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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
parentcefbde0bbb5f90523233a56ca6c0b0699b4b359e (diff)
downloadrockbox-552a271.tar.gz
rockbox-552a271.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
-rw-r--r--apps/plugins/puzzles/SOURCES3
-rwxr-xr-xapps/plugins/puzzles/genhelp.sh70
-rw-r--r--apps/plugins/puzzles/help.c47
-rw-r--r--apps/plugins/puzzles/help.h4
-rw-r--r--apps/plugins/puzzles/help/blackbox.c150
-rw-r--r--apps/plugins/puzzles/help/bridges.c144
-rw-r--r--apps/plugins/puzzles/help/cube.c58
-rw-r--r--apps/plugins/puzzles/help/dominosa.c62
-rw-r--r--apps/plugins/puzzles/help/fifteen.c38
-rw-r--r--apps/plugins/puzzles/help/filling.c50
-rw-r--r--apps/plugins/puzzles/help/flip.c49
-rw-r--r--apps/plugins/puzzles/help/flood.c66
-rw-r--r--apps/plugins/puzzles/help/galaxies.c66
-rw-r--r--apps/plugins/puzzles/help/guess.c92
-rw-r--r--apps/plugins/puzzles/help/inertia.c61
-rw-r--r--apps/plugins/puzzles/help/keen.c108
-rw-r--r--apps/plugins/puzzles/help/lightup.c82
-rw-r--r--apps/plugins/puzzles/help/loopy.c69
-rw-r--r--apps/plugins/puzzles/help/magnets.c76
-rw-r--r--apps/plugins/puzzles/help/map.c90
-rw-r--r--apps/plugins/puzzles/help/mines.c98
-rw-r--r--apps/plugins/puzzles/help/net.c108
-rw-r--r--apps/plugins/puzzles/help/netslide.c20
-rw-r--r--apps/plugins/puzzles/help/palisade.c43
-rw-r--r--apps/plugins/puzzles/help/pattern.c56
-rw-r--r--apps/plugins/puzzles/help/pearl.c70
-rw-r--r--apps/plugins/puzzles/help/pegs.c52
-rw-r--r--apps/plugins/puzzles/help/range.c62
-rw-r--r--apps/plugins/puzzles/help/rect.c93
-rw-r--r--apps/plugins/puzzles/help/samegame.c76
-rw-r--r--apps/plugins/puzzles/help/signpost.c80
-rw-r--r--apps/plugins/puzzles/help/singles.c51
-rw-r--r--apps/plugins/puzzles/help/sixteen.c62
-rw-r--r--apps/plugins/puzzles/help/slant.c66
-rw-r--r--apps/plugins/puzzles/help/solo.c137
-rw-r--r--apps/plugins/puzzles/help/tents.c66
-rw-r--r--apps/plugins/puzzles/help/towers.c95
-rw-r--r--apps/plugins/puzzles/help/tracks.c59
-rw-r--r--apps/plugins/puzzles/help/twiddle.c75
-rw-r--r--apps/plugins/puzzles/help/undead.c88
-rw-r--r--apps/plugins/puzzles/help/unequal.c107
-rw-r--r--apps/plugins/puzzles/help/unruly.c55
-rw-r--r--apps/plugins/puzzles/help/untangle.c33
-rw-r--r--apps/plugins/puzzles/helpcontent.c2767
-rw-r--r--apps/plugins/puzzles/puzzles.make7
-rw-r--r--apps/plugins/puzzles/rockbox.c93
46 files changed, 2976 insertions, 2928 deletions
diff --git a/apps/plugins/puzzles/SOURCES b/apps/plugins/puzzles/SOURCES
index af43fd5616..5745a67c68 100644
--- a/apps/plugins/puzzles/SOURCES
+++ b/apps/plugins/puzzles/SOURCES
@@ -2,10 +2,7 @@ rockbox.c
rbwrappers.c
rbmalloc.c
-#ifndef SANSA_C200V2
help.c
-helpcontent.c
-#endif
src/combi.c
src/divvy.c
diff --git a/apps/plugins/puzzles/genhelp.sh b/apps/plugins/puzzles/genhelp.sh
index f243a1d5f6..293c58bd2b 100755
--- a/apps/plugins/puzzles/genhelp.sh
+++ b/apps/plugins/puzzles/genhelp.sh
@@ -1,5 +1,5 @@
#!/bin/bash
-# usage: ./genhelp.sh > helpcontent.sh
+# usage: ./genhelp.sh
#
# expects halibut to be installed in $PATH:
# http://www.chiark.greenend.org.uk/~sgtatham/halibut
@@ -16,37 +16,37 @@ cat puzzles.txt.tmp | awk 'BEGIN { a=1; } /Appendix A/ { a = 0; } a==1' > puzzle
rm puzzles.txt.tmp
-cat <<EOF
-/* auto-generated by genhelp.sh */
-/* DO NOT EDIT! */
-const int help_chapteroffsets[] = {
-EOF
-
-# generate chapter offset list
-cat puzzles.txt | awk 'BEGIN { x = -1; n = 0; } /#Chapter/ { if($0 !~ / 1:/ && $0 !~ / 2:/) { if( x == -1 ) { x = n; } print n - x","; }} {n += length($0) + 1; if(x >= 0 && $0 !~ /Chapter/ && substr($0, 1, 1) == "#") n += 1;}'
-
-cat <<EOF
-};
-
-const char help_text[] =
-EOF
-
-# get starting byte offset
-start=`cat puzzles.txt | awk 'BEGIN { x = -1; n = 0; } /#Chapter/ { if($0 !~ / 1:/ && $0 !~ / 2:/) { if( x == -1 ) { x = n; print x + 1; } print n - x","; }} {n += length($0) + 1; if(x >= 0 && $0 !~ /Chapter/ && substr($0, 1, 1) == "#") n += 1;}' | head -n 1`
-
-# generate content
-cat puzzles.txt | tail -c +$start | awk '{gsub(/\\/,"\\\\"); if($0 !~ /Chapter/ && substr($0, 1, 1) == "#") begin = "\\n"; else begin = ""; last = substr($0, length($0), 1); if(length($0) == 0 || last == "|" || last == "-" || (term == "\\n" && last == "3")) term="\\n"; else term = " "; print "\"" begin $0 term "\"";}'
-
-cat <<EOF
-;
-
-EOF
-
-# length of longest chapter (not including null)
-maxlen=`cat puzzles.txt | awk 'BEGIN { x = -1; n = 0; } /#Chapter/ { if($0 !~ / 1:/ && $0 !~ / 2:/) { if( x == -1 ) { x = n; } print n - x","; }} {n += length($0) + 1; if(x >= 0 && $0 !~ /Chapter/ && substr($0, 1, 1) == "#") n += 1;}' | awk 'BEGIN { max = 0; last = 0; } { if($0 - last > max) max = $0 - last; last = $0; } END { print max }'`
-
-# remember number of chapters
-num=`cat puzzles.txt | awk 'BEGIN { x = -1; n = 0; } /#Chapter/ { if($0 !~ / 1:/ && $0 !~ / 2:/) { if( x == -1 ) { x = n; } print n - x","; }} {n += length($0) + 1; if(x >= 0 && $0 !~ /Chapter/ && substr($0, 1, 1) == "#") n += 1;}' | wc -l`
-
-echo "const int help_maxlen = "$maxlen";"
-echo "const int help_numchapters = "$num";"
+# now split into different files
+mkdir -p help
+
+cat puzzles.txt | awk 'BEGIN { file = "none"; }
+ /#Chapter/ {
+ if($0 !~ / 1:/ && $0 !~ / 2:/)
+ {
+ if(file != "none")
+ print ";" > file;
+ file = "help/"tolower($3$4)".c";
+ if($3 ~ "Rectangles")
+ file = "help/rect.c";
+ print "/* auto-generated by genhelp.sh */" > file;
+ print "/* DO NOT EDIT! */" > file;
+ print "const char help_text[] = " > file; }
+ }
+ file != "none" {
+ gsub(/\\/,"\\\\");
+ if($0 !~ /Chapter/ && substr($0, 1, 1) == "#")
+ begin = "\\n";
+ else begin = "";
+ last = substr($0, length($0), 1);
+ if(length($0) == 0 || last == "|" || last == "-" || (term == "\\n" && last == "3"))
+ term="\\n";
+ else term = " ";
+ print "\"" begin $0 term "\"" > file;
+ }
+ END {
+ print ";" > file;
+ }
+'
+
+# generate quick help from gamedesc.txt
+cat src/gamedesc.txt | awk -F ":" '{print "const char quick_help_text[] = \""$5"\";" >> "help/"$1".c" }'
diff --git a/apps/plugins/puzzles/help.c b/apps/plugins/puzzles/help.c
index 4a2560e4c4..c45f50e65e 100644
--- a/apps/plugins/puzzles/help.c
+++ b/apps/plugins/puzzles/help.c
@@ -3,51 +3,12 @@
void full_help(const char *name)
{
- int ch_num = -1;
-
- /* dirty hack */
- if(!strcmp(name, "Train Tracks"))
- name = "Tracks";
-
- /* search the help text for a chapter with this name */
- for(int ch = 0; ch < help_numchapters; ++ch)
- {
- char *str = help_text + help_chapteroffsets[ch];
- char *ptr = strchr(str, ':') + 1;
- const char *namep = name;
- if(*ptr++ != ' ')
- continue;
-
- while(*ptr == *namep && *ptr && *namep)
- {
- ptr++;
- namep++;
- }
- if(*namep == '\0' && (*ptr == '\n' || *ptr == ' ')) /* full match */
- {
- ch_num = ch;
- break;
- }
- }
- if(ch_num < 0)
- {
- rb->splashf(HZ * 2, "No topic found for `%s' (REPORT ME!)", name);
- return;
- }
- char *buf = smalloc(help_maxlen + 1);
- rb->memset(buf, 0, help_maxlen + 1);
- if(ch_num < help_numchapters - 1)
- {
- /* safe to look ahead */
- memcpy(buf, help_text + help_chapteroffsets[ch_num], help_chapteroffsets[ch_num + 1] - help_chapteroffsets[ch_num]);
- }
- else
- rb->strlcpy(buf, help_text + help_chapteroffsets[ch_num], help_maxlen + 1);
+ unsigned old_bg = rb->lcd_get_background();
rb->lcd_set_foreground(LCD_WHITE);
- unsigned old_bg = rb->lcd_get_background();
rb->lcd_set_background(LCD_BLACK);
- view_text(name, buf);
+
+ view_text(name, help_text);
+
rb->lcd_set_background(old_bg);
- sfree(buf);
}
diff --git a/apps/plugins/puzzles/help.h b/apps/plugins/puzzles/help.h
index e97fe870bf..29fcb8271c 100644
--- a/apps/plugins/puzzles/help.h
+++ b/apps/plugins/puzzles/help.h
@@ -1,7 +1,7 @@
-/* defined in helpcontent.c */
+/* defined in help/ */
-extern int help_chapteroffsets[], help_maxlen, help_numchapters;
extern const char help_text[];
+extern const char quick_help_text[];
/* in help.c */
void full_help(const char *name);
diff --git a/apps/plugins/puzzles/help/blackbox.c b/apps/plugins/puzzles/help/blackbox.c
new file mode 100644
index 0000000000..359dd61220
--- /dev/null
+++ b/apps/plugins/puzzles/help/blackbox.c
@@ -0,0 +1,150 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 19: Black Box "
+"\n"
+"A number of balls are hidden in a rectangular arena. You have to "
+"deduce the positions of the balls by firing lasers positioned at the "
+"edges of the arena and observing how their beams are deflected. "
+"\n"
+"Beams will travel straight from their origin until they hit the "
+"opposite side of the arena (at which point they emerge), unless "
+"affected by balls in one of the following ways: "
+"\n"
+"- A beam that hits a ball head-on is absorbed and will never re-\n"
+"emerge. This includes beams that meet a ball on the first rank "
+"of the arena. "
+"\n"
+"- A beam with a ball in its front-left square and no ball ahead of "
+"it gets deflected 90 degrees to the right. "
+"\n"
+"- A beam with a ball in its front-right square and no ball ahead "
+"of it gets similarly deflected to the left. "
+"\n"
+"- A beam that would re-emerge from its entry location is "
+"considered to be `reflected'. "
+"\n"
+"- A beam which would get deflected before entering the arena by a "
+"ball to the front-left or front-right of its entry point is also "
+"considered to be `reflected'. "
+"\n"
+"Beams that are reflected appear as a `R'; beams that hit balls head-\n"
+"on appear as `H'. Otherwise, a number appears at the firing point "
+"and the location where the beam emerges (this number is unique to "
+"that shot). "
+"\n"
+"You can place guesses as to the location of the balls, based on the "
+"entry and exit patterns of the beams; once you have placed enough "
+"balls a button appears enabling you to have your guesses checked. "
+"\n"
+"Here is a diagram showing how the positions of balls can create each "
+"of the beam behaviours shown above: "
+"\n"
+"1RHR----\n"
+"|..O.O...|\n"
+"2........3\n"
+"|........|\n"
+"|........|\n"
+"3........|\n"
+"|......O.|\n"
+"H........|\n"
+"|.....O..|\n"
+"12-RR---\n"
+"\n"
+"As shown, it is possible for a beam to receive multiple reflections "
+"before re-emerging (see turn 3). Similarly, a beam may be reflected "
+"(possibly more than once) before receiving a hit (the `H' on the "
+"left side of the example). "
+"\n"
+"Note that any layout with more than 4 balls may have a non-unique "
+"solution. The following diagram illustrates this; if you know the "
+"board contains 5 balls, it is impossible to determine where the "
+"fifth ball is (possible positions marked with an x): "
+"\n"
+"--------\n"
+"|........|\n"
+"|........|\n"
+"|..O..O..|\n"
+"|...xx...|\n"
+"|...xx...|\n"
+"|..O..O..|\n"
+"|........|\n"
+"|........|\n"
+"--------\n"
+"\n"
+"For this reason, when you have your guesses checked, the game "
+"will check that your solution _produces the same results_ as the "
+"computer's, rather than that your solution is identical to the "
+"computer's. So in the above example, you could put the fifth ball at "
+"_any_ of the locations marked with an x, and you would still win. "
+"\n"
+"Black Box was contributed to this collection by James Harvey. "
+"\n"
+"\n#19.1 Black Box controls "
+"\n"
+"To fire a laser beam, left-click in a square around the edge of "
+"the arena. The results will be displayed immediately. Clicking or "
+"holding the left button on one of these squares will highlight the "
+"current go (or a previous go) to confirm the exit point for that "
+"laser, if applicable. "
+"\n"
+"To guess the location of a ball, left-click within the arena and a "
+"black circle will appear marking the guess; click again to remove "
+"the guessed ball. "
+"\n"
+"Locations in the arena may be locked against modification by right-\n"
+"clicking; whole rows and columns may be similarly locked by right-\n"
+"clicking in the laser square above/below that column, or to the "
+"left/right of that row. "
+"\n"
+"The cursor keys may also be used to move around the grid. Pressing "
+"the Enter key will fire a laser or add a new ball-location guess, "
+"and pressing Space will lock a cell, row, or column. "
+"\n"
+"When an appropriate number of balls have been guessed, a button will "
+"appear at the top-left corner of the grid; clicking that (with mouse "
+"or cursor) will check your guesses. "
+"\n"
+"If you click the `check' button and your guesses are not correct, "
+"the game will show you the minimum information necessary to "
+"demonstrate this to you, so you can try again. If your ball "
+"positions are not consistent with the beam paths you already know "
+"about, one beam path will be circled to indicate that it proves you "
+"wrong. If your positions match all the existing beam paths but are "
+"still wrong, one new beam path will be revealed (written in red) "
+"which is not consistent with your current guesses. "
+"\n"
+"If you decide to give up completely, you can select Solve to reveal "
+"the actual ball positions. At this point, correctly-placed balls "
+"will be displayed as filled black circles, incorrectly-placed balls "
+"as filled black circles with red crosses, and missing balls as "
+"filled red circles. In addition, a red circle marks any laser you "
+"had already fired which is not consistent with your ball layout "
+"(just as when you press the `check' button), and red text marks "
+"any laser you _could_ have fired in order to distinguish your ball "
+"layout from the correct one. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#19.2 Black Box parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. There are 2 x _Width_ x _Height_ lasers "
+"per grid, two per row and two per column. "
+"\n"
+"_No. of balls_ "
+"\n"
+"Number of balls to place in the grid. This can be a single "
+"number, or a range (separated with a hyphen, like `2-6'), "
+"and determines the number of balls to place on the grid. "
+"The `reveal' button is only enabled if you have guessed an "
+"appropriate number of balls; a guess using a different number "
+"to the original solution is still acceptable, if all the beam "
+"inputs and outputs match. "
+"\n"
+;
+const char quick_help_text[] = "Find the hidden balls in the box by bouncing laser beams off them.";
diff --git a/apps/plugins/puzzles/help/bridges.c b/apps/plugins/puzzles/help/bridges.c
new file mode 100644
index 0000000000..6a7f301f1a
--- /dev/null
+++ b/apps/plugins/puzzles/help/bridges.c
@@ -0,0 +1,144 @@
+/* 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.";
diff --git a/apps/plugins/puzzles/help/cube.c b/apps/plugins/puzzles/help/cube.c
new file mode 100644
index 0000000000..86ffbb681d
--- /dev/null
+++ b/apps/plugins/puzzles/help/cube.c
@@ -0,0 +1,58 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 4: Cube "
+"\n"
+"This is another one I originally saw as a web game. This one was a "
+"Java game [2], by Paul Scott. You have a grid of 16 squares, six of "
+"which are blue; on one square rests a cube. Your move is to use the "
+"arrow keys to roll the cube through 90 degrees so that it moves to "
+"an adjacent square. If you roll the cube on to a blue square, the "
+"blue square is picked up on one face of the cube; if you roll a blue "
+"face of the cube on to a non-blue square, the blueness is put down "
+"again. (In general, whenever you roll the cube, the two faces that "
+"come into contact swap colours.) Your job is to get all six blue "
+"squares on to the six faces of the cube at the same time. Count your "
+"moves and try to do it in as few as possible. "
+"\n"
+"Unlike the original Java game, my version has an additional feature: "
+"once you've mastered the game with a cube rolling on a square grid, "
+"you can change to a triangular grid and roll any of a tetrahedron, "
+"an octahedron or an icosahedron. "
+"\n"
+"[2] http://www3.sympatico.ca/paulscott/cube/cube.htm "
+"\n"
+"\n#4.1 Cube controls "
+"\n"
+"This game can be played with either the keyboard or the mouse. "
+"\n"
+"Left-clicking anywhere on the window will move the cube (or other "
+"solid) towards the mouse pointer. "
+"\n"
+"The arrow keys can also used to roll the cube on its square grid in "
+"the four cardinal directions. On the triangular grids, the mapping "
+"of arrow keys to directions is more approximate. Vertical movement "
+"is disallowed where it doesn't make sense. The four keys surrounding "
+"the arrow keys on the numeric keypad (`7', `9', `1', `3') can be "
+"used for diagonal movement. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#4.2 Cube parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Type of solid_ "
+"\n"
+"Selects the solid to roll (and hence the shape of the grid): "
+"tetrahedron, cube, octahedron, or icosahedron. "
+"\n"
+"_Width / top_, _Height / bottom_ "
+"\n"
+"On a square grid, horizontal and vertical dimensions. On a "
+"triangular grid, the number of triangles on the top and bottom "
+"rows respectively. "
+"\n"
+;
+const char quick_help_text[] = "Pick up all the blue squares by rolling the cube over them.";
diff --git a/apps/plugins/puzzles/help/dominosa.c b/apps/plugins/puzzles/help/dominosa.c
new file mode 100644
index 0000000000..e9387250ba
--- /dev/null
+++ b/apps/plugins/puzzles/help/dominosa.c
@@ -0,0 +1,62 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 17: Dominosa "
+"\n"
+"A normal set of dominoes - that is, one instance of every "
+"(unordered) pair of numbers from 0 to 6 - has been arranged "
+"irregularly into a rectangle; then the number in each square has "
+"been written down and the dominoes themselves removed. Your task is "
+"to reconstruct the pattern by arranging the set of dominoes to match "
+"the provided array of numbers. "
+"\n"
+"This puzzle is widely credited to O. S. Adler, and takes part of its "
+"name from those initials. "
+"\n"
+"\n#17.1 Dominosa controls "
+"\n"
+"Left-clicking between any two adjacent numbers places a domino "
+"covering them, or removes one if it is already present. Trying to "
+"place a domino which overlaps existing dominoes will remove the ones "
+"it overlaps. "
+"\n"
+"Right-clicking between two adjacent numbers draws a line between "
+"them, which you can use to remind yourself that you know those two "
+"numbers are _not_ covered by a single domino. Right-clicking again "
+"removes the line. "
+"\n"
+"You can also use the cursor keys to move a cursor around the grid. "
+"When the cursor is half way between two adjacent numbers, pressing "
+"the return key will place a domino covering those numbers, or "
+"pressing the space bar will lay a line between the two squares. "
+"Repeating either action removes the domino or line. "
+"\n"
+"Pressing a number key will highlight all occurrences of that number. "
+"Pressing that number again will clear the highlighting. Up to two "
+"different numbers can be highlighted at any given time. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#17.2 Dominosa parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Maximum number on dominoes_ "
+"\n"
+"Controls the size of the puzzle, by controlling the size of the "
+"set of dominoes used to make it. Dominoes with numbers going "
+"up to N will give rise to an (N+2) x (N+1) rectangle; so, in "
+"particular, the default value of 6 gives an 8x7 grid. "
+"\n"
+"_Ensure unique solution_ "
+"\n"
+"Normally, Dominosa will make sure that the puzzles it presents "
+"have only one solution. Puzzles with ambiguous sections can be "
+"more difficult and sometimes more subtle, so if you like you "
+"can turn off this feature. Also, finding _all_ the possible "
+"solutions can be an additional challenge for an advanced player. "
+"Turning off this option can also speed up puzzle generation. "
+"\n"
+;
+const char quick_help_text[] = "Tile the rectangle with a full set of dominoes.";
diff --git a/apps/plugins/puzzles/help/fifteen.c b/apps/plugins/puzzles/help/fifteen.c
new file mode 100644
index 0000000000..dfe7ed11da
--- /dev/null
+++ b/apps/plugins/puzzles/help/fifteen.c
@@ -0,0 +1,38 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 5: Fifteen "
+"\n"
+"The old ones are the best: this is the good old `15-puzzle' with "
+"sliding tiles. You have a 4x4 square grid; 15 squares contain "
+"numbered tiles, and the sixteenth is empty. Your move is to choose a "
+"tile next to the empty space, and slide it into the space. The aim "
+"is to end up with the tiles in numerical order, with the space in "
+"the bottom right (so that the top row reads 1,2,3,4 and the bottom "
+"row reads 13,14,15,_space_). "
+"\n"
+"\n#5.1 Fifteen controls "
+"\n"
+"This game can be controlled with the mouse or the keyboard. "
+"\n"
+"A left-click with the mouse in the row or column containing the "
+"empty space will move as many tiles as necessary to move the space "
+"to the mouse pointer. "
+"\n"
+"The arrow keys will move a tile adjacent to the space in the "
+"direction indicated (moving the space in the _opposite_ direction). "
+"\n"
+"Pressing `h' will make a suggested move. Pressing `h' enough times "
+"will solve the game, but it may scramble your progress while doing "
+"so. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#5.2 Fifteen parameters "
+"\n"
+"The only options available from the `Custom...' option on the `Type' "
+"menu are _Width_ and _Height_, which are self-explanatory. (Once "
+"you've changed these, it's not a `15-puzzle' any more, of course!) "
+"\n"
+;
+const char quick_help_text[] = "Slide the tiles around to arrange them into order.";
diff --git a/apps/plugins/puzzles/help/filling.c b/apps/plugins/puzzles/help/filling.c
new file mode 100644
index 0000000000..16dfbbd6fc
--- /dev/null
+++ b/apps/plugins/puzzles/help/filling.c
@@ -0,0 +1,50 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 29: Filling "
+"\n"
+"You have a grid of squares, some of which contain digits, and the "
+"rest of which are empty. Your job is to fill in digits in the empty "
+"squares, in such a way that each connected region of squares all "
+"containing the same digit has an area equal to that digit. "
+"\n"
+"(`Connected region', for the purposes of this game, does not count "
+"diagonally separated squares as adjacent.) "
+"\n"
+"For example, it follows that no square can contain a zero, and that "
+"two adjacent squares can not both contain a one. No region has an "
+"area greater than 9 (because then its area would not be a single "
+"digit). "
+"\n"
+"Credit for this puzzle goes to Nikoli [14]. "
+"\n"
+"Filling was contributed to this collection by Jonas Koelker. "
+"\n"
+"[14] http://www.nikoli.co.jp/en/puzzles/fillomino.html "
+"\n"
+"\n#29.1 Filling controls "
+"\n"
+"To play Filling, simply click the mouse in any empty square and "
+"then type a digit on the keyboard to fill that square. By dragging "
+"the mouse, you can select multiple squares to fill with a single "
+"keypress. If you make a mistake, click the mouse in the incorrect "
+"square and press 0, Space, Backspace or Enter to clear it again (or "
+"use the Undo feature). "
+"\n"
+"You can also move around the grid with the cursor keys; typing a "
+"digit will fill the square containing the cursor with that number; "
+"typing 0 will clear it. You can also select multiple squares for "
+"numbering or clearing with the return and arrow keys, before typing "
+"a digit to fill or clear the highlighted squares (as above). The "
+"space bar adds and removes single squares to and from the selection. "
+"Backspace and escape remove all squares from the selection. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#29.2 Filling parameters "
+"\n"
+"Filling allows you to configure the number of rows and columns of "
+"the grid, through the `Type' menu. "
+"\n"
+;
+const char quick_help_text[] = "Mark every square with the area of its containing region.";
diff --git a/apps/plugins/puzzles/help/flip.c b/apps/plugins/puzzles/help/flip.c
new file mode 100644
index 0000000000..5a207b612b
--- /dev/null
+++ b/apps/plugins/puzzles/help/flip.c
@@ -0,0 +1,49 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 14: Flip "
+"\n"
+"You have a grid of squares, some light and some dark. Your aim is to "
+"light all the squares up at the same time. You can choose any square "
+"and flip its state from light to dark or dark to light, but when you "
+"do so, other squares around it change state as well. "
+"\n"
+"Each square contains a small diagram showing which other squares "
+"change when you flip it. "
+"\n"
+"\n#14.1 Flip controls "
+"\n"
+"This game can be played with either the keyboard or the mouse. "
+"\n"
+"Left-click in a square to flip it and its associated squares, or use "
+"the cursor keys to choose a square and the space bar or Enter key to "
+"flip. "
+"\n"
+"If you use the `Solve' function on this game, it will mark some of "
+"the squares in red. If you click once in every square with a red "
+"mark, the game should be solved. (If you click in a square _without_ "
+"a red mark, a red mark will appear in it to indicate that you will "
+"need to reverse that operation to reach the solution.) "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#14.2 Flip parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. "
+"\n"
+"_Shape type_ "
+"\n"
+"This control determines the shape of the region which is flipped "
+"by clicking in any given square. The default setting, `Crosses', "
+"causes every square to flip itself and its four immediate "
+"neighbours (or three or two if it's at an edge or corner). The "
+"other setting, `Random', causes a random shape to be chosen for "
+"every square, so the game is different every time. "
+"\n"
+;
+const char quick_help_text[] = "Flip groups of squares to light them all up at once.";
diff --git a/apps/plugins/puzzles/help/flood.c b/apps/plugins/puzzles/help/flood.c
new file mode 100644
index 0000000000..7f010ee232
--- /dev/null
+++ b/apps/plugins/puzzles/help/flood.c
@@ -0,0 +1,66 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 39: Flood "
+"\n"
+"You are given a grid of squares, coloured at random in multiple "
+"colours. In each move, you can flood-fill the top left square in a "
+"colour of your choice (i.e. every square reachable from the starting "
+"square by an orthogonally connected path of squares all the same "
+"colour will be filled in the new colour). As you do this, more and "
+"more of the grid becomes connected to the starting square. "
+"\n"
+"Your aim is to make the whole grid the same colour, in as few moves "
+"as possible. The game will set a limit on the number of moves, based "
+"on running its own internal solver. You win if you can make the "
+"whole grid the same colour in that many moves or fewer. "
+"\n"
+"I saw this game (with a fixed grid size, fixed number of colours, "
+"and fixed move limit) at http://floodit.appspot.com (no longer "
+"accessible). "
+"\n"
+"\n#39.1 Flood controls "
+"\n"
+"To play Flood, click the mouse in a square. The top left corner and "
+"everything connected to it will be flood-filled with the colour of "
+"the square you clicked. Clicking a square the same colour as the top "
+"left corner has no effect, and therefore does not count as a move. "
+"\n"
+"You can also use the cursor keys to move a cursor (outline black "
+"square) around the grid. Pressing the return key will fill the top "
+"left corner in the colour of the square under the cursor. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#39.2 Flood parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of the grid, in squares. "
+"\n"
+"_Colours_ "
+"\n"
+"Number of colours used to fill the grid. Must be at least 3\n"
+"(with two colours there would only be one legal move at any "
+"stage, hence no choice to make at all), and at most 10. "
+"\n"
+"_Extra moves permitted_ "
+"\n"
+"Controls the difficulty of the puzzle, by increasing the move "
+"limit. In each new grid, Flood will run an internal solver to "
+"generate its own solution, and then the value in this field "
+"will be added to the length of Flood's solution to generate the "
+"game's move limit. So a value of 0 requires you to be just as "
+"efficient as Flood's automated solver, and a larger value makes "
+"it easier. "
+"\n"
+"(Note that Flood's internal solver will not necessarily find the "
+"shortest possible solution, though I believe it's pretty close. "
+"For a real challenge, set this value to 0 and then try to solve "
+"a grid in _strictly fewer_ moves than the limit you're given!) "
+"\n"
+;
+const char quick_help_text[] = "Turn the grid the same colour in as few flood fills as possible.";
diff --git a/apps/plugins/puzzles/help/galaxies.c b/apps/plugins/puzzles/help/galaxies.c
new file mode 100644
index 0000000000..6e455bc0f9
--- /dev/null
+++ b/apps/plugins/puzzles/help/galaxies.c
@@ -0,0 +1,66 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 28: Galaxies "
+"\n"
+"You have a rectangular grid containing a number of dots. Your aim is "
+"to draw edges along the grid lines which divide the rectangle into "
+"regions in such a way that every region is 180-degree rotationally "
+"symmetric, and contains exactly one dot which is located at its "
+"centre of symmetry. "
+"\n"
+"This puzzle was invented by Nikoli [13], under the name `Tentai "
+"Show'; its name is commonly translated into English as `Spiral "
+"Galaxies'. "
+"\n"
+"Galaxies was contributed to this collection by James Harvey. "
+"\n"
+"[13] http://www.nikoli.co.jp/en/puzzles/astronomical_show.html "
+"\n"
+"\n#28.1 Galaxies controls "
+"\n"
+"Left-click on any grid line to draw an edge if there isn't one "
+"already, or to remove one if there is. When you create a valid "
+"region (one which is closed, contains exactly one dot, is 180-degree "
+"symmetric about that dot, and contains no extraneous edges inside "
+"it) it will be highlighted automatically; so your aim is to have the "
+"whole grid highlighted in that way. "
+"\n"
+"During solving, you might know that a particular grid square belongs "
+"to a specific dot, but not be sure of where the edges go and which "
