
||||
"\n"
|
||||
"If this option is ticked (the default state), generated grids "
|
||||
"will be guaranteed to have at least one solution. "
|
||||
"\n"
|
||||
"If you turn it off, the game generator will not try to guarantee "
|
||||
"soluble grids; it will, however, still ensure that there are at "
|
||||
"least 2 squares of each colour on the grid at the start (since a "
|
||||
"grid with exactly one square of a given colour is _definitely_ "
|
||||
"insoluble). Grids generated with this option disabled may "
|
||||
"contain more large areas of contiguous colour, leading to "
|
||||
"opportunities for higher scores; they can also take less time to "
|
||||
"generate. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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||||
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||||
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|
||||
};
|
||||
const unsigned short help_text_len = 2464;
|
||||
const char quick_help_text[] = "Clear the grid by removing touching groups of the same colour squares.";
|
||||
|
|
|
|||
|
|
@ -1,80 +1,199 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3045 comp 1899 ratio 0.623645 level 11 saved 1146 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 34: Signpost "
|
||||
"\n"
|
||||
"You have a grid of squares; each square (except the last one) "
|
||||
"contains an arrow, and some squares also contain numbers. Your job "
|
||||
"is to connect the squares to form a continuous list of numbers "
|
||||
"starting at 1 and linked in the direction of the arrows - so the "
|
||||
"arrow inside the square with the number 1 will point to the square "
|
||||
"containing the number 2, which will point to the square containing "
|
||||
"the number 3, etc. Each square can be any distance away from the "
|
||||
"previous one, as long as it is somewhere in the direction of the "
|
||||
"arrow. "
|
||||
"\n"
|
||||
"By convention the first and last numbers are shown; one or more "
|
||||
"interim numbers may also appear at the beginning. "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Janko [17], who call it `Pfeilpfad' "
|
||||
"(`arrow path'). "
|
||||
"\n"
|
||||
"Signpost was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"[17] http://janko.at/Raetsel/Pfeilpfad/index.htm "
|
||||
"\n"
|
||||
"\n#34.1 Signpost controls "
|
||||
"\n"
|
||||
"To play Signpost, you connect squares together by dragging from "
|
||||
"one square to another, indicating that they are adjacent in the "
|
||||
"sequence. Drag with the left button from a square to its successor, "
|
||||
"or with the right button from a square to its predecessor. "
|
||||
"\n"
|
||||
"If you connect together two squares in this way and one of them has "
|
||||
"a number in it, the appropriate number will appear in the other "
|
||||
"square. If you connect two non-numbered squares, they will be "
|
||||
"assigned temporary algebraic labels: on the first occasion, they "
|
||||
"will be labelled `a' and `a+1', and then `b' and `b+1', and so on. "
|
||||
"Connecting more squares on to the ends of such a chain will cause "
|
||||
"them all to be labelled with the same letter. "
|
||||
"\n"
|
||||
"When you left-click or right-click in a square, the legal squares to "
|
||||
"connect it to will be shown. "
|
||||
"\n"
|
||||
"The arrow in each square starts off black, and goes grey once you "
|
||||
"connect the square to its successor. Also, each square which needs "
|
||||
"a predecessor has a small dot in the bottom left corner, which "
|
||||
"vanishes once you link a square to it. So your aim is always to "
|
||||
"connect a square with a black arrow to a square with a dot. "
|
||||
"\n"
|
||||
"To remove any links for a particular square (both incoming and "
|
||||
"outgoing), left-drag it off the grid. To remove a whole chain, "
|
||||
"right-drag any square in the chain off the grid. "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the grid squares "
|
||||
"and lines. Pressing the return key when over a square starts a link "
|
||||
"operation, and pressing the return key again over a square will "
|
||||
"finish the link, if allowable. Pressing the space bar over a square "
|
||||
"will show the other squares pointing to it, and allow you to form a "
|
||||
"backward link, and pressing the space bar again cancels this. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#34.2 Signpost parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Force start/end to corners_ "
|
||||
"\n"
|
||||
"If true, the start and end squares are always placed in opposite "
|
||||
"corners (the start at the top left, and the end at the bottom "
|
||||
"right). If false the start and end squares are placed randomly "
|
||||
"(although always both shown). "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
};
|
||||
const unsigned short help_text_len = 3045;
|
||||
const char quick_help_text[] = "Connect the squares into a path following the arrows.";
|
||||
|
|
|
|||
|
|
@ -1,51 +1,115 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 1385 comp 1059 ratio 0.764621 level 11 saved 326 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 32: Singles "
|
||||
"\n"
|
||||
"You have a grid of white squares, all of which contain numbers. Your "
|
||||
"task is to colour some of the squares black (removing the number) so "
|
||||
"as to satisfy all of the following conditions: "
|
||||
"\n"
|
||||
"- No number occurs more than once in any row or column. "
|
||||
"\n"
|
||||
"- No black square is horizontally or vertically adjacent to any "
|
||||
"other black square. "
|
||||
"\n"
|
||||
"- The remaining white squares must all form one contiguous region "
|
||||
"(connected by edges, not just touching at corners). "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Nikoli [15] who call it Hitori. "
|
||||
"\n"
|
||||
"Singles was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"[15] http://www.nikoli.com/en/puzzles/hitori.html (beware of Flash) "
|
||||
"\n"
|
||||
"\n#32.1 Singles controls "
|
||||
"\n"
|
||||
"Left-clicking on an empty square will colour it black; left-clicking "
|
||||
"again will restore the number. Right-clicking will add a circle "
|
||||
"(useful for indicating that a cell is definitely not black). "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the grid. Pressing "
|
||||
"the return or space keys will turn a square black or add a circle "
|
||||
"respectively, and pressing the key again will restore the number or "
|
||||
"remove the circle. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#32.2 Singles parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
};
|
||||
const unsigned short help_text_len = 1385;
|
||||
const char quick_help_text[] = "Black out the right set of duplicate numbers.";
|
||||
|
|
|
|||
|
|
@ -1,62 +1,185 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2533 comp 1760 ratio 0.694828 level 11 saved 773 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 6: Sixteen "
|
||||
"\n"
|
||||
"Another sliding tile puzzle, visually similar to Fifteen (see "
|
||||
"chapter 5) but with a different type of move. This time, there is no "
|
||||
"hole: all 16 squares on the grid contain numbered squares. Your move "
|
||||
"is to shift an entire row left or right, or shift an entire column "
|
||||
"up or down; every time you do that, the tile you shift off the grid "
|
||||
"re-appears at the other end of the same row, in the space you just "
|
||||
