/* auto-generated by genhelp.sh */ /* 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" ; const char quick_help_text[] = "Connect all the islands with a network of bridges.";