+"other squares are connected to the dot. In order to mark this so you "
+"don't forget, you can right-click on the dot and drag, which will "
+"create an arrow marker pointing at the dot. Drop that in a square of "
+"your choice and it will remind you which dot it's associated with. "
+"You can also right-click on existing arrows to pick them up and move "
+"them, or destroy them by dropping them off the edge of the grid. "
+"(Also, if you're not sure which dot an arrow is pointing at, you can "
+"pick it up and move it around to make it clearer. It will swivel "
+"constantly as you drag it, to stay pointed at its parent dot.) "
+"\n"
+"You can also use the cursor keys to move around the grid squares and "
+"lines. Pressing the return key when over a grid line will draw or "
+"clear its edge, as above. Pressing the return key when over a dot "
+"will pick up an arrow, to be dropped the next time the return key "
+"is pressed; this can also be used to move existing arrows around, "
+"removing them by dropping them on a dot or another arrow. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#28.2 Galaxies 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"
+"Controls the difficulty of the generated puzzle. More difficult "
+"puzzles require more complex deductions, and the `Unreasonable' "
+"difficulty level may require backtracking. "
+"\n"
+;
+const char quick_help_text[] = "Divide the grid into rotationally symmetric regions each centred on a dot.";
diff --git a/apps/plugins/puzzles/help/guess.c b/apps/plugins/puzzles/help/guess.c
new file mode 100644
index 0000000000..2d1be2d977
--- /dev/null
+++ b/apps/plugins/puzzles/help/guess.c
@@ -0,0 +1,92 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 15: Guess "
+"\n"
+"You have a set of coloured pegs, and have to reproduce a "
+"predetermined sequence of them (chosen by the computer) within a "
+"certain number of guesses. "
+"\n"
+"Each guess gets marked with the number of correctly-coloured pegs "
+"in the correct places (in black), and also the number of correctly-\n"
+"coloured pegs in the wrong places (in white). "
+"\n"
+"This game is also known (and marketed, by Hasbro, mainly) as a board "
+"game `Mastermind', with 6 colours, 4 pegs per row, and 10 guesses. "
+"However, this version allows custom settings of number of colours "
+"(up to 10), number of pegs per row, and number of guesses. "
+"\n"
+"Guess was contributed to this collection by James Harvey. "
+"\n"
+"\n#15.1 Guess controls "
+"\n"
+"This game can be played with either the keyboard or the mouse. "
+"\n"
+"With the mouse, drag a coloured peg from the tray on the left-hand "
+"side to its required position in the current guess; pegs may also "
+"be dragged from current and past guesses to copy them elsewhere. To "
+"remove a peg, drag it off its current position to somewhere invalid. "
+"\n"
+"Right-clicking in the current guess adds a `hold' marker; pegs that "
+"have hold markers will be automatically added to the next guess "
+"after marking. "
+"\n"
+"Alternatively, with the keyboard, the up and down cursor keys can "
+"be used to select a peg colour, the left and right keys to select a "
+"peg position, and the space bar or Enter key to place a peg of the "
+"selected colour in the chosen position. `D' or Backspace removes a "
+"peg, and Space adds a hold marker. "
+"\n"
+"Pressing `h' or `?' will fill the current guess with a suggested "
+"guess. Using this is not recommended for 10 or more pegs as it is "
+"slow. "
+"\n"
+"When the guess is complete, the smaller feedback pegs will be "
+"highlighted; clicking on these (or moving the peg cursor to them "
+"with the arrow keys and pressing the space bar or Enter key) will "
+"mark the current guess, copy any held pegs to the next guess, and "
+"move the `current guess' marker. "
+"\n"
+"If you correctly position all the pegs the solution will be "
+"displayed below; if you run out of guesses (or select `Solve...') "
+"the solution will also be revealed. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#15.2 Guess parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. The default game matches the parameters for the board "
+"game `Mastermind'. "
+"\n"
+"_Colours_ "
+"\n"
+"Number of colours the solution is chosen from; from 2 to 10 "
+"(more is harder). "
+"\n"
+"_Pegs per guess_ "
+"\n"
+"Number of pegs per guess (more is harder). "
+"\n"
+"_Guesses_ "
+"\n"
+"Number of guesses you have to find the solution in (fewer is "
+"harder). "
+"\n"
+"_Allow blanks_ "
+"\n"
+"Allows blank pegs to be given as part of a guess (makes it "
+"easier, because you know that those will never be counted as "
+"part of the solution). This is turned off by default. "
+"\n"
+"Note that this doesn't allow blank pegs in the solution; if you "
+"really wanted that, use one extra colour. "
+"\n"
+"_Allow duplicates_ "
+"\n"
+"Allows the solution (and the guesses) to contain colours more "
+"than once; this increases the search space (making things "
+"harder), and is turned on by default. "
+"\n"
+;
+const char quick_help_text[] = "Guess the hidden combination of colours.";
diff --git a/apps/plugins/puzzles/help/inertia.c b/apps/plugins/puzzles/help/inertia.c
new file mode 100644
index 0000000000..46c4b43cba
--- /dev/null
+++ b/apps/plugins/puzzles/help/inertia.c
@@ -0,0 +1,61 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 24: Inertia "
+"\n"
+"You are a small green ball sitting in a grid full of obstacles. Your "
+"aim is to collect all the gems without running into any mines. "
+"\n"
+"You can move the ball in any orthogonal _or diagonal_ direction. "
+"Once the ball starts moving, it will continue until something stops "
+"it. A wall directly in its path will stop it (but if it is moving "
+"diagonally, it will move through a diagonal gap between two other "
+"walls without stopping). Also, some of the squares are `stops'; when "
+"the ball moves on to a stop, it will stop moving no matter what "
+"direction it was going in. Gems do _not_ stop the ball; it picks "
+"them up and keeps on going. "
+"\n"
+"Running into a mine is fatal. Even if you picked up the last gem in "
+"the same move which then hit a mine, the game will count you as dead "
+"rather than victorious. "
+"\n"
+"This game was originally implemented for Windows by Ben Olmstead "
+"[11], who was kind enough to release his source code on request so "
+"that it could be re-implemented for this collection. "
+"\n"
+"[11] http://xn13.com/ "
+"\n"
+"\n#24.1 Inertia controls "
+"\n"
+"You can move the ball in any of the eight directions using the "
+"numeric keypad. Alternatively, if you click the left mouse button "
+"on the grid, the ball will begin a move in the general direction of "
+"where you clicked. "
+"\n"
+"If you use the `Solve' function on this game, the program will "
+"compute a path through the grid which collects all the remaining "
+"gems and returns to the current position. A hint arrow will appear "
+"on the ball indicating the direction in which you should move to "
+"begin on this path. If you then move in that direction, the arrow "
+"will update to indicate the next direction on the path. You can "
+"also press Space to automatically move in the direction of the hint "
+"arrow. If you move in a different direction from the one shown "
+"by the arrow, arrows will be shown only if the puzzle is still "
+"solvable. "
+"\n"
+"All the actions described in section 2.1 are also available. In "
+"particular, if you do run into a mine and die, you can use the Undo "
+"function and resume playing from before the fatal move. The game "
+"will keep track of the number of times you have done this. "
+"\n"
+"\n#24.2 Inertia parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. "
+"\n"
+;
+const char quick_help_text[] = "Collect all the gems without running into any of the mines.";
diff --git a/apps/plugins/puzzles/help/keen.c b/apps/plugins/puzzles/help/keen.c
new file mode 100644
index 0000000000..5532b2fb12
--- /dev/null
+++ b/apps/plugins/puzzles/help/keen.c
@@ -0,0 +1,108 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 30: Keen "
+"\n"
+"You have a square grid; each square may contain a digit from 1 to "
+"the size of the grid. The grid is divided into blocks of varying "
+"shape and size, with arithmetic clues written in them. Your aim is "
+"to fully populate the grid with digits such that: "
+"\n"
+"- Each row contains only one occurrence of each digit "
+"\n"
+"- Each column contains only one occurrence of each digit "
+"\n"
+"- The digits in each block can be combined to form the number "
+"stated in the clue, using the arithmetic operation given in the "
+"clue. That is: "
+"\n"
+"- An addition clue means that the sum of the digits in the "
+"block must be the given number. For example, `15+' means the "
+"contents of the block adds up to fifteen. "
+"\n"
+"- A multiplication clue (e.g. `60*'), similarly, means that "
+"the product of the digits in the block must be the given "
+"number. "
+"\n"
+"- A subtraction clue will always be written in a block of "
+"size two, and it means that one of the digits in the block "
+"is greater than the other by the given amount. For example, "
+"`2-' means that one of the digits in the block is 2 more "
+"than the other, or equivalently that one digit minus the "
+"other one is 2. The two digits could be either way round, "
+"though. "
+"\n"
+"- A division clue (e.g. `3/'), similarly, is always in a block "
+"of size two and means that one digit divided by the other is "
+"equal to the given amount. "
+"\n"
+"Note that a block may contain the same digit more than once "
+"(provided the identical ones are not in the same row and "
+"column). This rule is precisely the opposite of the rule in "
+"Solo's `Killer' mode (see chapter 11). "
+"\n"
+"This puzzle appears in the Times under the name `KenKen'. "
+"\n"
+"\n#30.1 Keen controls "
+"\n"
+"Keen shares much of its control system with Solo (and Unequal). "
+"\n"
+"To play Keen, simply click the mouse in any empty square and then "
+"type a digit on the keyboard to fill that square. If you make a "
+"mistake, click the mouse in the incorrect square and press Space to "
+"clear it again (or use the Undo feature). "
+"\n"
+"If you _right_-click in a square and then type a number, that "
+"number will be entered in the square as a `pencil mark'. You can "
+"have pencil marks for multiple numbers in the same square. Squares "
+"containing filled-in numbers cannot also contain pencil marks. "
+"\n"
+"The game pays no attention to pencil marks, so exactly what you "
+"use them for is up to you: you can use them as reminders that a "
+"particular square needs to be re-examined once you know more about "
+"a particular number, or you can use them as lists of the possible "
+"numbers in a given square, or anything else you feel like. "
+"\n"
+"To erase a single pencil mark, right-click in the square and type "
+"the same number again. "
+"\n"
+"All pencil marks in a square are erased when you left-click and type "
+"a number, or when you left-click and press space. Right-clicking and "
+"pressing space will also erase pencil marks. "
+"\n"
+"As for Solo, the cursor keys can be used in conjunction with the "
+"digit keys to set numbers or pencil marks. Use the cursor keys to "
+"move a highlight around the grid, and type a digit to enter it in "
+"the highlighted square. Pressing return toggles the highlight into a "
+"mode in which you can enter or remove pencil marks. "
+"\n"
+"Pressing M will fill in a full set of pencil marks in every square "
+"that does not have a main digit in it. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#30.2 Keen parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Grid size_ "
+"\n"
+"Specifies the size of the grid. Lower limit is 3; upper limit is "
+"9 (because the user interface would become more difficult with "
+"`digits' bigger than 9!). "
+"\n"
+"_Difficulty_ "
+"\n"
+"Controls the difficulty of the generated puzzle. At Unreasonable "
+"level, some backtracking will be required, but the solution "
+"should still be unique. The remaining levels require "
+"increasingly complex reasoning to avoid having to backtrack. "
+"\n"
+"_Multiplication only_ "
+"\n"
+"If this is enabled, all boxes will be multiplication boxes. With "
+"this rule, the puzzle is known as `Inshi No Heya'. "
+"\n"
+;
+const char quick_help_text[] = "Complete the latin square in accordance with the arithmetic clues.";
diff --git a/apps/plugins/puzzles/help/lightup.c b/apps/plugins/puzzles/help/lightup.c
new file mode 100644
index 0000000000..a75a88997a
--- /dev/null
+++ b/apps/plugins/puzzles/help/lightup.c
@@ -0,0 +1,82 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 21: Light Up "
+"\n"
+"You have a grid of squares. Some are filled in black; some of the "
+"black squares are numbered. Your aim is to `light up' all the empty "
+"squares by placing light bulbs in some of them. "
+"\n"
+"Each light bulb illuminates the square it is on, plus all squares "
+"in line with it horizontally or vertically unless a black square is "
+"blocking the way. "
+"\n"
+"To win the game, you must satisfy the following conditions: "
+"\n"
+"- All non-black squares are lit. "
+"\n"
+"- No light is lit by another light. "
+"\n"
+"- All numbered black squares have exactly that number of lights "
+"adjacent to them (in the four squares above, below, and to the "
+"side). "
+"\n"
+"Non-numbered black squares may have any number of lights adjacent to "
+"them. "
+"\n"
+"Credit for this puzzle goes to Nikoli [9]. "
+"\n"
+"Light Up was contributed to this collection by James Harvey. "
+"\n"
+"[9] http://www.nikoli.co.jp/en/puzzles/akari.html (beware of Flash) "
+"\n"
+"\n#21.1 Light Up controls "
+"\n"
+"Left-clicking in a non-black square will toggle the presence of a "
+"light in that square. Right-clicking in a non-black square toggles a "
+"mark there to aid solving; it can be used to highlight squares that "
+"cannot be lit, for example. "
+"\n"
+"You may not place a light in a marked square, nor place a mark in a "
+"lit square. "
+"\n"
+"The game will highlight obvious errors in red. Lights lit by other "
+"lights are highlighted in this way, as are numbered squares which do "
+"not (or cannot) have the right number of lights next to them. "
+"\n"
+"Thus, the grid is solved when all non-black squares have yellow "
+"highlights and there are no red lights. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#21.2 Light Up parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. "
+"\n"
+"_%age of black squares_ "
+"\n"
+"Rough percentage of black squares in the grid. "
+"\n"
+"This is a hint rather than an instruction. If the grid generator "
+"is unable to generate a puzzle to this precise specification, it "
+"will increase the proportion of black squares until it can. "
+"\n"
+"_Symmetry_ "
+"\n"
+"Allows you to specify the required symmetry of the black squares "
+"in the grid. (This does not affect the difficulty of the puzzles "
+"noticeably.) "
+"\n"
+"_Difficulty_ "
+"\n"
+"`Easy' means that the puzzles should be soluble without "
+"backtracking or guessing, `Hard' means that some guesses will "
+"probably be necessary. "
+"\n"
+;
+const char quick_help_text[] = "Place bulbs to light up all the squares.";
diff --git a/apps/plugins/puzzles/help/loopy.c b/apps/plugins/puzzles/help/loopy.c
new file mode 100644
index 0000000000..3933234315
--- /dev/null
+++ b/apps/plugins/puzzles/help/loopy.c
@@ -0,0 +1,69 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 23: Loopy "
+"\n"
+"You are given a grid of dots, marked with yellow lines to indicate "
+"which dots you are allowed to connect directly together. Your aim is "
+"to use some subset of those yellow lines to draw a single unbroken "
+"loop from dot to dot within the grid. "
+"\n"
+"Some of the spaces between the lines contain numbers. These numbers "
+"indicate how many of the lines around that space form part of the "
+"loop. The loop you draw must correctly satisfy all of these clues to "
+"be considered a correct solution. "
+"\n"
+"In the default mode, the dots are arranged in a grid of squares; "
+"however, you can also play on triangular or hexagonal grids, or even "
+"more exotic ones. "
+"\n"
+"Credit for the basic puzzle idea goes to Nikoli [10]. "
+"\n"
+"Loopy was originally contributed to this collection by Mike Pinna, "
+"and subsequently enhanced to handle various types of non-square grid "
+"by Lambros Lambrou. "
+"\n"
+"[10] http://www.nikoli.co.jp/en/puzzles/slitherlink.html (beware of "
+"Flash) "
+"\n"
+"\n#23.1 Loopy controls "
+"\n"
+"Click the left mouse button on a yellow line to turn it black, "
+"indicating that you think it is part of the loop. Click again to "
+"turn the line yellow again (meaning you aren't sure yet). "
+"\n"
+"If you are sure that a particular line segment is _not_ part of the "
+"loop, you can click the right mouse button to remove it completely. "
+"Again, clicking a second time will turn the line back to yellow. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#23.2 Loopy parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid, measured in number of regions across and down. For "
+"square grids, it's clear how this is counted; for other types of "
+"grid you may have to think a bit to see how the dimensions are "
+"measured. "
+"\n"
+"_Grid type_ "
+"\n"
+"Allows you to choose between a selection of types of tiling. "
+"Some have all the faces the same but may have multiple different "
+"types of vertex (e.g. the _Cairo_ or _Kites_ mode); others "
+"have all the vertices the same but may have different types of "
+"face (e.g. the _Great Hexagonal_). The square, triangular and "
+"honeycomb grids are fully regular, and have all their vertices "
+"_and_ faces the same; this makes them the least confusing to "
+"play. "
+"\n"
+"_Difficulty_ "
+"\n"
+"Controls the difficulty of the generated puzzle. "
+"\n"
+;
+const char quick_help_text[] = "Draw a single closed loop, given clues about number of adjacent edges.";
diff --git a/apps/plugins/puzzles/help/magnets.c b/apps/plugins/puzzles/help/magnets.c
new file mode 100644
index 0000000000..1dae190a6f
--- /dev/null
+++ b/apps/plugins/puzzles/help/magnets.c
@@ -0,0 +1,76 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 33: Magnets "
+"\n"
+"A rectangular grid has been filled with a mixture of magnets (that "
+"is, dominoes with one positive end and one negative end) and blank "
+"dominoes (that is, dominoes with two neutral poles). These dominoes "
+"are initially only seen in silhouette. Around the grid are placed a "
+"number of clues indicating the number of positive and negative poles "
+"contained in certain columns and rows. "
+"\n"
+"Your aim is to correctly place the magnets and blank dominoes such "
+"that all the clues are satisfied, with the additional constraint "
+"that no two similar magnetic poles may be orthogonally adjacent "
+"(since they repel). Neutral poles do not repel, and can be adjacent "
+"to any other pole. "
+"\n"
+"Credit for this puzzle goes to Janko [16]. "
+"\n"
+"Magnets was contributed to this collection by James Harvey. "
+"\n"
+"[16] http://www.janko.at/Raetsel/Magnete/index.htm "
+"\n"
+"\n#33.1 Magnets controls "
+"\n"
+"Left-clicking on an empty square places a magnet at that position "
+"with the positive pole on the square and the negative pole on the "
+"other half of the magnet; left-clicking again reverses the polarity, "
+"and a third click removes the magnet. "
+"\n"
+"Right-clicking on an empty square places a blank domino there. "
+"Right-clicking again places two question marks on the domino, "
+"signifying `this cannot be blank' (which can be useful to note "
+"deductions while solving), and right-clicking again empties the "
+"domino. "
+"\n"
+"Left-clicking a clue will mark it as done (grey it out), or unmark "
+"it if it is already marked. "
+"\n"
+"You can also use the cursor keys to move a cursor around the grid. "
+"Pressing the return key will lay a domino with a positive pole at "
+"that position; pressing again reverses the polarity and then removes "
+"the domino, as with left-clicking. Using the space bar allows "
+"placement of blank dominoes and cannot-be-blank hints, as for right-\n"
+"clicking. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#33.2 Magnets parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. There will be half _Width_ x _Height_ "
+"dominoes in the grid: if this number is odd then one square will "
+"be blank. "
+"\n"
+"(Grids with at least one odd dimension tend to be easier to "
+"solve.) "
+"\n"
+"_Difficulty_ "
+"\n"
+"Controls the difficulty of the generated puzzle. At Tricky "
+"level, you are required to make more deductions about empty "
+"dominoes and row/column counts. "
+"\n"
+"_Strip clues_ "
+"\n"
+"If true, some of the clues around the grid are removed at "
+"generation time, making the puzzle more difficult. "
+"\n"
+;
+const char quick_help_text[] = "Place magnets to satisfy the clues and avoid like poles touching.";
diff --git a/apps/plugins/puzzles/help/map.c b/apps/plugins/puzzles/help/map.c
new file mode 100644
index 0000000000..85a83c2320
--- /dev/null
+++ b/apps/plugins/puzzles/help/map.c
@@ -0,0 +1,90 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 22: Map "
+"\n"
+"You are given a map consisting of a number of regions. Your task is "
+"to colour each region with one of four colours, in such a way that "
+"no two regions sharing a boundary have the same colour. You are "
+"provided with some regions already coloured, sufficient to make the "
+"remainder of the solution unique. "
+"\n"
+"Only regions which share a length of border are required to be "
+"different colours. Two regions which meet at only one _point_ (i.e. "
+"are diagonally separated) may be the same colour. "
+"\n"
+"I believe this puzzle is original; I've never seen an implementation "
+"of it anywhere else. The concept of a four-colouring puzzle was "
+"suggested by Owen Dunn; credit must also go to Nikoli and to Verity "
+"Allan for inspiring the train of thought that led to me realising "
+"Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor "
+"for many detailed suggestions. "
+"\n"
+"\n#22.1 Map controls "
+"\n"
+"To colour a region, click the left mouse button on an existing "
+"region of the desired colour and drag that colour into the new "
+"region. "
+"\n"
+"(The program will always ensure the starting puzzle has at least one "
+"region of each colour, so that this is always possible!) "
+"\n"
+"If you need to clear a region, you can drag from an empty region, or "
+"from the puzzle boundary if there are no empty regions left. "
+"\n"
+"Dragging a colour using the _right_ mouse button will stipple the "
+"region in that colour, which you can use as a note to yourself that "
+"you think the region _might_ be that colour. A region can contain "
+"stipples in multiple colours at once. (This is often useful at the "
+"harder difficulty levels.) "
+"\n"
+"You can also use the cursor keys to move around the map: the colour "
+"of the cursor indicates the position of the colour you would drag "
+"(which is not obvious if you're on a region's boundary, since it "
+"depends on the direction from which you approached the boundary). "
+"Pressing the return key starts a drag of that colour, as above, "
+"which you control with the cursor keys; pressing the return key "
+"again finishes the drag. The space bar can be used similarly to "
+"create a stippled region. Double-pressing the return key (without "
+"moving the cursor) will clear the region, as a drag from an empty "
+"region does: this is useful with the cursor mode if you have filled "
+"the entire map in but need to correct the layout. "
+"\n"
+"If you press L during play, the game will toggle display of a number "
+"in each region of the map. This is useful if you want to discuss a "
+"particular puzzle instance with a friend - having an unambiguous "
+"name for each region is much easier than trying to refer to them all "
+"by names such as `the one down and right of the brown one on the top "
+"border'. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#22.2 Map parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. "
+"\n"
+"_Regions_ "
+"\n"
+"Number of regions in the generated map. "
+"\n"
+"_Difficulty_ "
+"\n"
+"In `Easy' mode, there should always be at least one region whose "
+"colour can be determined trivially. In `Normal' and `Hard' "
+"modes, you will have to use increasingly complex logic to deduce "
+"the colour of some regions. However, it will always be possible "
+"without having to guess or backtrack. "
+"\n"
+"In `Unreasonable' mode, the program will feel free to generate "
+"puzzles which are as hard as it can possibly make them: the "
+"only constraint is that they should still have a unique "
+"solution. Solving Unreasonable puzzles may require guessing and "
+"backtracking. "
+"\n"
+;
+const char quick_help_text[] = "Colour the map so that adjacent regions are never the same colour.";
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 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 12: Mines "
+"\n"
+"You have a grid of covered squares, some of which contain mines, but "
+"you don't know which. Your job is to uncover every square which does "
+"_not_ contain a mine. If you uncover a square containing a mine, you "
+"lose. If you uncover a square which does not contain a mine, you "
+"are told how many mines are contained within the eight surrounding "
+"squares. "
+"\n"
+"This game needs no introduction; popularised by Windows, it is "
+"perhaps the single best known desktop puzzle game in existence. "
+"\n"
+"This version of it has an unusual property. By default, it will "
+"generate its mine positions in such a way as to ensure that you "
+"never need to _guess_ where a mine is: you will always be able "
+"to deduce it somehow. So you will never, as can happen in other "
+"versions, get to the last four squares and discover that there are "
+"two mines left but you have no way of knowing for sure where they "
+"are. "
+"\n"
+"\n#12.1 Mines controls "
+"\n"
+"This game is played with the mouse. "
+"\n"
+"If you left-click in a covered square, it will be uncovered. "
+"\n"
+"If you right-click in a covered square, it will place a flag which "
+"indicates that the square is believed to be a mine. Left-clicking in "
+"a marked square will not uncover it, for safety. You can right-click "
+"again to remove a mark placed in error. "
+"\n"
+"If you left-click in an _uncovered_ square, it will `clear around' "
+"the square. This means: if the square has exactly as many flags "
+"surrounding it as it should have mines, then all the covered squares "
+"next to it which are _not_ flagged will be uncovered. So once you "
+"think you know the location of all the mines around a square, you "
+"can use this function as a shortcut to avoid having to click on each "
+"of the remaining squares one by one. "
+"\n"
+"If you uncover a square which has _no_ mines in the surrounding "
+"eight squares, then it is obviously safe to uncover those squares in "
+"turn, and so on if any of them also has no surrounding mines. This "
+"will be done for you automatically; so sometimes when you uncover a "
+"square, a whole new area will open up to be explored. "
+"\n"
+"You can also use the cursor keys to move around the minefield. "
+"Pressing the return key in a covered square uncovers it, and in "
+"an uncovered square will clear around it (so it acts as the left "
+"button), pressing the space bar in a covered square will place a "
+"flag (similarly, it acts as the right button). "
+"\n"
+"All the actions described in section 2.1 are also available. "
+"\n"
+"Even Undo is available, although you might consider it cheating to "
+"use it. If you step on a mine, the program will only reveal the mine "
+"in question (unlike most other implementations, which reveal all of "
+"them). You can then Undo your fatal move and continue playing if you "
+"like. The program will track the number of times you died (and Undo "
+"will not reduce that counter), so when you get to the end of the "
+"game you know whether or not you did it without making any errors. "
+"\n"
+"(If you really want to know the full layout of the grid, which other "
+"implementations will show you after you die, you can always use the "
+"Solve menu option.) "
+"\n"
+"\n#12.2 Mines parameters "
+"\n"
+"The options available from the `Custom...' option on the `Type' menu "
+"are: "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. "
+"\n"
+"_Mines_ "
+"\n"
+"Number of mines in the grid. You can enter this as an absolute "
+"mine count, or alternatively you can put a % sign on the end "
+"in which case the game will arrange for that proportion of the "
+"squares in the grid to be mines. "
+"\n"
+"Beware of setting the mine count too high. At very high "
+"densities, the program may spend forever searching for a "
+"solvable grid. "
+"\n"
+"_Ensure solubility_ "
+"\n"
+"When this option is enabled (as it is by default), Mines will "
+"ensure that the entire grid can be fully deduced starting "
+"from the initial open space. If you prefer the riskier grids "
+"generated by other implementations, you can switch off this "
+"option. "
+"\n"
+;
+const char quick_help_text[] = "Find all the mines without treading on any of them.";
diff --git a/apps/plugins/puzzles/help/net.c b/apps/plugins/puzzles/help/net.c
new file mode 100644
index 0000000000..16ee92d27e
--- /dev/null
+++ b/apps/plugins/puzzles/help/net.c
@@ -0,0 +1,108 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 3: Net "
+"\n"
+"(_Note:_ the Windows version of this game is called NETGAME.EXE to "
+"avoid clashing with Windows's own NET.EXE.) "
+"\n"
+"I originally saw this in the form of a Flash game called "