"vacated. To win, arrange the tiles into numerical order (1,2,3,4 on "
|
||||
"the top row, 13,14,15,16 on the bottom). When you've done that, try "
|
||||
"playing on different sizes of grid. "
|
||||
"\n"
|
||||
"I _might_ have invented this game myself, though only by accident "
|
||||
"if so (and I'm sure other people have independently invented it). I "
|
||||
"thought I was imitating a screensaver I'd seen, but I have a feeling "
|
||||
"that the screensaver might actually have been a Fifteen-type puzzle "
|
||||
"rather than this slightly different kind. So this might be the one "
|
||||
"thing in my puzzle collection which represents creativity on my part "
|
||||
"rather than just engineering. "
|
||||
"\n"
|
||||
"\n#6.1 Sixteen controls "
|
||||
"\n"
|
||||
"Left-clicking on an arrow will move the appropriate row or column in "
|
||||
"the direction indicated. Right-clicking will move it in the opposite "
|
||||
"direction. "
|
||||
"\n"
|
||||
"Alternatively, use the cursor keys to move the position indicator "
|
||||
"around the edge of the grid, and use the return key to move the "
|
||||
"row/column in the direction indicated. "
|
||||
"\n"
|
||||
"You can also move the tiles directly. Move the cursor onto a tile, "
|
||||
"hold Control and press an arrow key to move the tile under the "
|
||||
"cursor and move the cursor along with the tile. Or, hold Shift to "
|
||||
"move only the tile. Pressing Enter simulates holding down Control "
|
||||
"(press Enter again to release), while pressing Space simulates "
|
||||
"holding down shift. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#6.2 Sixteen parameters "
|
||||
"\n"
|
||||
"The parameters available from the `Custom...' option on the `Type' "
|
||||
"menu are: "
|
||||
"\n"
|
||||
"- _Width_ and _Height_, which are self-explanatory. "
|
||||
"\n"
|
||||
"- You can ask for a limited shuffling operation to be performed on "
|
||||
"the grid. By default, Sixteen will shuffle the grid in such a "
|
||||
"way that any arrangement is about as probable as any other. You "
|
||||
"can override this by requesting a precise number of shuffling "
|
||||
"moves to be performed. Typically your aim is then to determine "
|
||||
"the precise set of shuffling moves and invert them exactly, "
|
||||
"so that you answer (say) a four-move shuffle with a four-move "
|
||||
"solution. Note that the more moves you ask for, the more likely "
|
||||
"it is that solutions shorter than the target length will turn "
|
||||
"out to be possible. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
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|
||||
};
|
||||
const unsigned short help_text_len = 2533;
|
||||
const char quick_help_text[] = "Slide a row at a time to arrange the tiles into order.";
|
||||
|
|
|
|||
|
|
@ -1,66 +1,175 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2374 comp 1659 ratio 0.698821 level 11 saved 715 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 20: Slant "
|
||||
"\n"
|
||||
"You have a grid of squares. Your aim is to draw a diagonal line "
|
||||
"through each square, and choose which way each line slants so that "
|
||||
"the following conditions are met: "
|
||||
"\n"
|
||||
"- The diagonal lines never form a loop. "
|
||||
"\n"
|
||||
"- Any point with a circled number has precisely that many lines "
|
||||
"meeting at it. (Thus, a 4 is the centre of a cross shape, "
|
||||
"whereas a zero is the centre of a diamond shape - or rather, a "
|
||||
"partial diamond shape, because a zero can never appear in the "
|
||||
"middle of the grid because that would immediately cause a loop.) "
|
||||
"\n"
|
||||
"Credit for this puzzle goes to Nikoli [8]. "
|
||||
"\n"
|
||||
"[8] http://www.nikoli.co.jp/ja/puzzles/gokigen_naname (in Japanese) "
|
||||
"\n"
|
||||
"\n#20.1 Slant controls "
|
||||
"\n"
|
||||
"Left-clicking in a blank square will place a \\ in it (a line leaning "
|
||||
"to the left, i.e. running from the top left of the square to the "
|
||||
"bottom right). Right-clicking in a blank square will place a / in it "
|
||||
"(leaning to the right, running from top right to bottom left). "
|
||||
"\n"
|
||||
"Continuing to click either button will cycle between the three "
|
||||
"possible square contents. Thus, if you left-click repeatedly in a "
|
||||
"blank square it will change from blank to \\ to / back to blank, and "
|
||||
"if you right-click repeatedly the square will change from blank to / "
|
||||
"to \\ back to blank. (Therefore, you can play the game entirely with "
|
||||
"one button if you need to.) "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the grid. Pressing "
|
||||
"the return or space keys will place a \\ or a /, respectively, and "
|
||||
"will then cycle them as above. You can also press / or \\ to place a "
|
||||
"/ or \\, respectively, independent of what is already in the cursor "
|
||||
"square. Backspace removes any line from the cursor square. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#20.2 Slant parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. At Hard "
|
||||
"level, you are required to do deductions based on knowledge of "
|
||||
"_relationships_ between squares rather than always being able to "
|
||||
"deduce the exact contents of one square at a time. (For example, "
|
||||
"you might know that two squares slant in the same direction, "
|
||||
"even if you don't yet know what that direction is, and this "
|
||||
"might enable you to deduce something about still other squares.) "
|
||||
"Even at Hard level, guesswork and backtracking should never be "
|
||||
"necessary. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
||||
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|
||||
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||||
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|
||||
};
|
||||
const unsigned short help_text_len = 2374;
|
||||
const char quick_help_text[] = "Draw a maze of slanting lines that matches the clues.";
|
||||
|
|
|
|||
|
|
@ -1,137 +1,374 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 6245 comp 3641 ratio 0.583026 level 11 saved 2604 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 11: Solo "
|
||||
"\n"
|
||||
"You have a square grid, which is divided into as many equally sized "
|
||||
"sub-blocks as the grid has rows. Each square must be filled in with "
|
||||
"a digit from 1 to the size of the grid, in such a way that "
|
||||
"\n"
|
||||
"- every row contains only one occurrence of each digit "
|
||||
"\n"
|
||||
"- every column contains only one occurrence of each digit "
|
||||
"\n"
|
||||
"- every block contains only one occurrence of each digit. "
|
||||
"\n"
|
||||
"- (optionally, by default off) each of the square's two main "
|
||||
"diagonals contains only one occurrence of each digit. "
|
||||
"\n"
|
||||
"You are given some of the numbers as clues; your aim is to place the "
|
||||
"rest of the numbers correctly. "
|
||||
"\n"
|
||||
"Under the default settings, the sub-blocks are square or "
|
||||
"rectangular. The default puzzle size is 3x3 (a 9x9 actual grid, "
|
||||
"divided into nine 3x3 blocks). You can also select sizes with "
|
||||
"rectangular blocks instead of square ones, such as 2x3 (a 6x6 grid "
|
||||
"divided into six 3x2 blocks). Alternatively, you can select `jigsaw' "
|
||||
"mode, in which the sub-blocks are arbitrary shapes which differ "
|
||||
"between individual puzzles. "
|
||||
"\n"
|
||||
"Another available mode is `killer'. In this mode, clues are not "
