Provided by: sgt-puzzles_20230410.71cf891-2build2_amd64 bug

NAME

       sgt-undead - Monster-placing puzzle

SYNOPSIS

       sgt-undead  [--generate n] [--print wxh [--with-solutions] [--scale n] [--colour]] [game-parameters|game-
       ID|random-seed]

       sgt-undead --version

DESCRIPTION

       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.

       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.

       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.)

       This   puzzle   type   was  invented  by  David  Millar,  under  the  name  ‘Haunted  Mirror  Maze’.  See
       (http://www.janko.at/Raetsel/Spukschloss/index.htm) for more details.

       Undead was contributed to this collection by Steffen Bauer.

Undead controls

       Undead has a similar control system to Solo, Unequal and Keen.

       To play Undead, click the mouse in any empty square and then type a letter  or  number  on  the  keyboard
       indicating  the  type  of  monster: ‘G’ or ‘1’ for a ghost, ‘V’ or ‘2’ for a vampire, or ‘Z’ or ‘3’ 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).

       If  you right-click in a square and then type a letter or number, 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.

       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.

       To erase a single pencil mark, right-click in the square and type the same letter or number again.

       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-clicking and pressing space will also erase pencil marks.

       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  or  number  to
       enter  it  in  the highlighted square. Pressing return toggles the highlight into a mode in which you can
       enter or remove pencil marks.

       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.

       Left-clicking a clue will mark it as done (grey it out), or unmark it if it is already marked.

       (All the actions described below are also available.)

Undead parameters

       These parameters are available from the ‘Custom...’ option on the ‘Type’ menu.

       Width, Height
              Size of grid in squares.

       Difficulty
              Controls the difficulty of the generated puzzle.

Common actions

       These actions are all available from the ‘Game’ menu and via keyboard shortcuts, in addition to any game-
       specific actions.

       (On Mac OS X, to conform with local user interface standards, these actions are situated  on  the  ‘File’
       and ‘Edit’ menus instead.)

       New game (‘N’, Ctrl+‘N’)
              Starts a new game, with a random initial state.

       Restart game
              Resets the current game to its initial state. (This can be undone.)

       Load   Loads a saved game from a file on disk.

       Save   Saves the current state of your game to a file on disk.

              The Load and Save operations preserve your entire game history (so you can save, reload, and still
              Undo and Redo things you had done before saving).

       Print  Where supported (currently only on Windows), brings up a dialog allowing you to print an arbitrary
              number of puzzles randomly generated from the current parameters, optionally including the current
              puzzle. (Only for puzzles which make sense to print, of course – it's hard to think of a  sensible
              printable representation of Fifteen!)

       Undo (‘U’, Ctrl+‘Z’, Ctrl+‘_’, ‘*’)
              Undoes a single move. (You can undo moves back to the start of the session.)

       Redo (‘R’, Ctrl+‘R’, ‘#’)
              Redoes a previously undone move.

       Copy   Copies  the  current  state of your game to the clipboard in text format, so that you can paste it
              into (say) an e-mail client or a web message board if you're  discussing  the  game  with  someone
              else. (Not all games support this feature.)

       Solve  Transforms  the  puzzle instantly into its solved state. For some games (Cube) this feature is not
              supported at all because it is of no particular use. For other games (such as Pattern), the solved
              state can be used to give you information, if you can't see how a solution can exist at all or you
              want to know where you made a mistake. For still other games (such as Sixteen), automatic solution
              tells  you nothing about how to get to the solution, but it does provide a useful way to get there
              quickly so that you can experiment with set-piece moves and transformations.

              Some games (such as Solo) are capable of solving a game ID you have typed in from elsewhere. Other
              games  (such  as Rectangles) cannot solve a game ID they didn't invent themself, but when they did
              invent the game ID they know what the solution is already. Still other games (Pattern)  can  solve
              some external game IDs, but only if they aren't too difficult.

              The  ‘Solve’  command  adds the solved state to the end of the undo chain for the puzzle. In other
              words, if you want to go back to solving it yourself after seeing the answer, you can  just  press
              Undo.

       Quit (‘Q’, Ctrl+‘Q’)
              Closes the application entirely.