+"FreeNet [1], written by Pavils Jurjans; there are several other "
+"implementations under the name NetWalk. The computer prepares a "
+"network by connecting up the centres of squares in a grid, and then "
+"shuffles the network by rotating every tile randomly. Your job is "
+"to rotate it all back into place. The successful solution will be "
+"an entirely connected network, with no closed loops. As a visual "
+"aid, all tiles which are connected to the one in the middle are "
+"highlighted. "
+"\n"
+"[1] http://www.jurjans.lv/stuff/net/FreeNet.htm "
+"\n"
+"\n#3.1 Net controls "
+"\n"
+"This game can be played with either the keyboard or the mouse. The "
+"controls are: "
+"\n"
+"_Select tile_: mouse pointer, arrow keys "
+"\n"
+"_Rotate tile anticlockwise_: left mouse button, `A' key "
+"\n"
+"_Rotate tile clockwise_: right mouse button, `D' key "
+"\n"
+"_Rotate tile by 180 degrees_: `F' key "
+"\n"
+"_Lock (or unlock) tile_: middle mouse button, shift-click, `S' key "
+"\n"
+"You can lock a tile once you're sure of its orientation. You "
+"can also unlock it again, but while it's locked you can't "
+"accidentally turn it. "
+"\n"
+"The following controls are not necessary to complete the game, but "
+"may be useful: "
+"\n"
+"_Shift grid_: Shift + arrow keys "
+"\n"
+"On grids that wrap, you can move the origin of the grid, so "
+"that tiles that were on opposite sides of the grid can be seen "
+"together. "
+"\n"
+"_Move centre_: Ctrl + arrow keys "
+"\n"
+"You can change which tile is used as the source of highlighting. "
+"(It doesn't ultimately matter which tile this is, as every tile "
+"will be connected to every other tile in a correct solution, "
+"but it may be helpful in the intermediate stages of solving the "
+"puzzle.) "
+"\n"
+"_Jumble tiles_: `J' key "
+"\n"
+"This key turns all tiles that are not locked to random "
+"orientations. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#3.2 Net parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in tiles. "
+"\n"
+"_Walls wrap around_ "
+"\n"
+"If checked, flow can pass from the left edge to the right edge, "
+"and from top to bottom, and vice versa. "
+"\n"
+"_Barrier probability_ "
+"\n"
+"A number between 0.0 and 1.0 controlling whether an immovable "
+"barrier is placed between two tiles to prevent flow between "
+"them (a higher number gives more barriers). Since barriers "
+"are immovable, they act as constraints on the solution (i.e., "
+"hints). "
+"\n"
+"The grid generation in Net has been carefully arranged so that "
+"the barriers are independent of the rest of the grid. This "
+"means that if you note down the random seed used to generate "
+"the current puzzle (see section 2.2), change the _Barrier "
+"probability_ parameter, and then re-enter the same random seed, "
+"you should see exactly the same starting grid, with the only "
+"change being the number of barriers. So if you're stuck on a "
+"particular grid and need a hint, you could start up another "
+"instance of Net, set up the same parameters but a higher barrier "
+"probability, and enter the game seed from the original Net "
+"window. "
+"\n"
+"_Ensure unique solution_ "
+"\n"
+"Normally, Net will make sure that the puzzles it presents have "
+"only one solution. Puzzles with ambiguous sections can be more "
+"difficult and more subtle, so if you like you can turn off this "
+"feature and risk having ambiguous puzzles. (Also, finding _all_ "
+"the possible solutions can be an additional challenge for an "
+"advanced player.) "
+"\n"
+;
+const char quick_help_text[] = "Rotate each tile to reassemble the network.";
diff --git a/apps/plugins/puzzles/help/netslide.c b/apps/plugins/puzzles/help/netslide.c
new file mode 100644
index 0000000000..b742e4eb53
--- /dev/null
+++ b/apps/plugins/puzzles/help/netslide.c
@@ -0,0 +1,20 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 9: Netslide "
+"\n"
+"This game combines the grid generation of Net (see chapter 3) with "
+"the movement of Sixteen (see chapter 6): you have a Net grid, but "
+"instead of rotating tiles back into place you have to slide them "
+"into place by moving a whole row at a time. "
+"\n"
+"As in Sixteen, control is with the mouse or cursor keys. See section "
+"6.1. "
+"\n"
+"The available game parameters have similar meanings to those in Net "
+"(see section 3.2) and Sixteen (see section 6.2). "
+"\n"
+"Netslide was contributed to this collection by Richard Boulton. "
+"\n"
+;
+const char quick_help_text[] = "Slide a row at a time to reassemble the network.";
diff --git a/apps/plugins/puzzles/help/palisade.c b/apps/plugins/puzzles/help/palisade.c
new file mode 100644
index 0000000000..824eb21799
--- /dev/null
+++ b/apps/plugins/puzzles/help/palisade.c
@@ -0,0 +1,43 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 41: Palisade "
+"\n"
+"You're given a grid of squares, some of which contain numbers. Your "
+"goal is to subdivide the grid into contiguous regions, all of the "
+"same (given) size, such that each square containing a number is "
+"adjacent to exactly that many edges (including those between the "
+"inside and the outside of the grid). "
+"\n"
+"Credit for this puzzle goes to Nikoli, who call it `Five Cells'. "
+"[22]. "
+"\n"
+"Palisade was contributed to this collection by Jonas Koelker. "
+"\n"
+"[22] http://nikoli.co.jp/en/puzzles/five_cells.html "
+"\n"
+"\n#41.1 Palisade controls "
+"\n"
+"Left-click to place an edge. Right-click to indicate `no edge'. "
+"Alternatively, the arrow keys will move a keyboard cursor. Holding "
+"Control while pressing an arrow key will place an edge. Press Shift-\n"
+"arrowkey to switch off an edge. Repeat an action to perform its "
+"inverse. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#41.2 Palisade parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. "
+"\n"
+"_Region size_ "
+"\n"
+"The size of the regions into which the grid must be subdivided. "
+"\n"
+;
+const char quick_help_text[] = "Divide the grid into equal-sized areas in accordance with the clues.";
diff --git a/apps/plugins/puzzles/help/pattern.c b/apps/plugins/puzzles/help/pattern.c
new file mode 100644
index 0000000000..d3764c6d43
--- /dev/null
+++ b/apps/plugins/puzzles/help/pattern.c
@@ -0,0 +1,56 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 10: Pattern "
+"\n"
+"You have a grid of squares, which must all be filled in either black "
+"or white. Beside each row of the grid are listed the lengths of the "
+"runs of black squares on that row; above each column are listed the "
+"lengths of the runs of black squares in that column. Your aim is to "
+"fill in the entire grid black or white. "
+"\n"
+"I first saw this puzzle form around 1995, under the name "
+"`nonograms'. I've seen it in various places since then, under "
+"different names. "
+"\n"
+"Normally, puzzles of this type turn out to be a meaningful picture "
+"of something once you've solved them. However, since this version "
+"generates the puzzles automatically, they will just look like random "
+"groupings of squares. (One user has suggested that this is actually "
+"a _good_ thing, since it prevents you from guessing the colour of "
+"squares based on the picture, and forces you to use logic instead.) "
+"The advantage, though, is that you never run out of them. "
+"\n"
+"\n#10.1 Pattern controls "
+"\n"
+"This game is played with the mouse. "
+"\n"
+"Left-click in a square to colour it black. Right-click to colour it "
+"white. If you make a mistake, you can middle-click, or hold down "
+"Shift while clicking with any button, to colour the square in the "
+"default grey (meaning `undecided') again. "
+"\n"
+"You can click and drag with the left or right mouse button to colour "
+"a vertical or horizontal line of squares black or white at a time "
+"(respectively). If you click and drag with the middle button, or "
+"with Shift held down, you can colour a whole rectangle of squares "
+"grey. "
+"\n"
+"You can also move around the grid with the cursor keys. Pressing the "
+"return key will cycle the current cell through empty, then black, "
+"then white, then empty, and the space bar does the same cycle in "
+"reverse. "
+"\n"
+"Moving the cursor while holding Control will colour the moved-over "
+"squares black. Holding Shift will colour the moved-over squares "
+"white, and holding both will colour them grey. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#10.2 Pattern parameters "
+"\n"
+"The only options available from the `Custom...' option on the `Type' "
+"menu are _Width_ and _Height_, which are self-explanatory. "
+"\n"
+;
+const char quick_help_text[] = "Fill in the pattern in the grid, given only the lengths of runs of black squares.";
diff --git a/apps/plugins/puzzles/help/pearl.c b/apps/plugins/puzzles/help/pearl.c
new file mode 100644
index 0000000000..961c4d7db4
--- /dev/null
+++ b/apps/plugins/puzzles/help/pearl.c
@@ -0,0 +1,70 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 36: Pearl "
+"\n"
+"You have a grid of squares. Your job is to draw lines between the "
+"centres of horizontally or vertically adjacent squares, so that the "
+"lines form a single closed loop. In the resulting grid, some of the "
+"squares that the loop passes through will contain corners, and some "
+"will be straight horizontal or vertical lines. (And some squares can "
+"be completely empty - the loop doesn't have to pass through every "
+"square.) "
+"\n"
+"Some of the squares contain black and white circles, which are clues "
+"that the loop must satisfy. "
+"\n"
+"A black circle in a square indicates that that square is a corner, "
+"but neither of the squares adjacent to it in the loop is also a "
+"corner. "
+"\n"
+"A white circle indicates that the square is a straight edge, but _at "
+"least one_ of the squares adjacent to it in the loop is a corner. "
+"\n"
+"(In both cases, the clue only constrains the two squares adjacent "
+"_in the loop_, that is, the squares that the loop passes into after "
+"leaving the clue square. The squares that are only adjacent _in the "
+"grid_ are not constrained.) "
+"\n"
+"Credit for this puzzle goes to Nikoli, who call it `Masyu'. [19] "
+"\n"
+"Thanks to James Harvey for assistance with the implementation. "
+"\n"
+"[19] http://www.nikoli.co.jp/en/puzzles/masyu.html (beware of Flash) "
+"\n"
+"\n#36.1 Pearl controls "
+"\n"
+"Click with the left button on a grid edge to draw a segment of the "
+"loop through that edge, or to remove a segment once it is drawn. "
+"\n"
+"Drag with the left button through a series of squares to draw more "
+"than one segment of the loop in one go. Alternatively, drag over an "
+"existing part of the loop to undraw it, or to undraw part of it and "
+"then go in a different direction. "
+"\n"
+"Click with the right button on a grid edge to mark it with a cross, "
+"indicating that you are sure the loop does not go through that edge. "
+"(For instance, if you have decided which of the squares adjacent "
+"to a white clue has to be a corner, but don't yet know which way "
+"the corner turns, you might mark the one way it _can't_ go with a "
+"cross.) "
+"\n"
+"Alternatively, use the cursor keys to move the cursor. Use the Enter "
+"key to begin and end keyboard `drag' operations. Use the Space, "
+"Escape or Backspace keys to cancel the drag. Or, hold Control while "
+"dragging with the cursor keys to toggle segments as you move between "
+"squares. "
+"\n"
+"Pressing Control-Shift-arrowkey or Shift-arrowkey simulates a left "
+"or right click, respectively, on the edge in the direction of the "
+"key. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#36.2 Pearl parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+;
+const char quick_help_text[] = "Draw a single closed loop, given clues about corner and straight squares.";
diff --git a/apps/plugins/puzzles/help/pegs.c b/apps/plugins/puzzles/help/pegs.c
new file mode 100644
index 0000000000..d5b1df6040
--- /dev/null
+++ b/apps/plugins/puzzles/help/pegs.c
@@ -0,0 +1,52 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 16: Pegs "
+"\n"
+"A number of pegs are placed in holes on a board. You can remove a "
+"peg by jumping an adjacent peg over it (horizontally or vertically) "
+"to a vacant hole on the other side. Your aim is to remove all but "
+"one of the pegs initially present. "
+"\n"
+"This game, best known as `Peg Solitaire', is possibly one of the "
+"oldest puzzle games still commonly known. "
+"\n"
+"\n#16.1 Pegs controls "
+"\n"
+"To move a peg, drag it with the mouse from its current position to "
+"its final position. If the final position is exactly two holes away "
+"from the initial position, is currently unoccupied by a peg, and "
+"there is a peg in the intervening square, the move will be permitted "
+"and the intervening peg will be removed. "
+"\n"
+"Vacant spaces which you can move a peg into are marked with holes. A "
+"space with no peg and no hole is not available for moving at all: it "
+"is an obstacle which you must work around. "
+"\n"
+"You can also use the cursor keys to move a position indicator around "
+"the board. Pressing the return key while over a peg, followed by a "
+"cursor key, will jump the peg in that direction (if that is a legal "
+"move). "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#16.2 Pegs parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in holes. "
+"\n"
+"_Board type_ "
+"\n"
+"Controls whether you are given a board of a standard shape or "
+"a randomly generated shape. The two standard shapes currently "
+"supported are `Cross' and `Octagon' (also commonly known as the "
+"English and European traditional board layouts respectively). "
+"Selecting `Random' will give you a different board shape every "
+"time (but always one that is known to have a solution). "
+"\n"
+;
+const char quick_help_text[] = "Jump pegs over each other to remove all but one.";
diff --git a/apps/plugins/puzzles/help/range.c b/apps/plugins/puzzles/help/range.c
new file mode 100644
index 0000000000..fd234d7e24
--- /dev/null
+++ b/apps/plugins/puzzles/help/range.c
@@ -0,0 +1,62 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 35: Range "
+"\n"
+"You have a grid of squares; some squares contain numbers. Your job "
+"is to colour some of the squares black, such that several criteria "
+"are satisfied: "
+"\n"
+"- no square with a number is coloured black. "
+"\n"
+"- no two black squares are adjacent (horizontally or vertically). "
+"\n"
+"- for any two white squares, there is a path between them using "
+"only white squares. "
+"\n"
+"- for each square with a number, that number denotes the total "
+"number of white squares reachable from that square going in a "
+"straight line in any horizontal or vertical direction until "
+"hitting a wall or a black square; the square with the number is "
+"included in the total (once). "
+"\n"
+"For instance, a square containing the number one must have four "
+"black squares as its neighbours by the last criterion; but then it's "
+"impossible for it to be connected to any outside white square, which "
+"violates the second to last criterion. So no square will contain the "
+"number one. "
+"\n"
+"Credit for this puzzle goes to Nikoli, who have variously called it "
+"`Kurodoko', `Kuromasu' or `Where is Black Cells'. [18]. "
+"\n"
+"Range was contributed to this collection by Jonas Koelker. "
+"\n"
+"[18] http://www.nikoli.co.jp/en/puzzles/where_is_black_cells.html "
+"\n"
+"\n#35.1 Range controls "
+"\n"
+"Click with the left button to paint a square black, or with the "
+"right button to mark a square with a dot to indicate that you are "
+"sure it should _not_ be painted black. Repeated clicking with either "
+"button will cycle the square through the three possible states "
+"(filled, dotted or empty) in opposite directions. "
+"\n"
+"You can also use the cursor keys to move around the grid squares. "
+"Pressing Return does the same as clicking with the left button, "
+"while pressing Space does the same as a right button click. Moving "
+"with the cursor keys while holding Shift will place dots in all "
+"squares that are moved through. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#35.2 Range parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. "
+"\n"
+;
+const char quick_help_text[] = "Place black squares to limit the visible distance from each numbered cell.";
diff --git a/apps/plugins/puzzles/help/rect.c b/apps/plugins/puzzles/help/rect.c
new file mode 100644
index 0000000000..fa1da622e2
--- /dev/null
+++ b/apps/plugins/puzzles/help/rect.c
@@ -0,0 +1,93 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 8: Rectangles "
+"\n"
+"You have a grid of squares, with numbers written in some (but "
+"not all) of the squares. Your task is to subdivide the grid into "
+"rectangles of various sizes, such that (a) every rectangle contains "
+"exactly one numbered square, and (b) the area of each rectangle is "
+"equal to the number written in its numbered square. "
+"\n"
+"Credit for this game goes to the Japanese puzzle magazine Nikoli [3] "
+"; I've also seen a Palm implementation at Puzzle Palace [4]. Unlike "
+"Puzzle Palace's implementation, my version automatically generates "
+"random grids of any size you like. The quality of puzzle design is "
+"therefore not quite as good as hand-crafted puzzles would be, but on "
+"the plus side you get an inexhaustible supply of puzzles tailored to "
+"your own specification. "
+"\n"
+"[3] http://www.nikoli.co.jp/en/puzzles/shikaku.html (beware of "
+"Flash) "
+"\n"
+"[4] "
+"https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en "
+"\n"
+"\n#8.1 Rectangles controls "
+"\n"
+"This game is played with the mouse or cursor keys. "
+"\n"
+"Left-click any edge to toggle it on or off, or left-click and "
+"drag to draw an entire rectangle (or line) on the grid in one go "
+"(removing any existing edges within that rectangle). Right-clicking "
+"and dragging will allow you to erase the contents of a rectangle "
+"without affecting its edges. "
+"\n"
+"Alternatively, use the cursor keys to move the position indicator "
+"around the board. Pressing the return key then allows you to use the "
+"cursor keys to drag a rectangle out from that position, and pressing "
+"the return key again completes the rectangle. Using the space bar "
+"instead of the return key allows you to erase the contents of a "
+"rectangle without affecting its edges, as above. Pressing escape "
+"cancels a drag. "
+"\n"
+"When a rectangle of the correct size is completed, it will be "
+"shaded. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#8.2 Rectangles parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid, in squares. "
+"\n"
+"_Expansion factor_ "
+"\n"
+"This is a mechanism for changing the type of grids generated by "
+"the program. Some people prefer a grid containing a few large "
+"rectangles to one containing many small ones. So you can ask "
+"Rectangles to essentially generate a _smaller_ grid than the "
+"size you specified, and then to expand it by adding rows and "
+"columns. "
+"\n"
+"The default expansion factor of zero means that Rectangles will "
+"simply generate a grid of the size you ask for, and do nothing "
+"further. If you set an expansion factor of (say) 0.5, it means "
+"that each dimension of the grid will be expanded to half again "
+"as big after generation. In other words, the initial grid will "
+"be 2/3 the size in each dimension, and will be expanded to its "
+"full size without adding any more rectangles. "
+"\n"
+"Setting an expansion factor of around 0.5 tends to make the "
+"game more difficult, and also (in my experience) rewards a "
+"less deductive and more intuitive playing style. If you set it "
+"_too_ high, though, the game simply cannot generate more than a "
+"few rectangles to cover the entire grid, and the game becomes "
+"trivial. "
+"\n"
+"_Ensure unique solution_ "
+"\n"
+"Normally, Rectangles will make sure that the puzzles it presents "
+"have only one solution. Puzzles with ambiguous sections can be "
+"more difficult and more subtle, so if you like you can turn off "
+"this feature and risk having ambiguous puzzles. Also, finding "
+"_all_ the possible solutions can be an additional challenge for "
+"an advanced player. Turning off this option can also speed up "
+"puzzle generation. "
+"\n"
+;
+const char quick_help_text[] = "Divide the grid into rectangles with areas equal to the numbers.";
diff --git a/apps/plugins/puzzles/help/samegame.c b/apps/plugins/puzzles/help/samegame.c
new file mode 100644
index 0000000000..288493f7fd
--- /dev/null
+++ b/apps/plugins/puzzles/help/samegame.c
@@ -0,0 +1,76 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 13: Same Game "
+"\n"
+"You have a grid of coloured squares, which you have to clear by "
+"highlighting contiguous regions of more than one coloured square; "
+"the larger the region you highlight, the more points you get (and "
+"the faster you clear the arena). "
+"\n"
+"If you clear the grid you win. If you end up with nothing but single "
+"squares (i.e., there are no more clickable regions left) you lose. "
+"\n"
+"Removing a region causes the rest of the grid to shuffle up: blocks "
+"that are suspended will fall down (first), and then empty columns "
+"are filled from the right. "
+"\n"
+"Same Game was contributed to this collection by James Harvey. "
+"\n"
+"\n#13.1 Same Game controls "
+"\n"
+"This game can be played with either the keyboard or the mouse. "
+"\n"
+"If you left-click an unselected region, it becomes selected "
+"(possibly clearing the current selection). "
+"\n"
+"If you left-click the selected region, it will be removed (and the "
+"rest of the grid shuffled immediately). "
+"\n"
+"If you right-click the selected region, it will be unselected. "
+"\n"
+"The cursor keys move a cursor around the grid. Pressing the Space or "
+"Enter keys while the cursor is in an unselected region selects it; "
+"pressing Space or Enter again removes it as above. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#13.2 Same Game parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. "
+"\n"
+"_No. of colours_ "
+"\n"
+"Number of different colours used to fill the grid; the more "
+"colours, the fewer large regions of colour and thus the more "
+"difficult it is to successfully clear the grid. "
+"\n"
+"_Scoring system_ "
+"\n"
+"Controls the precise mechanism used for scoring. With the "
+"default system, `(n-2)^2', only regions of three squares or more "
+"will score any points at all. With the alternative `(n-1)^2' "
+"system, regions of two squares score a point each, and larger "
+"regions score relatively more points. "
+"\n"
+"_Ensure solubility_ "
+"\n"
+"If this option is ticked (the default state), generated grids "
+"will be guaranteed to have at least one solution. "
+"\n"
+"If you turn it off, the game generator will not try to guarantee "
+"soluble grids; it will, however, still ensure that there are at "
+"least 2 squares of each colour on the grid at the start (since a "
+"grid with exactly one square of a given colour is _definitely_ "
+"insoluble). Grids generated with this option disabled may "
+"contain more large areas of contiguous colour, leading to "
+"opportunities for higher scores; they can also take less time to "
+"generate. "
+"\n"
+;
+const char quick_help_text[] = "Clear the grid by removing touching groups of the same colour squares.";
diff --git a/apps/plugins/puzzles/help/signpost.c b/apps/plugins/puzzles/help/signpost.c
new file mode 100644
index 0000000000..30885cf188
--- /dev/null
+++ b/apps/plugins/puzzles/help/signpost.c
@@ -0,0 +1,80 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 34: Signpost "
+"\n"
+"You have a grid of squares; each square (except the last one) "
+"contains an arrow, and some squares also contain numbers. Your job "
+"is to connect the squares to form a continuous list of numbers "
+"starting at 1 and linked in the direction of the arrows - so the "
+"arrow inside the square with the number 1 will point to the square "
+"containing the number 2, which will point to the square containing "
+"the number 3, etc. Each square can be any distance away from the "
+"previous one, as long as it is somewhere in the direction of the "
+"arrow. "
+"\n"
+"By convention the first and last numbers are shown; one or more "
+"interim numbers may also appear at the beginning. "
+"\n"
+"Credit for this puzzle goes to Janko [17], who call it `Pfeilpfad' "
+"(`arrow path'). "
+"\n"
+"Signpost was contributed to this collection by James Harvey. "
+"\n"
+"[17] http://janko.at/Raetsel/Pfeilpfad/index.htm "
+"\n"
+"\n#34.1 Signpost controls "
+"\n"
+"To play Signpost, you connect squares together by dragging from "
+"one square to another, indicating that they are adjacent in the "
+"sequence. Drag with the left button from a square to its successor, "
+"or with the right button from a square to its predecessor. "
+"\n"
+"If you connect together two squares in this way and one of them has "
+"a number in it, the appropriate number will appear in the other "
+"square. If you connect two non-numbered squares, they will be "
+"assigned temporary algebraic labels: on the first occasion, they "
+"will be labelled `a' and `a+1', and then `b' and `b+1', and so on. "
+"Connecting more squares on to the ends of such a chain will cause "
+"them all to be labelled with the same letter. "
+"\n"
+"When you left-click or right-click in a square, the legal squares to "
+"connect it to will be shown. "
+"\n"
+"The arrow in each square starts off black, and goes grey once you "
+"connect the square to its successor. Also, each square which needs "
+"a predecessor has a small dot in the bottom left corner, which "
+"vanishes once you link a square to it. So your aim is always to "
+"connect a square with a black arrow to a square with a dot. "
+"\n"
+"To remove any links for a particular square (both incoming and "
+"outgoing), left-drag it off the grid. To remove a whole chain, "
+"right-drag any square in the chain off the grid. "
+"\n"
+"You can also use the cursor keys to move around the grid squares "
+"and lines. Pressing the return key when over a square starts a link "
+"operation, and pressing the return key again over a square will "
+"finish the link, if allowable. Pressing the space bar over a square "
+"will show the other squares pointing to it, and allow you to form a "
+"backward link, and pressing the space bar again cancels this. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#34.2 Signpost parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. "
+"\n"
+"_Force start/end to corners_ "
+"\n"
+"If true, the start and end squares are always placed in opposite "
+"corners (the start at the top left, and the end at the bottom "
+"right). If false the start and end squares are placed randomly "
+"(although always both shown). "
+"\n"
+;
+const char quick_help_text[] = "Connect the squares into a path following the arrows.";
diff --git a/apps/plugins/puzzles/help/singles.c b/apps/plugins/puzzles/help/singles.c
new file mode 100644
index 0000000000..2277071cb9
--- /dev/null
+++ b/apps/plugins/puzzles/help/singles.c
@@ -0,0 +1,51 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 32: Singles "
+"\n"
+"You have a grid of white squares, all of which contain numbers. Your "
+"task is to colour some of the squares black (removing the number) so "
+"as to satisfy all of the following conditions: "
+"\n"
+"- No number occurs more than once in any row or column. "
+"\n"
+"- No black square is horizontally or vertically adjacent to any "
+"other black square. "
+"\n"
+"- The remaining white squares must all form one contiguous region "
+"(connected by edges, not just touching at corners). "
+"\n"
+"Credit for this puzzle goes to Nikoli [15] who call it Hitori. "
+"\n"
+"Singles was contributed to this collection by James Harvey. "
+"\n"
+"[15] http://www.nikoli.com/en/puzzles/hitori.html (beware of Flash) "
+"\n"
+"\n#32.1 Singles controls "
+"\n"
+"Left-clicking on an empty square will colour it black; left-clicking "
+"again will restore the number. Right-clicking will add a circle "
+"(useful for indicating that a cell is definitely not black). "
+"\n"
+"You can also use the cursor keys to move around the grid. Pressing "
+"the return or space keys will turn a square black or add a circle "
+"respectively, and pressing the key again will restore the number or "
+"remove the circle. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#32.2 Singles 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"
+"Controls the difficulty of the generated puzzle. "
+"\n"
+;
+const char quick_help_text[] = "Black out the right set of duplicate numbers.";
diff --git a/apps/plugins/puzzles/help/sixteen.c b/apps/plugins/puzzles/help/sixteen.c
new file mode 100644
index 0000000000..d588c37e3a
--- /dev/null
+++ b/apps/plugins/puzzles/help/sixteen.c
@@ -0,0 +1,62 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 6: Sixteen "
+"\n"
+"Another sliding tile puzzle, visually similar to Fifteen (see "
+"chapter 5) but with a different type of move. This time, there is no "
+"hole: all 16 squares on the grid contain numbered squares. Your move "
+"is to shift an entire row left or right, or shift an entire column "
+"up or down; every time you do that, the tile you shift off the grid "
+"re-appears at the other end of the same row, in the space you just "
+"vacated. To win, arrange the tiles into numerical order (1,2,3,4 on "
+"the top row, 13,14,15,16 on the bottom). When you've done that, try "
+"playing on different sizes of grid. "
+"\n"
+"I _might_ have invented this game myself, though only by accident "
+"if so (and I'm sure other people have independently invented it). I "
+"thought I was imitating a screensaver I'd seen, but I have a feeling "
+"that the screensaver might actually have been a Fifteen-type puzzle "
