summaryrefslogtreecommitdiff
path: root/apps/plugins/puzzles/help/unequal.c
diff options
context:
space:
mode:
Diffstat (limited to 'apps/plugins/puzzles/help/unequal.c')
-rw-r--r--apps/plugins/puzzles/help/unequal.c107
1 files changed, 107 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/help/unequal.c b/apps/plugins/puzzles/help/unequal.c
new file mode 100644
index 0000000000..45b6b38942
--- /dev/null
+++ b/apps/plugins/puzzles/help/unequal.c
@@ -0,0 +1,107 @@
1/* auto-generated by genhelp.sh */
2/* DO NOT EDIT! */
3const char help_text[] =
4"#Chapter 27: Unequal "
5"\n"
6"You have a square grid; each square may contain a digit from 1 to "
7"the size of the grid, and some squares have clue signs between them. "
8"Your aim is to fully populate the grid with numbers such that: "
9"\n"
10"- Each row contains only one occurrence of each digit "
11"\n"
12"- Each column contains only one occurrence of each digit "
13"\n"
14"- All the clue signs are satisfied. "
15"\n"
16"There are two modes for this game, `Unequal' and `Adjacent'. "
17"\n"
18"In `Unequal' mode, the clue signs are greater-than symbols "
19"indicating one square's value is greater than its neighbour's. In "
20"this mode not all clues may be visible, particularly at higher "
21"difficulty levels. "
22"\n"
23"In `Adjacent' mode, the clue signs are bars indicating one square's "
24"value is numerically adjacent (i.e. one higher or one lower) than "
25"its neighbour. In this mode all clues are always visible: absence of "
26"a bar thus means that a square's value is definitely not numerically "
27"adjacent to that neighbour's. "
28"\n"
29"In `Trivial' difficulty level (available via the `Custom' game type "
30"selector), there are no greater-than signs in `Unequal' mode; the "
31"puzzle is to solve the Latin square only. "
32"\n"
33"At the time of writing, the `Unequal' mode of this puzzle is "
34"appearing in the Guardian weekly under the name `Futoshiki'. "
35"\n"
36"Unequal was contributed to this collection by James Harvey. "
37"\n"
38"\n#27.1 Unequal controls "
39"\n"
40"Unequal shares much of its control system with Solo. "
41"\n"
42"To play Unequal, simply click the mouse in any empty square and then "
43"type a digit or letter on the keyboard to fill that square. If you "
44"make a mistake, click the mouse in the incorrect square and press "
45"Space to clear it again (or use the Undo feature). "
46"\n"
47"If you _right_-click in a square and then type a number, that "
48"number will be entered in the square as a `pencil mark'. You can "
49"have pencil marks for multiple numbers in the same square. Squares "
50"containing filled-in numbers cannot also contain pencil marks. "
51"\n"
52"The game pays no attention to pencil marks, so exactly what you "
53"use them for is up to you: you can use them as reminders that a "
54"particular square needs to be re-examined once you know more about "
55"a particular number, or you can use them as lists of the possible "
56"numbers in a given square, or anything else you feel like. "
57"\n"
58"To erase a single pencil mark, right-click in the square and type "
59"the same number again. "
60"\n"
61"All pencil marks in a square are erased when you left-click and type "
62"a number, or when you left-click and press space. Right-clicking and "
63"pressing space will also erase pencil marks. "
64"\n"
65"As for Solo, the cursor keys can be used in conjunction with the "
66"digit keys to set numbers or pencil marks. You can also use the `M' "
67"key to auto-fill every numeric hint, ready for removal as required, "
68"or the `H' key to do the same but also to remove all obvious hints. "
69"\n"
70"Alternatively, use the cursor keys to move the mark around the grid. "
71"Pressing the return key toggles the mark (from a normal mark to a "
72"pencil mark), and typing a number in is entered in the square in the "
73"appropriate way; typing in a 0 or using the space bar will clear a "
74"filled square. "
75"\n"
76"Left-clicking a clue will mark it as done (grey it out), or unmark "
77"it if it is already marked. Holding Control or Shift and pressing "
78"an arrow key likewise marks any clue adjacent to the cursor in the "
79"given direction. "
80"\n"
81"(All the actions described in section 2.1 are also available.) "
82"\n"
83"\n#27.2 Unequal parameters "
84"\n"
85"These parameters are available from the `Custom...' option on the "
86"`Type' menu. "
87"\n"
88"_Mode_ "
89"\n"
90"Mode of the puzzle (`Unequal' or `Adjacent') "
91"\n"
92"_Size (s*s)_ "
93"\n"
94"Size of grid. "
95"\n"
96"_Difficulty_ "
97"\n"
98"Controls the difficulty of the generated puzzle. At Trivial "
99"level, there are no greater-than signs; the puzzle is to solve "
100"the Latin square only. At Recursive level (only available via "
101"the `Custom' game type selector) backtracking will be required, "
102"but the solution should still be unique. The levels in between "
103"require increasingly complex reasoning to avoid having to "
104"backtrack. "
105"\n"
106;
107const char quick_help_text[] = "Complete the latin square in accordance with the > signs.";