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[src/trunk]: src/games New sentences begin on new lines.
details: https://anonhg.NetBSD.org/src/rev/1412cf01df4a
branches: trunk
changeset: 537076:1412cf01df4a
user: wiz <wiz%NetBSD.org@localhost>
date: Thu Sep 26 16:12:39 2002 +0000
description:
New sentences begin on new lines.
Patch from Richard Elz, slightly improved by yours truly.
diffstat:
games/atc/atc.6 | 189 +++++++++-------
games/battlestar/battlestar.6 | 29 +-
games/boggle/boggle/boggle.6 | 6 +-
games/cribbage/cribbage.6 | 37 +-
games/gomoku/gomoku.6 | 30 +-
games/hack/hack.6 | 24 +-
games/hangman/hangman.6 | 5 +-
games/hunt/hunt/hunt.6 | 42 +--
games/larn/larn.6 | 16 +-
games/mille/mille.6 | 38 ++-
games/monop/monop.6 | 8 +-
games/phantasia/phantasia.6 | 251 +++++++++++++---------
games/pom/pom.6 | 6 +-
games/rain/rain.6 | 5 +-
games/robots/robots.6 | 5 +-
games/rogue/rogue.6 | 17 +-
games/sail/sail.6 | 456 ++++++++++++++++++++++++-----------------
games/snake/snake/snake.6 | 14 +-
games/trek/trek.6 | 5 +-
games/wargames/wargames.6 | 7 +-
games/worm/worm.6 | 17 +-
games/worms/worms.6 | 9 +-
games/wtf/wtf.6 | 5 +-
23 files changed, 693 insertions(+), 528 deletions(-)
diffs (truncated from 2589 to 300 lines):
diff -r 498003e854ea -r 1412cf01df4a games/atc/atc.6
--- a/games/atc/atc.6 Thu Sep 26 16:07:03 2002 +0000
+++ b/games/atc/atc.6 Thu Sep 26 16:12:39 2002 +0000
@@ -1,4 +1,4 @@
-.\" $NetBSD: atc.6,v 1.12 2002/02/08 01:25:12 ross Exp $
+.\" $NetBSD: atc.6,v 1.13 2002/09/26 16:12:39 wiz Exp $
.\"
.\" Copyright (c) 1990, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -76,18 +76,19 @@
.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 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
@@ -102,15 +103,18 @@
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 in all three dimensions. A plane leaving the arena
+Planes can run out of fuel, or can collide.
+Collision is defined as adjacency in all three dimensions.
+A plane leaving the arena
in any other way than through its 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
+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).
.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"
@@ -120,10 +124,9 @@
on, 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
@@ -131,11 +134,11 @@
beacons, and ``lines'' 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 a upper case letter, jets by a lower case letter.
.Pp
Airports are shown as a number and some indication of the direction
@@ -150,13 +153,14 @@
See ``the delay command'' 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 "" ,
-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 successfully depart through an entry/exit point,
@@ -171,35 +175,38 @@
blank line, and then a list of planes on the ground (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
.Bd -literal -unfilled -offset indent
B4*A0: Circle @ b1
g7 E4: 225
.Ed
.Pp
-The first example shows a prop plane named `B' that is flying at 4000
-feet. It is low on fuel (note the `*'). Its destination is
-Airport #0.
-The next command it expects
-to do is circle when it reaches Beacon #1.
+The first example shows a prop plane named `B' that is flying at 4000 feet.
+It is low on fuel (note the `*').
+Its destination is Airport #0.
+The next command it expects to do is circle when it reaches Beacon #1.
The second example shows a jet named `g' at 7000 feet, destined for
-Exit #4. It is just now executing a turn to 225 degrees (South-West).
+Exit #4.
+It is just now executing a turn to 225 degrees (South-West).
.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 `?' will list possible input characters.
+A command completion interface is built into the game.
+At any time, typing `?' 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
+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
(hopefully) descriptive message will be printed under it.
.Pp
@@ -209,8 +216,7 @@
.Em Delayable
commands.
.Em "Immediate Only"
-commands happen on the next
-update.
+commands happen on the next update.
.Em Delayable
commands also happen on the next update unless they
are followed by an optional predicate called the
@@ -227,8 +233,10 @@
In relative references, `q' refers to -45 degrees or 45 degrees left, and `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"
.Bl -tag -width "aaaa"
.It "a [ cd+- ]" Em number
@@ -243,14 +251,17 @@
Descend: relative altitude change.
.El
.It m
-Mark: Display in highlighted mode. Plane and command information
+Mark: Display in highlighted mode.
+Plane and command information
is displayed normally.
.It i
-Ignore: Do not display highlighted. Command is displayed as a
+Ignore: Do not display highlighted.
+Command is displayed as a
line of dashes if there is no command.
.It u
Unmark: Same as ignore, but if a delayed command is processed,
-the plane will become marked. This is useful if you want
+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
@@ -274,7 +285,8 @@
Left: Turn counterclockwise: 45 degrees by default, or the amount
specified in \*[Lt]dir\*[Gt] (not
.Em to
-\*[Lt]dir\*[Gt].) `w' (0 degrees) is no turn. `e' is 45 degrees; `q' gives -45
+\*[Lt]dir\*[Gt].) `w' (0 degrees) is no turn.
+`e' is 45 degrees; `q' gives -45
degrees counterclockwise, that is, 45 degrees clockwise.
.It "t- [ dir ]"
Same as left.
@@ -288,8 +300,8 @@
.It tR
Hard right: Turn clockwise 90 degrees.
.It "tt [abe*]"
-Towards: Turn towards a beacon, airport or exit. The turn is
-just an estimate.
+Towards: Turn towards a beacon, airport or exit.
+The turn is just an estimate.
.It "tta" Em number
Turn towards the given airport.
.It "ttb" Em number
@@ -306,30 +318,33 @@
(a/@)
command may be appended to any
.Em Delayable
-command. It allows the controller to instruct a plane to do an action
+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).
.Bl -tag -width "aaaa"
.It ab Em number
Do the delayable command when the plane reaches the specified
-beacon. The `b' for ``beacon'' is redundant to allow for expansion.
+beacon.
+The `b' for ``beacon'' is redundant to allow for expansion.
`@' can be used instead of `a'.
.El
.Ss "MARKING, UNMARKING AND IGNORING"
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 ignored
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,
-but the command line will return to a line of dashes when the command
-is completed.
+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
An
.Em unmarked
@@ -337,12 +352,13 @@
.Em ignored
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
.Bl -tag -width gtte4ab2 -offset indent
@@ -375,13 +391,15 @@
.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.
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