+"rather than this slightly different kind. So this might be the one "
+"thing in my puzzle collection which represents creativity on my part "
+"rather than just engineering. "
+"\n"
+"\n#6.1 Sixteen controls "
+"\n"
+"Left-clicking on an arrow will move the appropriate row or column in "
+"the direction indicated. Right-clicking will move it in the opposite "
+"direction. "
+"\n"
+"Alternatively, use the cursor keys to move the position indicator "
+"around the edge of the grid, and use the return key to move the "
+"row/column in the direction indicated. "
+"\n"
+"You can also move the tiles directly. Move the cursor onto a tile, "
+"hold Control and press an arrow key to move the tile under the "
+"cursor and move the cursor along with the tile. Or, hold Shift to "
+"move only the tile. Pressing Enter simulates holding down Control "
+"(press Enter again to release), while pressing Space simulates "
+"holding down shift. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#6.2 Sixteen parameters "
+"\n"
+"The parameters available from the `Custom...' option on the `Type' "
+"menu are: "
+"\n"
+"- _Width_ and _Height_, which are self-explanatory. "
+"\n"
+"- You can ask for a limited shuffling operation to be performed on "
+"the grid. By default, Sixteen will shuffle the grid in such a "
+"way that any arrangement is about as probable as any other. You "
+"can override this by requesting a precise number of shuffling "
+"moves to be performed. Typically your aim is then to determine "
+"the precise set of shuffling moves and invert them exactly, "
+"so that you answer (say) a four-move shuffle with a four-move "
+"solution. Note that the more moves you ask for, the more likely "
+"it is that solutions shorter than the target length will turn "
+"out to be possible. "
+"\n"
+;
+const char quick_help_text[] = "Slide a row at a time to arrange the tiles into order.";
diff --git a/apps/plugins/puzzles/help/slant.c b/apps/plugins/puzzles/help/slant.c
new file mode 100644
index 0000000000..c68cd7cd84
--- /dev/null
+++ b/apps/plugins/puzzles/help/slant.c
@@ -0,0 +1,66 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 20: Slant "
+"\n"
+"You have a grid of squares. Your aim is to draw a diagonal line "
+"through each square, and choose which way each line slants so that "
+"the following conditions are met: "
+"\n"
+"- The diagonal lines never form a loop. "
+"\n"
+"- Any point with a circled number has precisely that many lines "
+"meeting at it. (Thus, a 4 is the centre of a cross shape, "
+"whereas a zero is the centre of a diamond shape - or rather, a "
+"partial diamond shape, because a zero can never appear in the "
+"middle of the grid because that would immediately cause a loop.) "
+"\n"
+"Credit for this puzzle goes to Nikoli [8]. "
+"\n"
+"[8] http://www.nikoli.co.jp/ja/puzzles/gokigen_naname (in Japanese) "
+"\n"
+"\n#20.1 Slant controls "
+"\n"
+"Left-clicking in a blank square will place a \\ in it (a line leaning "
+"to the left, i.e. running from the top left of the square to the "
+"bottom right). Right-clicking in a blank square will place a / in it "
+"(leaning to the right, running from top right to bottom left). "
+"\n"
+"Continuing to click either button will cycle between the three "
+"possible square contents. Thus, if you left-click repeatedly in a "
+"blank square it will change from blank to \\ to / back to blank, and "
+"if you right-click repeatedly the square will change from blank to / "
+"to \\ back to blank. (Therefore, you can play the game entirely with "
+"one button if you need to.) "
+"\n"
+"You can also use the cursor keys to move around the grid. Pressing "
+"the return or space keys will place a \\ or a /, respectively, and "
+"will then cycle them as above. You can also press / or \\ to place a "
+"/ or \\, respectively, independent of what is already in the cursor "
+"square. Backspace removes any line from the cursor square. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#20.2 Slant 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"
+"Controls the difficulty of the generated puzzle. At Hard "
+"level, you are required to do deductions based on knowledge of "
+"_relationships_ between squares rather than always being able to "
+"deduce the exact contents of one square at a time. (For example, "
+"you might know that two squares slant in the same direction, "
+"even if you don't yet know what that direction is, and this "
+"might enable you to deduce something about still other squares.) "
+"Even at Hard level, guesswork and backtracking should never be "
+"necessary. "
+"\n"
+;
+const char quick_help_text[] = "Draw a maze of slanting lines that matches the clues.";
diff --git a/apps/plugins/puzzles/help/solo.c b/apps/plugins/puzzles/help/solo.c
new file mode 100644
index 0000000000..5033f9131d
--- /dev/null
+++ b/apps/plugins/puzzles/help/solo.c
@@ -0,0 +1,137 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 11: Solo "
+"\n"
+"You have a square grid, which is divided into as many equally sized "
+"sub-blocks as the grid has rows. Each square must be filled in with "
+"a digit from 1 to the size of the grid, in such a way that "
+"\n"
+"- every row contains only one occurrence of each digit "
+"\n"
+"- every column contains only one occurrence of each digit "
+"\n"
+"- every block contains only one occurrence of each digit. "
+"\n"
+"- (optionally, by default off) each of the square's two main "
+"diagonals contains only one occurrence of each digit. "
+"\n"
+"You are given some of the numbers as clues; your aim is to place the "
+"rest of the numbers correctly. "
+"\n"
+"Under the default settings, the sub-blocks are square or "
+"rectangular. The default puzzle size is 3x3 (a 9x9 actual grid, "
+"divided into nine 3x3 blocks). You can also select sizes with "
+"rectangular blocks instead of square ones, such as 2x3 (a 6x6 grid "
+"divided into six 3x2 blocks). Alternatively, you can select `jigsaw' "
+"mode, in which the sub-blocks are arbitrary shapes which differ "
+"between individual puzzles. "
+"\n"
+"Another available mode is `killer'. In this mode, clues are not "
+"given in the form of filled-in squares; instead, the grid is divided "
+"into `cages' by coloured lines, and for each cage the game tells "
+"you what the sum of all the digits in that cage should be. Also, "
+"no digit may appear more than once within a cage, even if the cage "
+"crosses the boundaries of existing regions. "
+"\n"
+"If you select a puzzle size which requires more than 9 digits, the "
+"additional digits will be letters of the alphabet. For example, if "
+"you select 3x4 then the digits which go in your grid will be 1 to 9, "
+"plus `a', `b' and `c'. This cannot be selected for killer puzzles. "
+"\n"
+"I first saw this puzzle in Nikoli [5], although it's also been "
+"popularised by various newspapers under the name `Sudoku' or `Su "
+"Doku'. Howard Garns is considered the inventor of the modern form of "
+"the puzzle, and it was first published in _Dell Pencil Puzzles and "
+"Word Games_. A more elaborate treatment of the history of the puzzle "
+"can be found on Wikipedia [6]. "
+"\n"
+"[5] http://www.nikoli.co.jp/en/puzzles/sudoku.html (beware of Flash) "
+"\n"
+"[6] http://en.wikipedia.org/wiki/Sudoku "
+"\n"
+"\n#11.1 Solo controls "
+"\n"
+"To play Solo, simply click the mouse in any empty square and then "
+"type a digit or letter on the keyboard to fill that square. If you "
+"make a mistake, click the mouse in the incorrect square and press "
+"Space to clear it again (or use the Undo feature). "
+"\n"
+"If you _right_-click in a square and then type a number, that "
+"number will be entered in the square as a `pencil mark'. You can "
+"have pencil marks for multiple numbers in the same square. Squares "
+"containing filled-in numbers cannot also contain pencil marks. "
+"\n"
+"The game pays no attention to pencil marks, so exactly what you "
+"use them for is up to you: you can use them as reminders that a "
+"particular square needs to be re-examined once you know more about "
+"a particular number, or you can use them as lists of the possible "
+"numbers in a given square, or anything else you feel like. "
+"\n"
+"To erase a single pencil mark, right-click in the square and type "
+"the same number again. "
+"\n"
+"All pencil marks in a square are erased when you left-click and type "
+"a number, or when you left-click and press space. Right-clicking and "
+"pressing space will also erase pencil marks. "
+"\n"
+"Alternatively, use the cursor keys to move the mark around the grid. "
+"Pressing the return key toggles the mark (from a normal mark to a "
+"pencil mark), and typing a number in is entered in the square in the "
+"appropriate way; typing in a 0 or using the space bar will clear a "
+"filled square. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#11.2 Solo parameters "
+"\n"
+"Solo allows you to configure two separate dimensions of the puzzle "
+"grid on the `Type' menu: the number of columns, and the number of "
+"rows, into which the main grid is divided. (The size of a block is "
+"the inverse of this: for example, if you select 2 columns and 3 "
+"rows, each actual block will have 3 columns and 2 rows.) "
+"\n"
+"If you tick the `X' checkbox, Solo will apply the optional extra "
+"constraint that the two main diagonals of the grid also contain "
+"one of every digit. (This is sometimes known as `Sudoku-X' in "
+"newspapers.) In this mode, the squares on the two main diagonals "
+"will be shaded slightly so that you know it's enabled. "
+"\n"
+"If you tick the `Jigsaw' checkbox, Solo will generate randomly "
+"shaped sub-blocks. In this mode, the actual grid size will be taken "
+"to be the product of the numbers entered in the `Columns' and `Rows' "
+"boxes. There is no reason why you have to enter a number greater "
+"than 1 in both boxes; Jigsaw mode has no constraint on the grid "
+"size, and it can even be a prime number if you feel like it. "
+"\n"
+"If you tick the `Killer' checkbox, Solo will generate a set of "
+"of cages, which are randomly shaped and drawn in an outline of a "
+"different colour. Each of these regions contains a smaller clue "
+"which shows the digit sum of all the squares in this region. "
+"\n"
+"You can also configure the type of symmetry shown in the generated "
+"puzzles. More symmetry makes the puzzles look prettier but may also "
+"make them easier, since the symmetry constraints can force more "
+"clues than necessary to be present. Completely asymmetric puzzles "
+"have the freedom to contain as few clues as possible. "
+"\n"
+"Finally, you can configure the difficulty of the generated puzzles. "
+"Difficulty levels are judged by the complexity of the techniques "
+"of deduction required to solve the puzzle: each level requires a "
+"mode of reasoning which was not necessary in the previous one. In "
+"particular, on difficulty levels `Trivial' and `Basic' there will be "
+"a square you can fill in with a single number at all times, whereas "
+"at `Intermediate' level and beyond you will have to make partial "
+"deductions about the _set_ of squares a number could be in (or the "
+"set of numbers that could be in a square). At `Unreasonable' level, "
+"even this is not enough, and you will eventually have to make a "
+"guess, and then backtrack if it turns out to be wrong. "
+"\n"
+"Generating difficult puzzles is itself difficult: if you select one "
+"of the higher difficulty levels, Solo may have to make many attempts "
+"at generating a puzzle before it finds one hard enough for you. Be "
+"prepared to wait, especially if you have also configured a large "
+"puzzle size. "
+"\n"
+;
+const char quick_help_text[] = "Fill in the grid so that each row, column and square block contains one of every digit.";
diff --git a/apps/plugins/puzzles/help/tents.c b/apps/plugins/puzzles/help/tents.c
new file mode 100644
index 0000000000..28d45301d0
--- /dev/null
+++ b/apps/plugins/puzzles/help/tents.c
@@ -0,0 +1,66 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 25: Tents "
+"\n"
+"You have a grid of squares, some of which contain trees. Your aim is "
+"to place tents in some of the remaining squares, in such a way that "
+"the following conditions are met: "
+"\n"
+"- There are exactly as many tents as trees. "
+"\n"
+"- The tents and trees can be matched up in such a way that each "
+"tent is directly adjacent (horizontally or vertically, but not "
+"diagonally) to its own tree. However, a tent may be adjacent to "
+"other trees as well as its own. "
+"\n"
+"- No two tents are adjacent horizontally, vertically _or "
+"diagonally_. "
+"\n"
+"- The number of tents in each row, and in each column, matches the "
+"numbers given round the sides of the grid. "
+"\n"
+"This puzzle can be found in several places on the Internet, and was "
+"brought to my attention by e-mail. I don't know who I should credit "
+"for inventing it. "
+"\n"
+"\n#25.1 Tents controls "
+"\n"
+"Left-clicking in a blank square will place a tent in it. Right-\n"
+"clicking in a blank square will colour it green, indicating that you "
+"are sure it _isn't_ a tent. Clicking either button in an occupied "
+"square will clear it. "
+"\n"
+"If you _drag_ with the right button along a row or column, every "
+"blank square in the region you cover will be turned green, and no "
+"other squares will be affected. (This is useful for clearing the "
+"remainder of a row once you have placed all its tents.) "
+"\n"
+"You can also use the cursor keys to move around the grid. Pressing "
+"the return key over an empty square will place a tent, and pressing "
+"the space bar over an empty square will colour it green; either key "
+"will clear an occupied square. Holding Shift and pressing the cursor "
+"keys will colour empty squares green. Holding Control and pressing "
+"the cursor keys will colour green both empty squares and squares "
+"with tents. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#25.2 Tents 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"
+"Controls the difficulty of the generated puzzle. More difficult "
+"puzzles require more complex deductions, but at present none "
+"of the available difficulty levels requires guesswork or "
+"backtracking. "
+"\n"
+;
+const char quick_help_text[] = "Place a tent next to each tree.";
diff --git a/apps/plugins/puzzles/help/towers.c b/apps/plugins/puzzles/help/towers.c
new file mode 100644
index 0000000000..ad42bd9447
--- /dev/null
+++ b/apps/plugins/puzzles/help/towers.c
@@ -0,0 +1,95 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 31: Towers "
+"\n"
+"You have a square grid. On each square of the grid you can build "
+"a tower, with its height ranging from 1 to the size of the grid. "
+"Around the edge of the grid are some numeric clues. "
+"\n"
+"Your task is to build a tower on every square, in such a way that: "
+"\n"
+"- Each row contains every possible height of tower once "
+"\n"
+"- Each column contains every possible height of tower once "
+"\n"
+"- Each numeric clue describes the number of towers that can be "
+"seen if you look into the square from that direction, assuming "
+"that shorter towers are hidden behind taller ones. For example, "
+"in a 5x5 grid, a clue marked `5' indicates that the five tower "
+"heights must appear in increasing order (otherwise you would "
+"not be able to see all five towers), whereas a clue marked `1' "
+"indicates that the tallest tower (the one marked 5) must come "
+"first. "
+"\n"
+"In harder or larger puzzles, some towers will be specified for you "
+"as well as the clues round the edge, and some edge clues may be "
+"missing. "
+"\n"
+"This puzzle appears on the web under various names, particularly "
+"`Skyscrapers', but I don't know who first invented it. "
+"\n"
+"\n#31.1 Towers controls "
+"\n"
+"Towers shares much of its control system with Solo, Unequal and "
+"Keen. "
+"\n"
+"To play Towers, simply click the mouse in any empty square and then "
+"type a digit on the keyboard to fill that square with a tower of "
+"the given height. If you make a mistake, click the mouse in the "
+"incorrect square and press Space to clear it again (or use the Undo "
+"feature). "
+"\n"
+"If you _right_-click in a square and then type a number, that "
+"number will be entered in the square as a `pencil mark'. You can "
+"have pencil marks for multiple numbers in the same square. A square "
+"containing a tower cannot also contain pencil marks. "
+"\n"
+"The game pays no attention to pencil marks, so exactly what you "
+"use them for is up to you: you can use them as reminders that a "
+"particular square needs to be re-examined once you know more about "
+"a particular number, or you can use them as lists of the possible "
+"numbers in a given square, or anything else you feel like. "
+"\n"
+"To erase a single pencil mark, right-click in the square and type "
+"the same number again. "
+"\n"
+"All pencil marks in a square are erased when you left-click and type "
+"a number, or when you left-click and press space. Right-clicking and "
+"pressing space will also erase pencil marks. "
+"\n"
+"As for Solo, the cursor keys can be used in conjunction with the "
+"digit keys to set numbers or pencil marks. Use the cursor keys to "
+"move a highlight around the grid, and type a digit to enter it in "
+"the highlighted square. Pressing return toggles the highlight into a "
+"mode in which you can enter or remove pencil marks. "
+"\n"
+"Pressing M will fill in a full set of pencil marks in every square "
+"that does not have a main digit in it. "
+"\n"
+"Left-clicking a clue will mark it as done (grey it out), or unmark "
+"it if it is already marked. Holding Control or Shift and pressing an "
+"arrow key likewise marks any clue in the given direction. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#31.2 Towers parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Grid size_ "
+"\n"
+"Specifies the size of the grid. Lower limit is 3; upper limit is "
+"9 (because the user interface would become more difficult with "
+"`digits' bigger than 9!). "
+"\n"
+"_Difficulty_ "
+"\n"
+"Controls the difficulty of the generated puzzle. At Unreasonable "
+"level, some backtracking will be required, but the solution "
+"should still be unique. The remaining levels require "
+"increasingly complex reasoning to avoid having to backtrack. "
+"\n"
+;
+const char quick_help_text[] = "Complete the latin square of towers in accordance with the clues.";
diff --git a/apps/plugins/puzzles/help/tracks.c b/apps/plugins/puzzles/help/tracks.c
new file mode 100644
index 0000000000..e60c71afb7
--- /dev/null
+++ b/apps/plugins/puzzles/help/tracks.c
@@ -0,0 +1,59 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 40: Tracks "
+"\n"
+"You are given a grid of squares, some of which are filled with train "
+"tracks. You need to complete the track from A to B so that the "
+"rows and columns contain the same number of track segments as are "
+"indicated in the clues to the top and right of the grid. "
+"\n"
+"There are only straight and 90 degree curved rails, and the track "
+"may not cross itself. "
+"\n"
+"Tracks was contributed to this collection by James Harvey. "
+"\n"
+"\n#40.1 Tracks controls "
+"\n"
+"Left-clicking on an edge between two squares adds a track segment "
+"between the two squares. Right-clicking on an edge adds a cross on "
+"the edge, indicating no track is possible there. "
+"\n"
+"Left-clicking in a square adds a colour indicator showing that "
+"you know the square must contain a track, even if you don't know "
+"which edges it crosses yet. Right-clicking in a square adds a cross "
+"indicating it contains no track segment. "
+"\n"
+"Left- or right-dragging between squares allows you to lay a straight "
+"line of is-track or is-not-track indicators, useful for filling in "
+"rows or columns to match the clue. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#40.2 Tracks parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of the grid, in squares. "
+"\n"
+"_Difficulty_ "
+"\n"
+"Controls the difficulty of the generated puzzle: at Tricky "
+"level, you are required to make more deductions regarding "
+"disregarding moves that would lead to impossible crossings "
+"later. "
+"\n"
+"_Disallow consecutive 1 clues_ "
+"\n"
+"Controls whether the Tracks game generation permits two adjacent "
+"rows or columns to have a 1 clue, or permits the row or column "
+"of the track's endpoint to have a 1 clue. By default this is "
+"not permitted, to avoid long straight boring segments of track "
+"and make the games more twiddly and interesting. If you want to "
+"restore the possibility, turn this option off. "
+"\n"
+;
+const char quick_help_text[] = "Fill in the railway track according to the clues.";
diff --git a/apps/plugins/puzzles/help/twiddle.c b/apps/plugins/puzzles/help/twiddle.c
new file mode 100644
index 0000000000..a1684a6654
--- /dev/null
+++ b/apps/plugins/puzzles/help/twiddle.c
@@ -0,0 +1,75 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 7: Twiddle "
+"\n"
+"Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen "
+"(see chapter 6): you are given a grid of square tiles, each "
+"containing a number, and your aim is to arrange the numbers into "
+"ascending order. "
+"\n"
+"In basic Twiddle, your move is to rotate a square group of four "
+"tiles about their common centre. (Orientation is not significant "
+"in the basic puzzle, although you can select it.) On more advanced "
+"settings, you can rotate a larger square group of tiles. "
+"\n"
+"I first saw this type of puzzle in the GameCube game `Metroid "
+"Prime 2'. In the Main Gyro Chamber in that game, there is a puzzle "
+"you solve to unlock a door, which is a special case of Twiddle. I "
+"developed this game as a generalisation of that puzzle. "
+"\n"
+"\n#7.1 Twiddle controls "
+"\n"
+"To play Twiddle, click the mouse in the centre of the square group "
+"you wish to rotate. In the basic mode, you rotate a 2x2 square, "
+"which means you have to click at a corner point where four tiles "
+"meet. "
+"\n"
+"In more advanced modes you might be rotating 3x3 or even more at a "
+"time; if the size of the square is odd then you simply click in the "
+"centre tile of the square you want to rotate. "
+"\n"
+"Clicking with the left mouse button rotates the group anticlockwise. "
+"Clicking with the right button rotates it clockwise. "
+"\n"
+"You can also move an outline square around the grid with the cursor "
+"keys; the square is the size above (2x2 by default, or larger). "
+"Pressing the return key or space bar will rotate the current square "
+"anticlockwise or clockwise respectively. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#7.2 Twiddle parameters "
+"\n"
+"Twiddle provides several configuration options via the `Custom' "
+"option on the `Type' menu: "
+"\n"
+"- You can configure the width and height of the puzzle grid. "
+"\n"
+"- You can configure the size of square block that rotates at a "
+"time. "
+"\n"
+"- You can ask for every square in the grid to be distinguishable "
+"(the default), or you can ask for a simplified puzzle in which "
+"there are groups of identical numbers. In the simplified puzzle "
+"your aim is just to arrange all the 1s into the first row, all "
+"the 2s into the second row, and so on. "
+"\n"
+"- You can configure whether the orientation of tiles matters. If "
+"you ask for an orientable puzzle, each tile will have a triangle "
+"drawn in it. All the triangles must be pointing upwards to "
+"complete the puzzle. "
+"\n"
+"- You can ask for a limited shuffling operation to be performed "
+"on the grid. By default, Twiddle will shuffle the grid so much "
+"that any arrangement is about as probable as any other. You can "
+"override this by requesting a precise number of shuffling moves "
+"to be performed. Typically your aim is then to determine the "
+"precise set of shuffling moves and invert them exactly, so that "
+"you answer (say) a four-move shuffle with a four-move solution. "
+"Note that the more moves you ask for, the more likely it is that "
+"solutions shorter than the target length will turn out to be "
+"possible. "
+"\n"
+;
+const char quick_help_text[] = "Rotate the tiles around themselves to arrange them into order.";
diff --git a/apps/plugins/puzzles/help/undead.c b/apps/plugins/puzzles/help/undead.c
new file mode 100644
index 0000000000..2b8cccc9d6
--- /dev/null
+++ b/apps/plugins/puzzles/help/undead.c
@@ -0,0 +1,88 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 37: Undead "
+"\n"
+"You are given a grid of squares, some of which contain diagonal "
+"mirrors. Every square which is not a mirror must be filled with one "
+"of three types of undead monster: a ghost, a vampire, or a zombie. "
+"\n"
+"Vampires can be seen directly, but are invisible when reflected in "
+"mirrors. Ghosts are the opposite way round: they can be seen in "
+"mirrors, but are invisible when looked at directly. Zombies are "
+"visible by any means. "
+"\n"
+"You are also told the total number of each type of monster in the "
+"grid. Also around the edge of the grid are written numbers, which "
+"indicate how many monsters can be seen if you look into the grid "
+"along a row or column starting from that position. (The diagonal "
+"mirrors are reflective on both sides. If your reflected line of "
+"sight crosses the same monster more than once, the number will count "
+"it each time it is visible, not just once.) "
+"\n"
+"This puzzle type was invented by David Millar, under the name "
+"`Haunted Mirror Maze'. See [20] for more details. "
+"\n"
+"Undead was contributed to this collection by Steffen Bauer. "
+"\n"
+"[20] http://www.janko.at/Raetsel/Spukschloss/index.htm "
+"\n"
+"\n#37.1 Undead controls "
+"\n"
+"Undead has a similar control system to Solo, Unequal and Keen. "
+"\n"
+"To play Undead, click the mouse in any empty square and then type "
+"a letter on the keyboard indicating the type of monster: `G' for "
+"a ghost, `V' for a vampire, or `Z' for a zombie. If you make a "
+"mistake, click the mouse in the incorrect square and press Space to "
+"clear it again (or use the Undo feature). "
+"\n"
+"If you _right_-click in a square and then type a letter, the "
+"corresponding monster will be shown in reduced size in that square, "
+"as a `pencil mark'. You can have pencil marks for multiple monsters "
+"in the same square. A square containing a full-size monster cannot "
+"also contain pencil marks. "
+"\n"
+"The game pays no attention to pencil marks, so exactly what you "
+"use them for is up to you: you can use them as reminders that a "
+"particular square needs to be re-examined once you know more about "
+"a particular monster, or you can use them as lists of the possible "
+"monster in a given square, or anything else you feel like. "
+"\n"
+"To erase a single pencil mark, right-click in the square and type "
+"the same letter again. "
+"\n"
+"All pencil marks in a square are erased when you left-click and type "
+"a monster letter, or when you left-click and press Space. Right-\n"
+"clicking and pressing space will also erase pencil marks. "
+"\n"
+"As for Solo, the cursor keys can be used in conjunction with the "
+"letter keys to place monsters or pencil marks. Use the cursor keys "
+"to move a highlight around the grid, and type a monster letter to "
+"enter it in the highlighted square. Pressing return toggles the "
+"highlight into a mode in which you can enter or remove pencil marks. "
+"\n"
+"If you prefer plain letters of the alphabet to cute monster "
+"pictures, you can press `A' to toggle between showing the monsters "
+"as monsters or showing them as letters. "
+"\n"
+"Left-clicking a clue will mark it as done (grey it out), or unmark "
+"it if it is already marked. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#37.2 Undead 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"
+"Controls the difficulty of the generated puzzle. "
+"\n"
+;
+const char quick_help_text[] = "Place ghosts, vampires and zombies so that the right numbers of them can be seen in mirrors.";
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 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 27: Unequal "
+"\n"
+"You have a square grid; each square may contain a digit from 1 to "
+"the size of the grid, and some squares have clue signs between them. "
+"Your aim is to fully populate the grid with numbers such that: "
+"\n"
+"- Each row contains only one occurrence of each digit "
+"\n"
+"- Each column contains only one occurrence of each digit "
+"\n"
+"- All the clue signs are satisfied. "
+"\n"
+"There are two modes for this game, `Unequal' and `Adjacent'. "
+"\n"
+"In `Unequal' mode, the clue signs are greater-than symbols "
+"indicating one square's value is greater than its neighbour's. In "
+"this mode not all clues may be visible, particularly at higher "
+"difficulty levels. "
+"\n"
+"In `Adjacent' mode, the clue signs are bars indicating one square's "
+"value is numerically adjacent (i.e. one higher or one lower) than "
+"its neighbour. In this mode all clues are always visible: absence of "
+"a bar thus means that a square's value is definitely not numerically "
+"adjacent to that neighbour's. "
+"\n"
+"In `Trivial' difficulty level (available via the `Custom' game type "
+"selector), there are no greater-than signs in `Unequal' mode; the "
+"puzzle is to solve the Latin square only. "
+"\n"
+"At the time of writing, the `Unequal' mode of this puzzle is "
+"appearing in the Guardian weekly under the name `Futoshiki'. "
+"\n"
+"Unequal was contributed to this collection by James Harvey. "
+"\n"
+"\n#27.1 Unequal controls "
+"\n"
+"Unequal shares much of its control system with Solo. "
+"\n"
+"To play Unequal, simply click the mouse in any empty square and then "
+"type a digit or letter on the keyboard to fill that square. If you "