|
||||
"given in the form of filled-in squares; instead, the grid is divided "
|
||||
"into `cages' by coloured lines, and for each cage the game tells "
|
||||
"you what the sum of all the digits in that cage should be. Also, "
|
||||
"no digit may appear more than once within a cage, even if the cage "
|
||||
"crosses the boundaries of existing regions. "
|
||||
"\n"
|
||||
"If you select a puzzle size which requires more than 9 digits, the "
|
||||
"additional digits will be letters of the alphabet. For example, if "
|
||||
"you select 3x4 then the digits which go in your grid will be 1 to 9, "
|
||||
"plus `a', `b' and `c'. This cannot be selected for killer puzzles. "
|
||||
"\n"
|
||||
"I first saw this puzzle in Nikoli [5], although it's also been "
|
||||
"popularised by various newspapers under the name `Sudoku' or `Su "
|
||||
"Doku'. Howard Garns is considered the inventor of the modern form of "
|
||||
"the puzzle, and it was first published in _Dell Pencil Puzzles and "
|
||||
"Word Games_. A more elaborate treatment of the history of the puzzle "
|
||||
"can be found on Wikipedia [6]. "
|
||||
"\n"
|
||||
"[5] http://www.nikoli.co.jp/en/puzzles/sudoku.html (beware of Flash) "
|
||||
"\n"
|
||||
"[6] http://en.wikipedia.org/wiki/Sudoku "
|
||||
"\n"
|
||||
"\n#11.1 Solo controls "
|
||||
"\n"
|
||||
"To play Solo, simply click the mouse in any empty square and then "
|
||||
"type a digit or letter on the keyboard to fill that square. If you "
|
||||
"make a mistake, click the mouse in the incorrect square and press "
|
||||
"Space to clear it again (or use the Undo feature). "
|
||||
"\n"
|
||||
"If you _right_-click in a square and then type a number, that "
|
||||
"number will be entered in the square as a `pencil mark'. You can "
|
||||
"have pencil marks for multiple numbers in the same square. Squares "
|
||||
"containing filled-in numbers cannot also contain pencil marks. "
|
||||
"\n"
|
||||
"The game pays no attention to pencil marks, so exactly what you "
|
||||
"use them for is up to you: you can use them as reminders that a "
|
||||
"particular square needs to be re-examined once you know more about "
|
||||
"a particular number, or you can use them as lists of the possible "
|
||||
"numbers in a given square, or anything else you feel like. "
|
||||
"\n"
|
||||
"To erase a single pencil mark, right-click in the square and type "
|
||||
"the same number again. "
|
||||
"\n"
|
||||
"All pencil marks in a square are erased when you left-click and type "
|
||||
"a number, or when you left-click and press space. Right-clicking and "
|
||||
"pressing space will also erase pencil marks. "
|
||||
"\n"
|
||||
"Alternatively, use the cursor keys to move the mark around the grid. "
|
||||
"Pressing the return key toggles the mark (from a normal mark to a "
|
||||
"pencil mark), and typing a number in is entered in the square in the "
|
||||
"appropriate way; typing in a 0 or using the space bar will clear a "
|
||||
"filled square. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#11.2 Solo parameters "
|
||||
"\n"
|
||||
"Solo allows you to configure two separate dimensions of the puzzle "
|
||||
"grid on the `Type' menu: the number of columns, and the number of "
|
||||
"rows, into which the main grid is divided. (The size of a block is "
|
||||
"the inverse of this: for example, if you select 2 columns and 3 "
|
||||
"rows, each actual block will have 3 columns and 2 rows.) "
|
||||
"\n"
|
||||
"If you tick the `X' checkbox, Solo will apply the optional extra "
|
||||
"constraint that the two main diagonals of the grid also contain "
|
||||
"one of every digit. (This is sometimes known as `Sudoku-X' in "
|
||||
"newspapers.) In this mode, the squares on the two main diagonals "
|
||||
"will be shaded slightly so that you know it's enabled. "
|
||||
"\n"
|
||||
"If you tick the `Jigsaw' checkbox, Solo will generate randomly "
|
||||
"shaped sub-blocks. In this mode, the actual grid size will be taken "
|
||||
"to be the product of the numbers entered in the `Columns' and `Rows' "
|
||||
"boxes. There is no reason why you have to enter a number greater "
|
||||
"than 1 in both boxes; Jigsaw mode has no constraint on the grid "
|
||||
"size, and it can even be a prime number if you feel like it. "
|
||||
"\n"
|
||||
"If you tick the `Killer' checkbox, Solo will generate a set of "
|
||||
"of cages, which are randomly shaped and drawn in an outline of a "
|
||||
"different colour. Each of these regions contains a smaller clue "
|
||||
"which shows the digit sum of all the squares in this region. "
|
||||
"\n"
|
||||
"You can also configure the type of symmetry shown in the generated "
|
||||
"puzzles. More symmetry makes the puzzles look prettier but may also "
|
||||
"make them easier, since the symmetry constraints can force more "
|
||||
"clues than necessary to be present. Completely asymmetric puzzles "
|
||||
"have the freedom to contain as few clues as possible. "
|
||||
"\n"
|
||||
"Finally, you can configure the difficulty of the generated puzzles. "
|
||||
"Difficulty levels are judged by the complexity of the techniques "
|
||||
"of deduction required to solve the puzzle: each level requires a "
|
||||
"mode of reasoning which was not necessary in the previous one. In "
|
||||
"particular, on difficulty levels `Trivial' and `Basic' there will be "
|
||||
"a square you can fill in with a single number at all times, whereas "
|
||||
"at `Intermediate' level and beyond you will have to make partial "
|
||||
"deductions about the _set_ of squares a number could be in (or the "
|
||||
"set of numbers that could be in a square). At `Unreasonable' level, "
|
||||
"even this is not enough, and you will eventually have to make a "
|
||||
"guess, and then backtrack if it turns out to be wrong. "
|
||||
"\n"
|
||||
"Generating difficult puzzles is itself difficult: if you select one "
|
||||
"of the higher difficulty levels, Solo may have to make many attempts "
|
||||
"at generating a puzzle before it finds one hard enough for you. Be "
|
||||
"prepared to wait, especially if you have also configured a large "
|
||||
"puzzle size. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 6245;
|
||||
const char quick_help_text[] = "Fill in the grid so that each row, column and square block contains one of every digit.";
|
||||
|
|
|
|||
|
|
@ -1,66 +1,149 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2139 comp 1397 ratio 0.653109 level 11 saved 742 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 25: Tents "
|
||||
"\n"
|
||||
"You have a grid of squares, some of which contain trees. Your aim is "
|
||||
"to place tents in some of the remaining squares, in such a way that "
|
||||
"the following conditions are met: "
|
||||
"\n"
|
||||
"- There are exactly as many tents as trees. "
|
||||
"\n"
|
||||
"- The tents and trees can be matched up in such a way that each "
|
||||
"tent is directly adjacent (horizontally or vertically, but not "
|
||||
"diagonally) to its own tree. However, a tent may be adjacent to "
|
||||
"other trees as well as its own. "
|
||||
"\n"
|
||||
"- No two tents are adjacent horizontally, vertically _or "
|
||||
"diagonally_. "
|
||||
"\n"
|
||||
"- The number of tents in each row, and in each column, matches the "
|
||||
"numbers given round the sides of the grid. "
|
||||
"\n"
|
||||
"This puzzle can be found in several places on the Internet, and was "
|
||||
"brought to my attention by e-mail. I don't know who I should credit "
