mirror of
https://github.com/openbsd/src.git
synced 2025-01-10 06:47:55 -08:00
Formatting
This commit is contained in:
parent
e116a0c580
commit
3bfc9584b0
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: adventure.6,v 1.4 1999/07/09 13:35:57 aaron Exp $
|
||||
.\" $OpenBSD: adventure.6,v 1.5 2001/08/18 03:27:14 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1991, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -60,6 +60,5 @@ to save a game for later resumption, enter
|
||||
.Sh AUTHORS
|
||||
The game
|
||||
.Nm
|
||||
was originally written in Fortran by Will Crowther
|
||||
and Don Woods. It was later translated to C and enhanced by Jim
|
||||
Gillogly (jim@rand.org).
|
||||
was originally written in Fortran by Will Crowther and Don Woods.
|
||||
It was later translated to C and enhanced by Jim Gillogly (jim@rand.org).
|
||||
|
254
games/atc/atc.6
254
games/atc/atc.6
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: atc.6,v 1.6 2001/02/04 02:15:28 pjanzen Exp $
|
||||
.\" $OpenBSD: atc.6,v 1.7 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1990, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -56,7 +56,9 @@ controller without endangering the lives of millions of
|
||||
travelers each year.
|
||||
Your responsibilities require you to direct the flight of jets
|
||||
and prop planes into and out of the flight arena and airports.
|
||||
The speed (update time) and frequency of the planes depend on the
|
||||
The speed
|
||||
.Pq update time
|
||||
and frequency of the planes depend on the
|
||||
difficulty of the chosen arena.
|
||||
.Sh OPTIONS
|
||||
.Bl -tag -width "-g gamex"
|
||||
@ -69,7 +71,8 @@ Same as
|
||||
Print a list of available games and exit.
|
||||
The first game name printed is the default game.
|
||||
.It Fl s
|
||||
Print the score list (formerly the Top Ten list).
|
||||
Print the score list
|
||||
.Pq formerly the Top Ten list .
|
||||
The scoring information is the game time in
|
||||
.Dq radar updates ,
|
||||
the wall-clock game time, and the number of planes that were
|
||||
@ -80,44 +83,52 @@ Same as
|
||||
.It Fl p
|
||||
Print the path to the special directory where
|
||||
.Nm
|
||||
expects to find its private files. This is used during the
|
||||
installation of the program.
|
||||
expects to find its private files.
|
||||
This is used during the installation of the program.
|
||||
.It Fl q
|
||||
Play quietly (no bells).
|
||||
Play quietly
|
||||
.Pq no bells .
|
||||
.It Fl g Ar game
|
||||
Play the named game. If the game listed is not one of the
|
||||
ones printed from the
|
||||
Play the named game.
|
||||
If the game listed is not one of the ones printed from the
|
||||
.Fl l
|
||||
option, the default game is played.
|
||||
.It Fl f Ar game
|
||||
Same as
|
||||
.Fl g .
|
||||
.It Fl r Ar seed
|
||||
Set the random seed. The purpose of this flag is questionable.
|
||||
Set the random seed.
|
||||
The purpose of this flag is questionable.
|
||||
.El
|
||||
.Sh GOALS
|
||||
Your goal in
|
||||
.Nm
|
||||
is to keep the game going as long as possible.
|
||||
There is no winning state, except to beat the times of other players.
|
||||
You will need to: launch planes at airports (by instructing them to
|
||||
increase their altitude); land planes at airports (by instructing them to
|
||||
go to altitude zero when exactly over the airport); and maneuver planes
|
||||
out of exit points.
|
||||
You will need to: launch planes at airports
|
||||
.Po
|
||||
by instructing them to increase their altitude
|
||||
.Pc ;
|
||||
land planes at airports
|
||||
(by instructing them to go to altitude zero when exactly over the airport);
|
||||
and maneuver planes out of exit points.
|
||||
.Pp
|
||||
Several things will cause the end of the game.
|
||||
Each plane has a destination (see information area), and
|
||||
sending a plane to the wrong destination is an error.
|
||||
Planes can run out of fuel, or can collide. Collision is defined as
|
||||
adjacency, horizontal or vertical. A plane leaving the arena
|
||||
in any other way than through its correct destination exit is an error
|
||||
as well.
|
||||
Each plane has a destination
|
||||
.Pq see information area ,
|
||||
and sending a plane to the wrong destination is an error.
|
||||
Planes can run out of fuel, or can collide.
|
||||
Collision is defined as adjacency, horizontal or vertical.
|
||||
A plane leaving the arena in any other way than through its correct
|
||||
destination exit is an error as well.
|
||||
.Pp
|
||||
Scores are sorted in order of the number of planes safe. The other
|
||||
statistics are provided merely for fun. There is no penalty for
|
||||
taking longer than another player (except in the case of ties).
|
||||
Scores are sorted in order of the number of planes safe.
|
||||
The other statistics are provided merely for fun.
|
||||
There is no penalty for taking longer than another player
|
||||
.Pq except in the case of ties .
|
||||
.Pp
|
||||
Suspending a game is not permitted. If you get a talk message, tough.
|
||||
Suspending a game is not permitted.
|
||||
If you get a talk message, tough.
|
||||
When was the last time an Air Traffic Controller got called away to
|
||||
the phone?
|
||||
.Sh "THE DISPLAY"
|
||||
@ -126,9 +137,9 @@ Depending on the terminal used, the
|
||||
screen will be divided into 4 areas.
|
||||
It should be stressed that the terminal driver portion of the
|
||||
game was designed to be reconfigurable, so the display format can vary
|
||||
depending the version you are playing. The descriptions here are based
|
||||
on the ASCII version of the game. The game rules and input format, however,
|
||||
should remain consistent.
|
||||
depending the version you are playing.
|
||||
The descriptions here are based on the ASCII version of the game.
|
||||
The game rules and input format, however, should remain consistent.
|
||||
Control-L redraws the screen, should it become muddled.
|
||||
.Ss RADAR
|
||||
The first screen area is the radar display, showing the relative locations
|
||||
@ -138,11 +149,11 @@ beacons, and
|
||||
which simply serve to aid you in guiding
|
||||
the planes.
|
||||
.Pp
|
||||
Planes are shown as a single letter with an altitude. If
|
||||
the numerical altitude is a single digit, then it represents
|
||||
Planes are shown as a single letter with an altitude.
|
||||
If the numerical altitude is a single digit, then it represents
|
||||
thousands of feet.
|
||||
Some distinction is made between the prop
|
||||
planes and the jets. On ASCII terminals, prop planes are
|
||||
Some distinction is made between the prop planes and the jets.
|
||||
On ASCII terminals, prop planes are
|
||||
represented by an upper case letter, jets by a lower case letter.
|
||||
.Pp
|
||||
Airports are shown as a number and some indication of the direction
|
||||
@ -154,9 +165,16 @@ On ASCII terminals, this is one of
|
||||
or
|
||||
.Sq v ,
|
||||
to indicate
|
||||
north (0 degrees), east (90), west (270) and south (180), respectively.
|
||||
The planes will also
|
||||
take off in this direction.
|
||||
north
|
||||
.Pq 0 degrees ,
|
||||
east
|
||||
.Pq 90 ,
|
||||
west
|
||||
.Pq 270 ,
|
||||
and south
|
||||
.Pq 180 ,
|
||||
respectively.
|
||||
The planes will also take off in this direction.
|
||||
.Pp
|
||||
Beacons are represented as circles or asterisks and a number.
|
||||
Their purpose is to offer a place of easy reference to the plane pilots.
|
||||
@ -165,30 +183,36 @@ See
|
||||
under the input section of this manual.
|
||||
.Pp
|
||||
Entry/exit points are displayed as numbers along the border of the
|
||||
radar screen. Planes will enter the arena from these points without
|
||||
warning. These points have a direction associated with them, and
|
||||
planes will always enter the arena from this direction. On the
|
||||
ASCII version of
|
||||
radar screen.
|
||||
Planes will enter the arena from these points without warning.
|
||||
These points have a direction associated with them, and
|
||||
planes will always enter the arena from this direction.
|
||||
On the ASCII version of
|
||||
.Nm atc ,
|
||||
this direction is not displayed. It will become apparent
|
||||
what this direction is as the game progresses.
|
||||
this direction is not displayed.
|
||||
It will become apparent what this direction is as the game progresses.
|
||||
.Pp
|
||||
Incoming planes will always enter at the same altitude: 7000 feet.
|
||||
For a plane to depart successfully through an entry/exit point,
|
||||
it must be flying at 9000 feet.
|
||||
It is not necessary for the planes to be flying in any particular
|
||||
direction when they leave the arena (yet).
|
||||
direction when they leave the arena
|
||||
.Pq yet .
|
||||
.Ss "INFORMATION AREA"
|
||||
The second area of the display is the information area, which lists
|
||||
the time (number of updates since start) and the number of planes you
|
||||
the time
|
||||
.Pq number of updates since start
|
||||
and the number of planes you
|
||||
have directed safely out of the arena.
|
||||
Below this is a list of planes currently in the air, followed by a
|
||||
blank line, and then a list of planes on the ground (at airports).