+"make a mistake, click the mouse in the incorrect square and press "
+"Space to clear it again (or use the Undo feature). "
+"\n"
+"If you _right_-click in a square and then type a number, that "
+"number will be entered in the square as a `pencil mark'. You can "
+"have pencil marks for multiple numbers in the same square. Squares "
+"containing filled-in numbers cannot also contain pencil marks. "
+"\n"
+"The game pays no attention to pencil marks, so exactly what you "
+"use them for is up to you: you can use them as reminders that a "
+"particular square needs to be re-examined once you know more about "
+"a particular number, or you can use them as lists of the possible "
+"numbers in a given square, or anything else you feel like. "
+"\n"
+"To erase a single pencil mark, right-click in the square and type "
+"the same number again. "
+"\n"
+"All pencil marks in a square are erased when you left-click and type "
+"a number, or when you left-click and press space. Right-clicking and "
+"pressing space will also erase pencil marks. "
+"\n"
+"As for Solo, the cursor keys can be used in conjunction with the "
+"digit keys to set numbers or pencil marks. You can also use the `M' "
+"key to auto-fill every numeric hint, ready for removal as required, "
+"or the `H' key to do the same but also to remove all obvious hints. "
+"\n"
+"Alternatively, use the cursor keys to move the mark around the grid. "
+"Pressing the return key toggles the mark (from a normal mark to a "
+"pencil mark), and typing a number in is entered in the square in the "
+"appropriate way; typing in a 0 or using the space bar will clear a "
+"filled square. "
+"\n"
+"Left-clicking a clue will mark it as done (grey it out), or unmark "
+"it if it is already marked. Holding Control or Shift and pressing "
+"an arrow key likewise marks any clue adjacent to the cursor in the "
+"given direction. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#27.2 Unequal parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Mode_ "
+"\n"
+"Mode of the puzzle (`Unequal' or `Adjacent') "
+"\n"
+"_Size (s*s)_ "
+"\n"
+"Size of grid. "
+"\n"
+"_Difficulty_ "
+"\n"
+"Controls the difficulty of the generated puzzle. At Trivial "
+"level, there are no greater-than signs; the puzzle is to solve "
+"the Latin square only. At Recursive level (only available via "
+"the `Custom' game type selector) backtracking will be required, "
+"but the solution should still be unique. The levels in between "
+"require increasingly complex reasoning to avoid having to "
+"backtrack. "
+"\n"
+;
+const char quick_help_text[] = "Complete the latin square in accordance with the > signs.";
diff --git a/apps/plugins/puzzles/help/unruly.c b/apps/plugins/puzzles/help/unruly.c
new file mode 100644
index 0000000000..78239d1b25
--- /dev/null
+++ b/apps/plugins/puzzles/help/unruly.c
@@ -0,0 +1,55 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 38: Unruly "
+"\n"
+"You are given a grid of squares, which you must colour either black "
+"or white. Some squares are provided as clues; the rest are left for "
+"you to fill in. Each row and column must contain the same number "
+"of black and white squares, and no row or column may contain three "
+"consecutive squares of the same colour. "
+"\n"
+"This puzzle type was invented by Adolfo Zanellati, under the name "
+"`Tohu wa Vohu'. See [21] for more details. "
+"\n"
+"Unruly was contributed to this collection by Lennard Sprong. "
+"\n"
+"[21] http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm "
+"\n"
+"\n#38.1 Unruly controls "
+"\n"
+"To play Unruly, click the mouse in a square to change its colour. "
+"Left-clicking an empty square will turn it black, and right-clicking "
+"will turn it white. Keep clicking the same button to cycle through "
+"the three possible states for the square. If you middle-click in a "
+"square it will be reset to empty. "
+"\n"
+"You can also use the cursor keys to move around the grid. Pressing "
+"the return or space keys will turn an empty square black or white "
+"respectively (and then cycle the colours in the same way as the "
+"mouse buttons), and pressing Backspace will reset a square to empty. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#38.2 Unruly parameters "
+"\n"
+"These parameters are available from the `Custom...' option on the "
+"`Type' menu. "
+"\n"
+"_Width_, _Height_ "
+"\n"
+"Size of grid in squares. (Note that the rules of the game "
+"require both the width and height to be even numbers.) "
+"\n"
+"_Difficulty_ "
+"\n"
+"Controls the difficulty of the generated puzzle. "
+"\n"
+"_Unique rows and columns_ "
+"\n"
+"If enabled, no two rows are permitted to have exactly the same "
+"pattern, and likewise columns. (A row and a column can match, "
+"though.) "
+"\n"
+;
+const char quick_help_text[] = "Fill in the black and white grid to avoid runs of three.";
diff --git a/apps/plugins/puzzles/help/untangle.c b/apps/plugins/puzzles/help/untangle.c
new file mode 100644
index 0000000000..e0f2f4447e
--- /dev/null
+++ b/apps/plugins/puzzles/help/untangle.c
@@ -0,0 +1,33 @@
+/* auto-generated by genhelp.sh */
+/* DO NOT EDIT! */
+const char help_text[] =
+"#Chapter 18: Untangle "
+"\n"
+"You are given a number of points, some of which have lines drawn "
+"between them. You can move the points about arbitrarily; your aim is "
+"to position the points so that no line crosses another. "
+"\n"
+"I originally saw this in the form of a Flash game called Planarity "
+"[7], written by John Tantalo. "
+"\n"
+"[7] http://planarity.net "
+"\n"
+"\n#18.1 Untangle controls "
+"\n"
+"To move a point, click on it with the left mouse button and drag it "
+"into a new position. "
+"\n"
+"(All the actions described in section 2.1 are also available.) "
+"\n"
+"\n#18.2 Untangle parameters "
+"\n"
+"There is only one parameter available from the `Custom...' option on "
+"the `Type' menu: "
+"\n"
+"_Number of points_ "
+"\n"
+"Controls the size of the puzzle, by specifying the number of "
+"points in the generated graph. "
+"\n"
+;
+const char quick_help_text[] = "Reposition the points so that the lines do not cross.";
diff --git a/apps/plugins/puzzles/helpcontent.c b/apps/plugins/puzzles/helpcontent.c
deleted file mode 100644
index cd2abbbe98..0000000000
--- a/apps/plugins/puzzles/helpcontent.c
+++ /dev/null
@@ -1,2767 +0,0 @@
-/* auto-generated by genhelp.sh */
-/* DO NOT EDIT! */
-const int help_chapteroffsets[] = {
-0,
-3444,
-5494,
-6741,
-9273,
-12186,
-15719,
-16242,
-18364,
-24608,
-28403,
-30866,
-32386,
-35415,
-37100,
-39375,
-40121,
-45547,
-47920,
-50233,
-53696,
-55959,
-58223,
-60361,
-65571,
-69487,
-71990,
-73785,
-77720,
-81246,
-82630,
-85127,
-88171,
-90199,
-92763,
-96037,
-97720,
-100094,
-101951,
-};
-
-const char help_text[] =
-"#Chapter 3: Net "
-"\n"
-"(_Note:_ the Windows version of this game is called NETGAME.EXE to "
-"avoid clashing with Windows's own NET.EXE.) "
-"\n"
-"I originally saw this in the form of a Flash game called "
-"FreeNet [1], written by Pavils Jurjans; there are several other "
-"implementations under the name NetWalk. The computer prepares a "
-"network by connecting up the centres of squares in a grid, and then "
-"shuffles the network by rotating every tile randomly. Your job is "
-"to rotate it all back into place. The successful solution will be "
-"an entirely connected network, with no closed loops. As a visual "
-"aid, all tiles which are connected to the one in the middle are "
-"highlighted. "
-"\n"
-"[1] http://www.jurjans.lv/stuff/net/FreeNet.htm "
-"\n"
-"\n#3.1 Net controls "
-"\n"
-"This game can be played with either the keyboard or the mouse. The "
-"controls are: "
-"\n"
-"_Select tile_: mouse pointer, arrow keys "
-"\n"
-"_Rotate tile anticlockwise_: left mouse button, `A' key "
-"\n"
-"_Rotate tile clockwise_: right mouse button, `D' key "
-"\n"
-"_Rotate tile by 180 degrees_: `F' key "
-"\n"
-"_Lock (or unlock) tile_: middle mouse button, shift-click, `S' key "
-"\n"
-"You can lock a tile once you're sure of its orientation. You "
-"can also unlock it again, but while it's locked you can't "
-"accidentally turn it. "
-"\n"
-"The following controls are not necessary to complete the game, but "
-"may be useful: "
-"\n"
-"_Shift grid_: Shift + arrow keys "
-"\n"
-"On grids that wrap, you can move the origin of the grid, so "
-"that tiles that were on opposite sides of the grid can be seen "
-"together. "
-"\n"
-"_Move centre_: Ctrl + arrow keys "
-"\n"
-"You can change which tile is used as the source of highlighting. "
-"(It doesn't ultimately matter which tile this is, as every tile "
-"will be connected to every other tile in a correct solution, "
-"but it may be helpful in the intermediate stages of solving the "
-"puzzle.) "
-"\n"
-"_Jumble tiles_: `J' key "
-"\n"
-"This key turns all tiles that are not locked to random "
-"orientations. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#3.2 Net parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in tiles. "
-"\n"
-"_Walls wrap around_ "
-"\n"
-"If checked, flow can pass from the left edge to the right edge, "
-"and from top to bottom, and vice versa. "
-"\n"
-"_Barrier probability_ "
-"\n"
-"A number between 0.0 and 1.0 controlling whether an immovable "
-"barrier is placed between two tiles to prevent flow between "
-"them (a higher number gives more barriers). Since barriers "
-"are immovable, they act as constraints on the solution (i.e., "
-"hints). "
-"\n"
-"The grid generation in Net has been carefully arranged so that "
-"the barriers are independent of the rest of the grid. This "
-"means that if you note down the random seed used to generate "
-"the current puzzle (see section 2.2), change the _Barrier "
-"probability_ parameter, and then re-enter the same random seed, "
-"you should see exactly the same starting grid, with the only "
-"change being the number of barriers. So if you're stuck on a "
-"particular grid and need a hint, you could start up another "
-"instance of Net, set up the same parameters but a higher barrier "
-"probability, and enter the game seed from the original Net "
-"window. "
-"\n"
-"_Ensure unique solution_ "
-"\n"
-"Normally, Net will make sure that the puzzles it presents have "
-"only one solution. Puzzles with ambiguous sections can be more "
-"difficult and more subtle, so if you like you can turn off this "
-"feature and risk having ambiguous puzzles. (Also, finding _all_ "
-"the possible solutions can be an additional challenge for an "
-"advanced player.) "
-"\n"
-"#Chapter 4: Cube "
-"\n"
-"This is another one I originally saw as a web game. This one was a "
-"Java game [2], by Paul Scott. You have a grid of 16 squares, six of "
-"which are blue; on one square rests a cube. Your move is to use the "
-"arrow keys to roll the cube through 90 degrees so that it moves to "
-"an adjacent square. If you roll the cube on to a blue square, the "
-"blue square is picked up on one face of the cube; if you roll a blue "
-"face of the cube on to a non-blue square, the blueness is put down "
-"again. (In general, whenever you roll the cube, the two faces that "
-"come into contact swap colours.) Your job is to get all six blue "
-"squares on to the six faces of the cube at the same time. Count your "
-"moves and try to do it in as few as possible. "
-"\n"
-"Unlike the original Java game, my version has an additional feature: "
-"once you've mastered the game with a cube rolling on a square grid, "
-"you can change to a triangular grid and roll any of a tetrahedron, "
-"an octahedron or an icosahedron. "
-"\n"
-"[2] http://www3.sympatico.ca/paulscott/cube/cube.htm "
-"\n"
-"\n#4.1 Cube controls "
-"\n"
-"This game can be played with either the keyboard or the mouse. "
-"\n"
-"Left-clicking anywhere on the window will move the cube (or other "
-"solid) towards the mouse pointer. "
-"\n"
-"The arrow keys can also used to roll the cube on its square grid in "
-"the four cardinal directions. On the triangular grids, the mapping "
-"of arrow keys to directions is more approximate. Vertical movement "
-"is disallowed where it doesn't make sense. The four keys surrounding "
-"the arrow keys on the numeric keypad (`7', `9', `1', `3') can be "
-"used for diagonal movement. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#4.2 Cube parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Type of solid_ "
-"\n"
-"Selects the solid to roll (and hence the shape of the grid): "
-"tetrahedron, cube, octahedron, or icosahedron. "
-"\n"
-"_Width / top_, _Height / bottom_ "
-"\n"
-"On a square grid, horizontal and vertical dimensions. On a "
-"triangular grid, the number of triangles on the top and bottom "
-"rows respectively. "
-"\n"
-"#Chapter 5: Fifteen "
-"\n"
-"The old ones are the best: this is the good old `15-puzzle' with "
-"sliding tiles. You have a 4x4 square grid; 15 squares contain "
-"numbered tiles, and the sixteenth is empty. Your move is to choose a "
-"tile next to the empty space, and slide it into the space. The aim "
-"is to end up with the tiles in numerical order, with the space in "
-"the bottom right (so that the top row reads 1,2,3,4 and the bottom "
-"row reads 13,14,15,_space_). "
-"\n"
-"\n#5.1 Fifteen controls "
-"\n"
-"This game can be controlled with the mouse or the keyboard. "
-"\n"
-"A left-click with the mouse in the row or column containing the "
-"empty space will move as many tiles as necessary to move the space "
-"to the mouse pointer. "
-"\n"
-"The arrow keys will move a tile adjacent to the space in the "
-"direction indicated (moving the space in the _opposite_ direction). "
-"\n"
-"Pressing `h' will make a suggested move. Pressing `h' enough times "
-"will solve the game, but it may scramble your progress while doing "
-"so. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#5.2 Fifteen parameters "
-"\n"
-"The only options available from the `Custom...' option on the `Type' "
-"menu are _Width_ and _Height_, which are self-explanatory. (Once "
-"you've changed these, it's not a `15-puzzle' any more, of course!) "
-"\n"
-"#Chapter 6: Sixteen "
-"\n"
-"Another sliding tile puzzle, visually similar to Fifteen (see "
-"chapter 5) but with a different type of move. This time, there is no "
-"hole: all 16 squares on the grid contain numbered squares. Your move "
-"is to shift an entire row left or right, or shift an entire column "
-"up or down; every time you do that, the tile you shift off the grid "
-"re-appears at the other end of the same row, in the space you just "
-"vacated. To win, arrange the tiles into numerical order (1,2,3,4 on "
-"the top row, 13,14,15,16 on the bottom). When you've done that, try "
-"playing on different sizes of grid. "
-"\n"
-"I _might_ have invented this game myself, though only by accident "
-"if so (and I'm sure other people have independently invented it). I "
-"thought I was imitating a screensaver I'd seen, but I have a feeling "
-"that the screensaver might actually have been a Fifteen-type puzzle "
-"rather than this slightly different kind. So this might be the one "
-"thing in my puzzle collection which represents creativity on my part "
-"rather than just engineering. "
-"\n"
-"\n#6.1 Sixteen controls "
-"\n"
-"Left-clicking on an arrow will move the appropriate row or column in "
-"the direction indicated. Right-clicking will move it in the opposite "
-"direction. "
-"\n"
-"Alternatively, use the cursor keys to move the position indicator "
-"around the edge of the grid, and use the return key to move the "
-"row/column in the direction indicated. "
-"\n"
-"You can also move the tiles directly. Move the cursor onto a tile, "
-"hold Control and press an arrow key to move the tile under the "
-"cursor and move the cursor along with the tile. Or, hold Shift to "
-"move only the tile. Pressing Enter simulates holding down Control "
-"(press Enter again to release), while pressing Space simulates "
-"holding down shift. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#6.2 Sixteen parameters "
-"\n"
-"The parameters available from the `Custom...' option on the `Type' "
-"menu are: "
-"\n"
-"- _Width_ and _Height_, which are self-explanatory. "
-"\n"
-"- You can ask for a limited shuffling operation to be performed on "
-"the grid. By default, Sixteen will shuffle the grid in such a "
-"way that any arrangement is about as probable as any other. You "
-"can override this by requesting a precise number of shuffling "
-"moves to be performed. Typically your aim is then to determine "
-"the precise set of shuffling moves and invert them exactly, "
-"so that you answer (say) a four-move shuffle with a four-move "
-"solution. Note that the more moves you ask for, the more likely "
-"it is that solutions shorter than the target length will turn "
-"out to be possible. "
-"\n"
-"#Chapter 7: Twiddle "
-"\n"
-"Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen "
-"(see chapter 6): you are given a grid of square tiles, each "
-"containing a number, and your aim is to arrange the numbers into "
-"ascending order. "
-"\n"
-"In basic Twiddle, your move is to rotate a square group of four "
-"tiles about their common centre. (Orientation is not significant "
-"in the basic puzzle, although you can select it.) On more advanced "
-"settings, you can rotate a larger square group of tiles. "
-"\n"
-"I first saw this type of puzzle in the GameCube game `Metroid "
-"Prime 2'. In the Main Gyro Chamber in that game, there is a puzzle "
-"you solve to unlock a door, which is a special case of Twiddle. I "
-"developed this game as a generalisation of that puzzle. "
-"\n"
-"\n#7.1 Twiddle controls "
-"\n"
-"To play Twiddle, click the mouse in the centre of the square group "
-"you wish to rotate. In the basic mode, you rotate a 2x2 square, "
-"which means you have to click at a corner point where four tiles "
-"meet. "
-"\n"
-"In more advanced modes you might be rotating 3x3 or even more at a "
-"time; if the size of the square is odd then you simply click in the "
-"centre tile of the square you want to rotate. "
-"\n"
-"Clicking with the left mouse button rotates the group anticlockwise. "
-"Clicking with the right button rotates it clockwise. "
-"\n"
-"You can also move an outline square around the grid with the cursor "
-"keys; the square is the size above (2x2 by default, or larger). "
-"Pressing the return key or space bar will rotate the current square "
-"anticlockwise or clockwise respectively. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#7.2 Twiddle parameters "
-"\n"
-"Twiddle provides several configuration options via the `Custom' "
-"option on the `Type' menu: "
-"\n"
-"- You can configure the width and height of the puzzle grid. "
-"\n"
-"- You can configure the size of square block that rotates at a "
-"time. "
-"\n"
-"- You can ask for every square in the grid to be distinguishable "
-"(the default), or you can ask for a simplified puzzle in which "
-"there are groups of identical numbers. In the simplified puzzle "
-"your aim is just to arrange all the 1s into the first row, all "
-"the 2s into the second row, and so on. "
-"\n"
-"- You can configure whether the orientation of tiles matters. If "
-"you ask for an orientable puzzle, each tile will have a triangle "
-"drawn in it. All the triangles must be pointing upwards to "
-"complete the puzzle. "
-"\n"
-"- You can ask for a limited shuffling operation to be performed "
-"on the grid. By default, Twiddle will shuffle the grid so much "
-"that any arrangement is about as probable as any other. You can "
-"override this by requesting a precise number of shuffling moves "
-"to be performed. Typically your aim is then to determine the "
-"precise set of shuffling moves and invert them exactly, so that "
-"you answer (say) a four-move shuffle with a four-move solution. "
-"Note that the more moves you ask for, the more likely it is that "
-"solutions shorter than the target length will turn out to be "
-"possible. "
-"\n"
-"#Chapter 8: Rectangles "
-"\n"
-"You have a grid of squares, with numbers written in some (but "
-"not all) of the squares. Your task is to subdivide the grid into "
-"rectangles of various sizes, such that (a) every rectangle contains "
-"exactly one numbered square, and (b) the area of each rectangle is "
-"equal to the number written in its numbered square. "
-"\n"
-"Credit for this game goes to the Japanese puzzle magazine Nikoli [3] "
-"; I've also seen a Palm implementation at Puzzle Palace [4]. Unlike "
-"Puzzle Palace's implementation, my version automatically generates "
-"random grids of any size you like. The quality of puzzle design is "
-"therefore not quite as good as hand-crafted puzzles would be, but on "
-"the plus side you get an inexhaustible supply of puzzles tailored to "
-"your own specification. "
-"\n"
-"[3] http://www.nikoli.co.jp/en/puzzles/shikaku.html (beware of "
-"Flash) "
-"\n"
-"[4] "
-"https://web.archive.org/web/20041024001459/http://www.puzzle.gr.jp/puzzle/sikaku/palm/index.html.en "
-"\n"
-"\n#8.1 Rectangles controls "
-"\n"
-"This game is played with the mouse or cursor keys. "
-"\n"
-"Left-click any edge to toggle it on or off, or left-click and "
-"drag to draw an entire rectangle (or line) on the grid in one go "
-"(removing any existing edges within that rectangle). Right-clicking "
-"and dragging will allow you to erase the contents of a rectangle "
-"without affecting its edges. "
-"\n"
-"Alternatively, use the cursor keys to move the position indicator "
-"around the board. Pressing the return key then allows you to use the "
-"cursor keys to drag a rectangle out from that position, and pressing "
-"the return key again completes the rectangle. Using the space bar "
-"instead of the return key allows you to erase the contents of a "
-"rectangle without affecting its edges, as above. Pressing escape "
-"cancels a drag. "
-"\n"
-"When a rectangle of the correct size is completed, it will be "
-"shaded. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#8.2 Rectangles parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid, in squares. "
-"\n"
-"_Expansion factor_ "
-"\n"
-"This is a mechanism for changing the type of grids generated by "
-"the program. Some people prefer a grid containing a few large "
-"rectangles to one containing many small ones. So you can ask "
-"Rectangles to essentially generate a _smaller_ grid than the "
-"size you specified, and then to expand it by adding rows and "
-"columns. "
-"\n"
-"The default expansion factor of zero means that Rectangles will "
-"simply generate a grid of the size you ask for, and do nothing "
-"further. If you set an expansion factor of (say) 0.5, it means "
-"that each dimension of the grid will be expanded to half again "
-"as big after generation. In other words, the initial grid will "
-"be 2/3 the size in each dimension, and will be expanded to its "
-"full size without adding any more rectangles. "
-"\n"
-"Setting an expansion factor of around 0.5 tends to make the "
-"game more difficult, and also (in my experience) rewards a "
-"less deductive and more intuitive playing style. If you set it "
-"_too_ high, though, the game simply cannot generate more than a "
-"few rectangles to cover the entire grid, and the game becomes "
-"trivial. "
-"\n"
-"_Ensure unique solution_ "
-"\n"
-"Normally, Rectangles will make sure that the puzzles it presents "
-"have only one solution. Puzzles with ambiguous sections can be "
-"more difficult and more subtle, so if you like you can turn off "
-"this feature and risk having ambiguous puzzles. Also, finding "
-"_all_ the possible solutions can be an additional challenge for "
-"an advanced player. Turning off this option can also speed up "
-"puzzle generation. "
-"\n"
-"#Chapter 9: Netslide "
-"\n"
-"This game combines the grid generation of Net (see chapter 3) with "
-"the movement of Sixteen (see chapter 6): you have a Net grid, but "
-"instead of rotating tiles back into place you have to slide them "
-"into place by moving a whole row at a time. "
-"\n"
-"As in Sixteen, control is with the mouse or cursor keys. See section "
-"6.1. "
-"\n"
-"The available game parameters have similar meanings to those in Net "
-"(see section 3.2) and Sixteen (see section 6.2). "
-"\n"
-"Netslide was contributed to this collection by Richard Boulton. "
-"\n"
-"#Chapter 10: Pattern "
-"\n"
-"You have a grid of squares, which must all be filled in either black "
-"or white. Beside each row of the grid are listed the lengths of the "
-"runs of black squares on that row; above each column are listed the "
-"lengths of the runs of black squares in that column. Your aim is to "
-"fill in the entire grid black or white. "
-"\n"
-"I first saw this puzzle form around 1995, under the name "
-"`nonograms'. I've seen it in various places since then, under "
-"different names. "
-"\n"
-"Normally, puzzles of this type turn out to be a meaningful picture "
-"of something once you've solved them. However, since this version "
-"generates the puzzles automatically, they will just look like random "
-"groupings of squares. (One user has suggested that this is actually "
-"a _good_ thing, since it prevents you from guessing the colour of "
-"squares based on the picture, and forces you to use logic instead.) "
-"The advantage, though, is that you never run out of them. "
-"\n"
-"\n#10.1 Pattern controls "
-"\n"
-"This game is played with the mouse. "
-"\n"
-"Left-click in a square to colour it black. Right-click to colour it "
-"white. If you make a mistake, you can middle-click, or hold down "
-"Shift while clicking with any button, to colour the square in the "
-"default grey (meaning `undecided') again. "
-"\n"
-"You can click and drag with the left or right mouse button to colour "
-"a vertical or horizontal line of squares black or white at a time "
-"(respectively). If you click and drag with the middle button, or "
-"with Shift held down, you can colour a whole rectangle of squares "
-"grey. "
-"\n"
-"You can also move around the grid with the cursor keys. Pressing the "
-"return key will cycle the current cell through empty, then black, "
-"then white, then empty, and the space bar does the same cycle in "
-"reverse. "
-"\n"
-"Moving the cursor while holding Control will colour the moved-over "
-"squares black. Holding Shift will colour the moved-over squares "
-"white, and holding both will colour them grey. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#10.2 Pattern parameters "
-"\n"
-"The only options available from the `Custom...' option on the `Type' "
-"menu are _Width_ and _Height_, which are self-explanatory. "
-"\n"
-"#Chapter 11: Solo "
-"\n"
-"You have a square grid, which is divided into as many equally sized "
-"sub-blocks as the grid has rows. Each square must be filled in with "
-"a digit from 1 to the size of the grid, in such a way that "
-"\n"
-"- every row contains only one occurrence of each digit "
-"\n"
-"- every column contains only one occurrence of each digit "
-"\n"
-"- every block contains only one occurrence of each digit. "
-"\n"
-"- (optionally, by default off) each of the square's two main "
-"diagonals contains only one occurrence of each digit. "
-"\n"
-"You are given some of the numbers as clues; your aim is to place the "
-"rest of the numbers correctly. "
-"\n"
-"Under the default settings, the sub-blocks are square or "
-"rectangular. The default puzzle size is 3x3 (a 9x9 actual grid, "
-"divided into nine 3x3 blocks). You can also select sizes with "
-"rectangular blocks instead of square ones, such as 2x3 (a 6x6 grid "
-"divided into six 3x2 blocks). Alternatively, you can select `jigsaw' "
-"mode, in which the sub-blocks are arbitrary shapes which differ "
-"between individual puzzles. "
-"\n"
-"Another available mode is `killer'. In this mode, clues are not "
-"given in the form of filled-in squares; instead, the grid is divided "
-"into `cages' by coloured lines, and for each cage the game tells "
-"you what the sum of all the digits in that cage should be. Also, "
-"no digit may appear more than once within a cage, even if the cage "
-"crosses the boundaries of existing regions. "
-"\n"
-"If you select a puzzle size which requires more than 9 digits, the "
-"additional digits will be letters of the alphabet. For example, if "
-"you select 3x4 then the digits which go in your grid will be 1 to 9, "
-"plus `a', `b' and `c'. This cannot be selected for killer puzzles. "
-"\n"
-"I first saw this puzzle in Nikoli [5], although it's also been "
-"popularised by various newspapers under the name `Sudoku' or `Su "
-"Doku'. Howard Garns is considered the inventor of the modern form of "
-"the puzzle, and it was first published in _Dell Pencil Puzzles and "
-"Word Games_. A more elaborate treatment of the history of the puzzle "
-"can be found on Wikipedia [6]. "
-"\n"
-"[5] http://www.nikoli.co.jp/en/puzzles/sudoku.html (beware of Flash) "
-"\n"
-"[6] http://en.wikipedia.org/wiki/Sudoku "
-"\n"
-"\n#11.1 Solo controls "
-"\n"
-"To play Solo, simply click the mouse in any empty square and then "
-"type a digit or letter on the keyboard to fill that square. If you "
-"make a mistake, click the mouse in the incorrect square and press "
-"Space to clear it again (or use the Undo feature). "
-"\n"
-"If you _right_-click in a square and then type a number, that "
-"number will be entered in the square as a `pencil mark'. You can "
-"have pencil marks for multiple numbers in the same square. Squares "
-"containing filled-in numbers cannot also contain pencil marks. "
-"\n"
-"The game pays no attention to pencil marks, so exactly what you "
-"use them for is up to you: you can use them as reminders that a "
-"particular square needs to be re-examined once you know more about "
-"a particular number, or you can use them as lists of the possible "
-"numbers in a given square, or anything else you feel like. "
-"\n"