|
||||
"for inventing it. "
|
||||
"\n"
|
||||
"\n#25.1 Tents controls "
|
||||
"\n"
|
||||
"Left-clicking in a blank square will place a tent in it. Right-\n"
|
||||
"clicking in a blank square will colour it green, indicating that you "
|
||||
"are sure it _isn't_ a tent. Clicking either button in an occupied "
|
||||
"square will clear it. "
|
||||
"\n"
|
||||
"If you _drag_ with the right button along a row or column, every "
|
||||
"blank square in the region you cover will be turned green, and no "
|
||||
"other squares will be affected. (This is useful for clearing the "
|
||||
"remainder of a row once you have placed all its tents.) "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the grid. Pressing "
|
||||
"the return key over an empty square will place a tent, and pressing "
|
||||
"the space bar over an empty square will colour it green; either key "
|
||||
"will clear an occupied square. Holding Shift and pressing the cursor "
|
||||
"keys will colour empty squares green. Holding Control and pressing "
|
||||
"the cursor keys will colour green both empty squares and squares "
|
||||
"with tents. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#25.2 Tents parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. More difficult "
|
||||
"puzzles require more complex deductions, but at present none "
|
||||
"of the available difficulty levels requires guesswork or "
|
||||
"backtracking. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 2139;
|
||||
const char quick_help_text[] = "Place a tent next to each tree.";
|
||||
|
|
|
|||
|
|
@ -1,95 +1,230 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3527 comp 2209 ratio 0.626311 level 11 saved 1318 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 31: Towers "
|
||||
"\n"
|
||||
"You have a square grid. On each square of the grid you can build "
|
||||
"a tower, with its height ranging from 1 to the size of the grid. "
|
||||
"Around the edge of the grid are some numeric clues. "
|
||||
"\n"
|
||||
"Your task is to build a tower on every square, in such a way that: "
|
||||
"\n"
|
||||
"- Each row contains every possible height of tower once "
|
||||
"\n"
|
||||
"- Each column contains every possible height of tower once "
|
||||
"\n"
|
||||
"- Each numeric clue describes the number of towers that can be "
|
||||
"seen if you look into the square from that direction, assuming "
|
||||
"that shorter towers are hidden behind taller ones. For example, "
|
||||
"in a 5x5 grid, a clue marked `5' indicates that the five tower "
|
||||
"heights must appear in increasing order (otherwise you would "
|
||||
"not be able to see all five towers), whereas a clue marked `1' "
|
||||
"indicates that the tallest tower (the one marked 5) must come "
|
||||
"first. "
|
||||
"\n"
|
||||
"In harder or larger puzzles, some towers will be specified for you "
|
||||
"as well as the clues round the edge, and some edge clues may be "
|
||||
"missing. "
|
||||
"\n"
|
||||
"This puzzle appears on the web under various names, particularly "
|
||||
"`Skyscrapers', but I don't know who first invented it. "
|
||||
"\n"
|
||||
"\n#31.1 Towers controls "
|
||||
"\n"
|
||||
"Towers shares much of its control system with Solo, Unequal and "
|
||||
"Keen. "
|
||||
"\n"
|
||||
"To play Towers, simply click the mouse in any empty square and then "
|
||||
"type a digit on the keyboard to fill that square with a tower of "
|
||||
"the given height. If you make a mistake, click the mouse in the "
|
||||
"incorrect square and press Space to clear it again (or use the Undo "
|
||||
"feature). "
|
||||
"\n"
|
||||
"If you _right_-click in a square and then type a number, that "
|
||||
"number will be entered in the square as a `pencil mark'. You can "
|
||||
"have pencil marks for multiple numbers in the same square. A square "
|
||||
"containing a tower cannot also contain pencil marks. "
|
||||
"\n"
|
||||
"The game pays no attention to pencil marks, so exactly what you "
|
||||
"use them for is up to you: you can use them as reminders that a "
|
||||
"particular square needs to be re-examined once you know more about "
|
||||
"a particular number, or you can use them as lists of the possible "
|
||||
"numbers in a given square, or anything else you feel like. "
|
||||
"\n"
|
||||
"To erase a single pencil mark, right-click in the square and type "
|
||||
"the same number again. "
|
||||
"\n"
|
||||
"All pencil marks in a square are erased when you left-click and type "
|
||||
"a number, or when you left-click and press space. Right-clicking and "
|
||||
"pressing space will also erase pencil marks. "
|
||||
"\n"
|
||||
"As for Solo, the cursor keys can be used in conjunction with the "
|
||||
"digit keys to set numbers or pencil marks. Use the cursor keys to "
|
||||
"move a highlight around the grid, and type a digit to enter it in "
|
||||
"the highlighted square. Pressing return toggles the highlight into a "
|
||||
"mode in which you can enter or remove pencil marks. "
|
||||
"\n"
|
||||
"Pressing M will fill in a full set of pencil marks in every square "
|
||||
"that does not have a main digit in it. "
|
||||
"\n"
|
||||
"Left-clicking a clue will mark it as done (grey it out), or unmark "
|
||||
"it if it is already marked. Holding Control or Shift and pressing an "
|
||||
"arrow key likewise marks any clue in the given direction. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#31.2 Towers parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Grid size_ "
|
||||
"\n"
|
||||
"Specifies the size of the grid. Lower limit is 3; upper limit is "
|
||||
"9 (because the user interface would become more difficult with "
|
||||
"`digits' bigger than 9!). "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. At Unreasonable "
|
||||
"level, some backtracking will be required, but the solution "
|
||||
"should still be unique. The remaining levels require "
|
||||
"increasingly complex reasoning to avoid having to backtrack. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 3527;
|
||||
const char quick_help_text[] = "Complete the latin square of towers in accordance with the clues.";
|
||||
|
|
|
|||
|
|
@ -1,59 +1,137 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 1858 comp 1275 ratio 0.686222 level 11 saved 583 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 40: Tracks "
|
||||
"\n"
|
||||
"You are given a grid of squares, some of which are filled with train "
|
||||
"tracks. You need to complete the track from A to B so that the "
|
||||
"rows and columns contain the same number of track segments as are "
|
||||
"indicated in the clues to the top and right of the grid. "
|
||||
"\n"
|
||||
"There are only straight and 90 degree curved rails, and the track "
|
||||
"may not cross itself. "
|
||||
"\n"
|
||||
"Tracks was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"\n#40.1 Tracks controls "
|
||||
"\n"
|
||||
"Left-clicking on an edge between two squares adds a track segment "
|
||||
"between the two squares. Right-clicking on an edge adds a cross on "
|
||||
"the edge, indicating no track is possible there. "
|
||||
"\n"
|
||||
"Left-clicking in a square adds a colour indicator showing that "
|
||||
"you know the square must contain a track, even if you don't know "
|
||||
"which edges it crosses yet. Right-clicking in a square adds a cross "
|
||||
"indicating it contains no track segment. "
|
||||
"\n"
|
||||
"Left- or right-dragging between squares allows you to lay a straight "
|
||||
