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+/* 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.";