-"To erase a single pencil mark, right-click in the square and type "
-"the same number again. "
-"\n"
-"All pencil marks in a square are erased when you left-click and type "
-"a number, or when you left-click and press space. Right-clicking and "
-"pressing space will also erase pencil marks. "
-"\n"
-"Alternatively, use the cursor keys to move the mark around the grid. "
-"Pressing the return key toggles the mark (from a normal mark to a "
-"pencil mark), and typing a number in is entered in the square in the "
-"appropriate way; typing in a 0 or using the space bar will clear a "
-"filled square. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#11.2 Solo parameters "
-"\n"
-"Solo allows you to configure two separate dimensions of the puzzle "
-"grid on the `Type' menu: the number of columns, and the number of "
-"rows, into which the main grid is divided. (The size of a block is "
-"the inverse of this: for example, if you select 2 columns and 3 "
-"rows, each actual block will have 3 columns and 2 rows.) "
-"\n"
-"If you tick the `X' checkbox, Solo will apply the optional extra "
-"constraint that the two main diagonals of the grid also contain "
-"one of every digit. (This is sometimes known as `Sudoku-X' in "
-"newspapers.) In this mode, the squares on the two main diagonals "
-"will be shaded slightly so that you know it's enabled. "
-"\n"
-"If you tick the `Jigsaw' checkbox, Solo will generate randomly "
-"shaped sub-blocks. In this mode, the actual grid size will be taken "
-"to be the product of the numbers entered in the `Columns' and `Rows' "
-"boxes. There is no reason why you have to enter a number greater "
-"than 1 in both boxes; Jigsaw mode has no constraint on the grid "
-"size, and it can even be a prime number if you feel like it. "
-"\n"
-"If you tick the `Killer' checkbox, Solo will generate a set of "
-"of cages, which are randomly shaped and drawn in an outline of a "
-"different colour. Each of these regions contains a smaller clue "
-"which shows the digit sum of all the squares in this region. "
-"\n"
-"You can also configure the type of symmetry shown in the generated "
-"puzzles. More symmetry makes the puzzles look prettier but may also "
-"make them easier, since the symmetry constraints can force more "
-"clues than necessary to be present. Completely asymmetric puzzles "
-"have the freedom to contain as few clues as possible. "
-"\n"
-"Finally, you can configure the difficulty of the generated puzzles. "
-"Difficulty levels are judged by the complexity of the techniques "
-"of deduction required to solve the puzzle: each level requires a "
-"mode of reasoning which was not necessary in the previous one. In "
-"particular, on difficulty levels `Trivial' and `Basic' there will be "
-"a square you can fill in with a single number at all times, whereas "
-"at `Intermediate' level and beyond you will have to make partial "
-"deductions about the _set_ of squares a number could be in (or the "
-"set of numbers that could be in a square). At `Unreasonable' level, "
-"even this is not enough, and you will eventually have to make a "
-"guess, and then backtrack if it turns out to be wrong. "
-"\n"
-"Generating difficult puzzles is itself difficult: if you select one "
-"of the higher difficulty levels, Solo may have to make many attempts "
-"at generating a puzzle before it finds one hard enough for you. Be "
-"prepared to wait, especially if you have also configured a large "
-"puzzle size. "
-"\n"
-"#Chapter 12: Mines "
-"\n"
-"You have a grid of covered squares, some of which contain mines, but "
-"you don't know which. Your job is to uncover every square which does "
-"_not_ contain a mine. If you uncover a square containing a mine, you "
-"lose. If you uncover a square which does not contain a mine, you "
-"are told how many mines are contained within the eight surrounding "
-"squares. "
-"\n"
-"This game needs no introduction; popularised by Windows, it is "
-"perhaps the single best known desktop puzzle game in existence. "
-"\n"
-"This version of it has an unusual property. By default, it will "
-"generate its mine positions in such a way as to ensure that you "
-"never need to _guess_ where a mine is: you will always be able "
-"to deduce it somehow. So you will never, as can happen in other "
-"versions, get to the last four squares and discover that there are "
-"two mines left but you have no way of knowing for sure where they "
-"are. "
-"\n"
-"\n#12.1 Mines controls "
-"\n"
-"This game is played with the mouse. "
-"\n"
-"If you left-click in a covered square, it will be uncovered. "
-"\n"
-"If you right-click in a covered square, it will place a flag which "
-"indicates that the square is believed to be a mine. Left-clicking in "
-"a marked square will not uncover it, for safety. You can right-click "
-"again to remove a mark placed in error. "
-"\n"
-"If you left-click in an _uncovered_ square, it will `clear around' "
-"the square. This means: if the square has exactly as many flags "
-"surrounding it as it should have mines, then all the covered squares "
-"next to it which are _not_ flagged will be uncovered. So once you "
-"think you know the location of all the mines around a square, you "
-"can use this function as a shortcut to avoid having to click on each "
-"of the remaining squares one by one. "
-"\n"
-"If you uncover a square which has _no_ mines in the surrounding "
-"eight squares, then it is obviously safe to uncover those squares in "
-"turn, and so on if any of them also has no surrounding mines. This "
-"will be done for you automatically; so sometimes when you uncover a "
-"square, a whole new area will open up to be explored. "
-"\n"
-"You can also use the cursor keys to move around the minefield. "
-"Pressing the return key in a covered square uncovers it, and in "
-"an uncovered square will clear around it (so it acts as the left "
-"button), pressing the space bar in a covered square will place a "
-"flag (similarly, it acts as the right button). "
-"\n"
-"All the actions described in section 2.1 are also available. "
-"\n"
-"Even Undo is available, although you might consider it cheating to "
-"use it. If you step on a mine, the program will only reveal the mine "
-"in question (unlike most other implementations, which reveal all of "
-"them). You can then Undo your fatal move and continue playing if you "
-"like. The program will track the number of times you died (and Undo "
-"will not reduce that counter), so when you get to the end of the "
-"game you know whether or not you did it without making any errors. "
-"\n"
-"(If you really want to know the full layout of the grid, which other "
-"implementations will show you after you die, you can always use the "
-"Solve menu option.) "
-"\n"
-"\n#12.2 Mines parameters "
-"\n"
-"The options available from the `Custom...' option on the `Type' menu "
-"are: "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. "
-"\n"
-"_Mines_ "
-"\n"
-"Number of mines in the grid. You can enter this as an absolute "
-"mine count, or alternatively you can put a % sign on the end "
-"in which case the game will arrange for that proportion of the "
-"squares in the grid to be mines. "
-"\n"
-"Beware of setting the mine count too high. At very high "
-"densities, the program may spend forever searching for a "
-"solvable grid. "
-"\n"
-"_Ensure solubility_ "
-"\n"
-"When this option is enabled (as it is by default), Mines will "
-"ensure that the entire grid can be fully deduced starting "
-"from the initial open space. If you prefer the riskier grids "
-"generated by other implementations, you can switch off this "
-"option. "
-"\n"
-"#Chapter 13: Same Game "
-"\n"
-"You have a grid of coloured squares, which you have to clear by "
-"highlighting contiguous regions of more than one coloured square; "
-"the larger the region you highlight, the more points you get (and "
-"the faster you clear the arena). "
-"\n"
-"If you clear the grid you win. If you end up with nothing but single "
-"squares (i.e., there are no more clickable regions left) you lose. "
-"\n"
-"Removing a region causes the rest of the grid to shuffle up: blocks "
-"that are suspended will fall down (first), and then empty columns "
-"are filled from the right. "
-"\n"
-"Same Game was contributed to this collection by James Harvey. "
-"\n"
-"\n#13.1 Same Game controls "
-"\n"
-"This game can be played with either the keyboard or the mouse. "
-"\n"
-"If you left-click an unselected region, it becomes selected "
-"(possibly clearing the current selection). "
-"\n"
-"If you left-click the selected region, it will be removed (and the "
-"rest of the grid shuffled immediately). "
-"\n"
-"If you right-click the selected region, it will be unselected. "
-"\n"
-"The cursor keys move a cursor around the grid. Pressing the Space or "
-"Enter keys while the cursor is in an unselected region selects it; "
-"pressing Space or Enter again removes it as above. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#13.2 Same Game parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. "
-"\n"
-"_No. of colours_ "
-"\n"
-"Number of different colours used to fill the grid; the more "
-"colours, the fewer large regions of colour and thus the more "
-"difficult it is to successfully clear the grid. "
-"\n"
-"_Scoring system_ "
-"\n"
-"Controls the precise mechanism used for scoring. With the "
-"default system, `(n-2)^2', only regions of three squares or more "
-"will score any points at all. With the alternative `(n-1)^2' "
-"system, regions of two squares score a point each, and larger "
-"regions score relatively more points. "
-"\n"
-"_Ensure solubility_ "
-"\n"
-"If this option is ticked (the default state), generated grids "
-"will be guaranteed to have at least one solution. "
-"\n"
-"If you turn it off, the game generator will not try to guarantee "
-"soluble grids; it will, however, still ensure that there are at "
-"least 2 squares of each colour on the grid at the start (since a "
-"grid with exactly one square of a given colour is _definitely_ "
-"insoluble). Grids generated with this option disabled may "
-"contain more large areas of contiguous colour, leading to "
-"opportunities for higher scores; they can also take less time to "
-"generate. "
-"\n"
-"#Chapter 14: Flip "
-"\n"
-"You have a grid of squares, some light and some dark. Your aim is to "
-"light all the squares up at the same time. You can choose any square "
-"and flip its state from light to dark or dark to light, but when you "
-"do so, other squares around it change state as well. "
-"\n"
-"Each square contains a small diagram showing which other squares "
-"change when you flip it. "
-"\n"
-"\n#14.1 Flip controls "
-"\n"
-"This game can be played with either the keyboard or the mouse. "
-"\n"
-"Left-click in a square to flip it and its associated squares, or use "
-"the cursor keys to choose a square and the space bar or Enter key to "
-"flip. "
-"\n"
-"If you use the `Solve' function on this game, it will mark some of "
-"the squares in red. If you click once in every square with a red "
-"mark, the game should be solved. (If you click in a square _without_ "
-"a red mark, a red mark will appear in it to indicate that you will "
-"need to reverse that operation to reach the solution.) "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#14.2 Flip parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. "
-"\n"
-"_Shape type_ "
-"\n"
-"This control determines the shape of the region which is flipped "
-"by clicking in any given square. The default setting, `Crosses', "
-"causes every square to flip itself and its four immediate "
-"neighbours (or three or two if it's at an edge or corner). The "
-"other setting, `Random', causes a random shape to be chosen for "
-"every square, so the game is different every time. "
-"\n"
-"#Chapter 15: Guess "
-"\n"
-"You have a set of coloured pegs, and have to reproduce a "
-"predetermined sequence of them (chosen by the computer) within a "
-"certain number of guesses. "
-"\n"
-"Each guess gets marked with the number of correctly-coloured pegs "
-"in the correct places (in black), and also the number of correctly-\n"
-"coloured pegs in the wrong places (in white). "
-"\n"
-"This game is also known (and marketed, by Hasbro, mainly) as a board "
-"game `Mastermind', with 6 colours, 4 pegs per row, and 10 guesses. "
-"However, this version allows custom settings of number of colours "
-"(up to 10), number of pegs per row, and number of guesses. "
-"\n"
-"Guess was contributed to this collection by James Harvey. "
-"\n"
-"\n#15.1 Guess controls "
-"\n"
-"This game can be played with either the keyboard or the mouse. "
-"\n"
-"With the mouse, drag a coloured peg from the tray on the left-hand "
-"side to its required position in the current guess; pegs may also "
-"be dragged from current and past guesses to copy them elsewhere. To "
-"remove a peg, drag it off its current position to somewhere invalid. "
-"\n"
-"Right-clicking in the current guess adds a `hold' marker; pegs that "
-"have hold markers will be automatically added to the next guess "
-"after marking. "
-"\n"
-"Alternatively, with the keyboard, the up and down cursor keys can "
-"be used to select a peg colour, the left and right keys to select a "
-"peg position, and the space bar or Enter key to place a peg of the "
-"selected colour in the chosen position. `D' or Backspace removes a "
-"peg, and Space adds a hold marker. "
-"\n"
-"Pressing `h' or `?' will fill the current guess with a suggested "
-"guess. Using this is not recommended for 10 or more pegs as it is "
-"slow. "
-"\n"
-"When the guess is complete, the smaller feedback pegs will be "
-"highlighted; clicking on these (or moving the peg cursor to them "
-"with the arrow keys and pressing the space bar or Enter key) will "
-"mark the current guess, copy any held pegs to the next guess, and "
-"move the `current guess' marker. "
-"\n"
-"If you correctly position all the pegs the solution will be "
-"displayed below; if you run out of guesses (or select `Solve...') "
-"the solution will also be revealed. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#15.2 Guess parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. The default game matches the parameters for the board "
-"game `Mastermind'. "
-"\n"
-"_Colours_ "
-"\n"
-"Number of colours the solution is chosen from; from 2 to 10 "
-"(more is harder). "
-"\n"
-"_Pegs per guess_ "
-"\n"
-"Number of pegs per guess (more is harder). "
-"\n"
-"_Guesses_ "
-"\n"
-"Number of guesses you have to find the solution in (fewer is "
-"harder). "
-"\n"
-"_Allow blanks_ "
-"\n"
-"Allows blank pegs to be given as part of a guess (makes it "
-"easier, because you know that those will never be counted as "
-"part of the solution). This is turned off by default. "
-"\n"
-"Note that this doesn't allow blank pegs in the solution; if you "
-"really wanted that, use one extra colour. "
-"\n"
-"_Allow duplicates_ "
-"\n"
-"Allows the solution (and the guesses) to contain colours more "
-"than once; this increases the search space (making things "
-"harder), and is turned on by default. "
-"\n"
-"#Chapter 16: Pegs "
-"\n"
-"A number of pegs are placed in holes on a board. You can remove a "
-"peg by jumping an adjacent peg over it (horizontally or vertically) "
-"to a vacant hole on the other side. Your aim is to remove all but "
-"one of the pegs initially present. "
-"\n"
-"This game, best known as `Peg Solitaire', is possibly one of the "
-"oldest puzzle games still commonly known. "
-"\n"
-"\n#16.1 Pegs controls "
-"\n"
-"To move a peg, drag it with the mouse from its current position to "
-"its final position. If the final position is exactly two holes away "
-"from the initial position, is currently unoccupied by a peg, and "
-"there is a peg in the intervening square, the move will be permitted "
-"and the intervening peg will be removed. "
-"\n"
-"Vacant spaces which you can move a peg into are marked with holes. A "
-"space with no peg and no hole is not available for moving at all: it "
-"is an obstacle which you must work around. "
-"\n"
-"You can also use the cursor keys to move a position indicator around "
-"the board. Pressing the return key while over a peg, followed by a "
-"cursor key, will jump the peg in that direction (if that is a legal "
-"move). "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#16.2 Pegs parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in holes. "
-"\n"
-"_Board type_ "
-"\n"
-"Controls whether you are given a board of a standard shape or "
-"a randomly generated shape. The two standard shapes currently "
-"supported are `Cross' and `Octagon' (also commonly known as the "
-"English and European traditional board layouts respectively). "
-"Selecting `Random' will give you a different board shape every "
-"time (but always one that is known to have a solution). "
-"\n"
-"#Chapter 17: Dominosa "
-"\n"
-"A normal set of dominoes - that is, one instance of every "
-"(unordered) pair of numbers from 0 to 6 - has been arranged "
-"irregularly into a rectangle; then the number in each square has "
-"been written down and the dominoes themselves removed. Your task is "
-"to reconstruct the pattern by arranging the set of dominoes to match "
-"the provided array of numbers. "
-"\n"
-"This puzzle is widely credited to O. S. Adler, and takes part of its "
-"name from those initials. "
-"\n"
-"\n#17.1 Dominosa controls "
-"\n"
-"Left-clicking between any two adjacent numbers places a domino "
-"covering them, or removes one if it is already present. Trying to "
-"place a domino which overlaps existing dominoes will remove the ones "
-"it overlaps. "
-"\n"
-"Right-clicking between two adjacent numbers draws a line between "
-"them, which you can use to remind yourself that you know those two "
-"numbers are _not_ covered by a single domino. Right-clicking again "
-"removes the line. "
-"\n"
-"You can also use the cursor keys to move a cursor around the grid. "
-"When the cursor is half way between two adjacent numbers, pressing "
-"the return key will place a domino covering those numbers, or "
-"pressing the space bar will lay a line between the two squares. "
-"Repeating either action removes the domino or line. "
-"\n"
-"Pressing a number key will highlight all occurrences of that number. "
-"Pressing that number again will clear the highlighting. Up to two "
-"different numbers can be highlighted at any given time. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#17.2 Dominosa parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Maximum number on dominoes_ "
-"\n"
-"Controls the size of the puzzle, by controlling the size of the "
-"set of dominoes used to make it. Dominoes with numbers going "
-"up to N will give rise to an (N+2) x (N+1) rectangle; so, in "
-"particular, the default value of 6 gives an 8x7 grid. "
-"\n"
-"_Ensure unique solution_ "
-"\n"
-"Normally, Dominosa will make sure that the puzzles it presents "
-"have only one solution. Puzzles with ambiguous sections can be "
-"more difficult and sometimes more subtle, so if you like you "
-"can turn off this feature. Also, finding _all_ the possible "
-"solutions can be an additional challenge for an advanced player. "
-"Turning off this option can also speed up puzzle generation. "
-"\n"
-"#Chapter 18: Untangle "
-"\n"
-"You are given a number of points, some of which have lines drawn "
-"between them. You can move the points about arbitrarily; your aim is "
-"to position the points so that no line crosses another. "
-"\n"
-"I originally saw this in the form of a Flash game called Planarity "
-"[7], written by John Tantalo. "
-"\n"
-"[7] http://planarity.net "
-"\n"
-"\n#18.1 Untangle controls "
-"\n"
-"To move a point, click on it with the left mouse button and drag it "
-"into a new position. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#18.2 Untangle parameters "
-"\n"
-"There is only one parameter available from the `Custom...' option on "
-"the `Type' menu: "
-"\n"
-"_Number of points_ "
-"\n"
-"Controls the size of the puzzle, by specifying the number of "
-"points in the generated graph. "
-"\n"
-"#Chapter 19: Black Box "
-"\n"
-"A number of balls are hidden in a rectangular arena. You have to "
-"deduce the positions of the balls by firing lasers positioned at the "
-"edges of the arena and observing how their beams are deflected. "
-"\n"
-"Beams will travel straight from their origin until they hit the "
-"opposite side of the arena (at which point they emerge), unless "
-"affected by balls in one of the following ways: "
-"\n"
-"- A beam that hits a ball head-on is absorbed and will never re-\n"
-"emerge. This includes beams that meet a ball on the first rank "
-"of the arena. "
-"\n"
-"- A beam with a ball in its front-left square and no ball ahead of "
-"it gets deflected 90 degrees to the right. "
-"\n"
-"- A beam with a ball in its front-right square and no ball ahead "
-"of it gets similarly deflected to the left. "
-"\n"
-"- A beam that would re-emerge from its entry location is "
-"considered to be `reflected'. "
-"\n"
-"- A beam which would get deflected before entering the arena by a "
-"ball to the front-left or front-right of its entry point is also "
-"considered to be `reflected'. "
-"\n"
-"Beams that are reflected appear as a `R'; beams that hit balls head-\n"
-"on appear as `H'. Otherwise, a number appears at the firing point "
-"and the location where the beam emerges (this number is unique to "
-"that shot). "
-"\n"
-"You can place guesses as to the location of the balls, based on the "
-"entry and exit patterns of the beams; once you have placed enough "
-"balls a button appears enabling you to have your guesses checked. "
-"\n"
-"Here is a diagram showing how the positions of balls can create each "
-"of the beam behaviours shown above: "
-"\n"
-"1RHR----\n"
-"|..O.O...|\n"
-"2........3\n"
-"|........|\n"
-"|........|\n"
-"3........|\n"
-"|......O.|\n"
-"H........|\n"
-"|.....O..|\n"
-"12-RR---\n"
-"\n"
-"As shown, it is possible for a beam to receive multiple reflections "
-"before re-emerging (see turn 3). Similarly, a beam may be reflected "
-"(possibly more than once) before receiving a hit (the `H' on the "
-"left side of the example). "
-"\n"
-"Note that any layout with more than 4 balls may have a non-unique "
-"solution. The following diagram illustrates this; if you know the "
-"board contains 5 balls, it is impossible to determine where the "
-"fifth ball is (possible positions marked with an x): "
-"\n"
-"--------\n"
-"|........|\n"
-"|........|\n"
-"|..O..O..|\n"
-"|...xx...|\n"
-"|...xx...|\n"
-"|..O..O..|\n"
-"|........|\n"
-"|........|\n"
-"--------\n"
-"\n"
-"For this reason, when you have your guesses checked, the game "
-"will check that your solution _produces the same results_ as the "
-"computer's, rather than that your solution is identical to the "
-"computer's. So in the above example, you could put the fifth ball at "
-"_any_ of the locations marked with an x, and you would still win. "
-"\n"
-"Black Box was contributed to this collection by James Harvey. "
-"\n"
-"\n#19.1 Black Box controls "
-"\n"
-"To fire a laser beam, left-click in a square around the edge of "
-"the arena. The results will be displayed immediately. Clicking or "
-"holding the left button on one of these squares will highlight the "
-"current go (or a previous go) to confirm the exit point for that "
-"laser, if applicable. "
-"\n"
-"To guess the location of a ball, left-click within the arena and a "
-"black circle will appear marking the guess; click again to remove "
-"the guessed ball. "
-"\n"
-"Locations in the arena may be locked against modification by right-\n"
-"clicking; whole rows and columns may be similarly locked by right-\n"
-"clicking in the laser square above/below that column, or to the "
-"left/right of that row. "
-"\n"
-"The cursor keys may also be used to move around the grid. Pressing "
-"the Enter key will fire a laser or add a new ball-location guess, "
-"and pressing Space will lock a cell, row, or column. "
-"\n"
-"When an appropriate number of balls have been guessed, a button will "
-"appear at the top-left corner of the grid; clicking that (with mouse "
-"or cursor) will check your guesses. "
-"\n"
-"If you click the `check' button and your guesses are not correct, "
-"the game will show you the minimum information necessary to "
-"demonstrate this to you, so you can try again. If your ball "
-"positions are not consistent with the beam paths you already know "
-"about, one beam path will be circled to indicate that it proves you "
-"wrong. If your positions match all the existing beam paths but are "
-"still wrong, one new beam path will be revealed (written in red) "
-"which is not consistent with your current guesses. "
-"\n"
-"If you decide to give up completely, you can select Solve to reveal "
-"the actual ball positions. At this point, correctly-placed balls "
-"will be displayed as filled black circles, incorrectly-placed balls "
-"as filled black circles with red crosses, and missing balls as "
-"filled red circles. In addition, a red circle marks any laser you "
-"had already fired which is not consistent with your ball layout "
-"(just as when you press the `check' button), and red text marks "
-"any laser you _could_ have fired in order to distinguish your ball "
-"layout from the correct one. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#19.2 Black Box parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. There are 2 x _Width_ x _Height_ lasers "
-"per grid, two per row and two per column. "
-"\n"
-"_No. of balls_ "
-"\n"
-"Number of balls to place in the grid. This can be a single "
-"number, or a range (separated with a hyphen, like `2-6'), "
-"and determines the number of balls to place on the grid. "
-"The `reveal' button is only enabled if you have guessed an "
-"appropriate number of balls; a guess using a different number "
-"to the original solution is still acceptable, if all the beam "
-"inputs and outputs match. "
-"\n"
-"#Chapter 20: Slant "
-"\n"
-"You have a grid of squares. Your aim is to draw a diagonal line "
-"through each square, and choose which way each line slants so that "
-"the following conditions are met: "
-"\n"
-"- The diagonal lines never form a loop. "
-"\n"
-"- Any point with a circled number has precisely that many lines "
-"meeting at it. (Thus, a 4 is the centre of a cross shape, "
-"whereas a zero is the centre of a diamond shape - or rather, a "
-"partial diamond shape, because a zero can never appear in the "
-"middle of the grid because that would immediately cause a loop.) "
-"\n"
-"Credit for this puzzle goes to Nikoli [8]. "
-"\n"
-"[8] http://www.nikoli.co.jp/ja/puzzles/gokigen_naname (in Japanese) "
-"\n"
-"\n#20.1 Slant controls "
-"\n"
-"Left-clicking in a blank square will place a \\ in it (a line leaning "
-"to the left, i.e. running from the top left of the square to the "
-"bottom right). Right-clicking in a blank square will place a / in it "
-"(leaning to the right, running from top right to bottom left). "
-"\n"
-"Continuing to click either button will cycle between the three "
-"possible square contents. Thus, if you left-click repeatedly in a "
-"blank square it will change from blank to \\ to / back to blank, and "
-"if you right-click repeatedly the square will change from blank to / "
-"to \\ back to blank. (Therefore, you can play the game entirely with "
-"one button if you need to.) "
-"\n"
-"You can also use the cursor keys to move around the grid. Pressing "
-"the return or space keys will place a \\ or a /, respectively, and "
-"will then cycle them as above. You can also press / or \\ to place a "
-"/ or \\, respectively, independent of what is already in the cursor "
-"square. Backspace removes any line from the cursor square. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#20.2 Slant 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"
-"Controls the difficulty of the generated puzzle. At Hard "
-"level, you are required to do deductions based on knowledge of "
-"_relationships_ between squares rather than always being able to "
-"deduce the exact contents of one square at a time. (For example, "
-"you might know that two squares slant in the same direction, "
-"even if you don't yet know what that direction is, and this "
-"might enable you to deduce something about still other squares.) "
-"Even at Hard level, guesswork and backtracking should never be "
-"necessary. "
-"\n"
-"#Chapter 21: Light Up "
-"\n"
-"You have a grid of squares. Some are filled in black; some of the "
-"black squares are numbered. Your aim is to `light up' all the empty "
-"squares by placing light bulbs in some of them. "
-"\n"
-"Each light bulb illuminates the square it is on, plus all squares "
-"in line with it horizontally or vertically unless a black square is "
-"blocking the way. "
-"\n"
-"To win the game, you must satisfy the following conditions: "
-"\n"
-"- All non-black squares are lit. "
-"\n"
-"- No light is lit by another light. "
-"\n"
-"- All numbered black squares have exactly that number of lights "
-"adjacent to them (in the four squares above, below, and to the "
-"side). "
-"\n"
-"Non-numbered black squares may have any number of lights adjacent to "
-"them. "
-"\n"
-"Credit for this puzzle goes to Nikoli [9]. "
-"\n"
-"Light Up was contributed to this collection by James Harvey. "
-"\n"
-"[9] http://www.nikoli.co.jp/en/puzzles/akari.html (beware of Flash) "
-"\n"
-"\n#21.1 Light Up controls "
-"\n"
-"Left-clicking in a non-black square will toggle the presence of a "
-"light in that square. Right-clicking in a non-black square toggles a "
-"mark there to aid solving; it can be used to highlight squares that "
-"cannot be lit, for example. "
-"\n"
-"You may not place a light in a marked square, nor place a mark in a "
-"lit square. "
-"\n"
