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authorFranklin Wei <git@fwei.tk>2017-06-03 13:45:07 -0400
committerFranklin Wei <git@fwei.tk>2017-06-03 13:45:07 -0400
commit552a271c6fea8d36390858ca6d12c4c98f663002 (patch)
tree046ea6cdc0cbadae014715c02af6ada4e966a92c /apps/plugins/puzzles/help/mines.c
parentcefbde0bbb5f90523233a56ca6c0b0699b4b359e (diff)
downloadrockbox-552a271c6fea8d36390858ca6d12c4c98f663002.tar.gz
rockbox-552a271c6fea8d36390858ca6d12c4c98f663002.zip
puzzles: remove redundant help content
It used to be that each puzzle had a complete copy of the entire puzzles manual and the "quick help" text for every single puzzle. This was obviously a waste, so now each puzzle only has the sections of the manual that apply to it, saving about 100KB or so per puzzle. This also has the added benefit of shrinking binary size enough to allow full help support on the c200v2, which has been enabled. Change-Id: I76c799635de058e4a48e0c18b79537857af7cf85
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1/* auto-generated by genhelp.sh */
2/* DO NOT EDIT! */
3const char help_text[] =
4"#Chapter 12: Mines "
5"\n"
6"You have a grid of covered squares, some of which contain mines, but "
7"you don't know which. Your job is to uncover every square which does "
8"_not_ contain a mine. If you uncover a square containing a mine, you "
9"lose. If you uncover a square which does not contain a mine, you "
10"are told how many mines are contained within the eight surrounding "
11"squares. "
12"\n"
13"This game needs no introduction; popularised by Windows, it is "
14"perhaps the single best known desktop puzzle game in existence. "
15"\n"
16"This version of it has an unusual property. By default, it will "
17"generate its mine positions in such a way as to ensure that you "
18"never need to _guess_ where a mine is: you will always be able "
19"to deduce it somehow. So you will never, as can happen in other "
20"versions, get to the last four squares and discover that there are "
21"two mines left but you have no way of knowing for sure where they "
22"are. "
23"\n"
24"\n#12.1 Mines controls "
25"\n"
26"This game is played with the mouse. "
27"\n"
28"If you left-click in a covered square, it will be uncovered. "
29"\n"
30"If you right-click in a covered square, it will place a flag which "
31"indicates that the square is believed to be a mine. Left-clicking in "
32"a marked square will not uncover it, for safety. You can right-click "
33"again to remove a mark placed in error. "
34"\n"
35"If you left-click in an _uncovered_ square, it will `clear around' "
36"the square. This means: if the square has exactly as many flags "
37"surrounding it as it should have mines, then all the covered squares "
38"next to it which are _not_ flagged will be uncovered. So once you "
39"think you know the location of all the mines around a square, you "
40"can use this function as a shortcut to avoid having to click on each "
41"of the remaining squares one by one. "
42"\n"
43"If you uncover a square which has _no_ mines in the surrounding "
44"eight squares, then it is obviously safe to uncover those squares in "
45"turn, and so on if any of them also has no surrounding mines. This "
46"will be done for you automatically; so sometimes when you uncover a "
47"square, a whole new area will open up to be explored. "
48"\n"
49"You can also use the cursor keys to move around the minefield. "
50"Pressing the return key in a covered square uncovers it, and in "
51"an uncovered square will clear around it (so it acts as the left "
52"button), pressing the space bar in a covered square will place a "
53"flag (similarly, it acts as the right button). "
54"\n"
55"All the actions described in section 2.1 are also available. "
56"\n"
57"Even Undo is available, although you might consider it cheating to "
58"use it. If you step on a mine, the program will only reveal the mine "
59"in question (unlike most other implementations, which reveal all of "
60"them). You can then Undo your fatal move and continue playing if you "
61"like. The program will track the number of times you died (and Undo "
62"will not reduce that counter), so when you get to the end of the "
63"game you know whether or not you did it without making any errors. "
64"\n"
65"(If you really want to know the full layout of the grid, which other "
66"implementations will show you after you die, you can always use the "
67"Solve menu option.) "
68"\n"
69"\n#12.2 Mines parameters "
70"\n"
71"The options available from the `Custom...' option on the `Type' menu "
72"are: "
73"\n"
74"_Width_, _Height_ "
75"\n"
76"Size of grid in squares. "
77"\n"
78"_Mines_ "
79"\n"
80"Number of mines in the grid. You can enter this as an absolute "
81"mine count, or alternatively you can put a % sign on the end "
82"in which case the game will arrange for that proportion of the "
83"squares in the grid to be mines. "
84"\n"
85"Beware of setting the mine count too high. At very high "
86"densities, the program may spend forever searching for a "
87"solvable grid. "
88"\n"
89"_Ensure solubility_ "
90"\n"
91"When this option is enabled (as it is by default), Mines will "
92"ensure that the entire grid can be fully deduced starting "
93"from the initial open space. If you prefer the riskier grids "
94"generated by other implementations, you can switch off this "
95"option. "
96"\n"
97;
98const char quick_help_text[] = "Find all the mines without treading on any of them.";