"line of is-track or is-not-track indicators, useful for filling in "
|
||||
"rows or columns to match the clue. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#40.2 Tracks parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of the grid, in squares. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle: at Tricky "
|
||||
"level, you are required to make more deductions regarding "
|
||||
"disregarding moves that would lead to impossible crossings "
|
||||
"later. "
|
||||
"\n"
|
||||
"_Disallow consecutive 1 clues_ "
|
||||
"\n"
|
||||
"Controls whether the Tracks game generation permits two adjacent "
|
||||
"rows or columns to have a 1 clue, or permits the row or column "
|
||||
"of the track's endpoint to have a 1 clue. By default this is "
|
||||
"not permitted, to avoid long straight boring segments of track "
|
||||
"and make the games more twiddly and interesting. If you want to "
|
||||
"restore the possibility, turn this option off. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
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|
||||
};
|
||||
const unsigned short help_text_len = 1858;
|
||||
const char quick_help_text[] = "Fill in the railway track according to the clues.";
|
||||
|
|
|
|||
|
|
@ -1,75 +1,196 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 2914 comp 1863 ratio 0.639327 level 11 saved 1051 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 7: Twiddle "
|
||||
"\n"
|
||||
"Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen "
|
||||
"(see chapter 6): you are given a grid of square tiles, each "
|
||||
"containing a number, and your aim is to arrange the numbers into "
|
||||
"ascending order. "
|
||||
"\n"
|
||||
"In basic Twiddle, your move is to rotate a square group of four "
|
||||
"tiles about their common centre. (Orientation is not significant "
|
||||
"in the basic puzzle, although you can select it.) On more advanced "
|
||||
"settings, you can rotate a larger square group of tiles. "
|
||||
"\n"
|
||||
"I first saw this type of puzzle in the GameCube game `Metroid "
|
||||
"Prime 2'. In the Main Gyro Chamber in that game, there is a puzzle "
|
||||
"you solve to unlock a door, which is a special case of Twiddle. I "
|
||||
"developed this game as a generalisation of that puzzle. "
|
||||
"\n"
|
||||
"\n#7.1 Twiddle controls "
|
||||
"\n"
|
||||
"To play Twiddle, click the mouse in the centre of the square group "
|
||||
"you wish to rotate. In the basic mode, you rotate a 2x2 square, "
|
||||
"which means you have to click at a corner point where four tiles "
|
||||
"meet. "
|
||||
"\n"
|
||||
"In more advanced modes you might be rotating 3x3 or even more at a "
|
||||
"time; if the size of the square is odd then you simply click in the "
|
||||
"centre tile of the square you want to rotate. "
|
||||
"\n"
|
||||
"Clicking with the left mouse button rotates the group anticlockwise. "
|
||||
"Clicking with the right button rotates it clockwise. "
|
||||
"\n"
|
||||
"You can also move an outline square around the grid with the cursor "
|
||||
"keys; the square is the size above (2x2 by default, or larger). "
|
||||
"Pressing the return key or space bar will rotate the current square "
|
||||
"anticlockwise or clockwise respectively. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#7.2 Twiddle parameters "
|
||||
"\n"
|
||||
"Twiddle provides several configuration options via the `Custom' "
|
||||
"option on the `Type' menu: "
|
||||
"\n"
|
||||
"- You can configure the width and height of the puzzle grid. "
|
||||
"\n"
|
||||
"- You can configure the size of square block that rotates at a "
|
||||
"time. "
|
||||
"\n"
|
||||
"- You can ask for every square in the grid to be distinguishable "
|
||||
"(the default), or you can ask for a simplified puzzle in which "
|
||||
"there are groups of identical numbers. In the simplified puzzle "
|
||||
"your aim is just to arrange all the 1s into the first row, all "
|
||||
"the 2s into the second row, and so on. "
|
||||
"\n"
|
||||
"- You can configure whether the orientation of tiles matters. If "
|
||||
"you ask for an orientable puzzle, each tile will have a triangle "
|
||||
"drawn in it. All the triangles must be pointing upwards to "
|
||||
"complete the puzzle. "
|
||||
"\n"
|
||||
"- You can ask for a limited shuffling operation to be performed "
|
||||
"on the grid. By default, Twiddle will shuffle the grid so much "
|
||||
"that any arrangement is about as probable as any other. You can "
|
||||
"override this by requesting a precise number of shuffling moves "
|
||||
"to be performed. Typically your aim is then to determine the "
|
||||
"precise set of shuffling moves and invert them exactly, so that "
|
||||
"you answer (say) a four-move shuffle with a four-move solution. "
|
||||
"Note that the more moves you ask for, the more likely it is that "
|
||||
"solutions shorter than the target length will turn out to be "
|
||||
"possible. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 2914;
|
||||
const char quick_help_text[] = "Rotate the tiles around themselves to arrange them into order.";
|
||||
|
|
|
|||
|
|
@ -1,88 +1,221 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3275 comp 2117 ratio 0.646412 level 11 saved 1158 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 37: Undead "
|
||||
"\n"
|
||||
"You are given a grid of squares, some of which contain diagonal "
|
||||
"mirrors. Every square which is not a mirror must be filled with one "
|
||||
"of three types of undead monster: a ghost, a vampire, or a zombie. "
|
||||
"\n"
|
||||
"Vampires can be seen directly, but are invisible when reflected in "
|
||||
"mirrors. Ghosts are the opposite way round: they can be seen in "
|
||||
"mirrors, but are invisible when looked at directly. Zombies are "
|
||||
"visible by any means. "
|
||||
"\n"
|
||||
"You are also told the total number of each type of monster in the "
|
||||
"grid. Also around the edge of the grid are written numbers, which "
|
||||
"indicate how many monsters can be seen if you look into the grid "
|
||||
"along a row or column starting from that position. (The diagonal "
|
||||
"mirrors are reflective on both sides. If your reflected line of "
|
||||
"sight crosses the same monster more than once, the number will count "
|
||||
"it each time it is visible, not just once.) "
|
||||
"\n"
|
||||
"This puzzle type was invented by David Millar, under the name "
|
||||
"`Haunted Mirror Maze'. See [20] for more details. "
|
||||
"\n"
|
||||
"Undead was contributed to this collection by Steffen Bauer. "
|
||||
"\n"
|
||||
"[20] http://www.janko.at/Raetsel/Spukschloss/index.htm "
|
||||
"\n"
|
||||
"\n#37.1 Undead controls "
|
||||
"\n"
|
||||
"Undead has a similar control system to Solo, Unequal and Keen. "
|
||||
"\n"
|
||||
"To play Undead, click the mouse in any empty square and then type "
|
||||
"a letter on the keyboard indicating the type of monster: `G' for "
|
||||
"a ghost, `V' for a vampire, or `Z' for a zombie. If you make a "
|
||||
"mistake, click the mouse in the incorrect square and press Space to "
|
||||
"clear it again (or use the Undo feature). "
|
||||
"\n"
|
||||
"If you _right_-click in a square and then type a letter, the "
|
||||
"corresponding monster will be shown in reduced size in that square, "
|
||||
"as a `pencil mark'. You can have pencil marks for multiple monsters "
|
||||
"in the same square. A square containing a full-size monster cannot "
|
||||
"also contain pencil marks. "
|
||||
"\n"
|
