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1/* auto-generated by genhelp.sh */
2/* DO NOT EDIT! */
3const char help_text[] =
4"#Chapter 8: Rectangles "
5"\n"
6"You have a grid of squares, with numbers written in some (but "
7"not all) of the squares. Your task is to subdivide the grid into "
8"rectangles of various sizes, such that (a) every rectangle contains "
9"exactly one numbered square, and (b) the area of each rectangle is "
10"equal to the number written in its numbered square. "
11"\n"
12"Credit for this game goes to the Japanese puzzle magazine Nikoli [3] "
13"; I've also seen a Palm implementation at Puzzle Palace [4]. Unlike "
14"Puzzle Palace's implementation, my version automatically generates "
15"random grids of any size you like. The quality of puzzle design is "
16"therefore not quite as good as hand-crafted puzzles would be, but on "
17"the plus side you get an inexhaustible supply of puzzles tailored to "
18"your own specification. "
19"\n"
20"[3] http://www.nikoli.co.jp/en/puzzles/shikaku.html (beware of "
21"Flash) "
22"\n"
23"[4] "
24"https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en "
25"\n"
26"\n#8.1 Rectangles controls "
27"\n"
28"This game is played with the mouse or cursor keys. "
29"\n"
30"Left-click any edge to toggle it on or off, or left-click and "
31"drag to draw an entire rectangle (or line) on the grid in one go "
32"(removing any existing edges within that rectangle). Right-clicking "
33"and dragging will allow you to erase the contents of a rectangle "
34"without affecting its edges. "
35"\n"
36"Alternatively, use the cursor keys to move the position indicator "
37"around the board. Pressing the return key then allows you to use the "
38"cursor keys to drag a rectangle out from that position, and pressing "
39"the return key again completes the rectangle. Using the space bar "
40"instead of the return key allows you to erase the contents of a "
41"rectangle without affecting its edges, as above. Pressing escape "
42"cancels a drag. "
43"\n"
44"When a rectangle of the correct size is completed, it will be "
45"shaded. "
46"\n"
47"(All the actions described in section 2.1 are also available.) "
48"\n"
49"\n#8.2 Rectangles parameters "
50"\n"
51"These parameters are available from the `Custom...' option on the "
52"`Type' menu. "
53"\n"
54"_Width_, _Height_ "
55"\n"
56"Size of grid, in squares. "
57"\n"
58"_Expansion factor_ "
59"\n"
60"This is a mechanism for changing the type of grids generated by "
61"the program. Some people prefer a grid containing a few large "
62"rectangles to one containing many small ones. So you can ask "
63"Rectangles to essentially generate a _smaller_ grid than the "
64"size you specified, and then to expand it by adding rows and "
65"columns. "
66"\n"
67"The default expansion factor of zero means that Rectangles will "
68"simply generate a grid of the size you ask for, and do nothing "
69"further. If you set an expansion factor of (say) 0.5, it means "
70"that each dimension of the grid will be expanded to half again "
71"as big after generation. In other words, the initial grid will "
72"be 2/3 the size in each dimension, and will be expanded to its "
73"full size without adding any more rectangles. "
74"\n"
75"Setting an expansion factor of around 0.5 tends to make the "
76"game more difficult, and also (in my experience) rewards a "
77"less deductive and more intuitive playing style. If you set it "
78"_too_ high, though, the game simply cannot generate more than a "
79"few rectangles to cover the entire grid, and the game becomes "
80"trivial. "
81"\n"
82"_Ensure unique solution_ "
83"\n"
84"Normally, Rectangles will make sure that the puzzles it presents "
85"have only one solution. Puzzles with ambiguous sections can be "
86"more difficult and more subtle, so if you like you can turn off "
87"this feature and risk having ambiguous puzzles. Also, finding "
88"_all_ the possible solutions can be an additional challenge for "
89"an advanced player. Turning off this option can also speed up "
90"puzzle generation. "
91"\n"
92;
93const char quick_help_text[] = "Divide the grid into rectangles with areas equal to the numbers.";