;;; DO NOT MODIFY THIS FILE
(if (featurep 'mine-autoloads) (error "Already loaded"))

;;;### (autoloads nil "_pkg" "mine/_pkg.el")

(package-provide 'mine :version 1.16 :author-version "1.9" :type 'regular)

;;;***

;;;### (autoloads (xmine-mode) "xmine" "mine/xmine.el")

(autoload 'xmine-mode "xmine" "\
A mode for playing the well known mine searching game.

   `\\<annotation-local-map-default>\\[xmine-activate-function-button1]' or `\\<xmine-keymap>\\[xmine-key-action1]' unhides a tile,
   `\\<annotation-local-map-default>\\[xmine-activate-function-button2]' or `\\<xmine-keymap>\\[xmine-key-action2]' unhides all neighbours of a tile,
   `\\<annotation-local-map-default>\\[xmine-activate-function-button3]' or `\\<xmine-keymap>\\[xmine-key-action3]' (un)flagges a tile to hold a mine.

   `\\[xmine-key-new]' starts a new game.
   `\\[xmine-key-quit]' ends a game.

All keybindings (with alternatives) currently in effect:
   \\{xmine-keymap}

The rules are quite easy: You start by unhiding (random) tiles. An unhidden
tile showing a number tells you something about the number of mines in it's
neighborhood, where the neighborhood are all 8 tiles (or less if it's
at a border) around the tile.

E.g. a \"1\" shows you that there is only one mine in the neighborhood of
this tile. Empty tiles have no mines around them, and empty tiles in
the neighborhood of another empty tile are all automatically unhidden
if you unhide one of them. You need to find a strategy to use the
information you have from the numbers to \"flag\" the tiles with mines
under them and unhide all other tiles. If you correctly made this
without accidently unhiding a mine, you've won.

If you are sure you have correctly flagged all mines around a unhidden tile,
you can use Button-2 or \\[xmine-key-action2] on it to unhide all it's
neighbors. But beware: If you made a mistake by flagging the wrong mines,
you'll blow up! 

Have Fun." t nil)

(fset 'xmine 'xmine-mode)

;;;***

(provide 'mine-autoloads)