||||
"The game pays no attention to pencil marks, so exactly what you "
|
||||
"use them for is up to you: you can use them as reminders that a "
|
||||
"particular square needs to be re-examined once you know more about "
|
||||
"a particular monster, or you can use them as lists of the possible "
|
||||
"monster in a given square, or anything else you feel like. "
|
||||
"\n"
|
||||
"To erase a single pencil mark, right-click in the square and type "
|
||||
"the same letter again. "
|
||||
"\n"
|
||||
"All pencil marks in a square are erased when you left-click and type "
|
||||
"a monster letter, or when you left-click and press Space. Right-\n"
|
||||
"clicking and pressing space will also erase pencil marks. "
|
||||
"\n"
|
||||
"As for Solo, the cursor keys can be used in conjunction with the "
|
||||
"letter keys to place monsters or pencil marks. Use the cursor keys "
|
||||
"to move a highlight around the grid, and type a monster letter to "
|
||||
"enter it in the highlighted square. Pressing return toggles the "
|
||||
"highlight into a mode in which you can enter or remove pencil marks. "
|
||||
"\n"
|
||||
"If you prefer plain letters of the alphabet to cute monster "
|
||||
"pictures, you can press `A' to toggle between showing the monsters "
|
||||
"as monsters or showing them as letters. "
|
||||
"\n"
|
||||
"Left-clicking a clue will mark it as done (grey it out), or unmark "
|
||||
"it if it is already marked. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#37.2 Undead parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
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|
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x7a, 0x6c, 0x65, 0x2e, 0x20, 0x0a, 0x00,
|
||||
};
|
||||
const unsigned short help_text_len = 3275;
|
||||
const char quick_help_text[] = "Place ghosts, vampires and zombies so that the right numbers of them can be seen in mirrors.";
|
||||
|
|
|
|||
|
|
@ -1,107 +1,245 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 3917 comp 2359 ratio 0.602247 level 11 saved 1558 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 27: Unequal "
|
||||
"\n"
|
||||
"You have a square grid; each square may contain a digit from 1 to "
|
||||
"the size of the grid, and some squares have clue signs between them. "
|
||||
"Your aim is to fully populate the grid with numbers such that: "
|
||||
"\n"
|
||||
"- Each row contains only one occurrence of each digit "
|
||||
"\n"
|
||||
"- Each column contains only one occurrence of each digit "
|
||||
"\n"
|
||||
"- All the clue signs are satisfied. "
|
||||
"\n"
|
||||
"There are two modes for this game, `Unequal' and `Adjacent'. "
|
||||
"\n"
|
||||
"In `Unequal' mode, the clue signs are greater-than symbols "
|
||||
"indicating one square's value is greater than its neighbour's. In "
|
||||
"this mode not all clues may be visible, particularly at higher "
|
||||
"difficulty levels. "
|
||||
"\n"
|
||||
"In `Adjacent' mode, the clue signs are bars indicating one square's "
|
||||
"value is numerically adjacent (i.e. one higher or one lower) than "
|
||||
"its neighbour. In this mode all clues are always visible: absence of "
|
||||
"a bar thus means that a square's value is definitely not numerically "
|
||||
"adjacent to that neighbour's. "
|
||||
"\n"
|
||||
"In `Trivial' difficulty level (available via the `Custom' game type "
|
||||
"selector), there are no greater-than signs in `Unequal' mode; the "
|
||||
"puzzle is to solve the Latin square only. "
|
||||
"\n"
|
||||
"At the time of writing, the `Unequal' mode of this puzzle is "
|
||||
"appearing in the Guardian weekly under the name `Futoshiki'. "
|
||||
"\n"
|
||||
"Unequal was contributed to this collection by James Harvey. "
|
||||
"\n"
|
||||
"\n#27.1 Unequal controls "
|
||||
"\n"
|
||||
"Unequal shares much of its control system with Solo. "
|
||||
"\n"
|
||||
"To play Unequal, simply click the mouse in any empty square and then "
|
||||
"type a digit or letter on the keyboard to fill that square. If you "
|
||||
"make a mistake, click the mouse in the incorrect square and press "
|
||||
"Space to clear it again (or use the Undo feature). "
|
||||
"\n"
|
||||
"If you _right_-click in a square and then type a number, that "
|
||||
"number will be entered in the square as a `pencil mark'. You can "
|
||||
"have pencil marks for multiple numbers in the same square. Squares "
|
||||
"containing filled-in numbers cannot also contain pencil marks. "
|
||||
"\n"
|
||||
"The game pays no attention to pencil marks, so exactly what you "
|
||||
"use them for is up to you: you can use them as reminders that a "
|
||||
"particular square needs to be re-examined once you know more about "
|
||||
"a particular number, or you can use them as lists of the possible "
|
||||
"numbers in a given square, or anything else you feel like. "
|
||||
"\n"
|
||||
"To erase a single pencil mark, right-click in the square and type "
|
||||
"the same number again. "
|
||||
"\n"
|
||||
"All pencil marks in a square are erased when you left-click and type "
|
||||
"a number, or when you left-click and press space. Right-clicking and "
|
||||
"pressing space will also erase pencil marks. "
|
||||
"\n"
|
||||
"As for Solo, the cursor keys can be used in conjunction with the "
|
||||
"digit keys to set numbers or pencil marks. You can also use the `M' "
|
||||
"key to auto-fill every numeric hint, ready for removal as required, "
|
||||
"or the `H' key to do the same but also to remove all obvious hints. "
|
||||
"\n"
|
||||
"Alternatively, use the cursor keys to move the mark around the grid. "
|
||||
"Pressing the return key toggles the mark (from a normal mark to a "
|
||||
"pencil mark), and typing a number in is entered in the square in the "
|
||||
"appropriate way; typing in a 0 or using the space bar will clear a "
|
||||
"filled square. "
|
||||
"\n"
|
||||
"Left-clicking a clue will mark it as done (grey it out), or unmark "
|
||||
"it if it is already marked. Holding Control or Shift and pressing "
|
||||
"an arrow key likewise marks any clue adjacent to the cursor in the "
|
||||
"given direction. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#27.2 Unequal parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Mode_ "
|
||||
"\n"
|
||||
"Mode of the puzzle (`Unequal' or `Adjacent') "
|
||||
"\n"
|
||||
"_Size (s*s)_ "
|
||||
"\n"
|
||||
"Size of grid. "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. At Trivial "
|
||||
"level, there are no greater-than signs; the puzzle is to solve "
|
||||
"the Latin square only. At Recursive level (only available via "
|
||||
"the `Custom' game type selector) backtracking will be required, "
|
||||
"but the solution should still be unique. The levels in between "
|
||||
"require increasingly complex reasoning to avoid having to "
|
||||
"backtrack. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
};
|
||||
const unsigned short help_text_len = 3917;
|
||||
const char quick_help_text[] = "Complete the latin square in accordance with the > signs.";
|
||||
|
|
|
|||
|
|
@ -1,55 +1,133 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 1684 comp 1231 ratio 0.730998 level 11 saved 453 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 38: Unruly "
|
||||
"\n"
|
||||
"You are given a grid of squares, which you must colour either black "
|
||||
"or white. Some squares are provided as clues; the rest are left for "
|
||||
"you to fill in. Each row and column must contain the same number "
|
||||