|
||||
blank line, and then a list of planes on the ground
|
||||
.Pq at airports .
|
||||
Each line lists the plane name and its current altitude,
|
||||
an optional asterisk indicating low fuel, the plane's destination,
|
||||
and the plane's current command. Changing altitude is not considered
|
||||
to be a command and is therefore not displayed. The following are
|
||||
some possible information lines:
|
||||
and the plane's current command.
|
||||
Changing altitude is not considered
|
||||
to be a command and is therefore not displayed.
|
||||
The following are some possible information lines:
|
||||
.Pp
|
||||
.Dl B4*A0: Circle @ b1
|
||||
.Pp
|
||||
@ -197,7 +221,8 @@ some possible information lines:
|
||||
The first example shows a prop plane named
|
||||
.Sq B
|
||||
that is flying at 4000
|
||||
feet. It is low on fuel (note the
|
||||
feet.
|
||||
It is low on fuel (note the
|
||||
.Sq * ) .
|
||||
Its destination is
|
||||
Airport #0.
|
||||
@ -206,24 +231,31 @@ to do is circle when it reaches Beacon #1.
|
||||
The second example shows a jet named
|
||||
.Sq g
|
||||
at 7000 feet, destined for
|
||||
Exit #4. It is just now executing a turn to 225 degrees (Southwest).
|
||||
Exit #4.
|
||||
It is just now executing a turn to 225 degrees
|
||||
.Pq Southwest .
|
||||
.Ss "INPUT AREA"
|
||||
The third area of the display is the input area. It is here that
|
||||
your input is reflected. See the INPUT heading of this manual
|
||||
for more details.
|
||||
The third area of the display is the input area.
|
||||
It is here that your input is reflected.
|
||||
See the INPUT heading of this manual for more details.
|
||||
.Ss "AUTHOR AREA"
|
||||
This area is used simply to give credit where credit is due. :-)
|
||||
.Sh INPUT
|
||||
A command completion interface is built into
|
||||
the game. At any time, typing
|
||||
the game.
|
||||
At any time, typing
|
||||
.Sq ?
|
||||
will list possible input characters.
|
||||
Typing a backspace (your erase character) backs up, erasing the last part
|
||||
of the command. When a command is complete, a return enters it, and
|
||||
any semantic checking is done at that time. If no errors are detected,
|
||||
the command is sent to the appropriate plane. If an error is discovered
|
||||
Typing a backspace
|
||||
.Pq your erase character
|
||||
backs up, erasing the last part of the command.
|
||||
When a command is complete, a return enters it, and
|
||||
any semantic checking is done at that time.
|
||||
If no errors are detected, the command is sent to the appropriate plane.
|
||||
If an error is discovered
|
||||
during the check, the offending statement will be underscored and a
|
||||
(somewhat) descriptive message will be printed under it.
|
||||
.Pq somewhat
|
||||
descriptive message will be printed under it.
|
||||
.Pp
|
||||
The command syntax is broken into two parts:
|
||||
.Em Immediate Only
|
||||
@ -258,8 +290,9 @@ refers to \-45 degrees or 45 degrees left, and
|
||||
.Sq w
|
||||
refers to 0 degrees, or no change in direction.
|
||||
.Pp
|
||||
All commands start with a plane letter. This indicates the recipient
|
||||
of the command. Case is ignored.
|
||||
All commands start with a plane letter.
|
||||
This indicates the recipient of the command.
|
||||
Case is ignored.
|
||||
.Ss "IMMEDIATE ONLY COMMANDS"
|
||||
.Bd -ragged
|
||||
.Bl -tag -width "aaaa"
|
||||
@ -275,28 +308,31 @@ and
|
||||
.Sq d .
|
||||
.Bl -tag -width "aaaaaaaaaa" -compact
|
||||
.It Sy a [0\-9]
|
||||
Go to the given altitude (thousands of feet).
|
||||
Go to the given altitude
|
||||
.Pq thousands of feet .
|
||||
.It Sy c [0\-9]
|
||||
Climb:
|
||||
Relative altitude change (thousands of feet).
|
||||
Relative altitude change
|
||||
.Pq thousands of feet .
|
||||
.It Sy d [0\-9]
|
||||
Descend
|
||||
Relative altitude change (thousands of feet).
|
||||
Relative altitude change
|
||||
.Pq thousands of feet .
|
||||
.El
|
||||
.It Sy m
|
||||
Mark:
|
||||
Display in highlighted mode. Plane and command information is
|
||||
displayed normally.
|
||||
Display in highlighted mode.
|
||||
Plane and command information is displayed normally.
|
||||
.It Sy i
|
||||
Ignore:
|
||||
Do not display highlighted. Command information is displayed as a
|
||||
line of dashes if there is no command.
|
||||
Do not display highlighted.
|
||||
Command information is displayed as a line of dashes if there is no command.
|
||||
.It Sy u
|
||||
Unmark:
|
||||
Same as ignore, but if a delayed command is processed,
|
||||
the plane will become marked. This is useful if you want
|
||||
to forget about a plane during part, but not all, of its
|
||||
journey.
|
||||
the plane will become marked.
|
||||
This is useful if you want to forget about a plane during part, but not
|
||||
all, of its journey.
|
||||
.El
|
||||
.Ed
|
||||
.Ss "DELAYABLE COMMANDS"
|
||||
@ -314,7 +350,8 @@ Turn to the absolute compass heading given.
|
||||
The shortest turn will be taken.
|
||||
.It Sy tl
|
||||
Left:
|
||||
Turn counterclockwise (45 degrees by default).
|
||||
Turn counterclockwise
|
||||
.Pq 45 degrees by default .
|
||||
.Bl -tag -width "tl <dir>" -compact
|
||||
.It Sy tl <dir>
|
||||
Turn ccw the given number of degrees.
|
||||
@ -330,7 +367,8 @@ the plane will really turn 45 cw, which takes only one turn.
|
||||
.El
|
||||
.It Sy tr
|
||||
Right:
|
||||
Turn clockwise (45 degrees by default).
|
||||
Turn clockwise
|
||||
.Pq 45 degrees by default .
|
||||
.Bl -tag -width "tl <dir>" -compact
|
||||
.It Sy tr <dir>
|
||||
Analogous to turn left <dir>.
|
||||
@ -341,8 +379,8 @@ Turn counterclockwise 90 degrees.
|
||||
Turn clockwise 90 degrees.
|
||||
.It Sy "tt [abe*]"
|
||||
Towards:
|
||||
Turn towards a beacon, airport or exit. The turn is
|
||||
just an estimate.
|
||||
Turn towards a beacon, airport or exit.
|
||||
The turn is just an estimate.
|
||||
.Bl -tag -width "aaaaaaaaaa" -compact
|
||||
.It Sy ttb Em number
|
||||
Turn towards the specified beacon.
|
||||
@ -363,9 +401,10 @@ The
|
||||
(a/@)
|
||||
command may be appended to any
|
||||
.Em Delayable
|
||||
command. It allows the controller to instruct a plane to do an action
|
||||
when the plane reaches a particular beacon (or other objects in future
|
||||
versions).
|
||||
command.
|
||||
It allows the controller to instruct a plane to do an action
|
||||
when the plane reaches a particular beacon
|
||||
.Pq or other objects in future versions .
|
||||
.Pp
|
||||
.Bd -ragged -offset indent
|
||||
.Bl -tag -width indent -compact
|
||||
@ -385,16 +424,18 @@ can be used instead of
|
||||
.Pp
|
||||
Planes are
|
||||
.Em marked
|
||||
by default when they enter the arena. This means they are displayed
|
||||
in highlighted mode on the radar display. A plane may also be either
|
||||
by default when they enter the arena.
|
||||
This means they are displayed in highlighted mode on the radar display.
|
||||
A plane may also be either
|
||||
.Em unmarked
|
||||
or
|
||||
.Em ignored.
|
||||
An
|
||||
.Em unmarked
|
||||
plane is drawn in unhighlighted mode, and a line of dashes is displayed in
|
||||
the command field of the information area. The plane will remain this
|
||||
way until a mark command has been issued. Any other command will be issued,
|
||||
the command field of the information area.
|
||||
The plane will remain this way until a mark command has been issued.
|
||||
Any other command will be issued,
|
||||
but the command line will return to a line of dashes when the command
|
||||
is completed.
|
||||
.Pp
|
||||
@ -403,12 +444,13 @@ An
|
||||
plane is treated the same as an unmarked plane, except that it will
|
||||
automatically switch to
|
||||
.Em marked
|
||||
status when a delayed command has been processed. This is useful if
|
||||
you want to forget about a plane for a while, but its flight path has
|
||||
not yet been completely set.
|
||||
status when a delayed command has been processed.
|
||||
This is useful if you want to forget about a plane for a while,
|
||||
but its flight path has not yet been completely set.
|
||||
.Pp
|
||||
As with all of the commands, marking, unmarking and ignoring will take effect
|
||||
at the beginning of the next update. Do not be surprised if the plane does
|
||||
at the beginning of the next update.
|
||||
Do not be surprised if the plane does
|
||||
not immediately switch to unhighlighted mode.