-"The game will highlight obvious errors in red. Lights lit by other "
-"lights are highlighted in this way, as are numbered squares which do "
-"not (or cannot) have the right number of lights next to them. "
-"\n"
-"Thus, the grid is solved when all non-black squares have yellow "
-"highlights and there are no red lights. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#21.2 Light Up parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. "
-"\n"
-"_%age of black squares_ "
-"\n"
-"Rough percentage of black squares in the grid. "
-"\n"
-"This is a hint rather than an instruction. If the grid generator "
-"is unable to generate a puzzle to this precise specification, it "
-"will increase the proportion of black squares until it can. "
-"\n"
-"_Symmetry_ "
-"\n"
-"Allows you to specify the required symmetry of the black squares "
-"in the grid. (This does not affect the difficulty of the puzzles "
-"noticeably.) "
-"\n"
-"_Difficulty_ "
-"\n"
-"`Easy' means that the puzzles should be soluble without "
-"backtracking or guessing, `Hard' means that some guesses will "
-"probably be necessary. "
-"\n"
-"#Chapter 22: Map "
-"\n"
-"You are given a map consisting of a number of regions. Your task is "
-"to colour each region with one of four colours, in such a way that "
-"no two regions sharing a boundary have the same colour. You are "
-"provided with some regions already coloured, sufficient to make the "
-"remainder of the solution unique. "
-"\n"
-"Only regions which share a length of border are required to be "
-"different colours. Two regions which meet at only one _point_ (i.e. "
-"are diagonally separated) may be the same colour. "
-"\n"
-"I believe this puzzle is original; I've never seen an implementation "
-"of it anywhere else. The concept of a four-colouring puzzle was "
-"suggested by Owen Dunn; credit must also go to Nikoli and to Verity "
-"Allan for inspiring the train of thought that led to me realising "
-"Owen's suggestion was a viable puzzle. Thanks also to Gareth Taylor "
-"for many detailed suggestions. "
-"\n"
-"\n#22.1 Map controls "
-"\n"
-"To colour a region, click the left mouse button on an existing "
-"region of the desired colour and drag that colour into the new "
-"region. "
-"\n"
-"(The program will always ensure the starting puzzle has at least one "
-"region of each colour, so that this is always possible!) "
-"\n"
-"If you need to clear a region, you can drag from an empty region, or "
-"from the puzzle boundary if there are no empty regions left. "
-"\n"
-"Dragging a colour using the _right_ mouse button will stipple the "
-"region in that colour, which you can use as a note to yourself that "
-"you think the region _might_ be that colour. A region can contain "
-"stipples in multiple colours at once. (This is often useful at the "
-"harder difficulty levels.) "
-"\n"
-"You can also use the cursor keys to move around the map: the colour "
-"of the cursor indicates the position of the colour you would drag "
-"(which is not obvious if you're on a region's boundary, since it "
-"depends on the direction from which you approached the boundary). "
-"Pressing the return key starts a drag of that colour, as above, "
-"which you control with the cursor keys; pressing the return key "
-"again finishes the drag. The space bar can be used similarly to "
-"create a stippled region. Double-pressing the return key (without "
-"moving the cursor) will clear the region, as a drag from an empty "
-"region does: this is useful with the cursor mode if you have filled "
-"the entire map in but need to correct the layout. "
-"\n"
-"If you press L during play, the game will toggle display of a number "
-"in each region of the map. This is useful if you want to discuss a "
-"particular puzzle instance with a friend - having an unambiguous "
-"name for each region is much easier than trying to refer to them all "
-"by names such as `the one down and right of the brown one on the top "
-"border'. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#22.2 Map parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. "
-"\n"
-"_Regions_ "
-"\n"
-"Number of regions in the generated map. "
-"\n"
-"_Difficulty_ "
-"\n"
-"In `Easy' mode, there should always be at least one region whose "
-"colour can be determined trivially. In `Normal' and `Hard' "
-"modes, you will have to use increasingly complex logic to deduce "
-"the colour of some regions. However, it will always be possible "
-"without having to guess or backtrack. "
-"\n"
-"In `Unreasonable' mode, the program will feel free to generate "
-"puzzles which are as hard as it can possibly make them: the "
-"only constraint is that they should still have a unique "
-"solution. Solving Unreasonable puzzles may require guessing and "
-"backtracking. "
-"\n"
-"#Chapter 23: Loopy "
-"\n"
-"You are given a grid of dots, marked with yellow lines to indicate "
-"which dots you are allowed to connect directly together. Your aim is "
-"to use some subset of those yellow lines to draw a single unbroken "
-"loop from dot to dot within the grid. "
-"\n"
-"Some of the spaces between the lines contain numbers. These numbers "
-"indicate how many of the lines around that space form part of the "
-"loop. The loop you draw must correctly satisfy all of these clues to "
-"be considered a correct solution. "
-"\n"
-"In the default mode, the dots are arranged in a grid of squares; "
-"however, you can also play on triangular or hexagonal grids, or even "
-"more exotic ones. "
-"\n"
-"Credit for the basic puzzle idea goes to Nikoli [10]. "
-"\n"
-"Loopy was originally contributed to this collection by Mike Pinna, "
-"and subsequently enhanced to handle various types of non-square grid "
-"by Lambros Lambrou. "
-"\n"
-"[10] http://www.nikoli.co.jp/en/puzzles/slitherlink.html (beware of "
-"Flash) "
-"\n"
-"\n#23.1 Loopy controls "
-"\n"
-"Click the left mouse button on a yellow line to turn it black, "
-"indicating that you think it is part of the loop. Click again to "
-"turn the line yellow again (meaning you aren't sure yet). "
-"\n"
-"If you are sure that a particular line segment is _not_ part of the "
-"loop, you can click the right mouse button to remove it completely. "
-"Again, clicking a second time will turn the line back to yellow. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#23.2 Loopy parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid, measured in number of regions across and down. For "
-"square grids, it's clear how this is counted; for other types of "
-"grid you may have to think a bit to see how the dimensions are "
-"measured. "
-"\n"
-"_Grid type_ "
-"\n"
-"Allows you to choose between a selection of types of tiling. "
-"Some have all the faces the same but may have multiple different "
-"types of vertex (e.g. the _Cairo_ or _Kites_ mode); others "
-"have all the vertices the same but may have different types of "
-"face (e.g. the _Great Hexagonal_). The square, triangular and "
-"honeycomb grids are fully regular, and have all their vertices "
-"_and_ faces the same; this makes them the least confusing to "
-"play. "
-"\n"
-"_Difficulty_ "
-"\n"
-"Controls the difficulty of the generated puzzle. "
-"\n"
-"#Chapter 24: Inertia "
-"\n"
-"You are a small green ball sitting in a grid full of obstacles. Your "
-"aim is to collect all the gems without running into any mines. "
-"\n"
-"You can move the ball in any orthogonal _or diagonal_ direction. "
-"Once the ball starts moving, it will continue until something stops "
-"it. A wall directly in its path will stop it (but if it is moving "
-"diagonally, it will move through a diagonal gap between two other "
-"walls without stopping). Also, some of the squares are `stops'; when "
-"the ball moves on to a stop, it will stop moving no matter what "
-"direction it was going in. Gems do _not_ stop the ball; it picks "
-"them up and keeps on going. "
-"\n"
-"Running into a mine is fatal. Even if you picked up the last gem in "
-"the same move which then hit a mine, the game will count you as dead "
-"rather than victorious. "
-"\n"
-"This game was originally implemented for Windows by Ben Olmstead "
-"[11], who was kind enough to release his source code on request so "
-"that it could be re-implemented for this collection. "
-"\n"
-"[11] http://xn13.com/ "
-"\n"
-"\n#24.1 Inertia controls "
-"\n"
-"You can move the ball in any of the eight directions using the "
-"numeric keypad. Alternatively, if you click the left mouse button "
-"on the grid, the ball will begin a move in the general direction of "
-"where you clicked. "
-"\n"
-"If you use the `Solve' function on this game, the program will "
-"compute a path through the grid which collects all the remaining "
-"gems and returns to the current position. A hint arrow will appear "
-"on the ball indicating the direction in which you should move to "
-"begin on this path. If you then move in that direction, the arrow "
-"will update to indicate the next direction on the path. You can "
-"also press Space to automatically move in the direction of the hint "
-"arrow. If you move in a different direction from the one shown "
-"by the arrow, arrows will be shown only if the puzzle is still "
-"solvable. "
-"\n"
-"All the actions described in section 2.1 are also available. In "
-"particular, if you do run into a mine and die, you can use the Undo "
-"function and resume playing from before the fatal move. The game "
-"will keep track of the number of times you have done this. "
-"\n"
-"\n#24.2 Inertia parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. "
-"\n"
-"#Chapter 25: Tents "
-"\n"
-"You have a grid of squares, some of which contain trees. Your aim is "
-"to place tents in some of the remaining squares, in such a way that "
-"the following conditions are met: "
-"\n"
-"- There are exactly as many tents as trees. "
-"\n"
-"- The tents and trees can be matched up in such a way that each "
-"tent is directly adjacent (horizontally or vertically, but not "
-"diagonally) to its own tree. However, a tent may be adjacent to "
-"other trees as well as its own. "
-"\n"
-"- No two tents are adjacent horizontally, vertically _or "
-"diagonally_. "
-"\n"
-"- The number of tents in each row, and in each column, matches the "
-"numbers given round the sides of the grid. "
-"\n"
-"This puzzle can be found in several places on the Internet, and was "
-"brought to my attention by e-mail. I don't know who I should credit "
-"for inventing it. "
-"\n"
-"\n#25.1 Tents controls "
-"\n"
-"Left-clicking in a blank square will place a tent in it. Right-\n"
-"clicking in a blank square will colour it green, indicating that you "
-"are sure it _isn't_ a tent. Clicking either button in an occupied "
-"square will clear it. "
-"\n"
-"If you _drag_ with the right button along a row or column, every "
-"blank square in the region you cover will be turned green, and no "
-"other squares will be affected. (This is useful for clearing the "
-"remainder of a row once you have placed all its tents.) "
-"\n"
-"You can also use the cursor keys to move around the grid. Pressing "
-"the return key over an empty square will place a tent, and pressing "
-"the space bar over an empty square will colour it green; either key "
-"will clear an occupied square. Holding Shift and pressing the cursor "
-"keys will colour empty squares green. Holding Control and pressing "
-"the cursor keys will colour green both empty squares and squares "
-"with tents. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#25.2 Tents 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"
-"Controls the difficulty of the generated puzzle. More difficult "
-"puzzles require more complex deductions, but at present none "
-"of the available difficulty levels requires guesswork or "
-"backtracking. "
-"\n"
-"#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"
-"#Chapter 27: Unequal "
-"\n"
-"You have a square grid; each square may contain a digit from 1 to "
-"the size of the grid, and some squares have clue signs between them. "
-"Your aim is to fully populate the grid with numbers such that: "
-"\n"
-"- Each row contains only one occurrence of each digit "
-"\n"
-"- Each column contains only one occurrence of each digit "
-"\n"
-"- All the clue signs are satisfied. "
-"\n"
-"There are two modes for this game, `Unequal' and `Adjacent'. "
-"\n"
-"In `Unequal' mode, the clue signs are greater-than symbols "
-"indicating one square's value is greater than its neighbour's. In "
-"this mode not all clues may be visible, particularly at higher "
-"difficulty levels. "
-"\n"
-"In `Adjacent' mode, the clue signs are bars indicating one square's "
-"value is numerically adjacent (i.e. one higher or one lower) than "
-"its neighbour. In this mode all clues are always visible: absence of "
-"a bar thus means that a square's value is definitely not numerically "
-"adjacent to that neighbour's. "
-"\n"
-"In `Trivial' difficulty level (available via the `Custom' game type "
-"selector), there are no greater-than signs in `Unequal' mode; the "
-"puzzle is to solve the Latin square only. "
-"\n"
-"At the time of writing, the `Unequal' mode of this puzzle is "
-"appearing in the Guardian weekly under the name `Futoshiki'. "
-"\n"
-"Unequal was contributed to this collection by James Harvey. "
-"\n"
-"\n#27.1 Unequal controls "
-"\n"
-"Unequal shares much of its control system with Solo. "
-"\n"
-"To play Unequal, simply click the mouse in any empty square and then "
-"type a digit or letter on the keyboard to fill that square. If you "
-"make a mistake, click the mouse in the incorrect square and press "
-"Space to clear it again (or use the Undo feature). "
-"\n"
-"If you _right_-click in a square and then type a number, that "
-"number will be entered in the square as a `pencil mark'. You can "
-"have pencil marks for multiple numbers in the same square. Squares "
-"containing filled-in numbers cannot also contain pencil marks. "
-"\n"
-"The game pays no attention to pencil marks, so exactly what you "
-"use them for is up to you: you can use them as reminders that a "
-"particular square needs to be re-examined once you know more about "
-"a particular number, or you can use them as lists of the possible "
-"numbers in a given square, or anything else you feel like. "
-"\n"
-"To erase a single pencil mark, right-click in the square and type "
-"the same number again. "
-"\n"
-"All pencil marks in a square are erased when you left-click and type "
-"a number, or when you left-click and press space. Right-clicking and "
-"pressing space will also erase pencil marks. "
-"\n"
-"As for Solo, the cursor keys can be used in conjunction with the "
-"digit keys to set numbers or pencil marks. You can also use the `M' "
-"key to auto-fill every numeric hint, ready for removal as required, "
-"or the `H' key to do the same but also to remove all obvious hints. "
-"\n"
-"Alternatively, use the cursor keys to move the mark around the grid. "
-"Pressing the return key toggles the mark (from a normal mark to a "
-"pencil mark), and typing a number in is entered in the square in the "
-"appropriate way; typing in a 0 or using the space bar will clear a "
-"filled square. "
-"\n"
-"Left-clicking a clue will mark it as done (grey it out), or unmark "
-"it if it is already marked. Holding Control or Shift and pressing "
-"an arrow key likewise marks any clue adjacent to the cursor in the "
-"given direction. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#27.2 Unequal parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Mode_ "
-"\n"
-"Mode of the puzzle (`Unequal' or `Adjacent') "
-"\n"
-"_Size (s*s)_ "
-"\n"
-"Size of grid. "
-"\n"
-"_Difficulty_ "
-"\n"
-"Controls the difficulty of the generated puzzle. At Trivial "
-"level, there are no greater-than signs; the puzzle is to solve "
-"the Latin square only. At Recursive level (only available via "
-"the `Custom' game type selector) backtracking will be required, "
-"but the solution should still be unique. The levels in between "
-"require increasingly complex reasoning to avoid having to "
-"backtrack. "
-"\n"
-"#Chapter 28: Galaxies "
-"\n"
-"You have a rectangular grid containing a number of dots. Your aim is "
-"to draw edges along the grid lines which divide the rectangle into "
-"regions in such a way that every region is 180-degree rotationally "
-"symmetric, and contains exactly one dot which is located at its "
-"centre of symmetry. "
-"\n"
-"This puzzle was invented by Nikoli [13], under the name `Tentai "
-"Show'; its name is commonly translated into English as `Spiral "
-"Galaxies'. "
-"\n"
-"Galaxies was contributed to this collection by James Harvey. "
-"\n"
-"[13] http://www.nikoli.co.jp/en/puzzles/astronomical_show.html "
-"\n"
-"\n#28.1 Galaxies controls "
-"\n"
-"Left-click on any grid line to draw an edge if there isn't one "
-"already, or to remove one if there is. When you create a valid "
-"region (one which is closed, contains exactly one dot, is 180-degree "
-"symmetric about that dot, and contains no extraneous edges inside "
-"it) it will be highlighted automatically; so your aim is to have the "
-"whole grid highlighted in that way. "
-"\n"
-"During solving, you might know that a particular grid square belongs "
-"to a specific dot, but not be sure of where the edges go and which "
-"other squares are connected to the dot. In order to mark this so you "
-"don't forget, you can right-click on the dot and drag, which will "
-"create an arrow marker pointing at the dot. Drop that in a square of "
-"your choice and it will remind you which dot it's associated with. "
-"You can also right-click on existing arrows to pick them up and move "
-"them, or destroy them by dropping them off the edge of the grid. "
-"(Also, if you're not sure which dot an arrow is pointing at, you can "
-"pick it up and move it around to make it clearer. It will swivel "
-"constantly as you drag it, to stay pointed at its parent dot.) "
-"\n"
-"You can also use the cursor keys to move around the grid squares and "
-"lines. Pressing the return key when over a grid line will draw or "
-"clear its edge, as above. Pressing the return key when over a dot "
-"will pick up an arrow, to be dropped the next time the return key "
-"is pressed; this can also be used to move existing arrows around, "
-"removing them by dropping them on a dot or another arrow. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#28.2 Galaxies 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"
-"Controls the difficulty of the generated puzzle. More difficult "
-"puzzles require more complex deductions, and the `Unreasonable' "
-"difficulty level may require backtracking. "
-"\n"
-"#Chapter 29: Filling "
-"\n"
-"You have a grid of squares, some of which contain digits, and the "
-"rest of which are empty. Your job is to fill in digits in the empty "
-"squares, in such a way that each connected region of squares all "
-"containing the same digit has an area equal to that digit. "
-"\n"
-"(`Connected region', for the purposes of this game, does not count "
-"diagonally separated squares as adjacent.) "
-"\n"
-"For example, it follows that no square can contain a zero, and that "
-"two adjacent squares can not both contain a one. No region has an "
-"area greater than 9 (because then its area would not be a single "
-"digit). "
-"\n"
-"Credit for this puzzle goes to Nikoli [14]. "
-"\n"
-"Filling was contributed to this collection by Jonas Koelker. "
-"\n"
-"[14] http://www.nikoli.co.jp/en/puzzles/fillomino.html "
-"\n"
-"\n#29.1 Filling controls "
-"\n"
-"To play Filling, simply click the mouse in any empty square and "
-"then type a digit on the keyboard to fill that square. By dragging "
-"the mouse, you can select multiple squares to fill with a single "
-"keypress. If you make a mistake, click the mouse in the incorrect "
-"square and press 0, Space, Backspace or Enter to clear it again (or "
-"use the Undo feature). "
-"\n"
-"You can also move around the grid with the cursor keys; typing a "
-"digit will fill the square containing the cursor with that number; "
-"typing 0 will clear it. You can also select multiple squares for "
-"numbering or clearing with the return and arrow keys, before typing "
-"a digit to fill or clear the highlighted squares (as above). The "
-"space bar adds and removes single squares to and from the selection. "
-"Backspace and escape remove all squares from the selection. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#29.2 Filling parameters "
-"\n"
-"Filling allows you to configure the number of rows and columns of "
-"the grid, through the `Type' menu. "
-"\n"
-"#Chapter 30: Keen "
-"\n"
-"You have a square grid; each square may contain a digit from 1 to "
-"the size of the grid. The grid is divided into blocks of varying "
-"shape and size, with arithmetic clues written in them. Your aim is "
-"to fully populate the grid with digits such that: "
-"\n"
-"- Each row contains only one occurrence of each digit "
-"\n"
-"- Each column contains only one occurrence of each digit "
-"\n"
-"- The digits in each block can be combined to form the number "
-"stated in the clue, using the arithmetic operation given in the "
-"clue. That is: "
-"\n"
-"- An addition clue means that the sum of the digits in the "
-"block must be the given number. For example, `15+' means the "
-"contents of the block adds up to fifteen. "
-"\n"
-"- A multiplication clue (e.g. `60*'), similarly, means that "
-"the product of the digits in the block must be the given "
-"number. "
-"\n"
-"- A subtraction clue will always be written in a block of "
-"size two, and it means that one of the digits in the block "
-"is greater than the other by the given amount. For example, "
-"`2-' means that one of the digits in the block is 2 more "
-"than the other, or equivalently that one digit minus the "
-"other one is 2. The two digits could be either way round, "
-"though. "
-"\n"
-"- A division clue (e.g. `3/'), similarly, is always in a block "
-"of size two and means that one digit divided by the other is "
-"equal to the given amount. "
-"\n"
-"Note that a block may contain the same digit more than once "
-"(provided the identical ones are not in the same row and "
-"column). This rule is precisely the opposite of the rule in "
-"Solo's `Killer' mode (see chapter 11). "
-"\n"
-"This puzzle appears in the Times under the name `KenKen'. "
-"\n"
-"\n#30.1 Keen controls "
-"\n"
-"Keen shares much of its control system with Solo (and Unequal). "
-"\n"
-"To play Keen, simply click the mouse in any empty square and then "
-"type a digit on the keyboard to fill that square. If you make a "
-"mistake, click the mouse in the incorrect square and press Space to "
-"clear it again (or use the Undo feature). "
-"\n"
-"If you _right_-click in a square and then type a number, that "
-"number will be entered in the square as a `pencil mark'. You can "
-"have pencil marks for multiple numbers in the same square. Squares "
-"containing filled-in numbers cannot also contain pencil marks. "
-"\n"
-"The game pays no attention to pencil marks, so exactly what you "
-"use them for is up to you: you can use them as reminders that a "
-"particular square needs to be re-examined once you know more about "
-"a particular number, or you can use them as lists of the possible "
-"numbers in a given square, or anything else you feel like. "
-"\n"
-"To erase a single pencil mark, right-click in the square and type "
-"the same number again. "
-"\n"
-"All pencil marks in a square are erased when you left-click and type "
-"a number, or when you left-click and press space. Right-clicking and "
-"pressing space will also erase pencil marks. "
-"\n"
-"As for Solo, the cursor keys can be used in conjunction with the "
-"digit keys to set numbers or pencil marks. Use the cursor keys to "
-"move a highlight around the grid, and type a digit to enter it in "
-"the highlighted square. Pressing return toggles the highlight into a "
-"mode in which you can enter or remove pencil marks. "
-"\n"
-"Pressing M will fill in a full set of pencil marks in every square "
-"that does not have a main digit in it. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#30.2 Keen parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Grid size_ "
-"\n"
-"Specifies the size of the grid. Lower limit is 3; upper limit is "
-"9 (because the user interface would become more difficult with "
-"`digits' bigger than 9!). "
-"\n"
-"_Difficulty_ "
-"\n"
-"Controls the difficulty of the generated puzzle. At Unreasonable "
-"level, some backtracking will be required, but the solution "
-"should still be unique. The remaining levels require "
-"increasingly complex reasoning to avoid having to backtrack. "
-"\n"
-"_Multiplication only_ "
-"\n"
-"If this is enabled, all boxes will be multiplication boxes. With "
-"this rule, the puzzle is known as `Inshi No Heya'. "
-"\n"
-"#Chapter 31: Towers "
-"\n"
-"You have a square grid. On each square of the grid you can build "
-"a tower, with its height ranging from 1 to the size of the grid. "
-"Around the edge of the grid are some numeric clues. "
-"\n"
-"Your task is to build a tower on every square, in such a way that: "
-"\n"
-"- Each row contains every possible height of tower once "
-"\n"
-"- Each column contains every possible height of tower once "
-"\n"
-"- Each numeric clue describes the number of towers that can be "
-"seen if you look into the square from that direction, assuming "
-"that shorter towers are hidden behind taller ones. For example, "
-"in a 5x5 grid, a clue marked `5' indicates that the five tower "
-"heights must appear in increasing order (otherwise you would "
-"not be able to see all five towers), whereas a clue marked `1' "
-"indicates that the tallest tower (the one marked 5) must come "
-"first. "
-"\n"
-"In harder or larger puzzles, some towers will be specified for you "
-"as well as the clues round the edge, and some edge clues may be "
-"missing. "
-"\n"
-"This puzzle appears on the web under various names, particularly "
-"`Skyscrapers', but I don't know who first invented it. "
-"\n"
-"\n#31.1 Towers controls "
-"\n"
-"Towers shares much of its control system with Solo, Unequal and "
-"Keen. "
-"\n"
-"To play Towers, simply click the mouse in any empty square and then "
-"type a digit on the keyboard to fill that square with a tower of "
-"the given height. If you make a mistake, click the mouse in the "
-"incorrect square and press Space to clear it again (or use the Undo "
-"feature). "
-"\n"
-"If you _right_-click in a square and then type a number, that "
-"number will be entered in the square as a `pencil mark'. You can "
-"have pencil marks for multiple numbers in the same square. A square "
-"containing a tower cannot also contain pencil marks. "
-"\n"
-"The game pays no attention to pencil marks, so exactly what you "
-"use them for is up to you: you can use them as reminders that a "
-"particular square needs to be re-examined once you know more about "
-"a particular number, or you can use them as lists of the possible "
-"numbers in a given square, or anything else you feel like. "
-"\n"
-"To erase a single pencil mark, right-click in the square and type "
-"the same number again. "
-"\n"
-"All pencil marks in a square are erased when you left-click and type "
-"a number, or when you left-click and press space. Right-clicking and "
-"pressing space will also erase pencil marks. "
-"\n"
-"As for Solo, the cursor keys can be used in conjunction with the "
-"digit keys to set numbers or pencil marks. Use the cursor keys to "
-"move a highlight around the grid, and type a digit to enter it in "
-"the highlighted square. Pressing return toggles the highlight into a "
-"mode in which you can enter or remove pencil marks. "
-"\n"
-"Pressing M will fill in a full set of pencil marks in every square "
-"that does not have a main digit in it. "
-"\n"
-"Left-clicking a clue will mark it as done (grey it out), or unmark "
-"it if it is already marked. Holding Control or Shift and pressing an "
-"arrow key likewise marks any clue in the given direction. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#31.2 Towers parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Grid size_ "
-"\n"
-"Specifies the size of the grid. Lower limit is 3; upper limit is "
-"9 (because the user interface would become more difficult with "
-"`digits' bigger than 9!). "
-"\n"
-"_Difficulty_ "
-"\n"
-"Controls the difficulty of the generated puzzle. At Unreasonable "
-"level, some backtracking will be required, but the solution "
-"should still be unique. The remaining levels require "
-"increasingly complex reasoning to avoid having to backtrack. "
-"\n"
-"#Chapter 32: Singles "
-"\n"
-"You have a grid of white squares, all of which contain numbers. Your "
-"task is to colour some of the squares black (removing the number) so "
-"as to satisfy all of the following conditions: "
-"\n"
-"- No number occurs more than once in any row or column. "
-"\n"
-"- No black square is horizontally or vertically adjacent to any "
-"other black square. "
-"\n"
-"- The remaining white squares must all form one contiguous region "
-"(connected by edges, not just touching at corners). "
-"\n"
-"Credit for this puzzle goes to Nikoli [15] who call it Hitori. "
-"\n"
-"Singles was contributed to this collection by James Harvey. "
-"\n"
-"[15] http://www.nikoli.com/en/puzzles/hitori.html (beware of Flash) "
-"\n"
-"\n#32.1 Singles controls "
-"\n"
-"Left-clicking on an empty square will colour it black; left-clicking "
-"again will restore the number. Right-clicking will add a circle "
-"(useful for indicating that a cell is definitely not black). "
-"\n"
-"You can also use the cursor keys to move around the grid. Pressing "
-"the return or space keys will turn a square black or add a circle "
-"respectively, and pressing the key again will restore the number or "