"of black and white squares, and no row or column may contain three "
|
||||
"consecutive squares of the same colour. "
|
||||
"\n"
|
||||
"This puzzle type was invented by Adolfo Zanellati, under the name "
|
||||
"`Tohu wa Vohu'. See [21] for more details. "
|
||||
"\n"
|
||||
"Unruly was contributed to this collection by Lennard Sprong. "
|
||||
"\n"
|
||||
"[21] http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm "
|
||||
"\n"
|
||||
"\n#38.1 Unruly controls "
|
||||
"\n"
|
||||
"To play Unruly, click the mouse in a square to change its colour. "
|
||||
"Left-clicking an empty square will turn it black, and right-clicking "
|
||||
"will turn it white. Keep clicking the same button to cycle through "
|
||||
"the three possible states for the square. If you middle-click in a "
|
||||
"square it will be reset to empty. "
|
||||
"\n"
|
||||
"You can also use the cursor keys to move around the grid. Pressing "
|
||||
"the return or space keys will turn an empty square black or white "
|
||||
"respectively (and then cycle the colours in the same way as the "
|
||||
"mouse buttons), and pressing Backspace will reset a square to empty. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#38.2 Unruly parameters "
|
||||
"\n"
|
||||
"These parameters are available from the `Custom...' option on the "
|
||||
"`Type' menu. "
|
||||
"\n"
|
||||
"_Width_, _Height_ "
|
||||
"\n"
|
||||
"Size of grid in squares. (Note that the rules of the game "
|
||||
"require both the width and height to be even numbers.) "
|
||||
"\n"
|
||||
"_Difficulty_ "
|
||||
"\n"
|
||||
"Controls the difficulty of the generated puzzle. "
|
||||
"\n"
|
||||
"_Unique rows and columns_ "
|
||||
"\n"
|
||||
"If enabled, no two rows are permitted to have exactly the same "
|
||||
"pattern, and likewise columns. (A row and a column can match, "
|
||||
"though.) "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
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|
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|
||||
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|
||||
};
|
||||
const unsigned short help_text_len = 1684;
|
||||
const char quick_help_text[] = "Fill in the black and white grid to avoid runs of three.";
|
||||
|
|
|
|||
|
|
@ -1,33 +1,71 @@
|
|||
/* auto-generated by genhelp.sh */
|
||||
/* auto-generated on Aug 16 2017 by genhelp.sh */
|
||||
/* orig 747 comp 620 ratio 0.829987 level 4 saved 127 */
|
||||
/* DO NOT EDIT! */
|
||||
const char help_text[] =
|
||||
"#Chapter 18: Untangle "
|
||||
"\n"
|
||||
"You are given a number of points, some of which have lines drawn "
|
||||
"between them. You can move the points about arbitrarily; your aim is "
|
||||
"to position the points so that no line crosses another. "
|
||||
"\n"
|
||||
"I originally saw this in the form of a Flash game called Planarity "
|
||||
"[7], written by John Tantalo. "
|
||||
"\n"
|
||||
"[7] http://planarity.net "
|
||||
"\n"
|
||||
"\n#18.1 Untangle controls "
|
||||
"\n"
|
||||
"To move a point, click on it with the left mouse button and drag it "
|
||||
"into a new position. "
|
||||
"\n"
|
||||
"(All the actions described in section 2.1 are also available.) "
|
||||
"\n"
|
||||
"\n#18.2 Untangle parameters "
|
||||
"\n"
|
||||
"There is only one parameter available from the `Custom...' option on "
|
||||
"the `Type' menu: "
|
||||
"\n"
|
||||
"_Number of points_ "
|
||||
"\n"
|
||||
"Controls the size of the puzzle, by specifying the number of "
|
||||
"points in the generated graph. "
|
||||
"\n"
|
||||
;
|
||||
|
||||
#include "help.h"
|
||||
const char help_text[] = {
|
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|
||||
0xf2, 0x1b, 0x20, 0x63, 0x72, 0x6f, 0x73, 0x73, 0x65, 0x73,
|
||||
0x20, 0x61, 0x6e, 0x6f, 0x74, 0x68, 0x65, 0x72, 0x2e, 0x20,
|
||||
0x0a, 0x49, 0x20, 0x6f, 0x72, 0x69, 0x67, 0x69, 0x6e, 0x61,
|
||||
0x6c, 0x6c, 0x79, 0x20, 0x73, 0x61, 0x77, 0x20, 0x74, 0x68,
|
||||
0x69, 0x73, 0x20, 0x69, 0x46, 0x00, 0x40, 0x66, 0x6f, 0x72,
|
||||
0x6d, 0xba, 0x00, 0xf4, 0x3a, 0x61, 0x20, 0x46, 0x6c, 0x61,
|
||||
0x73, 0x68, 0x20, 0x67, 0x61, 0x6d, 0x65, 0x20, 0x63, 0x61,
|
||||
0x6c, 0x6c, 0x65, 0x64, 0x20, 0x50, 0x6c, 0x61, 0x6e, 0x61,
|
||||
0x72, 0x69, 0x74, 0x79, 0x20, 0x5b, 0x37, 0x5d, 0x2c, 0x20,
|
||||
0x77, 0x72, 0x69, 0x74, 0x74, 0x65, 0x6e, 0x20, 0x62, 0x79,
|
||||
0x20, 0x4a, 0x6f, 0x68, 0x6e, 0x20, 0x54, 0x61, 0x6e, 0x74,
|
||||
0x61, 0x6c, 0x6f, 0x2e, 0x20, 0x0a, 0x5b, 0x37, 0x5d, 0x20,
|
||||
0x68, 0x74, 0x74, 0x70, 0x3a, 0x2f, 0x2f, 0x70, 0x34, 0x00,
|
||||
0xc6, 0x2e, 0x6e, 0x65, 0x74, 0x20, 0x0a, 0x0a, 0x23, 0x31,
|
||||
0x38, 0x2e, 0x31, 0x4c, 0x01, 0xc2, 0x63, 0x6f, 0x6e, 0x74,
|
||||
0x72, 0x6f, 0x6c, 0x73, 0x20, 0x0a, 0x54, 0x6f, 0x01, 0x01,
|
||||
0x12, 0x61, 0xc9, 0x00, 0xf1, 0x03, 0x2c, 0x20, 0x63, 0x6c,
|
||||
0x69, 0x63, 0x6b, 0x20, 0x6f, 0x6e, 0x20, 0x69, 0x74, 0x20,
|
||||
0x77, 0x69, 0x74, 0x68, 0x9f, 0x00, 0xf0, 0x06, 0x6c, 0x65,
|
||||
0x66, 0x74, 0x20, 0x6d, 0x6f, 0x75, 0x73, 0x65, 0x20, 0x62,
|
||||
0x75, 0x74, 0x74, 0x6f, 0x6e, 0x20, 0x61, 0x6e, 0x64, 0x56,
|
||||
0x01, 0x10, 0x67, 0x27, 0x00, 0x40, 0x69, 0x6e, 0x74, 0x6f,
|
||||
0x90, 0x01, 0x25, 0x65, 0x77, 0x1b, 0x01, 0x71, 0x2e, 0x20,
|
||||
0x0a, 0x28, 0x41, 0x6c, 0x6c, 0x3d, 0x00, 0x20, 0x61, 0x63,
|
||||
0x12, 0x00, 0xb0, 0x73, 0x20, 0x64, 0x65, 0x73, 0x63, 0x72,
|
||||
0x69, 0x62, 0x65, 0x64, 0xf5, 0x00, 0x21, 0x73, 0x65, 0x16,
|
||||
0x00, 0x41, 0x20, 0x32, 0x2e, 0x31, 0xd5, 0x01, 0xf3, 0x01,
|
||||
0x61, 0x6c, 0x73, 0x6f, 0x20, 0x61, 0x76, 0x61, 0x69, 0x6c,
|
||||
0x61, 0x62, 0x6c, 0x65, 0x2e, 0x29, 0xb4, 0x00, 0x16, 0x32,
|
||||
0xb4, 0x00, 0x90, 0x70, 0x61, 0x72, 0x61, 0x6d, 0x65, 0x74,
|
||||
0x65, 0x72, 0xb6, 0x00, 0x40, 0x68, 0x65, 0x72, 0x65, 0x8e,
|
||||
0x01, 0x77, 0x6f, 0x6e, 0x6c, 0x79, 0x20, 0x6f, 0x6e, 0x1e,
|
||||
0x00, 0x06, 0x45, 0x00, 0x51, 0x20, 0x66, 0x72, 0x6f, 0x6d,
|
||||
0x82, 0x00, 0xe1, 0x60, 0x43, 0x75, 0x73, 0x74, 0x6f, 0x6d,
|
||||
0x2e, 0x2e, 0x2e, 0x27, 0x20, 0x6f, 0x70, 0x78, 0x00, 0x03,
|
||||
0xbe, 0x01, 0xfb, 0x01, 0x60, 0x54, 0x79, 0x70, 0x65, 0x27,
|
||||
0x20, 0x6d, 0x65, 0x6e, 0x75, 0x3a, 0x20, 0x0a, 0x5f, 0x4e,
|
||||
0x53, 0x02, 0x44, 0x5f, 0x20, 0x0a, 0x43, 0x2b, 0x01, 0x00,
|
||||
0x2f, 0x00, 0x31, 0x73, 0x69, 0x7a, 0x61, 0x02, 0x01, 0xf9,
|
||||
0x01, 0x60, 0x75, 0x7a, 0x7a, 0x6c, 0x65, 0x2c, 0x88, 0x01,
|
||||
0xa1, 0x73, 0x70, 0x65, 0x63, 0x69, 0x66, 0x79, 0x69, 0x6e,
|
||||
0x67, 0x1a, 0x00, 0x0c, 0x99, 0x02, 0x04, 0xe5, 0x01, 0xf0,
|
||||
0x04, 0x67, 0x65, 0x6e, 0x65, 0x72, 0x61, 0x74, 0x65, 0x64,
|
||||
0x20, 0x67, 0x72, 0x61, 0x70, 0x68, 0x2e, 0x20, 0x0a, 0x00,
|
||||
};
|
||||
const unsigned short help_text_len = 747;
|
||||
const char quick_help_text[] = "Reposition the points so that the lines do not cross.";
|
||||
|
|
|
|||
201
apps/plugins/puzzles/lz4tiny.c
Normal file
201
apps/plugins/puzzles/lz4tiny.c
Normal file
|
|
@ -0,0 +1,201 @@
|
|||
/*
|
||||
LZ4 - Fast LZ compression algorithm
|
||||
Copyright (C) 2011-2017, Yann Collet.
|
||||
BSD 2-Clause License (http://www.opensource.org/licenses/bsd-license.php)
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are
|
||||
met:
|
||||
* Redistributions of source code must retain the above copyright
|
||||
notice, this list of conditions and the following disclaimer.
|
||||
* Redistributions in binary form must reproduce the above
|
||||
copyright notice, this list of conditions and the following disclaimer
|
||||
in the documentation and/or other materials provided with the
|
||||
distribution.