|
||||
.Ss EXAMPLES
|
||||
.Bd -ragged -offset indent
|
||||
@ -438,18 +480,21 @@ Planes enter at 7000 feet and leave at 9000 feet.
|
||||
.It
|
||||
Planes flying at an altitude of 0 crash if they are not over an airport.
|
||||
.It
|
||||
Planes waiting at airports can only be told to take off (climb in altitude).
|
||||
Planes waiting at airports can only be told to take off
|
||||
.Pq climb in altitude .
|
||||
.El
|
||||
.Sh "NEW GAMES"
|
||||
The
|
||||
.Pa Game_List
|
||||
file lists the currently available play fields. New field description
|
||||
file names must be placed in this file to be playable. If a player
|
||||
specifies a game not in this file, his score will not be logged.
|
||||
file lists the currently available play fields.
|
||||
New field description file names must be placed in this file to be
|
||||
playable.
|
||||
If a player specifies a game not in this file, his score will not be logged.
|
||||
.Pp
|
||||
The game field description files are broken into two parts. The first
|
||||
part is the definition section. Here, the four tunable game parameters
|
||||
must be set. These variables are set with the syntax:
|
||||
The game field description files are broken into two parts.
|
||||
The first part is the definition section.
|
||||
Here, the four tunable game parameters must be set.
|
||||
These variables are set with the syntax:
|
||||
.Pp
|
||||
.Dl "variable = number;"
|
||||
.Pp
|
||||
@ -457,7 +502,9 @@ Variable may be one of:
|
||||
.Li update,
|
||||
indicating the number of seconds between forced updates;
|
||||
.Li newplane,
|
||||
indicating (about) the number of updates between new plane entries;
|
||||
indicating
|
||||
.Pq about
|
||||
the number of updates between new plane entries;
|
||||
.Li width,
|
||||
indicating the width of the play field; or
|
||||
.Li height,
|
||||
@ -480,25 +527,30 @@ The syntax is as follows:
|
||||
.El
|
||||
.Ed
|
||||
.Pp
|
||||
For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
|
||||
For beacons, a simple x, y coordinate pair is used
|
||||
.Pq enclosed in parentheses .
|
||||
Airports and exits require a third value, a direction, which is one
|
||||
of
|
||||
.Dq wedcxzaq .
|
||||
For airports, this is the direction that planes must be going to take
|
||||
off and land, and for exits, this is the direction that planes will going
|
||||
when they enter
|
||||
the arena. This may not seem intuitive, but as there is no restriction on
|
||||
the arena.
|
||||
This may not seem intuitive, but as there is no restriction on
|
||||
direction of exit, this is appropriate.
|
||||
Lines are slightly different, since they need two coordinate pairs to
|
||||
specify the line endpoints. These endpoints must be enclosed in
|
||||
square brackets.
|
||||
specify the line endpoints.
|
||||
These endpoints must be enclosed in square brackets.
|
||||
.Pp
|
||||
All statements are semi-colon (;) terminated. Multiple item statements
|
||||
accumulate. Each definition must occur exactly once, before any
|
||||
item statements. Comments begin with a hash (#) symbol
|
||||
All statements are semi-colon (;) terminated.
|
||||
Multiple item statements accumulate.
|
||||
Each definition must occur exactly once, before any
|
||||
item statements.
|
||||
Comments begin with a hash (#) symbol
|
||||
and terminate with a newline.
|
||||
The coordinates are between zero and width-1 and height-1
|
||||
inclusive. All of the exit coordinates must lie on the borders, and
|
||||
inclusive.
|
||||
All of the exit coordinates must lie on the borders, and
|
||||
all of the beacons and airports must lie inside of the borders.
|
||||
Line endpoints may be anywhere within the field, so long as
|
||||
the lines are horizontal, vertical or
|
||||
@ -531,8 +583,8 @@ line: [ ( 1 1 ) ( 6 6 ) ]
|
||||
[ ( 1 7 ) ( 11 7 ) ] ;
|
||||
.Ed
|
||||
.Sh FILES
|
||||
Files are kept in a special directory. See the OPTIONS for a way to
|
||||
print this path out.
|
||||
Files are kept in a special directory.
|
||||
See the OPTIONS for a way to print this path out.
|
||||
.Pp
|
||||
.Bl -tag -width "/usr/share/games/atc/Game_List" -compact
|
||||
.It Pa /var/games/atc_score
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: banner.6,v 1.7 1999/07/09 13:35:54 aaron Exp $
|
||||
.\" $OpenBSD: banner.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1980, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -47,7 +47,8 @@
|
||||
.Nm
|
||||
prints a large, high quality banner on the standard output.
|
||||
If the message is omitted, it prompts for and
|
||||
reads one line of its standard input. If
|
||||
reads one line of its standard input.
|
||||
If
|
||||
.Fl w
|
||||
is given, the output is scrunched down from a width of 132 to
|
||||
.Ar width ,
|
||||
@ -57,8 +58,10 @@ The output should be printed on a hard-copy device, up to 132 columns wide,
|
||||
with no breaks between the pages.
|
||||
.Sh BUGS
|
||||
Several ASCII characters are not defined, notably <, >, [, ], \\,
|
||||
^, _, {, }, |, and ~. Also, the characters ", ', and & are funny
|
||||
looking (but in a useful way.)
|
||||
^, _, {, }, |, and ~.
|
||||
Also, the characters ", ', and & are funny
|
||||
looking
|
||||
.Pq but in a useful way .
|
||||
.Pp
|
||||
The
|
||||
.Fl w
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: battlestar.6,v 1.8 2001/06/06 20:52:11 pjanzen Exp $
|
||||
.\" $OpenBSD: battlestar.6,v 1.9 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\" $NetBSD: battlestar.6,v 1.4 1995/03/21 15:06:42 cgd Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1983, 1993
|
||||
@ -46,10 +46,9 @@
|
||||
.Op Ar saved-file
|
||||
.Sh DESCRIPTION
|
||||
.Nm
|
||||
is an adventure game in the classic style. However, it's slightly less
|
||||
of a
|
||||
puzzle and more a game of exploration. There are a few magical words
|
||||
in the game, but on the whole, simple English
|
||||
is an adventure game in the classic style.
|
||||
However, it's slightly less of a puzzle and more a game of exploration.
|
||||
There are a few magical words in the game, but on the whole, simple English
|
||||
should suffice to make one's desires understandable to the parser.
|
||||
.Sh THE SETTING
|
||||
In the days before the darkness came, when battlestars ruled the
|
||||
@ -63,18 +62,18 @@ Three to rule the world and purge the skies with thunder.
|
||||
.Ed
|
||||
.Pp
|
||||
In those times great wizards were known and their powers were beyond
|
||||
belief. They could take any object from thin air, and, uttering the
|
||||
word
|
||||
belief.
|
||||
They could take any object from thin air, and, uttering the word
|
||||
.Sq su
|
||||
could disappear.
|
||||
.Pp
|
||||
In those times men were known for their lust of gold and desire to
|
||||
wear fine weapons. Swords and coats of mail were fashioned that could
|
||||
withstand a laser blast.
|
||||
wear fine weapons.
|
||||
Swords and coats of mail were fashioned that could withstand a laser blast.
|
||||
.Pp
|
||||
But when the darkness fell, the rightful reigns were toppled. Swords
|
||||
and helms and heads of state went rolling across the grass. The entire
|
||||
fleet of battlestars was reduced to a single ship.
|
||||
But when the darkness fell, the rightful reigns were toppled.
|
||||
Swords and helms and heads of state went rolling across the grass.
|
||||
The entire fleet of battlestars was reduced to a single ship.
|
||||
.Sh SAMPLE COMMANDS
|
||||
.Bd -literal -offset indent
|
||||
take --- take an object
|
||||
@ -114,9 +113,13 @@ knife:
|
||||
Taken.
|
||||
.Ed
|
||||
.Pp
|
||||
Notice that the "shadow" of the next word stays around if you
|
||||
want to take advantage of it. That is, saying "take knife" and then
|
||||
"drop"
|
||||
Notice that the
|
||||
.Dq shadow
|
||||
of the next word stays around if you want to take advantage of it.
|
||||
That is, saying
|
||||
.Dq take knife
|
||||
and then
|
||||
.Dq drop
|
||||
will drop the knife you just took.
|
||||
.Sh SCORE & INVEN
|
||||
The two commands
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: bcd.6,v 1.10 2001/06/06 20:35:38 pjanzen Exp $
|
||||
.\" $OpenBSD: bcd.6,v 1.11 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1988, 1991, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -72,9 +72,14 @@ The
|
||||
.Fl d
|
||||
option for
|
||||
.Nm morse
|
||||
decodes dot-dash morse (as generated by using the
|
||||
decodes dot-dash morse
|
||||
.Po
|
||||
as generated by using the
|
||||
.Fl s
|
||||
option) back into text. A lowercase
|
||||
option
|
||||
.Pc
|
||||
back into text.
|
||||
A lowercase
|
||||
.Sq x
|
||||
is printed for undecipherable input; otherwise, text is returned uppercase.
