summaryrefslogtreecommitdiff
path: root/apps/plugins/puzzles/help/mines.c
diff options
context:
space:
mode:
Diffstat (limited to 'apps/plugins/puzzles/help/mines.c')
-rw-r--r--apps/plugins/puzzles/help/mines.c98
1 files changed, 98 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/help/mines.c b/apps/plugins/puzzles/help/mines.c
new file mode 100644
index 0000000000..d5723d67af
--- /dev/null
+++ b/apps/plugins/puzzles/help/mines.c
@@ -0,0 +1,98 @@
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.";