Specifying games with the game ID

       There  are two ways to save a game specification out of a puzzle and recreate it later, or recreate it in
       somebody else's copy of the same puzzle.

       The ‘Specific’ and ‘Random Seed’ options from the ‘Game’ menu (or the ‘File’ menu, on Mac OS X) each show
       a piece of text (a ‘game ID’) which is sufficient to reconstruct precisely the same game at a later date.

       You  can  enter  either of these pieces of text back into the program (via the same ‘Specific’ or ‘Random
       Seed’ menu options) at a later point, and it will recreate the same game. You can also use either one  as
       a command line argument (on Windows or Unix); see below for more detail.

       The  difference  between  the  two  forms  is  that a descriptive game ID is a literal description of the
       initial state of the game, whereas a random seed is just a piece of arbitrary text which was provided  as
       input to the random number generator used to create the puzzle. This means that:

             Descriptive game IDs tend to be longer in many puzzles (although some, such as Cube (sgt-cube(6)),
              only need very short descriptions). So a random seed is often a  quicker  way  to  note  down  the
              puzzle  you're  currently playing, or to tell it to somebody else so they can play the same one as
              you.

             Any text at all is a valid  random  seed.  The  automatically  generated  ones  are  fifteen-digit
              numbers,  but  anything will do; you can type in your full name, or a word you just made up, and a
              valid puzzle will be generated from it. This provides a way for two or  more  people  to  race  to
              complete the same puzzle: you think of a random seed, then everybody types it in at the same time,
              and nobody has an advantage due to having seen the generated puzzle before anybody else.

             It is often possible to convert puzzles from other sources (such as ‘nonograms’ or  ‘sudoku’  from
              newspapers) into descriptive game IDs suitable for use with these programs.

             Random  seeds  are  not  guaranteed  to  produce  the same result if you use them with a different
              version of the puzzle program. This is because the generation algorithm might have  been  improved
              or  modified  in  later  versions  of the code, and will therefore produce a different result when
              given the same sequence of random numbers. Use a descriptive game ID if you aren't  sure  that  it
              will be used on the same version of the program as yours.

              (Use the ‘About’ menu option to find out the version number of the program. Programs with the same
              version number running on different platforms should still be random-seed compatible.)

       A descriptive game ID starts with a piece of text which encodes the parameters of the current game  (such
       as  grid  size).  Then there is a colon, and after that is the description of the game's initial state. A
       random seed starts with a similar string of parameters, but then it contains  a  hash  sign  followed  by
       arbitrary data.

       If  you  enter  a  descriptive  game  ID,  the program will not be able to show you the random seed which
       generated it, since it wasn't generated from a random seed. If you enter  a  random  seed,  however,  the
       program will be able to show you the descriptive game ID derived from that random seed.

       Note  that  the  game  parameter  strings are not always identical between the two forms. For some games,
       there will be parameter data provided with the random seed which is not included in the descriptive  game
       ID.  This is because that parameter information is only relevant when generating puzzle grids, and is not
       important when playing them. Thus, for example,  the  difficulty  level  in  Solo  (sgt-solo(6))  is  not
       mentioned in the descriptive game ID.

       These  additional  parameters are also not set permanently if you type in a game ID. For example, suppose
       you have Solo set to ‘Advanced’ difficulty level, and then a friend wants  your  help  with  a  ‘Trivial’
       puzzle;  so  the  friend reads out a random seed specifying ‘Trivial’ difficulty, and you type it in. The
       program will generate you the same ‘Trivial’ grid which your friend was having trouble with, but once you
       have  finished  playing  it,  when you ask for a new game it will automatically go back to the ‘Advanced’
       difficulty which it was previously set on.

The ‘Type’ menu

       The ‘Type’ menu, if present, may contain a list of preset game settings.  Selecting  one  of  these  will
       start a new random game with the parameters specified.

       The  ‘Type’  menu  may  also contain a ‘Custom’ option which allows you to fine-tune game parameters. The
       parameters available are specific to each game and are described in the following sections.

Specifying game parameters on the command line

       (This section does not apply to the Mac OS X version.)