|
||||
If the morse to be translated is given on the command line, it should be
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: canfield.6,v 1.5 2001/06/06 20:52:17 pjanzen Exp $
|
||||
.\" $OpenBSD: canfield.6,v 1.6 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\" $NetBSD: canfield.6,v 1.4 1995/03/21 15:08:30 cgd Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1983, 1993
|
||||
@ -48,26 +48,28 @@
|
||||
.Op Ar username
|
||||
.Sh DESCRIPTION
|
||||
If you have never played solitaire before, it is recommended
|
||||
that you consult a solitaire instruction book. In
|
||||
Canfield, tableau cards may be built on each other downward
|
||||
in alternate colors. An entire pile must be moved as a unit
|
||||
in building. Top cards of the piles are available
|
||||
that you consult a solitaire instruction book.
|
||||
In Canfield, tableau cards may be built on each other downward
|
||||
in alternate colors.
|
||||
An entire pile must be moved as a unit in building.
|
||||
Top cards of the piles are available
|
||||
to be played on foundations, but never into empty spaces.
|
||||
.Pp
|
||||
Spaces must be filled from the stock. The top card of
|
||||
the stock also is available to be played on foundations or
|
||||
built on tableau piles. After the stock is exhausted,
|
||||
Spaces must be filled from the stock.
|
||||
The top card of the stock also is available to be played on foundations or
|
||||
built on tableau piles.
|
||||
After the stock is exhausted,
|
||||
tableau spaces may be filled from the talon and the player may
|
||||
keep them open until he wishes to use them.
|
||||
.Pp
|
||||
Cards are dealt from the hand to the talon by threes
|
||||
and this repeats until there are no more cards in the hand
|
||||
or the player quits. To have cards dealt onto the talon the
|
||||
player types
|
||||
or the player quits.
|
||||
To have cards dealt onto the talon the player types
|
||||
.Sq Ic ht
|
||||
for his move. Foundation base cards are
|
||||
also automatically moved to the foundation when they become
|
||||
available.
|
||||
for his move.
|
||||
Foundation base cards are also automatically moved to the foundation when
|
||||
they become available.
|
||||
.Pp
|
||||
The command
|
||||
.Sq Ic c
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: gomoku.6,v 1.8 2001/06/06 20:52:19 pjanzen Exp $
|
||||
.\" $OpenBSD: gomoku.6,v 1.9 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1994
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -50,8 +50,8 @@
|
||||
.Sh DESCRIPTION
|
||||
.Nm
|
||||
is a two player game where the object is to get 5 in a row horizontally,
|
||||
vertically or diagonally on a 19 by 19 grid. By convention, black always
|
||||
moves first.
|
||||
vertically or diagonally on a 19 by 19 grid.
|
||||
By convention, black always moves first.
|
||||
With no arguments,
|
||||
.Nm
|
||||
will display a playing board and prompt for moves from the user.
|
||||
@ -78,30 +78,33 @@ can be used to restore a saved game.
|
||||
The options are:
|
||||
.Bl -tag -width Ds
|
||||
.It Fl b
|
||||
This option sets background mode. Input moves are read from standard input,
|
||||
the computer picks a move, and prints it to standard output. The first
|
||||
input line should be either
|
||||
This option sets background mode.
|
||||
Input moves are read from standard input,
|
||||
the computer picks a move, and prints it to standard output.
|
||||
The first input line should be either
|
||||
.Dq black
|
||||
or
|
||||
.Dq white
|
||||
to specify whether
|
||||
.Nm
|
||||
has the first move or not respectively. This
|
||||
option was intended for game tournaments where a referee program handles
|
||||
the board display and pits one program against another.
|
||||
has the first move or not respectively.
|
||||
This option was intended for game tournaments where a referee program
|
||||
handles the board display and pits one program against another.
|
||||
.It Fl c
|
||||
Computer versus computer.
|
||||
.Nm
|
||||
will play a game against itself. This is mostly used for testing.
|
||||
will play a game against itself.
|
||||
This is mostly used for testing.
|
||||
.It Fl d
|
||||
Print debugging information. Repeating this option more than
|
||||
once yields more detailed information.
|
||||
Print debugging information.
|
||||
Repeating this option more than once yields more detailed information.
|
||||
.It Fl D Ar debugfile
|
||||
Print the debug information to
|
||||
.Ar debugfile
|
||||
instead of to the standard output.
|
||||
.It Fl u
|
||||
User versus user. This is mostly used for testing.
|
||||
User versus user.
|
||||
This is mostly used for testing.
|
||||
.El
|
||||
.Sh AUTHOR
|
||||
Ralph Campbell
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: grdc.6,v 1.4 1999/05/23 14:11:07 aaron Exp $
|
||||
.\" $OpenBSD: grdc.6,v 1.5 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.Dd August 4, 1997
|
||||
.Dt GRDC 6
|
||||
.Os
|
||||
@ -12,14 +12,16 @@
|
||||
.Sh DESCRIPTION
|
||||
.Nm
|
||||
runs a digital clock made of reverse-video blanks on a curses
|
||||
compatible VDU screen. With an optional numeric argument
|
||||
compatible VDU screen.
|
||||
With an optional numeric argument
|
||||
.Ar number
|
||||
it stops after
|
||||
.Ar number
|
||||
seconds (defaulting to never).
|
||||
The optional
|
||||
.Fl s
|
||||
flag makes digits scroll as they change. In this curses mode implementation,
|
||||
flag makes digits scroll as they change.
|
||||
In this curses mode implementation,
|
||||
the scrolling option has trouble keeping up.
|
||||
.Sh AUTHOR
|
||||
Amos Shapir, modified for curses by John Lupien.
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: hangman.6,v 1.5 1999/09/25 20:51:53 pjanzen Exp $
|
||||
.\" $OpenBSD: hangman.6,v 1.6 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1983, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -54,9 +54,11 @@ and how many wrong guesses you have made on the screen in a graphic fashion.
|
||||
.It Fl d
|
||||
Use the specified
|
||||
.Ar wordlist
|
||||
instead of the default. A wordlist file must have one word per line. Only
|
||||
lowercase words of at least a certain length (typically 6 characters) are
|
||||
chosen.
|
||||
instead of the default.
|
||||
A wordlist file must have one word per line.
|
||||
Only lowercase words of at least a certain length
|
||||
.Pq typically 6 characters
|
||||
are chosen.
|
||||
.El
|
||||
.Sh FILES
|
||||
.Bl -tag -width /usr/share/dict/words -compact
|
||||
|
@ -1,5 +1,5 @@
|
||||
.\" $NetBSD: hunt.6,v 1.3 1997/10/10 16:32:30 lukem Exp $
|
||||
.\" $OpenBSD: hunt.6,v 1.13 2001/06/25 05:55:46 pvalchev Exp $
|
||||
.\" $OpenBSD: hunt.6,v 1.14 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" hunt
|
||||
.\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
|
||||
@ -38,7 +38,9 @@ If the
|
||||
.Fl m
|
||||
flag is given,
|
||||
you enter the game as a monitor
|
||||
(you can see the action but you cannot play).
|
||||
.Po
|
||||
you can see the action but you cannot play
|
||||
.Pc .
|
||||
.Pp
|
||||
.Nm
|
||||
looks for an active game on the local network.
|
||||
@ -57,7 +59,8 @@ If the
|
||||
.Fl q
|
||||
flag is given,
|
||||
.Nm
|
||||
queries the local network (or specific host)
|
||||
queries the local network
|
||||
.Pq or specific host
|
||||
and reports on all active games found.
|
||||
This is useful for shell startup scripts, e.g., csh's
|
||||
.Pa .login .
|
||||
@ -106,7 +109,8 @@ You can also reply with a
|
||||
.Ic w
|
||||
to write a message before continuing or
|
||||
.Ic o
|
||||
to change how you enter the game (cloaked, scanning, or flying).
|
||||
to change how you enter the game
|
||||
.Pq cloaked, scanning, or flying .
|
||||
.Sh "PLAYING HINTS"
|
||||
.Nm
|
||||
only works on terminals with at least 24 lines, 80 columns, and
|
||||
@ -116,12 +120,18 @@ On the right hand side is the status area.
|
||||
It shows damage sustained,
|
||||
charges remaining,
|
||||
who's in the game,
|
||||
who's scanning (the
|
||||
who's scanning
|
||||
.Po
|
||||
the
|
||||
.Ql \&*
|
||||
in front of the name),
|
||||
who's cloaked (the
|
||||
in front of the name
|
||||
.Pc ,
|
||||
who's cloaked
|
||||
.Po
|
||||
the
|
||||
.Ql \&+
|
||||
in front of the name),
|
||||
in front of the name
|
||||
.Pc ,
|
||||
and other players' scores.
|
||||
The rest of the screen is taken up by your map of the maze.
|
||||
The 24th line
|
||||
@ -138,46 +148,68 @@ and
|
||||
.Ic l
|
||||
for left, down, up, right, respectively.
|
||||
To change which direction you're facing in the maze,
|
||||
use the upper case version of the movement key (i.e.,
|
||||
.Ic HJKL ) .
|
||||
use the upper case version of the movement key
|
||||
.Po
|
||||
i.e.,
|
||||
.Ic HJKL
|
||||
.Pc .