-"remove the circle. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#32.2 Singles 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"
-"Controls the difficulty of the generated puzzle. "
-"\n"
-"#Chapter 33: Magnets "
-"\n"
-"A rectangular grid has been filled with a mixture of magnets (that "
-"is, dominoes with one positive end and one negative end) and blank "
-"dominoes (that is, dominoes with two neutral poles). These dominoes "
-"are initially only seen in silhouette. Around the grid are placed a "
-"number of clues indicating the number of positive and negative poles "
-"contained in certain columns and rows. "
-"\n"
-"Your aim is to correctly place the magnets and blank dominoes such "
-"that all the clues are satisfied, with the additional constraint "
-"that no two similar magnetic poles may be orthogonally adjacent "
-"(since they repel). Neutral poles do not repel, and can be adjacent "
-"to any other pole. "
-"\n"
-"Credit for this puzzle goes to Janko [16]. "
-"\n"
-"Magnets was contributed to this collection by James Harvey. "
-"\n"
-"[16] http://www.janko.at/Raetsel/Magnete/index.htm "
-"\n"
-"\n#33.1 Magnets controls "
-"\n"
-"Left-clicking on an empty square places a magnet at that position "
-"with the positive pole on the square and the negative pole on the "
-"other half of the magnet; left-clicking again reverses the polarity, "
-"and a third click removes the magnet. "
-"\n"
-"Right-clicking on an empty square places a blank domino there. "
-"Right-clicking again places two question marks on the domino, "
-"signifying `this cannot be blank' (which can be useful to note "
-"deductions while solving), and right-clicking again empties the "
-"domino. "
-"\n"
-"Left-clicking a clue will mark it as done (grey it out), or unmark "
-"it if it is already marked. "
-"\n"
-"You can also use the cursor keys to move a cursor around the grid. "
-"Pressing the return key will lay a domino with a positive pole at "
-"that position; pressing again reverses the polarity and then removes "
-"the domino, as with left-clicking. Using the space bar allows "
-"placement of blank dominoes and cannot-be-blank hints, as for right-\n"
-"clicking. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#33.2 Magnets parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. There will be half _Width_ x _Height_ "
-"dominoes in the grid: if this number is odd then one square will "
-"be blank. "
-"\n"
-"(Grids with at least one odd dimension tend to be easier to "
-"solve.) "
-"\n"
-"_Difficulty_ "
-"\n"
-"Controls the difficulty of the generated puzzle. At Tricky "
-"level, you are required to make more deductions about empty "
-"dominoes and row/column counts. "
-"\n"
-"_Strip clues_ "
-"\n"
-"If true, some of the clues around the grid are removed at "
-"generation time, making the puzzle more difficult. "
-"\n"
-"#Chapter 34: Signpost "
-"\n"
-"You have a grid of squares; each square (except the last one) "
-"contains an arrow, and some squares also contain numbers. Your job "
-"is to connect the squares to form a continuous list of numbers "
-"starting at 1 and linked in the direction of the arrows - so the "
-"arrow inside the square with the number 1 will point to the square "
-"containing the number 2, which will point to the square containing "
-"the number 3, etc. Each square can be any distance away from the "
-"previous one, as long as it is somewhere in the direction of the "
-"arrow. "
-"\n"
-"By convention the first and last numbers are shown; one or more "
-"interim numbers may also appear at the beginning. "
-"\n"
-"Credit for this puzzle goes to Janko [17], who call it `Pfeilpfad' "
-"(`arrow path'). "
-"\n"
-"Signpost was contributed to this collection by James Harvey. "
-"\n"
-"[17] http://janko.at/Raetsel/Pfeilpfad/index.htm "
-"\n"
-"\n#34.1 Signpost controls "
-"\n"
-"To play Signpost, you connect squares together by dragging from "
-"one square to another, indicating that they are adjacent in the "
-"sequence. Drag with the left button from a square to its successor, "
-"or with the right button from a square to its predecessor. "
-"\n"
-"If you connect together two squares in this way and one of them has "
-"a number in it, the appropriate number will appear in the other "
-"square. If you connect two non-numbered squares, they will be "
-"assigned temporary algebraic labels: on the first occasion, they "
-"will be labelled `a' and `a+1', and then `b' and `b+1', and so on. "
-"Connecting more squares on to the ends of such a chain will cause "
-"them all to be labelled with the same letter. "
-"\n"
-"When you left-click or right-click in a square, the legal squares to "
-"connect it to will be shown. "
-"\n"
-"The arrow in each square starts off black, and goes grey once you "
-"connect the square to its successor. Also, each square which needs "
-"a predecessor has a small dot in the bottom left corner, which "
-"vanishes once you link a square to it. So your aim is always to "
-"connect a square with a black arrow to a square with a dot. "
-"\n"
-"To remove any links for a particular square (both incoming and "
-"outgoing), left-drag it off the grid. To remove a whole chain, "
-"right-drag any square in the chain off the grid. "
-"\n"
-"You can also use the cursor keys to move around the grid squares "
-"and lines. Pressing the return key when over a square starts a link "
-"operation, and pressing the return key again over a square will "
-"finish the link, if allowable. Pressing the space bar over a square "
-"will show the other squares pointing to it, and allow you to form a "
-"backward link, and pressing the space bar again cancels this. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#34.2 Signpost parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. "
-"\n"
-"_Force start/end to corners_ "
-"\n"
-"If true, the start and end squares are always placed in opposite "
-"corners (the start at the top left, and the end at the bottom "
-"right). If false the start and end squares are placed randomly "
-"(although always both shown). "
-"\n"
-"#Chapter 35: Range "
-"\n"
-"You have a grid of squares; some squares contain numbers. Your job "
-"is to colour some of the squares black, such that several criteria "
-"are satisfied: "
-"\n"
-"- no square with a number is coloured black. "
-"\n"
-"- no two black squares are adjacent (horizontally or vertically). "
-"\n"
-"- for any two white squares, there is a path between them using "
-"only white squares. "
-"\n"
-"- for each square with a number, that number denotes the total "
-"number of white squares reachable from that square going in a "
-"straight line in any horizontal or vertical direction until "
-"hitting a wall or a black square; the square with the number is "
-"included in the total (once). "
-"\n"
-"For instance, a square containing the number one must have four "
-"black squares as its neighbours by the last criterion; but then it's "
-"impossible for it to be connected to any outside white square, which "
-"violates the second to last criterion. So no square will contain the "
-"number one. "
-"\n"
-"Credit for this puzzle goes to Nikoli, who have variously called it "
-"`Kurodoko', `Kuromasu' or `Where is Black Cells'. [18]. "
-"\n"
-"Range was contributed to this collection by Jonas Koelker. "
-"\n"
-"[18] http://www.nikoli.co.jp/en/puzzles/where_is_black_cells.html "
-"\n"
-"\n#35.1 Range controls "
-"\n"
-"Click with the left button to paint a square black, or with the "
-"right button to mark a square with a dot to indicate that you are "
-"sure it should _not_ be painted black. Repeated clicking with either "
-"button will cycle the square through the three possible states "
-"(filled, dotted or empty) in opposite directions. "
-"\n"
-"You can also use the cursor keys to move around the grid squares. "
-"Pressing Return does the same as clicking with the left button, "
-"while pressing Space does the same as a right button click. Moving "
-"with the cursor keys while holding Shift will place dots in all "
-"squares that are moved through. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#35.2 Range parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. "
-"\n"
-"#Chapter 36: Pearl "
-"\n"
-"You have a grid of squares. Your job is to draw lines between the "
-"centres of horizontally or vertically adjacent squares, so that the "
-"lines form a single closed loop. In the resulting grid, some of the "
-"squares that the loop passes through will contain corners, and some "
-"will be straight horizontal or vertical lines. (And some squares can "
-"be completely empty - the loop doesn't have to pass through every "
-"square.) "
-"\n"
-"Some of the squares contain black and white circles, which are clues "
-"that the loop must satisfy. "
-"\n"
-"A black circle in a square indicates that that square is a corner, "
-"but neither of the squares adjacent to it in the loop is also a "
-"corner. "
-"\n"
-"A white circle indicates that the square is a straight edge, but _at "
-"least one_ of the squares adjacent to it in the loop is a corner. "
-"\n"
-"(In both cases, the clue only constrains the two squares adjacent "
-"_in the loop_, that is, the squares that the loop passes into after "
-"leaving the clue square. The squares that are only adjacent _in the "
-"grid_ are not constrained.) "
-"\n"
-"Credit for this puzzle goes to Nikoli, who call it `Masyu'. [19] "
-"\n"
-"Thanks to James Harvey for assistance with the implementation. "
-"\n"
-"[19] http://www.nikoli.co.jp/en/puzzles/masyu.html (beware of Flash) "
-"\n"
-"\n#36.1 Pearl controls "
-"\n"
-"Click with the left button on a grid edge to draw a segment of the "
-"loop through that edge, or to remove a segment once it is drawn. "
-"\n"
-"Drag with the left button through a series of squares to draw more "
-"than one segment of the loop in one go. Alternatively, drag over an "
-"existing part of the loop to undraw it, or to undraw part of it and "
-"then go in a different direction. "
-"\n"
-"Click with the right button on a grid edge to mark it with a cross, "
-"indicating that you are sure the loop does not go through that edge. "
-"(For instance, if you have decided which of the squares adjacent "
-"to a white clue has to be a corner, but don't yet know which way "
-"the corner turns, you might mark the one way it _can't_ go with a "
-"cross.) "
-"\n"
-"Alternatively, use the cursor keys to move the cursor. Use the Enter "
-"key to begin and end keyboard `drag' operations. Use the Space, "
-"Escape or Backspace keys to cancel the drag. Or, hold Control while "
-"dragging with the cursor keys to toggle segments as you move between "
-"squares. "
-"\n"
-"Pressing Control-Shift-arrowkey or Shift-arrowkey simulates a left "
-"or right click, respectively, on the edge in the direction of the "
-"key. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#36.2 Pearl parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"#Chapter 37: Undead "
-"\n"
-"You are given a grid of squares, some of which contain diagonal "
-"mirrors. Every square which is not a mirror must be filled with one "
-"of three types of undead monster: a ghost, a vampire, or a zombie. "
-"\n"
-"Vampires can be seen directly, but are invisible when reflected in "
-"mirrors. Ghosts are the opposite way round: they can be seen in "
-"mirrors, but are invisible when looked at directly. Zombies are "
-"visible by any means. "
-"\n"
-"You are also told the total number of each type of monster in the "
-"grid. Also around the edge of the grid are written numbers, which "
-"indicate how many monsters can be seen if you look into the grid "
-"along a row or column starting from that position. (The diagonal "
-"mirrors are reflective on both sides. If your reflected line of "
-"sight crosses the same monster more than once, the number will count "
-"it each time it is visible, not just once.) "
-"\n"
-"This puzzle type was invented by David Millar, under the name "
-"`Haunted Mirror Maze'. See [20] for more details. "
-"\n"
-"Undead was contributed to this collection by Steffen Bauer. "
-"\n"
-"[20] http://www.janko.at/Raetsel/Spukschloss/index.htm "
-"\n"
-"\n#37.1 Undead controls "
-"\n"
-"Undead has a similar control system to Solo, Unequal and Keen. "
-"\n"
-"To play Undead, click the mouse in any empty square and then type "
-"a letter on the keyboard indicating the type of monster: `G' for "
-"a ghost, `V' for a vampire, or `Z' for a zombie. If you make a "
-"mistake, click the mouse in the incorrect square and press Space to "
-"clear it again (or use the Undo feature). "
-"\n"
-"If you _right_-click in a square and then type a letter, the "
-"corresponding monster will be shown in reduced size in that square, "
-"as a `pencil mark'. You can have pencil marks for multiple monsters "
-"in the same square. A square containing a full-size monster cannot "
-"also contain pencil marks. "
-"\n"
-"The game pays no attention to pencil marks, so exactly what you "
-"use them for is up to you: you can use them as reminders that a "
-"particular square needs to be re-examined once you know more about "
-"a particular monster, or you can use them as lists of the possible "
-"monster in a given square, or anything else you feel like. "
-"\n"
-"To erase a single pencil mark, right-click in the square and type "
-"the same letter again. "
-"\n"
-"All pencil marks in a square are erased when you left-click and type "
-"a monster letter, or when you left-click and press Space. Right-\n"
-"clicking and pressing space will also erase pencil marks. "
-"\n"
-"As for Solo, the cursor keys can be used in conjunction with the "
-"letter keys to place monsters or pencil marks. Use the cursor keys "
-"to move a highlight around the grid, and type a monster letter to "
-"enter it in the highlighted square. Pressing return toggles the "
-"highlight into a mode in which you can enter or remove pencil marks. "
-"\n"
-"If you prefer plain letters of the alphabet to cute monster "
-"pictures, you can press `A' to toggle between showing the monsters "
-"as monsters or showing them as letters. "
-"\n"
-"Left-clicking a clue will mark it as done (grey it out), or unmark "
-"it if it is already marked. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#37.2 Undead 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"
-"Controls the difficulty of the generated puzzle. "
-"\n"
-"#Chapter 38: Unruly "
-"\n"
-"You are given a grid of squares, which you must colour either black "
-"or white. Some squares are provided as clues; the rest are left for "
-"you to fill in. Each row and column must contain the same number "
-"of black and white squares, and no row or column may contain three "
-"consecutive squares of the same colour. "
-"\n"
-"This puzzle type was invented by Adolfo Zanellati, under the name "
-"`Tohu wa Vohu'. See [21] for more details. "
-"\n"
-"Unruly was contributed to this collection by Lennard Sprong. "
-"\n"
-"[21] http://www.janko.at/Raetsel/Tohu-Wa-Vohu/index.htm "
-"\n"
-"\n#38.1 Unruly controls "
-"\n"
-"To play Unruly, click the mouse in a square to change its colour. "
-"Left-clicking an empty square will turn it black, and right-clicking "
-"will turn it white. Keep clicking the same button to cycle through "
-"the three possible states for the square. If you middle-click in a "
-"square it will be reset to empty. "
-"\n"
-"You can also use the cursor keys to move around the grid. Pressing "
-"the return or space keys will turn an empty square black or white "
-"respectively (and then cycle the colours in the same way as the "
-"mouse buttons), and pressing Backspace will reset a square to empty. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#38.2 Unruly parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. (Note that the rules of the game "
-"require both the width and height to be even numbers.) "
-"\n"
-"_Difficulty_ "
-"\n"
-"Controls the difficulty of the generated puzzle. "
-"\n"
-"_Unique rows and columns_ "
-"\n"
-"If enabled, no two rows are permitted to have exactly the same "
-"pattern, and likewise columns. (A row and a column can match, "
-"though.) "
-"\n"
-"#Chapter 39: Flood "
-"\n"
-"You are given a grid of squares, coloured at random in multiple "
-"colours. In each move, you can flood-fill the top left square in a "
-"colour of your choice (i.e. every square reachable from the starting "
-"square by an orthogonally connected path of squares all the same "
-"colour will be filled in the new colour). As you do this, more and "
-"more of the grid becomes connected to the starting square. "
-"\n"
-"Your aim is to make the whole grid the same colour, in as few moves "
-"as possible. The game will set a limit on the number of moves, based "
-"on running its own internal solver. You win if you can make the "
-"whole grid the same colour in that many moves or fewer. "
-"\n"
-"I saw this game (with a fixed grid size, fixed number of colours, "
-"and fixed move limit) at http://floodit.appspot.com (no longer "
-"accessible). "
-"\n"
-"\n#39.1 Flood controls "
-"\n"
-"To play Flood, click the mouse in a square. The top left corner and "
-"everything connected to it will be flood-filled with the colour of "
-"the square you clicked. Clicking a square the same colour as the top "
-"left corner has no effect, and therefore does not count as a move. "
-"\n"
-"You can also use the cursor keys to move a cursor (outline black "
-"square) around the grid. Pressing the return key will fill the top "
-"left corner in the colour of the square under the cursor. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#39.2 Flood parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of the grid, in squares. "
-"\n"
-"_Colours_ "
-"\n"
-"Number of colours used to fill the grid. Must be at least 3\n"
-"(with two colours there would only be one legal move at any "
-"stage, hence no choice to make at all), and at most 10. "
-"\n"
-"_Extra moves permitted_ "
-"\n"
-"Controls the difficulty of the puzzle, by increasing the move "
-"limit. In each new grid, Flood will run an internal solver to "
-"generate its own solution, and then the value in this field "
-"will be added to the length of Flood's solution to generate the "
-"game's move limit. So a value of 0 requires you to be just as "
-"efficient as Flood's automated solver, and a larger value makes "
-"it easier. "
-"\n"
-"(Note that Flood's internal solver will not necessarily find the "
-"shortest possible solution, though I believe it's pretty close. "
-"For a real challenge, set this value to 0 and then try to solve "
-"a grid in _strictly fewer_ moves than the limit you're given!) "
-"\n"
-"#Chapter 40: Tracks "
-"\n"
-"You are given a grid of squares, some of which are filled with train "
-"tracks. You need to complete the track from A to B so that the "
-"rows and columns contain the same number of track segments as are "
-"indicated in the clues to the top and right of the grid. "
-"\n"
-"There are only straight and 90 degree curved rails, and the track "
-"may not cross itself. "
-"\n"
-"Tracks was contributed to this collection by James Harvey. "
-"\n"
-"\n#40.1 Tracks controls "
-"\n"
-"Left-clicking on an edge between two squares adds a track segment "
-"between the two squares. Right-clicking on an edge adds a cross on "
-"the edge, indicating no track is possible there. "
-"\n"
-"Left-clicking in a square adds a colour indicator showing that "
-"you know the square must contain a track, even if you don't know "
-"which edges it crosses yet. Right-clicking in a square adds a cross "
-"indicating it contains no track segment. "
-"\n"
-"Left- or right-dragging between squares allows you to lay a straight "
-"line of is-track or is-not-track indicators, useful for filling in "
-"rows or columns to match the clue. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#40.2 Tracks parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of the grid, in squares. "
-"\n"
-"_Difficulty_ "
-"\n"
-"Controls the difficulty of the generated puzzle: at Tricky "
-"level, you are required to make more deductions regarding "
-"disregarding moves that would lead to impossible crossings "
-"later. "
-"\n"
-"_Disallow consecutive 1 clues_ "
-"\n"
-"Controls whether the Tracks game generation permits two adjacent "
-"rows or columns to have a 1 clue, or permits the row or column "
-"of the track's endpoint to have a 1 clue. By default this is "
-"not permitted, to avoid long straight boring segments of track "
-"and make the games more twiddly and interesting. If you want to "
-"restore the possibility, turn this option off. "
-"\n"
-"#Chapter 41: Palisade "
-"\n"
-"You're given a grid of squares, some of which contain numbers. Your "
-"goal is to subdivide the grid into contiguous regions, all of the "
-"same (given) size, such that each square containing a number is "
-"adjacent to exactly that many edges (including those between the "
-"inside and the outside of the grid). "
-"\n"
-"Credit for this puzzle goes to Nikoli, who call it `Five Cells'. "
-"[22]. "
-"\n"
-"Palisade was contributed to this collection by Jonas Koelker. "
-"\n"
-"[22] http://nikoli.co.jp/en/puzzles/five_cells.html "
-"\n"
-"\n#41.1 Palisade controls "
-"\n"
-"Left-click to place an edge. Right-click to indicate `no edge'. "
-"Alternatively, the arrow keys will move a keyboard cursor. Holding "
-"Control while pressing an arrow key will place an edge. Press Shift-\n"
-"arrowkey to switch off an edge. Repeat an action to perform its "
-"inverse. "
-"\n"
-"(All the actions described in section 2.1 are also available.) "
-"\n"
-"\n#41.2 Palisade parameters "
-"\n"
-"These parameters are available from the `Custom...' option on the "
-"`Type' menu. "
-"\n"
-"_Width_, _Height_ "
-"\n"
-"Size of grid in squares. "
-"\n"
-"_Region size_ "
-"\n"
-"The size of the regions into which the grid must be subdivided. "
-"\n"
-;
-
-const int help_maxlen = 6244;
-const int help_numchapters = 39;
diff --git a/apps/plugins/puzzles/puzzles.make b/apps/plugins/puzzles/puzzles.make
index c855600e9d..80a2aba76c 100644
--- a/apps/plugins/puzzles/puzzles.make
+++ b/apps/plugins/puzzles/puzzles.make
@@ -16,7 +16,10 @@ PUZZLES_SHARED_OBJ = $(call c2obj, $(PUZZLES_SHARED_SRC))
PUZZLES_GAMES_SRC = $(call preprocess, $(PUZZLES_SRCDIR)/SOURCES.games)
PUZZLES_GAMES_OBJ = $(call c2obj, $(PUZZLES_GAMES_SRC))
-PUZZLES_SRC = $(PUZZLES_GAMES_SRC) $(PUZZLES_SHARED_SRC)
+PUZZLES_HELP_SRC = $(wildcard $(PUZZLES_SRCDIR)/help/*)
+PUZZLES_HELP_OBJ = $(call c2obj, $(PUZZLES_HELP_OBJ))
+
+PUZZLES_SRC = $(PUZZLES_GAMES_SRC) $(PUZZLES_SHARED_SRC) $(PUZZLES_HELP_SRC)
PUZZLES_OBJ = $(call c2obj, $(PUZZLES_SRC))
PUZZLES_ROCKS = $(addprefix $(PUZZLES_OBJDIR)/sgt-, $(notdir $(PUZZLES_GAMES_SRC:.c=.rock)))
@@ -37,7 +40,7 @@ PUZZLESFLAGS = -I$(PUZZLES_SRCDIR)/dummy \
-DFOR_REAL -I$(PUZZLES_SRCDIR)/src -I$(PUZZLES_SRCDIR) -include \
$(PUZZLES_SRCDIR)/rbcompat.h
-$(PUZZLES_OBJDIR)/sgt-%.rock: $(PUZZLES_OBJDIR)/src/%.o $(PUZZLES_SHARED_OBJ) $(TLSFLIB)
+$(PUZZLES_OBJDIR)/sgt-%.rock: $(PUZZLES_OBJDIR)/src/%.o $(PUZZLES_OBJDIR)/help/%.o $(PUZZLES_SHARED_OBJ) $(TLSFLIB)
$(call PRINTS,LD $(@F))$(CC) $(PLUGINFLAGS) -o $(PUZZLES_OBJDIR)/$*.elf \
$(filter %.o, $^) \
$(filter %.a, $+) \
diff --git a/apps/plugins/puzzles/rockbox.c b/apps/plugins/puzzles/rockbox.c
index eee85b72d0..45e0df7edb 100644
--- a/apps/plugins/puzzles/rockbox.c
+++ b/apps/plugins/puzzles/rockbox.c
@@ -23,6 +23,7 @@
#include "plugin.h"
+#include "help.h"
#include "keymaps.h"
#include "src/puzzles.h"
@@ -34,6 +35,9 @@
/* how many ticks between timer callbacks */
#define TIMER_INTERVAL (HZ / 50)
+
+#define DEBUG_MENU
+
#define BG_R .9f /* very light gray */
#define BG_G .9f
#define BG_B .9f
@@ -61,7 +65,7 @@ static unsigned *colors = NULL;
static int ncolors = 0;
static long last_keystate = 0;
-#ifdef FOR_REAL
+#if defined(FOR_REAL) && defined(DEBUG_MENU)
/* the "debug menu" is hidden by default in order to avoid the
* naturally ensuing complaints from users */
static bool debug_mode = false;
@@ -743,7 +747,7 @@ void fatal(char *fmt, ...)
{
va_list ap;
- rb->splash(HZ, "FATAL ERROR");
+ rb->splash(HZ, "FATAL");
va_start(ap, fmt);
char buf[80];
@@ -1034,53 +1038,9 @@ static bool presets_menu(void)
return do_preset_menu(midend_get_presets(me, NULL), NULL, sel) >= 0;
}
-static const struct {
- const char *game, *help;
-} quick_help_text[] = {
- { "Black Box", "Find the hidden balls in the box by bouncing laser beams off them." },
- { "Bridges", "Connect all the islands with a network of bridges." },
- { "Cube", "Pick up all the blue squares by rolling the cube over them." },
- { "Dominosa", "Tile the rectangle with a full set of dominoes." },
- { "Fifteen", "Slide the tiles around to arrange them into order." },
- { "Filling", "Mark every square with the area of its containing region." },
- { "Flip", "Flip groups of squares to light them all up at once." },
- { "Flood", "Turn the grid the same colour in as few flood fills as possible." },
- { "Galaxies", "Divide the grid into rotationally symmetric regions each centred on a dot." },
- { "Guess", "Guess the hidden combination of colours." },
- { "Inertia", "Collect all the gems without running into any of the mines." },
- { "Keen", "Complete the latin square in accordance with the arithmetic clues." },
- { "Light Up", "Place bulbs to light up all the squares." },
- { "Loopy", "Draw a single closed loop, given clues about number of adjacent edges." },
- { "Magnets", "Place magnets to satisfy the clues and avoid like poles touching." },
- { "Map", "Colour the map so that adjacent regions are never the same colour." },
- { "Mines", "Find all the mines without treading on any of them." },
- { "Net", "Rotate each tile to reassemble the network." },
- { "Netslide", "Slide a row at a time to reassemble the network." },
- { "Palisade", "Divide the grid into equal-sized areas in accordance with the clues." },
- { "Pattern", "Fill in the pattern in the grid, given only the lengths of runs of black squares." },
- { "Pearl", "Draw a single closed loop, given clues about corner and straight squares." },
- { "Pegs", "Jump pegs over each other to remove all but one." },
- { "Range", "Place black squares to limit the visible distance from each numbered cell." },
- { "Rectangles", "Divide the grid into rectangles with areas equal to the numbers." },
- { "Same Game", "Clear the grid by removing touching groups of the same colour squares." },
- { "Signpost", "Connect the squares into a path following the arrows." },
- { "Singles", "Black out the right set of duplicate numbers." },
- { "Sixteen", "Slide a row at a time to arrange the tiles into order." },
- { "Slant", "Draw a maze of slanting lines that matches the clues." },
- { "Solo", "Fill in the grid so that each row, column and square block contains one of every digit." },
- { "Tents", "Place a tent next to each tree." },
- { "Towers", "Complete the latin square of towers in accordance with the clues." },
- { "Tracks", "Fill in the railway track according to the clues." },
- { "Twiddle", "Rotate the tiles around themselves to arrange them into order." },
- { "Undead", "Place ghosts, vampires and zombies so that the right numbers of them can be seen in mirrors." },
- { "Unequal", "Complete the latin square in accordance with the > signs." },
- { "Unruly", "Fill in the black and white grid to avoid runs of three." },
- { "Untangle", "Reposition the points so that the lines do not cross." },
-};
-
static void quick_help(void)
{
-#ifdef FOR_REAL
+#if defined(FOR_REAL) && defined(DEBUG_MENU)
if(++help_times >= 5)
{
rb->splash(HZ, "You are now a developer!");
@@ -1088,25 +1048,10 @@ static void quick_help(void)
}
#endif
- for(int i = 0; i < ARRAYLEN(quick_help_text); ++i)
- {
- if(!strcmp(midend_which_game(me)->name, quick_help_text[i].game))
- {
- rb->splash(0, quick_help_text[i].help);
- rb->button_get(true);
- return;
- }
- }
-}
-
-#if PLUGIN_BUFFER_SIZE <= 0x14000
-/* no full help available due to memory constraints, so we provide a
- * dummy function here */
-void full_help(const char *str)
-{
- (void) str;
+ rb->splash(0, quick_help_text);
+ rb->button_get(true);
+ return;
}
-#endif
static void init_default_settings(void)
{
@@ -1118,6 +1063,7 @@ static void init_default_settings(void)
settings.no_aa = false;
}
+#ifdef DEBUG_MENU
static void bench_aa(void)
{
rb->sleep(0);
@@ -1202,6 +1148,7 @@ static void debug_menu(void)
}
}
}
+#endif
static int pausemenu_cb(int action, const struct menu_item_ex *this_item)
{
@@ -1223,11 +1170,7 @@ static int pausemenu_cb(int action, const struct menu_item_ex *this_item)
return ACTION_EXIT_MENUITEM;
break;
case 7:
-#if PLUGIN_BUFFER_SIZE <= 0x14000
- return ACTION_EXIT_MENUITEM;
-#else
break;
-#endif
case 8:
#ifdef COMBINED
/* audio buf is used, so no playback */
@@ -1245,7 +1188,7 @@ static int pausemenu_cb(int action, const struct menu_item_ex *this_item)
return ACTION_EXIT_MENUITEM;
break;
case 10:
-#ifdef FOR_REAL
+#if defined(FOR_REAL) && defined(DEBUG_MENU)
if(debug_mode)
break;
return ACTION_EXIT_MENUITEM;
@@ -1309,7 +1252,7 @@ static int pause_menu(void)
rb->snprintf(title, sizeof(title), "%s Menu", midend_which_game(me)->name);
menu__.desc = title;
-#ifdef FOR_REAL
+#if defined(FOR_REAL) && defined(DEBUG_MENU)
help_times = 0;
#endif
@@ -1374,7 +1317,9 @@ static int pause_menu(void)
}
break;
case 10:
+#ifdef DEBUG_MENU
debug_menu();
+#endif
break;
case 11:
if(config_menu())
@@ -1819,11 +1764,7 @@ static int mainmenu_cb(int action, const struct menu_item_ex *this_item)
return ACTION_EXIT_MENUITEM;
break;
case 3:
-#if PLUGIN_BUFFER_SIZE <= 0x14000
- return ACTION_EXIT_MENUITEM;
-#else
break;
-#endif
case 4:
#ifdef COMBINED
/* audio buf is used, so no playback */
@@ -1892,7 +1833,7 @@ enum plugin_status plugin_start(const void *param)
rb->cpu_boost(false);
#endif
-#ifdef FOR_REAL
+#if defined(FOR_REAL) && defined(DEBUG_MENU)
help_times = 0;
#endif