       The games in this collection deliberately do not ever save information on to the computer  they  run  on:
       they  have  no high score tables and no saved preferences. (This is because I expect at least some people
       to play them at work, and those people will probably appreciate leaving as little evidence as possible!)

       However, if you do want to arrange for one of these games to default to a particular set  of  parameters,
       you can specify them on the command line.

       The  easiest  way  to do this is to set up the parameters you want using the ‘Type’ menu (see above), and
       then to select ‘Random Seed’ from the ‘Game’ or ‘File’ menu (see above). The text in the  ‘Game  ID’  box
       will  be  composed  of  two  parts,  separated  by  a  hash. The first of these parts represents the game
       parameters (the size of the playing area, for example, and anything else you set using the ‘Type’ menu).

       If you run the game with just that parameter text on the command line, it will start up with the settings
       you specified.

       For  example: if you run Cube (see sgt-cube(6)), select ‘Octahedron’ from the ‘Type’ menu, and then go to
       the game ID selection, you will see a string of the  form  ‘o2x2#338686542711620’.  Take  only  the  part
       before the hash (‘o2x2’), and start Cube with that text on the command line: ‘sgt-cube o2x2’.

       If  you  copy the entire game ID on to the command line, the game will start up in the specific game that
       was described. This is occasionally a more convenient way to start a particular game ID than  by  pasting
       it into the game ID selection box.

       (You  could also retrieve the encoded game parameters using the ‘Specific’ menu option instead of ‘Random
       Seed’, but if you do then some options, such as the difficulty level in Solo, will be missing. See  above
       for more details on this.)

Unix command-line options

       (This section only applies to the Unix port.)

       In  addition  to being able to specify game parameters on the command line (see above), there are various
       other options:

       --game

       --load These options respectively determine whether the command-line argument is  treated  as  specifying
              game  parameters or a save file to load. Only one should be specified. If neither of these options
              is specified, a guess is made based on the format of the argument.

       --generate n
              If this option is specified, instead of a puzzle being displayed, a number of descriptive game IDs
              will  be  invented  and  printed on standard output. This is useful for gaining access to the game
              generation algorithms without necessarily using the frontend.

              If game parameters are specified on the command-line, they will be used to generate the game  IDs;
              otherwise a default set of parameters will be used.

              The  most common use of this option is in conjunction with --print, in which case its behaviour is
              slightly different; see below.

       --print wxh
              If this option is specified, instead of a puzzle being displayed, a printed representation of  one
              or more unsolved puzzles is sent to standard output, in PostScript format.

              On  each  page  of puzzles, there will be w across and h down. If there are more puzzles than w×h,
              more than one page will be printed.

              If --generate has also been specified, the invented game IDs will be used to generate the  printed
              output.  Otherwise,  a list of game IDs is expected on standard input (which can be descriptive or
              random seeds; see above), in the same format produced by --generate.

              For example:

              sgt-net --generate 12 --print 2x3 7x7w | lpr

              will generate two pages of printed Net puzzles (each of which will have a 7×7 wrapping grid),  and
              pipe the output to the lpr command, which on many systems will send them to an actual printer.

              There are various other options which affect printing; see below.

       --save file-prefix [ --save-suffix file-suffix ]
              If this option is specified, instead of a puzzle being displayed, saved-game files for one or more
              unsolved puzzles are written to files constructed from the supplied prefix and/or suffix.

              If --generate has also been specified, the invented game IDs will be used to generate the  printed
              output.  Otherwise,  a list of game IDs is expected on standard input (which can be descriptive or
              random seeds; see above), in the same format produced by --generate.

              For example:

              sgt-net --generate 12 --save game --save-suffix .sav

              will generate twelve Net saved-game files with the names game0.sav to game11.sav.

       --version
              Prints version information about the game, and then quits.

       The following options are only meaningful if --print is also specified:

       --with-solutions
              The set of pages filled with unsolved puzzles will be followed by the solutions to those puzzles.

       --scale n
              Adjusts how big each puzzle is when printed. Larger numbers make puzzles bigger;  the  default  is
              1.0.

       --colour
              Puzzles will be printed in colour, rather than in black and white (if supported by the puzzle).

SEE ALSO

       Full documentation in /usr/share/doc/sgt-puzzles/puzzles.txt.gz.