|
||||
You can only fire or throw things in the direction you're facing.
|
||||
.Pp
|
||||
Other commands are:
|
||||
.Bl -tag -width Ic -compact
|
||||
.It Ic f No or Ic 1
|
||||
Fire a bullet (Takes 1 charge)
|
||||
Fire a bullet
|
||||
.Pq Takes 1 charge
|
||||
.It Ic g No or Ic 2
|
||||
Throw grenade (Takes 9 charges)
|
||||
Throw grenade
|
||||
.Pq Takes 9 charges
|
||||
.It Ic F No or Ic 3
|
||||
Throw satchel charge (Takes 25 charges)
|
||||
Throw satchel charge
|
||||
.Pq Takes 25 charges
|
||||
.It Ic G No or Ic 4
|
||||
Throw bomb (Takes 49 charges)
|
||||
Throw bomb
|
||||
.Pq Takes 49 charges
|
||||
.It Ic 5
|
||||
Throw big bomb (Takes 81 charges)
|
||||
Throw big bomb
|
||||
.Pq Takes 81 charges
|
||||
.It Ic 6
|
||||
Throw even bigger bomb (Takes 121 charges)
|
||||
Throw even bigger bomb
|
||||
.Pq Takes 121 charges
|
||||
.It Ic 7
|
||||
Throw even more big bomb (Takes 169 charges)
|
||||
Throw even more big bomb
|
||||
.Pq Takes 169 charges
|
||||
.It Ic 8
|
||||
Throw even more bigger bomb (Takes 225 charges)
|
||||
Throw even more bigger bomb
|
||||
.Pq Takes 225 charges
|
||||
.It Ic 9
|
||||
Throw very big bomb (Takes 289 charges)
|
||||
Throw very big bomb
|
||||
.Pq Takes 289 charges
|
||||
.It Ic 0
|
||||
Throw very, very big bomb (Takes 361 charges)
|
||||
Throw very, very big bomb
|
||||
.Pq Takes 361 charges
|
||||
.It Ic @
|
||||
Throw biggest bomb (Takes 441 charges)
|
||||
Throw biggest bomb
|
||||
.Pq Takes 441 charges
|
||||
.It Ic o
|
||||
Throw small slime (Takes 5 charges)
|
||||
Throw small slime
|
||||
.Pq Takes 5 charges
|
||||
.It Ic O
|
||||
Throw big slime (Takes 10 charges)
|
||||
Throw big slime
|
||||
.Pq Takes 10 charges
|
||||
.It Ic p
|
||||
Throw bigger slime (Takes 15 charges)
|
||||
Throw bigger slime
|
||||
.Pq Takes 15 charges
|
||||
.It Ic P
|
||||
Throw biggest slime (Takes 20 charges)
|
||||
Throw biggest slime
|
||||
.Pq Takes 20 charges
|
||||
.It Ic s
|
||||
Scan (show where other players are) (Takes 1 charge)
|
||||
Scan
|
||||
.Pq show where other players are
|
||||
.Pq Takes 1 charge
|
||||
.It Ic c
|
||||
Cloak (hide from scanners) (Takes 1 charge)
|
||||
Cloak
|
||||
.Pq hide from scanners
|
||||
.Pq Takes 1 charge
|
||||
.br
|
||||
.It Ic ^L
|
||||
Redraw screen
|
||||
@ -190,9 +222,12 @@ The symbols on the screen are:
|
||||
.It Li \&- \&| \&+
|
||||
walls
|
||||
.It Li \&/ \e
|
||||
diagonal (deflecting) walls
|
||||
diagonal
|
||||
.Pq deflecting
|
||||
walls
|
||||
.It Li #
|
||||
doors (dispersion walls)
|
||||
doors
|
||||
.Pq dispersion walls
|
||||
.It Li ;
|
||||
small mine
|
||||
.It Li g
|
||||
@ -242,7 +277,10 @@ You start with 15 charges and get 5 more every time a player enters
|
||||
or re-enters.
|
||||
.It
|
||||
Grenade explosions cover a 3 by 3 area, each larger bomb cover a
|
||||
correspondingly larger area (ranging from 5 by 5 to 21 by 21).
|
||||
correspondingly larger area
|
||||
.Po
|
||||
ranging from 5 by 5 to 21 by 21
|
||||
.Pc .
|
||||
All explosions are centered around the square the shot hits and
|
||||
do the most damage in the center.
|
||||
.It
|
||||
@ -252,7 +290,7 @@ multiplied by
|
||||
.Va slimefactor
|
||||
as set by
|
||||
.Xr huntd 6
|
||||
(default 3).
|
||||
.Pq default 3 .
|
||||
.It
|
||||
One small mine and one large mine are placed in the maze for every new player.
|
||||
A mine has a 2% probability of tripping when you walk forward on to it;
|
||||
@ -276,12 +314,14 @@ you get 2 more damage capacity points and 2 damage points get taken away.
|
||||
.It
|
||||
Maximum typeahead is 5 characters.
|
||||
.It
|
||||
A shot destroys normal (i.e.,
|
||||
non-diagonal, non-door) walls.
|
||||
A shot destroys normal
|
||||
.Pq i.e., non-diagonal, non-door
|
||||
walls.
|
||||
.It
|
||||
Diagonal walls deflect shots and change orientation.
|
||||
.It
|
||||
Doors disperse shots in random directions (up, down, left, right).
|
||||
Doors disperse shots in random directions
|
||||
.Pq up, down, left, right .
|
||||
.It
|
||||
Diagonal walls and doors cannot be destroyed by direct shots but may
|
||||
be destroyed by an adjacent grenade explosion.
|
||||
@ -291,9 +331,12 @@ Slime goes around walls, not through them.
|
||||
Walls regenerate, reappearing in the order they were destroyed.
|
||||
One percent of the regenerated walls will be diagonal walls or doors.
|
||||
When a wall is generated directly beneath a player, he is thrown in
|
||||
a random direction for a random period of time. When he lands, he
|
||||
sustains damage (up to 20 percent of the amount of damage already
|
||||
sustained);
|
||||
a random direction for a random period of time.
|
||||
When he lands, he
|
||||
sustains damage
|
||||
.Po
|
||||
up to 20 percent of the amount of damage already sustained
|
||||
.Pc ;
|
||||
i.e.,
|
||||
the less damage he had, the more nimble he is and
|
||||
therefore less likely to hurt himself on landing.
|
||||
@ -307,7 +350,8 @@ will appear.
|
||||
It is a wandering bomb which will explode when it hits someone, or
|
||||
when it is slimed.
|
||||
.It
|
||||
If no one moves, everything stands still. But see the
|
||||
If no one moves, everything stands still.
|
||||
But see the
|
||||
.Va simstep
|
||||
configuration variable in
|
||||
.Xr huntd 6
|
||||
@ -365,9 +409,11 @@ The
|
||||
option fetches the current game statistics.
|
||||
.Pp
|
||||
Two groups of statistics are presented: the first group of statistics is
|
||||
that of the clients currently connected to the game, and is reset each
|
||||
time the client rejoins, while the second group of statistics is on all
|
||||
players (dead or alive) by name, and collected over the lifetime of the
|
||||
that of the clients currently connected to the game, and is reset each
|
||||
time the client rejoins, while the second group of statistics is on all
|
||||
players
|
||||
.Pq dead or alive
|
||||
by name, and collected over the lifetime of the
|
||||
game daemon.
|
||||
.Pp
|
||||
The meaning of the column headings are as follows:
|
||||
@ -391,7 +437,8 @@ how many slime kills player had
|
||||
.It Enemy
|
||||
how many enemies were killed
|
||||
.It Friend
|
||||
how many friends were killed (self and same team)
|
||||
how many friends were killed
|
||||
.Pq self and same team
|
||||
.It Deaths
|
||||
how many times player died
|
||||
.It Still
|
||||
|
@ -1,5 +1,5 @@
|
||||
.\" $NetBSD: huntd.6,v 1.3 1998/01/09 08:03:42 perry Exp $
|
||||
.\" $OpenBSD: huntd.6,v 1.11 2000/01/03 20:04:24 pjanzen Exp $
|
||||
.\" $OpenBSD: huntd.6,v 1.12 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Hunt
|
||||
.\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
|
||||
@ -33,10 +33,11 @@ The
|
||||
.Fl s
|
||||
option is for running
|
||||
.Nm
|
||||
forever (server mode).
|
||||
forever
|
||||
.Pq server mode .
|
||||
This is similar to running it under the control of
|
||||
.Xr inetd 8
|
||||
(see below),
|
||||
.Pq see below ,
|
||||
but it consumes a process table entry when no one is playing,
|
||||
and monitor clients are not disconnected.
|
||||
.Pp
|
||||
@ -48,7 +49,7 @@ process and thus allows for private games of
|
||||
.Pp
|
||||
The
|
||||
.Fl a Ar addr
|
||||
option is used to cause the server to listen only on a
|
||||
option is used to cause the server to listen only on a
|
||||
specific interface address.
|
||||
The
|
||||
.Ar addr
|
||||
@ -56,15 +57,18 @@ argument must be given as an IP address.
|
||||
.Pp
|
||||
Options given with
|
||||
.Fl D
|
||||
override those read from configuration files (see
|
||||
override those read from configuration files
|
||||
.Po
|
||||
see
|
||||
.Sx CONFIGURATION ,
|
||||
below).
|
||||
below
|
||||
.Pc .
|
||||
.Ss INETD
|
||||
To run
|
||||
.Nm
|
||||
from
|
||||
.Xr inetd 8 ,
|
||||
you'll need to
|
||||
you'll need to
|
||||
add this line to
|
||||
.Pa /etc/inetd.conf :
|
||||
.Pp
|
||||
@ -79,8 +83,8 @@ on a private port, change the port listed in
|
||||
.Ss "NETWORK RENDEZVOUS"
|
||||
When
|
||||
.Xr hunt 6
|
||||
starts up, it broadcasts on attached networks
|
||||
(using the broadcast or point-to-point destination address for each interface)
|
||||
starts up, it broadcasts on attached networks,
|
||||
using the broadcast or point-to-point destination address for each interface,
|
||||
to find a
|
||||
.Nm hunt
|
||||
game in progress.
|
||||
@ -103,8 +107,11 @@ starts, it looks for configuration files that determine
|
||||
game parameters.
|
||||
Each line of a configuration file is of the form
|
||||
.Ar var No = Ar value .
|
||||
Comments start with a hash sign (`#').
|
||||
The configuration files loaded in order (if they exist) are:
|
||||
Comments start with a hash sign
|
||||
.Pq Sq # .
|
||||
The configuration files loaded in order
|
||||
.Pq if they exist
|
||||
are:
|
||||
.Pa /etc/hunt.conf ,
|
||||
.Pa "$HOME/.hunt.conf" ,
|
||||
and
|
||||
@ -116,96 +123,140 @@ The complete list of configurable variables is as follows.
|
||||
.Pp
|
||||
.Bl -tag -width pdroneabsorb -compact
|
||||
.It Va random
|
||||
enable dispersion doors (default 1)
|
||||
enable dispersion doors
|
||||
.Pq default 1
|
||||
.It Va reflect
|
||||
enable generation of reflection walls (default 1)
|
||||
enable generation of reflection walls
|
||||
.Pq default 1
|
||||
.It Va monitor
|
||||
enable monitors (default 1)
|
||||
enable monitors
|
||||
.Pq default 1
|
||||
.It Va ooze
|
||||
enable slime shots (default 1)
|
||||
enable slime shots
|
||||
.Pq default 1
|
||||
.It Va fly
|
||||
enable flight (default 1)
|
||||
enable flight
|
||||
.Pq default 1
|
||||
.It Va volcano
|
||||
enable volcanoes (default 1)
|
||||
enable volcanoes
|
||||
.Pq default 1
|
||||
.It Va drone
|
||||
enable drone (default 1)
|
||||
enable drone
|
||||
.Pq default 1
|
||||
.It Va boots
|
||||
enable boots (default 1)
|
||||
enable boots
|
||||
.Pq default 1
|
||||
.It Va scan
|
||||
enable scanning (default 1)
|
||||
enable scanning
|
||||
.Pq default 1
|
||||
.It Va cloak
|
||||
enable cloaking (default 1)
|
||||
enable cloaking
|
||||
.Pq default 1
|
||||
.It Va logerr
|
||||
errors to stderr (default 1)
|
||||
errors to stderr
|
||||
.Pq default 1
|
||||
.It Va syslog
|
||||
errors to
|
||||
.Xr syslog 8
|
||||
(default 0)
|
||||
.Pq default 0
|
||||
.It Va scoredecay
|
||||
nr deaths before nr kills begins to decay (default 15)
|
||||
nr deaths before nr kills begins to decay
|
||||
.Pq default 15
|
||||
.It Va maxremove
|
||||
Maximum number of holes in the maze wall (default 40)
|
||||
Maximum number of holes in the maze wall
|
||||
.Pq default 40
|
||||
.It Va linger
|
||||
Seconds to keep game open with no players. \&-1 means forever. (default 90)
|
||||
Seconds to keep game open with no players. \&-1 means forever
|
||||
.Pq default 90
|
||||
.It Va flytime
|
||||
max time flying (default 20)
|
||||
max time flying
|
||||
.Pq default 20
|
||||
.It Va flystep
|
||||
max displacement each flying time unit (default 5)
|
||||
max displacement each flying time unit
|
||||
.Pq default 5
|
||||
.It Va volcano_max
|
||||
max size of volcano (default 50)
|
||||
max size of volcano
|
||||
.Pq default 50
|
||||
.It Va ptrip_face
|
||||
percentage chance of tripping a grenade on pickup (default 2)
|
||||
percentage chance of tripping a grenade on pickup
|
||||
.Pq default 2
|
||||
.It Va ptrip_back
|
||||
percentage chance of same when backing onto it (default 95)
|
||||
percentage chance of same when backing onto it
|
||||
.Pq default 95
|
||||
.It Va ptrip_side
|
||||
percentage chance of same when walking sideways into it (default 50)
|
||||
percentage chance of same when walking sideways into it
|
||||
.Pq default 50
|
||||
.It Va prandom
|
||||
percentage of time dispersion doors appear (default 1)
|
||||
percentage of time dispersion doors appear
|
||||
.Pq default 1
|
||||
.It Va preflect
|
||||
percentage of time reflection walls appear (default 1)
|
||||
percentage of time reflection walls appear
|
||||
.Pq default 1
|
||||
.It Va pshot_coll
|
||||
percentage chance of shots colliding (default 5)
|
||||
percentage chance of shots colliding
|
||||
.Pq default 5
|
||||
.It Va pgren_coll
|
||||
percentage chance of grenades colliding (default 10)
|
||||
percentage chance of grenades colliding
|
||||
.Pq default 10
|
||||
.It Va pgren_catch
|
||||
facing player chance of catching grenade (default 10)
|
||||
facing player chance of catching grenade
|
||||
.Pq default 10
|
||||
.It Va pmiss
|
||||
percentage chance of bullet missing player (default 5)
|
||||
percentage chance of bullet missing player
|
||||
.Pq default 5
|
||||
.It Va pdroneabsorb
|
||||
percentage chance of absorbing a drone (default 1)
|
||||
percentage chance of absorbing a drone
|
||||
.Pq default 1
|
||||
.It Va fall_frac
|
||||
divisor of damage used for fall damage (default 5)
|
||||
divisor of damage used for fall damage
|
||||
.Pq default 5
|
||||
.It Va bulspd
|
||||
speed of bullets (default 5)
|
||||
speed of bullets
|
||||
.Pq default 5
|
||||
.It Va ishots
|
||||
initial ammo for player (default 15)
|
||||
initial ammo for player
|
||||
.Pq default 15
|
||||
.It Va nshots
|
||||
ammo boost for all when new player joins (default 5)
|
||||
ammo boost for all when new player joins
|
||||
.Pq default 5
|
||||
.It Va maxncshot
|
||||
max number of simultaneous shots per player (default 2)
|
||||
max number of simultaneous shots per player
|
||||
.Pq default 2
|
||||
.It Va maxdam
|
||||
the initial shield for each player (default 10)
|
||||
the initial shield for each player
|
||||
.Pq default 10
|
||||
.It Va mindam
|
||||
minimum damage from one unit of ammo (default 5)
|
||||
minimum damage from one unit of ammo
|
||||
.Pq default 5
|
||||
.It Va stabdam
|
||||
damage from stabbing (default 2)
|
||||
damage from stabbing
|
||||
.Pq default 2
|
||||
.It Va killgain
|
||||
shield gained from killing someone (default 2)
|
||||
shield gained from killing someone
|
||||
.Pq default 2
|
||||
.It Va slimefactor
|
||||
charge multiplier for slime (default 3)
|
||||
charge multiplier for slime
|
||||
.Pq default 3
|
||||
.It Va slimespeed
|
||||
speed of slime (default 5)
|
||||
speed of slime
|
||||
.Pq default 5
|
||||
.It Va lavaspeed
|
||||
speed of volcano lava (default 1)
|
||||
speed of volcano lava
|
||||
.Pq default 1
|
||||
.It Va cloaklen
|
||||
duration of a cloak (default 20)
|
||||
duration of a cloak
|
||||
.Pq default 20
|
||||
.It Va scanlen
|
||||
duration of a scan (default 20)
|
||||
duration of a scan
|
||||
.Pq default 20
|
||||
.It Va mindshot
|
||||
minimum shot class needed to make a drone (default 2)
|
||||
minimum shot class needed to make a drone
|
||||
.Pq default 2
|
||||
.It Va simstep
|
||||
maximum simulation step in microseconds. Zero means traditional blocking
|
||||
behaviour. Try 55000 for something reasonable (default 0)
|
||||
maximum simulation step in microseconds.
|
||||
Zero means traditional blocking behaviour.
|
||||
Try 55000 for something reasonable
|
||||
.Pq default 0
|
||||
.El
|
||||
.Sh "FILES"
|
||||
.Bl -tag -width Pa -compact
|
||||
@ -222,5 +273,5 @@ Conrad Huang, Ken Arnold, and Greg Couch;
|
||||
.br
|
||||
University of California, San Francisco, Computer Graphics Lab
|
||||
.Pp
|
||||
David Leonard tidied up, added configuration file.
|
||||
David Leonard tidied up, and added the configuration file.
|
||||
.\"Sh BUGS
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: mille.6,v 1.5 1999/07/09 13:35:56 aaron Exp $
|
||||
.\" $OpenBSD: mille.6,v 1.6 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1983, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -62,9 +62,12 @@ slot in your hand.
|
||||
.It D
|
||||
Discard a card from your hand.
|
||||
To indicate which card, type the number of the card in the hand
|
||||
(or
|
||||
.Po
|
||||
or
|
||||
.Dq P
|
||||
for the just-picked card) followed by a <RETURN> or <SPACE>.
|
||||
for the just-picked card
|
||||
.Pc
|
||||
followed by a <RETURN> or <SPACE>.
|
||||
The <RETURN or <SPACE> is required to allow recovery from typos
|
||||
which can be very expensive, like discarding safeties.
|
||||
.It U
|
||||
@ -87,11 +90,14 @@ If you type a <RETURN> without a name,
|
||||
the save will be terminated and the game resumed.
|
||||
.It R
|
||||
Redraw the screen from scratch.
|
||||
The command ^L (control-L) will also work.
|
||||
The command ^L
|
||||
.Pq control-L
|
||||
will also work.
|
||||
.It W
|
||||
Toggle window type.
|
||||
This switches the score window between the startup window
|
||||
(with all the command names) and the end-of-game window.
|
||||
.Pq with all the command names
|
||||
and the end-of-game window.
|
||||
Using the end-of-game window
|
||||
saves time by eliminating the switch at the end of the game
|
||||
to show the final score.
|
||||
@ -112,7 +118,9 @@ command to reattempt the save.
|
||||
.Sh AUTHOR
|
||||
Ken Arnold
|
||||
.Pp
|
||||
(The game itself is a product of Parker Brothers, Inc.)
|
||||
.Po
|
||||
The game itself is a product of Parker Brothers, Inc.
|
||||
.Pc
|
||||
.Sh SEE ALSO
|
||||
.Xr curses 3X
|
||||
.Sh CARDS
|
||||
@ -194,9 +202,11 @@ All the Hazard and Remedy Cards are played here, except the
|
||||
.Em Speed Limit
|
||||
and
|
||||
.Em End of Limit
|
||||
cards. Only the top card is displayed, as it is the only effective one.
|
||||
cards.
|
||||
Only the top card is displayed, as it is the only effective one.
|
||||
.It Sy SPEED
|
||||
The Speed pile. The
|
||||
The Speed pile.
|
||||
The
|
||||
.Em Speed Limit
|
||||
and
|
||||
.Em End of Limit
|
||||
@ -210,8 +220,9 @@ The total of the numbers shown here is the distance traveled so far.
|
||||
The first pick alternates between the two players.
|
||||
Each turn usually starts with a pick from the deck.
|
||||
The player then plays a card, or if this is not possible or desirable,
|
||||
discards one. Normally, a play or discard of a single card
|
||||
constitutes a turn. If the card played is a safety, however,
|
||||
discards one.
|
||||
Normally, a play or discard of a single card constitutes a turn.
|
||||
If the card played is a safety, however,
|
||||
the same player takes another turn immediately.
|
||||
.Pp
|
||||
This repeats until one of the players reaches 700 miles or the deck runs out.
|
||||
@ -227,7 +238,8 @@ Remedy Cards are used for undoing the effects of your opponent's nastiness.
|
||||
must be the top card on your Battle pile for you to play any mileage,
|
||||
unless you have played the
|
||||
.Em Right of Way
|
||||
card (see below).
|
||||
card
|
||||
.Pq see below .
|
||||
.It Sy Stop
|
||||
is played on your opponent's
|
||||
.Em Go
|
||||
@ -248,7 +260,8 @@ played by your opponent.
|
||||
.It Sy Out of Gas
|
||||
is played on your opponent's
|
||||
.Em Go
|
||||
card. They must then play a
|
||||
card.
|
||||
They must then play a
|
||||
.Em Gasoline
|
||||
card, and then a
|
||||
.Em Go
|
||||
@ -256,7 +269,8 @@ card before they can play any more mileage.
|
||||
.It Sy Flat Tire
|
||||
is played on your opponent's
|
||||
.Em Go
|
||||
card. They must then play a
|
||||
card.
|
||||
They must then play a
|
||||
.Em Spare Tire
|
||||
card, and then a
|
||||
.Em Go
|
||||
@ -264,7 +278,8 @@ card before they can play any more mileage.
|
||||
.It Sy Accident
|
||||
is played on your opponent's
|
||||
.Em Go
|
||||
card. They must then play a
|
||||
card.
|
||||
They must then play a
|
||||
.Em Repairs
|
||||
card, and then a
|
||||
.Em Go
|
||||
@ -281,7 +296,8 @@ prevents your opponent from playing both
|
||||
.Em Stop
|
||||
and
|
||||
.Em Speed Limit
|
||||
cards on you. It also acts as a permanent
|
||||
cards on you.
|
||||
It also acts as a permanent
|
||||
.Em Go
|
||||
card for the rest of the hand, so you can play mileage
|
||||
as long as there is not a Hazard card on top of your Battle pile.
|
||||
@ -324,9 +340,11 @@ If an opponent plays a Hazard card,
|
||||
and you have the corresponding Safety in your hand,
|
||||
you play it immediately, even
|
||||
.Em before
|
||||
you draw. This immediately removes the Hazard card from your Battle pile,
|
||||
and protects you from that card for the rest of the game. This
|
||||
gives you more points (see Scoring below).
|
||||
you draw.
|
||||
This immediately removes the Hazard card from your Battle pile,
|
||||
and protects you from that card for the rest of the game.
|
||||
This gives you more points
|
||||
.Pq see Scoring below .
|
||||
.Ss Scoring :
|
||||
Scores are totaled at the end of each hand,
|
||||
whether or not anyone completed the trip.
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: monop.6,v 1.6 2001/06/06 20:52:20 pjanzen Exp $
|
||||
.\" $OpenBSD: monop.6,v 1.7 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1980 The Regents of the University of California.
|
||||
.\" All rights reserved.
|
||||
@ -73,7 +73,8 @@ It is not possible to input a negative number, nor is it ever necessary.
|
||||
.Em A Summary of Commands :
|
||||
.Bl -tag -width item
|
||||
.It Ic quit
|
||||
quit game. It asks you if you're sure.
|
||||
quit game.
|
||||
It asks you if you're sure.
|
||||
.It Ic print
|
||||
print current board.
|
||||
The columns have the following meanings (column headings are the same for the
|
||||
@ -101,7 +102,8 @@ If the property is a Utility or Railroad, this is the number
|
||||
of such owned by the owner.
|
||||
If the property is land, this is the number of houses on it.
|
||||
.It Rent
|
||||
Current rent on the property. If it is not owned, there is no rent.
|
||||
Current rent on the property.
|
||||
If it is not owned, there is no rent.
|
||||
.El
|
||||
.It Ic where
|
||||
tell where players are.
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: pom.6,v 1.4 1999/07/09 13:35:57 aaron Exp $
|
||||
.\" $OpenBSD: pom.6,v 1.5 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1989, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -51,8 +51,8 @@ managerial behavior.
|
||||
.Pp
|
||||
.Bl -tag -width [[[[[cc]yy]mm]dd]HH]
|
||||
.It Ar [[[[[cc]yy]mm]dd]HH]
|
||||
Display the phase of the moon for a given time. The format is similar to
|
||||
the canonical representation used by
|
||||
Display the phase of the moon for a given time.
|
||||
The format is similar to the canonical representation used by
|
||||
.Xr date 1 .
|
||||
.El
|
||||
.Sh SEE ALSO
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: rain.6,v 1.10 2000/04/21 03:10:30 pjanzen Exp $
|
||||
.\" $OpenBSD: rain.6,v 1.11 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1989, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -50,8 +50,8 @@ program of the same name.
|
||||
To obtain the proper effect, either the terminal must be set for 9600 baud
|
||||
or the
|
||||
.Fl d
|
||||
option must be used to specify a delay, in milliseconds, between each update. A
|
||||
reasonable delay is 120; the default is 0.
|
||||
option must be used to specify a delay, in milliseconds, between each update.
|
||||
A reasonable delay is 120; the default is 0.
|
||||
.Pp
|
||||
As with any
|
||||
.Xr curses 3
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: robots.6,v 1.7 2001/06/06 20:52:21 pjanzen Exp $
|
||||
.\" $OpenBSD: robots.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1991, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -45,13 +45,13 @@
|
||||
.Op Ar scorefile
|
||||
.Sh DESCRIPTION
|
||||
.Nm
|
||||
pits you against evil robots, who are trying to kill you (which is why
|
||||
they are evil).
|
||||
pits you against evil robots, who are trying to kill you
|
||||
.Pq which is why they are evil .
|
||||
Fortunately for you, even though they are evil, they are not very bright
|
||||
and have a habit of bumping into each other, thus destroying themselves.
|
||||
In order to survive, you must get them to kill each other off, since you
|
||||
have no offensive weaponry. You are endowed with one
|
||||
piece of defensive weaponry: a teleportation device.
|
||||
have no offensive weaponry.
|
||||
You are endowed with one piece of defensive weaponry: a teleportation device.
|
||||
When two robots run into each other or a junk pile, they die.
|
||||
If a robot runs into you, you die.
|
||||
When a robot dies, you get 10 points, and when all the robots die,
|
||||
@ -137,8 +137,8 @@ very nice.
|
||||
.It Fl a
|
||||
Advance into the higher levels directly, skipping the lower, easier levels.
|
||||
.It Fl r
|
||||
Real-time mode. After your first move, robots will advance at least
|
||||
every three seconds.
|
||||
Real-time mode.
|
||||
After your first move, robots will advance at least every three seconds.
|
||||
.El
|
||||
.Sh FILES
|
||||
.Bl -tag -width /var/games/robots_roll -compact
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: rogue.6,v 1.7 2001/06/23 05:57:03 deraadt Exp $
|
||||
.\" $OpenBSD: rogue.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1988, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -47,29 +47,36 @@
|
||||
.\" .Op Fl d
|
||||
.Sh DESCRIPTION
|
||||
.Nm
|
||||
is a computer fantasy game with a new twist. It is crt oriented and the
|
||||
is a computer fantasy game with a new twist.
|
||||
It is crt oriented and the
|
||||
object of the game is to survive the attacks of various monsters and get
|
||||
a lot of gold, rather than the puzzle solving orientation of most computer
|
||||
fantasy games.
|
||||
.Pp
|
||||
To get started you really only need to know two commands. The command
|
||||
To get started you really only need to know two commands.
|
||||
The command
|
||||
.Ic \&?
|
||||
will give you a list of the available commands and the command
|
||||
.Ic \&/
|
||||
will identify the things you see on the screen.
|
||||
.Pp
|
||||
To win the game (as opposed to merely playing to beat other people's high
|
||||
scores) you must locate the Amulet of Yendor which is somewhere below
|
||||
the 20th level of the dungeon and get it out. Nobody has achieved this
|
||||
To win the game
|
||||
.Po
|
||||
as opposed to merely playing to beat other people's high scores
|
||||
.Pc
|
||||
you must locate the Amulet of Yendor which is somewhere below
|
||||
the 20th level of the dungeon and get it out.
|
||||
Nobody has achieved this
|
||||
yet and if somebody does, they will probably go down in history as a hero
|
||||
among heroes.
|
||||
.Pp
|
||||
When the game ends, either by your death, when you quit, or if you (by
|
||||
some miracle) manage to win,
|
||||
When the game ends, either by your death, when you quit, or if you
|
||||
.Pq by some miracle
|
||||
manage to win,
|
||||
.Nm
|
||||
will give you a list of the top-ten scorers. The scoring is based entirely
|
||||
upon how much gold you get. There is a 10% penalty for getting yourself
|
||||
killed.
|
||||
will give you a list of the top-ten scorers.
|
||||
The scoring is based entirely upon how much gold you get.
|
||||
There is a 10% penalty for getting yourself killed.
|
||||
.Pp
|
||||
If
|
||||
.Ar save_file
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: snake.6,v 1.4 2001/02/18 16:03:02 pjanzen Exp $
|
||||
.\" $OpenBSD: snake.6,v 1.5 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\" $NetBSD: snake.6,v 1.5 1995/04/22 08:34:35 cgd Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1980, 1993
|
||||
@ -53,7 +53,8 @@
|
||||
.Nm snake
|
||||
is a display-based game.
|
||||
The object of the game is to make as much money as possible without
|
||||
getting eaten by the snake. The
|
||||
getting eaten by the snake.
|
||||
The
|
||||
.Fl l
|
||||
and
|
||||
.Fl w
|
||||
@ -86,10 +87,12 @@ Other possibilities include:
|
||||
These keys are like hjkl but form a directed pad around the d key.
|
||||
.It Ic HJKL
|
||||
These keys move you all the way in the indicated direction to the
|
||||
same row or column as the money. This does
|
||||
same row or column as the money.
|
||||
This does
|
||||
.Em not
|
||||
let you jump away from the snake, but rather saves you from having
|
||||
to type a key repeatedly. The snake still gets all his turns.
|
||||
to type a key repeatedly.
|
||||
The snake still gets all his turns.
|
||||
.It Ic SEFC
|
||||
Likewise for the upper case versions on the left.
|
||||
.It Ic ATPB
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: tetris.6,v 1.9 2001/06/06 20:52:22 pjanzen Exp $
|
||||
.\" $OpenBSD: tetris.6,v 1.10 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1992, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -96,8 +96,8 @@ during play.
|
||||
.It Fl l Ar level
|
||||
Select a level of play.
|
||||
.It Fl p
|
||||
Switch on previewing of the shape that will appear next. This penalizes
|
||||
your score.
|
||||
Switch on previewing of the shape that will appear next.
|
||||
This penalizes your score.
|
||||
.It Fl s
|
||||
Display the top scores.
|
||||
.El
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: trek.6,v 1.7 2000/01/03 20:04:24 pjanzen Exp $
|
||||
.\" $OpenBSD: trek.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\" $NetBSD: trek.6,v 1.4 1995/04/22 10:59:35 cgd Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1980, 1993
|
||||
@ -44,7 +44,8 @@
|
||||
.Nm trek
|
||||
.Sh DESCRIPTION
|
||||
.Nm
|
||||
is a game of space glory and war. Below is a summary of commands.
|
||||
is a game of space glory and war.
|
||||
Below is a summary of commands.
|
||||
For complete documentation, see
|
||||
.Em Trek
|
||||
by Eric Allman.
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: worm.6,v 1.7 1999/07/09 13:35:57 aaron Exp $
|
||||
.\" $OpenBSD: worm.6,v 1.8 2001/08/18 03:27:17 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1989, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -46,19 +46,23 @@
|
||||
In
|
||||
.Nm worm ,
|
||||
you are a little worm: your body is the "o"'s on the screen
|
||||
and your head is the "@". You move with the hjkl keys (as in the game
|
||||
and your head is the "@".
|
||||
You move with the hjkl keys (as in the game
|
||||
.Xr snake 6 Ns ).
|
||||
If you don't press any keys, you continue in the direction you
|
||||
last moved. The upper case HJKL keys move you as if you had pressed
|
||||
last moved.
|
||||
The upper case HJKL keys move you as if you had pressed
|
||||
several of the corresponding lower case key (9 for HL and 5 for JK, or
|
||||
until you run into a digit, whichever comes first).
|
||||
.Pp
|
||||
On the screen you will see a digit. If your worm eats the digit it will
|
||||
grow longer by that number of "o"'s. The object of the game is to see how
|
||||
long you can make the worm grow.
|
||||
On the screen you will see a digit.
|
||||
If your worm eats the digit it will grow longer by that number of "o"'s.
|
||||
The object of the game is to see how long you can make the worm grow.
|
||||
.Pp
|
||||
The game ends when the worm runs into either the sides of the screen
|
||||
or itself. The current score (how much the worm has grown) is kept in
|
||||
the upper right corner of the screen.
|
||||
or itself.
|
||||
The current score
|
||||
.Pq how much the worm has grown
|
||||
is kept in the upper right corner of the screen.
|
||||
.Pp
|
||||
The optional argument, if present, is the initial length of the worm.
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: worms.6,v 1.8 1999/07/07 10:50:15 aaron Exp $
|
||||
.\" $OpenBSD: worms.6,v 1.9 2001/08/18 03:27:18 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1989, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -60,8 +60,10 @@ for the worm(s) to eat.
|
||||
.It Fl t
|
||||
Makes each worm leave a trail behind it.
|
||||
.It Fl d
|
||||
Specifies a delay, in milliseconds, between each update. This is useful for
|
||||
fast terminals. Reasonable values are around 20-200. The default is 0.
|
||||
Specifies a delay, in milliseconds, between each update.
|
||||
This is useful for fast terminals.
|
||||
Reasonable values are around 20-200.
|
||||
The default is 0.
|
||||
.It Fl l
|
||||
Specifies a length for each worm; the default is 16.
|
||||
.It Fl n
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $OpenBSD: wump.6,v 1.5 2000/06/29 07:37:38 pjanzen Exp $
|
||||
.\" $OpenBSD: wump.6,v 1.6 2001/08/18 03:27:18 pjanzen Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1989, 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@ -75,8 +75,8 @@ Play the hard version -- more pits, more bats, and a generally more
|
||||
dangerous cave.
|
||||
.It Fl o
|
||||
Play the original version, where there are twenty rooms arranged on the
|
||||
vertices of a dodecahedron, connected by the edges. In this case, the
|
||||
default is two pits and two bat rooms.
|
||||
vertices of a dodecahedron, connected by the edges.
|
||||
In this case, the default is two pits and two bat rooms.
|
||||
.It Fl p
|
||||
Specifies the number of rooms in the cave which contain bottomless pits.
|
||||
The default is three.
|
||||
|
Loading…
Reference in New Issue
Block a user