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
You can contact the author at :
|
||||
- LZ4 homepage : http://www.lz4.org
|
||||
- LZ4 source repository : https://github.com/lz4/lz4
|
||||
*/
|
||||
|
||||
/* modified for reduce code size by Franklin Wei */
|
||||
/* currently compiles to 324 bytes when thumb is used */
|
||||
|
||||
#ifndef ROCKBOX
|
||||
#include <string.h>
|
||||
#include <stdint.h>
|
||||
#else
|
||||
#include "rbcompat.h"
|
||||
#include "lz4tiny.h"
|
||||
#endif
|
||||
|
||||
typedef uint8_t BYTE;
|
||||
typedef uint16_t U16;
|
||||
typedef uint32_t U32;
|
||||
typedef int32_t S32;
|
||||
typedef uint64_t U64;
|
||||
typedef uintptr_t uptrval;
|
||||
|
||||
#if (defined(__GNUC__) && (__GNUC__ >= 3)) || (defined(__INTEL_COMPILER) && (__INTEL_COMPILER >= 800)) || defined(__clang__)
|
||||
# define expect(expr,value) (__builtin_expect ((expr),(value)) )
|
||||
#else
|
||||
# define expect(expr,value) (expr)
|
||||
#endif
|
||||
|
||||
#define likely(expr) expect((expr) != 0, 1)
|
||||
#define unlikely(expr) expect((expr) != 0, 0)
|
||||
|
||||
/*-************************************
|
||||
* Local Structures and types
|
||||
**************************************/
|
||||
typedef enum { notLimited = 0, limitedOutput = 1 } limitedOutput_directive;
|
||||
typedef enum { byPtr, byU32, byU16 } tableType_t;
|
||||
|
||||
typedef enum { noDict = 0, withPrefix64k, usingExtDict } dict_directive;
|
||||
typedef enum { noDictIssue = 0, dictSmall } dictIssue_directive;
|
||||
|
||||
typedef enum { endOnOutputSize = 0, endOnInputSize = 1 } endCondition_directive;
|
||||
typedef enum { full = 0, partial = 1 } earlyEnd_directive;
|
||||
|
||||
/*-************************************
|
||||
* Common Constants
|
||||
**************************************/
|
||||
#define MINMATCH 4
|
||||
|
||||
#define WILDCOPYLENGTH 8
|
||||
#define LASTLITERALS 5
|
||||
#define MFLIMIT (WILDCOPYLENGTH+MINMATCH)
|
||||
|
||||
#define KB *(1 <<10)
|
||||
#define MB *(1 <<20)
|
||||
#define GB *(1U<<30)
|
||||
|
||||
#define MAXD_LOG 16
|
||||
#define MAX_DISTANCE ((1 << MAXD_LOG) - 1)
|
||||
|
||||
#define ML_BITS 4
|
||||
#define ML_MASK ((1U<<ML_BITS)-1)
|
||||
#define RUN_BITS (8-ML_BITS)
|
||||
#define RUN_MASK ((1U<<RUN_BITS)-1)
|
||||
|
||||
static void LZ4_write32(void* memPtr, U32 value)
|
||||
{
|
||||
memcpy(memPtr, &value, sizeof(value));
|
||||
}
|
||||
|
||||
static U16 LZ4_readLE16(const void* memPtr)
|
||||
{
|
||||
const BYTE* p = (const BYTE*)memPtr;
|
||||
return (U16)((U16)p[0] + (p[1]<<8));
|
||||
}
|
||||
|
||||
/* a weird memcpy */
|
||||
static void LZ4_wildCopy(void* dstPtr, const void* srcPtr, void* dstEnd)
|
||||
{
|
||||
memcpy(dstPtr, srcPtr, dstEnd - dstPtr);
|
||||
}
|
||||
|
||||
void LZ4_decompress_tiny(const char* const source, char* const dest, int outputSize)
|
||||
{
|
||||
/* Local Variables */
|
||||
const BYTE* ip = (const BYTE*) source;
|
||||
|
||||
BYTE* op = (BYTE*) dest;
|
||||
BYTE* const oend = op + outputSize;
|
||||
BYTE* cpy;
|
||||
|
||||
/* save a few bytes */
|
||||
const unsigned char dec32table[] = {0, 1, 2, 1, 4, 4, 4, 4};
|
||||
const char dec64table[] = {0, 0, 0, -1, 0, 1, 2, 3};
|
||||
|
||||
/* Main Loop : decode sequences */
|
||||
while (1) {
|
||||
size_t length;
|
||||
const BYTE* match;
|
||||
size_t offset;
|
||||
|
||||
/* get literal length */
|
||||
unsigned const token = *ip++;
|
||||
if ((length=(token>>ML_BITS)) == RUN_MASK) {
|
||||
unsigned s;
|
||||
do {
|
||||
s = *ip++;
|
||||
length += s;
|
||||
} while ( 1 & (s==255) );
|
||||
}
|
||||
|
||||
/* copy literals */
|
||||
cpy = op+length;
|
||||
memcpy(op, ip, length);
|
||||
if (op + length > oend - WILDCOPYLENGTH)
|
||||
break; /* Necessarily EOF, due to parsing restrictions */
|
||||
ip += length; op = cpy;
|
||||
|
||||
/* get offset */
|
||||
offset = LZ4_readLE16(ip); ip+=2;
|
||||
match = op - offset;
|
||||
LZ4_write32(op, (U32)offset); /* costs ~1%; silence an msan warning when offset==0 */
|
||||
|
||||
/* get matchlength */
|
||||
length = token & ML_MASK;
|
||||
if (length == ML_MASK) {
|
||||
unsigned s;
|
||||
do {
|
||||
s = *ip++;
|
||||
length += s;
|
||||
} while (s==255);
|
||||
}
|
||||
length += MINMATCH;
|
||||
|
||||
/* copy match within block */
|
||||
cpy = op + length;
|
||||
if (unlikely(offset<8)) {
|
||||
const int dec64 = dec64table[offset];
|
||||
op[0] = match[0];
|
||||
op[1] = match[1];
|
||||
op[2] = match[2];
|
||||
op[3] = match[3];
|
||||
match += dec32table[offset];
|
||||
memcpy(op+4, match, 4);
|
||||
match -= dec64;
|
||||
} else { memcpy(op, match, 8); match+=8; }
|
||||
op += 8;
|
||||
|
||||
if (unlikely(cpy>oend-12)) {
|
||||
BYTE* const oCopyLimit = oend-(WILDCOPYLENGTH-1);
|
||||
if (op < oCopyLimit) {
|
||||
LZ4_wildCopy(op, match, oCopyLimit);
|
||||
match += oCopyLimit - op;
|
||||
op = oCopyLimit;
|
||||
}
|
||||
while (op<cpy) *op++ = *match++;
|
||||
} else {
|
||||
memcpy(op, match, 8);
|
||||
if (length>16) LZ4_wildCopy(op+8, match+8, cpy);
|
||||
}
|
||||
op=cpy; /* correction */
|
||||
}
|
||||
}
|
||||
|
||||
/* testing code */
|
||||
#ifndef ROCKBOX
|
||||
#include "help.h"
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
int main()
|
||||
{
|
||||
char *buf = malloc(help_text_len);
|
||||
LZ4_decompress_tiny(help_text, buf, help_text_len);
|
||||
puts(buf);
|
||||
free(buf);
|
||||
}
|
||||
#endif
|
||||
1
apps/plugins/puzzles/lz4tiny.h
Normal file
1
apps/plugins/puzzles/lz4tiny.h
Normal file
|
|
@ -0,0 +1 @@
|
|||
void LZ4_decompress_tiny(const char* const source, char* const dest, int outputSize);
|
||||
|
|
@ -34,6 +34,7 @@
|
|||
#include "lib/xlcd.h"
|
||||
|
||||
#include "fixedpoint.h"
|
||||
#include "lz4tiny.h"
|
||||
|
||||
/* how many ticks between timer callbacks */
|
||||
#define TIMER_INTERVAL (HZ / 50)
|
||||
|
|
@ -1311,7 +1312,12 @@ static void full_help(const char *name)
|
|||
unload_fonts();
|
||||
rb->lcd_setfont(FONT_UI);
|
||||
|
||||
view_text(name, help_text);
|
||||
char *buf = smalloc(help_text_len);
|
||||
LZ4_decompress_tiny(help_text, buf, help_text_len);
|
||||
|
||||
view_text(name, buf);
|
||||
|
||||
sfree(buf);
|
||||
|
||||
rb->lcd_set_background(old_bg);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue