-.\" $NetBSD: arithmetic.6,v 1.7 1999/03/22 18:49:10 garbled Exp $
+.\" $NetBSD: arithmetic.6,v 1.8 2001/04/02 22:42:37 wiz Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
You can quit at any time by typing the interrupt or end-of-file character.
.Pp
The options are as follows:
-.Bl -tag -width indent
+.Bl -tag -width indent
.It Fl o
By default,
.Nm
-.\" $NetBSD: atc.6,v 1.9 2000/11/07 05:51:54 lukem Exp $
+.\" $NetBSD: atc.6,v 1.10 2001/04/02 22:42:37 wiz Exp $
.\"
.\" Copyright (c) 1990, 1993
.\" The Regents of the University of California. All rights reserved.
.\"
.\" @(#)atc.6 8.1 (Berkeley) 5/31/93
.\"
-.\" Copyright (c) 1986 Ed James. All rights reserved.
+.\" Copyright (c) 1986 Ed James. All rights reserved.
.\"
.Dd May 31, 1993
.Dt ATC 6
Print the usage line and exit.
.It Fl ?
Same as
-.Fl u.
+.Fl u .
.It Fl l
Print a list of available games and exit.
The first game name printed is the default game.
Print the score list (formerly the Top Ten list).
.It Fl t
Same as
-.Fl s.
+.Fl s .
.It Fl p
-Print the path to the special directory where
+Print the path to the special directory where
.Nm
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
+ones printed from the
.Fl l
option, the default game is played.
.It Fl f Ar game
Same as
-.Fl g.
+.Fl g .
.It Fl r Ar seed
Set the random seed. The purpose of this flag is questionable.
.El
.Sh GOALS
-Your goal in
+Your goal in
.Nm
-is to keep the game going as long as possible.
+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.
+out of exit points.
.Pp
Several things will cause the end of the game.
-Each plane has a destination (see information area), and
+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
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
+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.
When was the last time an Air Traffic Controller got called away to
-the phone?
+the phone?
.Sh "THE DISPLAY"
.Pp
-Depending on the terminal you run
+Depending on the terminal you run
.Nm
-on, the screen will be divided into 4 areas.
+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
+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.
The first screen area is the radar display, showing the relative locations
of the planes, airports, standard entry/exit points, radar
beacons, and ``lines'' which simply serve to aid you in guiding
-the planes.
+the planes.
.Pp
Planes are shown as a single letter with an altitude. If
the numerical altitude is a single digit, then it represents
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
-planes must be going to land at the airport.
+planes must be going to land at the airport.
On ascii terminals, this is one of `^', `>', `<', and `v', to indicate
north (0 degrees), east (90), west (270) and south (180), respectively.
The planes will also
Their purpose is to offer a place of easy reference to the plane pilots.
See ``the delay command'' under the input section of this manual.
.Pp
-Entry/exit points are displayed as numbers along the border of the
+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
+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 "" ,
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,
+For a plane to successfully depart 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).
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
have directed safely out of the arena.
-Below this is a list of planes currently in the air, followed by a
+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).
-Each line lists the plane name and its current altitude,
+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
+to be a command and is therefore not displayed. The following are
some possible information lines:
.Pp
.Bd -literal -unfilled -offset indent
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
+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).
.Ss "INPUT AREA"
-The third area of the display is the input area. It is here that
+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"
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
+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
.Pp
The command syntax is broken into two parts:
.Em "Immediate Only"
-and
+and
.Em Delayable
commands.
.Em "Immediate Only"
commands happen on the next
-update.
+update.
.Em Delayable
commands also happen on the next update unless they
-are followed by an optional predicate called the
-.Em Delay
+are followed by an optional predicate called the
+.Em Delay
command.
.Pp
-In the following tables, the syntax
+In the following tables, the syntax
.Em [0\-9]
-means any single digit, and
+means any single digit, and
.Em <dir>
refers to a direction, given by the keys around the `s' key: ``wedcxzaq''.
In absolute references, `q' refers to North-West or 315 degrees, and `w'
-refers to North, or 0 degrees.
+refers to North, or 0 degrees.
In relative references, `q' refers to -45 degrees or 45 degrees left, and `w'
refers to 0 degrees, or no change in direction.
.Pp
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,
+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 shortest turn will be taken.
.It "tl [ dir ]"
Left: Turn counterclockwise: 45 degrees by default, or the amount
-specified in <dir> (not
+specified in <dir> (not
.Em to
<dir>.) `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.
+Same as left.
.It "tr [ dir ]"
Right: Turn clockwise, 45 degrees by default, or the amount specified
in <dir>.
Hard right: Turn clockwise 90 degrees.
.It "tt [abe*]"
Towards: Turn towards a beacon, airport or exit. The turn is
-just an estimate.
+just an estimate.
.It "tta" Em number
Turn towards the given airport.
.It "ttb" Em number
.El
.El
.Ss THE DELAY COMMAND
-The
+The
.Em Delay
(a/@)
-command may be appended to any
-.Em Delayable
+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).
`@' can be used instead of `a'.
.El
.Ss "MARKING, UNMARKING AND IGNORING"
-Planes are
+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
.Em unmarked
or
-.Em ignored.
+.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.
+is completed.
.Pp
An
.Em unmarked
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
+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
not immediately switch to unhighlighted mode.
.Ss EXAMPLES
.El
.Sh "OTHER INFORMATION"
.Bl -bullet
-.It
+.It
Jets move every update; prop planes move every other update.
.It
All planes turn a most 90 degrees per movement.
Planes waiting at airports can only be told to take off (climb in altitude).
.El
.Sh "NEW GAMES"
-The
+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
.Pp
.Dl "variable = number;"
.Pp
-Variable may be one of:
-.Li update,
+Variable may be one of:
+.Li update ,
indicating the number of seconds between forced updates;
-.Li newplane,
+.Li newplane ,
indicating (about) the number of updates between new plane entries;
-.Li width,
+.Li width ,
indicating the width of the play field; or
-.Li height,
+.Li height ,
indicating the height of the play field.
.Pp
The second part of the field description files describes the locations
.Pp
.Bd -literal -offset indent
.Bl -tag -width airport: -compact
-.It beacon:
+.It beacon :
(x y) ... ;
-.It airport:
+.It airport :
(x y direction) ... ;
-.It exit:
+.It exit :
(x y direction) ... ;
-.It line:
+.It line :
[ (x1 y1) (x2 y2) ] ... ;
.El
.Ed
For beacons, a simple x, y coordinate pair is used (enclosed in
parenthesis). Airports and exits require a third value, which is one
of the directions
-.Em wedcxzaq.
+.Em 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
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
+specify the line endpoints. These endpoints must be enclosed in
square brackets.
.Pp
All statements are semi-colon (;) terminated. Multiple item statements
The coordinates are between zero and width-1 and height-1
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
+Line endpoints may be anywhere within the field, so long as
+the lines are horizontal, vertical or
.Em exactly
diagonal.
.Ss "FIELD FILE EXAMPLE"
.Ed
.Sh FILES
-Files are kept in a special directory. See the OPTIONS for a way to
+Files are kept in a special directory. See the OPTIONS for a way to
print this path out. It is normally
-.Pa /usr/share/games/atc.
+.Pa /usr/share/games/atc .
.Pp
This directory contains the file
-.Pa Game_List,
+.Pa Game_List ,
which holds the list of playable games, as well as the games
themselves.
.Pp
-The scores are kept in
-.Pa /var/games/atc_score.
+The scores are kept in
+.Pa /var/games/atc_score .
.Sh AUTHOR
Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames
.Pp
The screen sometimes refreshes after you have quit.
.Pp
Yet Another Curses Bug was discovered during the development of this game.
-If your curses library clrtobot.o is version 5.1 or earlier,
+If your curses library clrtobot.o is version 5.1 or earlier,
you will have erase problems with the backspace operator in the input
window.
-.\" $NetBSD: battlestar.6,v 1.8 2000/09/08 17:18:36 jsm Exp $
+.\" $NetBSD: battlestar.6,v 1.9 2001/04/02 22:42:37 wiz Exp $
.\"
.\" Copyright (c) 1983, 1993
.\" The Regents of the University of California. All rights reserved.
.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
+word
.Sq su
could disappear.
.Pp
Kevin Brown
.It
Edward Wang
-.It
+.It
Ken Arnold & Company
.El
.Sh BUGS
-.\" $NetBSD: cribbage.6,v 1.6 1999/10/01 17:04:42 jsm Exp $
+.\" $NetBSD: cribbage.6,v 1.7 2001/04/02 22:42:37 wiz Exp $
.\"
.\" Copyright (c) 1980, 1993
.\" The Regents of the University of California. All rights reserved.
to 61) or a long game (
.Dq twice around ,
to 121). A
-response of
+response of
.Sq Ic s
will result in a short game, any other response will
play a long game.
.Sq ten ,
.Sq jack ,
.Sq queen ,
-and
+and
.Sq king .
-Suits may be specified as:
+Suits may be specified as:
.Sq s ,
.Sq h ,
.Sq d ,
.Sq diamonds ,
and
.Sq clubs .
-A card may be specified as:
+A card may be specified as:
.Dq Ao rank Ac \ Aq suit ,
-or:
+or:
.Dq Ao rank Ac of Aq suit .
If the single letter rank and suit designations are used, the space
separating the suit and rank may be left out. Also, if only one card
of the desired rank is playable, typing the rank is sufficient.
-For example, if your hand was
+For example, if your hand was
.Dq 2H, 4D, 5C, 6H, JC, and KD
-and it was desired to discard the king of diamonds, any of
+and it was desired to discard the king of diamonds, any of
the following could be typed:
.Sq k ,
.Sq king ,
-.\" $NetBSD: factor.6,v 1.5 1997/10/10 12:51:27 lukem Exp $
+.\" $NetBSD: factor.6,v 1.6 2001/04/02 22:42:38 wiz Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
The
.Nm
utility will factor integers between -2147483648 and 2147483647 inclusive.
-When a number is factored, it is printed, followed by a
+When a number is factored, it is printed, followed by a
.Dq \: ,
and the list of factors on a single line.
Factors are listed in ascending order, and are preceded by a space.
and continuing until, but not including
.Ar stop .
The
-.Ar start
+.Ar start
value must be at least 0 and not greater than
.Ar stop .
The
value is terminated by a non-digit character (such as a newline).
The input line must not be longer than 255 characters.
.Sh DIAGNOSTICS
-Out of range or invalid input results in
+Out of range or invalid input results in
.Sq ouch
being written to standard error.
.Sh BUGS
.Nm
-cannot handle the
+cannot handle the
.Dq 10 most wanted
factor list,
.Nm primes
-.\" $NetBSD: fish.6,v 1.6 1999/08/17 03:36:35 enami Exp $
+.\" $NetBSD: fish.6,v 1.7 2001/04/02 22:42:38 wiz Exp $
.\"
.\" Copyright (c) 1990, 1993
.\" The Regents of the University of California. All rights reserved.
.\" @(#)fish.6 8.1 (Berkeley) 5/31/93
.\"
.Dd May 31, 1993
-.Dt FISH 6
+.Dt FISH 6
.Os
.Sh NAME
-.Nm fish
+.Nm fish
.Nd play
.Dq Go Fish
.Sh SYNOPSIS
.Pp
The computer deals the player and itself seven cards, and places
the rest of the deck face-down (figuratively).
-The object of the game is to collect
+The object of the game is to collect
.Dq books ,
or all of the members of a single rank.
-For example, collecting four 2's would give the player a
+For example, collecting four 2's would give the player a
.Dq book of 2's .
.Pp
The options are as follows:
A player must have at least one of the cards of the rank they request
in their hand.
When a player asks for a rank of which the other player has no
-cards, the asker is told to
+cards, the asker is told to
.Dq Go Fish! .
Then, the asker draws a card from the non-dealt cards.
If they draw the card they asked for, they continue their turn, asking
-.\" $NetBSD: hack.6,v 1.6 2000/11/07 05:51:55 lukem Exp $ -*- nroff -*-
+.\" $NetBSD: hack.6,v 1.7 2001/04/02 22:42:38 wiz Exp $ -*- nroff -*-
.Dd March 31, 1985
.Dt HACK 6
.Os
The administration of the game is kept in the directory specified with the
.Fl d
option, or, if no such option is given, in the directory specified by
-the environment variable
-.Ev HACKDIR ,
+the environment variable
+.Ev HACKDIR ,
or, if no such variable exists, in the current directory.
This same directory contains several auxiliary files such as lockfiles and
the list of topscorers and a subdirectory
.Pa save
where games are saved.
The game administrator may however choose to install hack with a fixed
-playing ground, usually
+playing ground, usually
.Pa /var/games/hackdir .
.Pp
The
.Em -F ,
.Em -C ,
or
-.Em -W,
+.Em -W ,
then this supplies the answer to the question "What kind of character ... ?".
.Pp
The
.El
.Pp
Several other environment variables are used in debugging (wizard) mode,
-like
+like
.Ev GENOCIDED ,
-.Ev INVENT ,
-.Ev MAGIC
+.Ev INVENT ,
+.Ev MAGIC
and
.Ev SHOPTYPE .
.Sh BUGS
-.\" $NetBSD: monop.6,v 1.9 2000/11/07 05:51:55 lukem Exp $
+.\" $NetBSD: monop.6,v 1.10 2001/04/02 22:42:38 wiz Exp $
.\"
.\" Copyright (c) 1980 The Regents of the University of California.
.\" All rights reserved.
The game, in effect, lends the player money,
so it is possible to buy something which you cannot afford.
However, as soon as a person goes into debt,
-he must
+he must
.Dq fix the problem ,
.Em i.e. ,
make himself solvent, before play can continue.
.Pp
Any time that the response to a question is a
.Em string ,
-e.g., a name, place or person, you can type
+e.g., a name, place or person, you can type
.Sq Ic ?
to get a list of valid answers.
It is not possible to input a negative number, nor is it ever necessary.
.It Name
The first ten characters of the name of the square
.It Own
-The
+The
.Em number
of the owner of the property.
.It Price
The cost of the property (if any)
.It Mg
-This field has a
+This field has a
.Sq *
in it if the property is mortgaged
.It \&#
.It Ic holdings
holdings list: Look at anyone's holdings.
It will ask you whose holdings you wish to look at.
-When you are finished, type
+When you are finished, type
.Sq Ic done .
.It Ic mortgage
mortgage property:
sell houses:
Sets up a list of monopolies from which you can sell houses.
It operates in an analogous manner to
-.Ic buy.
+.Ic buy .
.It Ic card
card for jail:
Use a get-out-of-jail-free card to get out of jail.
Read in a previously saved game from a file.
It leaves the file intact.
.It Ic roll
-Roll the dice and move forward to your new location.
+Roll the dice and move forward to your new location.
If you simply hit the <RETURN> key instead of a command,
it is the same as typing
.Ic roll .
-.\" $NetBSD: pom.6,v 1.7 1999/09/14 20:00:07 jsm Exp $
+.\" $NetBSD: pom.6,v 1.8 2001/04/02 22:42:38 wiz Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
.Dt POM 6
.Os
.Sh NAME
-.Nm pom
+.Nm pom
.Nd display the phase of the moon
.Sh SYNOPSIS
.Nm
The
.Nm
utility displays the current phase of the moon.
-Useful for selecting software completion target dates and predicting
+Useful for selecting software completion target dates and predicting
managerial behavior.
.Pp
.Bl -tag -width [[[[[cc]yy]mm]dd]HH]
-.\" $NetBSD: rain.6,v 1.7 1999/07/30 02:14:56 hubertf Exp $
+.\" $NetBSD: rain.6,v 1.8 2001/04/02 22:42:38 wiz Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
.Dt RAIN 6
.Os
.Sh NAME
-.Nm rain
+.Nm rain
.Nd animated raindrops display
.Sh SYNOPSIS
.Nm
.Sh DESCRIPTION
The output of
.Nm
-is modeled after the
-.Tn VAX/VMS
+is modeled after the
+.Tn VAX/VMS
program of the same name.
To obtain the proper effect, either the terminal must be set for 9600
baud or the
-.\" $NetBSD: robots.6,v 1.7 1999/05/15 23:56:36 christos Exp $
+.\" $NetBSD: robots.6,v 1.8 2001/04/02 22:42:39 wiz Exp $
.\"
.\" Copyright (c) 1991, 1993
.\" The Regents of the University of California. All rights reserved.
.Dt ROBOTS 6
.Os
.Sh NAME
-.Nm robots
+.Nm robots
.Nd fight off villainous robots
.Sh SYNOPSIS
.Nm
All commands can be preceded by a count.
.Pp
If you use the
-.Sq Ic w
+.Sq Ic w
command and survive to the next level, you will get a bonus of 10%
for each robot which died after you decided to wait.
If you die, however, you get nothing.
-.\" $NetBSD: sail.6,v 1.6 1997/01/07 12:42:25 tls Exp $
+.\" $NetBSD: sail.6,v 1.7 2001/04/02 22:42:39 wiz Exp $
.\"
.\" Copyright (c) 1988, 1993
.\" The Regents of the University of California. All rights reserved.
historical sea battles recorded in the game, or they can choose
a fictional battle.
.PP
-As a sea captain in the
+As a sea captain in the
.I Sail
Navy, the player has complete control over the workings of his ship.
He must order every maneuver, change the set of his sails, and judge the
more ships the computer is playing, the slower the game will appear.
.PP
If a player joins a game in progress, he will synchronize
-with the other players (a rather slow process for everyone), and
+with the other players (a rather slow process for everyone), and
then he may play along with the rest.
.PP
To implement a multi-user game in Version 7 UNIX, which was the operating
.I Sail
uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
corresponding file names for the other scenarios. To provide exclusive
-access to the temporary file,
+access to the temporary file,
.I Sail
uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
Processes do a busy wait in the loop
.br
.sp
until they are able to create a link to a file named "/tmp/#saillock.??".
-The "??" correspond to the scenario number of the game. Since UNIX
+The "??" correspond to the scenario number of the game. Since UNIX
guarantees that a link will point to only one file, the process that succeeds
in linking will have exclusive access to the temporary file.
.PP
delay in moving. Suppose a player types a move for his ship and hits
return. What happens then? The player process saves up messages to
be written to the temporary file in a buffer. Every 7 seconds or so, the
-player process gets exclusive access to the temporary file and writes
+player process gets exclusive access to the temporary file and writes
out its buffer to the file. The driver, running asynchronously, must
read in the movement command, process it, and write out the results. This
-takes two exclusive accesses to the temporary file. Finally, when the player
+takes two exclusive accesses to the temporary file. Finally, when the player
process gets around to doing another 7 second update, the results of the
move are displayed on the screen. Hence, every movement requires four
exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
If the player types several movement commands between two 7 second updates,
only the last movement command typed will be seen by the driver. Movement
commands within the same update "overwrite" each other, in a sense.
-.SH THE HISTORY OF SAIL
+.SH THE HISTORY OF SAIL
I wrote the first version of
.I Sail
on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous,
1981. There were several annoying bugs concerning firing broadsides and
finding angles.
.I Sail
-uses no floating point, by the way, so the direction routines are rather
+uses no floating point, by the way, so the direction routines are rather
tricky.
Ed Wang rewrote my angle() routine in 1981 to be more correct (although
it still doesn't work perfectly), and he added code to let a player select
commands and find ship commands.
.SH HISTORICAL INFO
Old Square Riggers were very maneuverable ships capable of intricate
-sailing. Their only disadvantage was an inability to sail very
+sailing. Their only disadvantage was an inability to sail very
close to the wind. The design of a wooden ship allowed only for the
guns to bear to the left and right sides. A few guns of small
aspect (usually 6 or 9 pounders) could point forward, but their
Lastly, there were the corvettes, sloops, and brigs. These were smaller
ships mounting typically fewer than 20 guns. A corvette was only slightly
smaller than a frigate, so one might have up to 30 guns. Sloops were used
-for carrying dispatches or passengers. Brigs were something you built for
+for carrying dispatches or passengers. Brigs were something you built for
land-locked lakes.
.SH SAIL PARTICULARS
Ships in
and numbers. The first ship of a nationality is number 0, the second
number 1, etc. Therefore, the first British ship in a game would be
printed as "b0". The second Brit would be "b1", and the fifth Don
-would be "s4".
+would be "s4".
.PP
Ships can set normal sails, called Battle Sails, or bend on extra canvas
called Full Sails. A ship under full sail is a beautiful sight indeed,
The ultimate example is, of course, an exploding Brit captured by an
American: "#&".
.SH MOVEMENT
-Movement is the most confusing part of
+Movement is the most confusing part of
.I Sail
to many. Ships can head in 8 directions:
.nf
drift, then it must move forward before it turns, if it plans to do
more than make a right or left turn, which is always possible.
.PP
-Movement commands to
+Movement commands to
.I Sail
are a string of forward moves and turns. An example is "l3". It will
turn a ship left and then move it ahead 3 spaces. In the drawing above,
-the "b0" made 7 successive left turns. When
+the "b0" made 7 successive left turns. When
.I Sail
-prompts you for a move, it prints three characters of import. E.g.,
+prompts you for a move, it prints three characters of import. E.g.,
.nf
- move (7, 4):
+ move (7, 4):
.fi
The first number is the maximum number of moves you can make,
including turns. The second number is the maximum number of turns
full allowance printed in the "move" prompt.
.PP
Old sailing captains had to keep an eye constantly on the wind. Captains
-in
+in
.I Sail
are no different. A ship's ability to move depends on its attitude to the
wind. The best angle possible is to have the wind off your quarter, that is,
-^-3(6)
/|\\
| 4(7)
- 3(6)
+ 3(6)
.fi
Pretend the bow of your ship (the "^") is pointing upward and the wind is
right of the screen.
.SH BOARDING
Boarding was a very costly venture in terms of human life. Boarding parties
-may be formed in
+may be formed in
.I Sail
to either board an enemy ship or to defend your own ship against attack.
Men organized as Defensive Boarding Parties fight twice as hard to save
.SH CREW QUALITY
The British seaman was world renowned for his sailing abilities. American
sailors, however, were actually the best seamen in the world. Because the
-American Navy offered twice the wages of the Royal Navy, British seamen
+American Navy offered twice the wages of the Royal Navy, British seamen
who liked the sea defected to America by the thousands.
.PP
-In
+In
.I Sail,
crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
and outfight all other sailors. "Crack" crews are next. "Mundane" crews
.nf
Load D! R!
- Hull 9
+ Hull 9
Crew 4 4 2
- Guns 4 4
- Carr 2 2
+ Guns 4 4
+ Carr 2 2
Rigg 5 5 5 5
.fi
influence the destructive force of a broadside. First of all, and the chief
factor, is distance. It is harder to hit a ship at range ten than it is
to hit one sloshing alongside. Next is raking. Raking fire, as
-mentioned before,
+mentioned before,
can sometimes dismast a ship at range ten. Next, crew size and quality affects
the damage done by a broadside. The number of guns firing also bears on the
point,
so to speak. Lastly, weather affects the accuracy of a broadside. If the
seas are high (5 or 6), then the lower gunports of ships of the line can't
even be opened to run out the guns. This gives frigates and other flush
-decked vessels an advantage in a storm. The scenario
+decked vessels an advantage in a storm. The scenario
.I Pellew vs. The Droits de L'Homme
takes advantage of this peculiar circumstance.
.SH REPAIRS
two points per three turns. The message "Repairs Completed" will be
printed if no more repairs can be made.
.SH PECULIARITIES OF COMPUTER SHIPS
-Computer ships in
+Computer ships in
.I Sail
follow all the rules above with a few exceptions. Computer ships never
repair damage. If they did, the players could never beat them. They
It seems to work fairly well, although I'll be the first to admit it isn't
perfect.
.SH HOW TO PLAY
-Commands are given to
+Commands are given to
.I Sail
by typing a single character. You will then be prompted for further
input. A brief summary of the commands follows.
'f' Fire broadsides if they bear
'l' Reload
'L' Unload broadsides (to change ammo)
- 'm' Move
+ 'm' Move
'i' Print the closest ship
'I' Print all ships
'F' Find a particular ship or ships (e.g. "a?" for all Americans)
.fi
.bg
.SH SCENARIOS
-Here is a summary of the scenarios in
+Here is a summary of the scenarios in
.I Sail:
.br
.SH AUTHOR
Dave Riggle
.SH CO-AUTHOR
-Ed Wang
+Ed Wang
.SH REFITTING
Craig Leres
.SH CONSULTANTS
-.\" $NetBSD: tetris.6,v 1.6 1999/01/03 17:13:51 hubertf Exp $
+.\" $NetBSD: tetris.6,v 1.7 2001/04/02 22:42:39 wiz Exp $
.\"
.\" Copyright (c) 1992, 1993
.\" The Regents of the University of California. All rights reserved.
.It Fl s
Display the top scores.
.It Fl p
-Switch on previewing of the shape that will appear next.
+Switch on previewing of the shape that will appear next.
.El
.Pp
.Sh PLAY
-.\" $NetBSD: trek.6,v 1.7 2000/03/02 13:27:53 enami Exp $
+.\" $NetBSD: trek.6,v 1.8 2001/04/02 22:42:39 wiz Exp $
.\"
.\" Copyright (c) 1980, 1993
.\" The Regents of the University of California. All rights reserved.
.Dt TREK 6
.Os
.Sh NAME
-.Nm trek
+.Nm trek
.Nd trekkie game
.Sh SYNOPSIS
.Nm /usr/games/trek
flag is given before the filename, that file is appended to, not truncated.
.Pp
The game will ask you what length game you would like.
-Valid responses are
+Valid responses are
.Dq short ,
.Dq medium ,
-and
+and
.Dq long .
-You may also type
+You may also type
.Dq restart ,
which restarts a previously saved game.
You will then be prompted for the skill, to which you must respond
.It
.Ic ca Ns pture
.It
-.Ic cl Ns oak
+.Ic cl Ns oak
.Ic u Ns p/ Ns Ic d Ns own
.It
.Ic c Ns omputer request; ...
.It
.Ic shell
.It
-.Ic sh Ns ields
+.Ic sh Ns ields
.Ic u Ns p/ Ns Ic d Ns own
.It
.Ic s Ns rscan
-.\" $NetBSD: worms.6,v 1.10 1999/07/30 02:23:27 hubertf Exp $
+.\" $NetBSD: worms.6,v 1.11 2001/04/02 22:42:39 wiz Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
The options are as follows:
.Bl -tag -width indent
.It Fl f
-Makes a
+Makes a
.Dq field
for the worm(s) to eat.
.It Fl t
-.\" $NetBSD: wtf.6,v 1.3 1999/07/25 20:29:04 briggs Exp $
+.\" $NetBSD: wtf.6,v 1.4 2001/04/02 22:42:40 wiz Exp $
.\"
.\" Public Domain
.\"
.Sh DESCRIPTION
The
.Nm
-utility displays the expansion of the acronyms
+utility displays the expansion of the acronyms
specified on the command line. If the acronym is unknown,
.Nm
will check to see if the acronym is known by the
If
.Dq is
is specified on the command line, it will be ignored, allowing the
-fairly natural
+fairly natural
.Dq wtf is WTF
usage.
.Sh ENVIRONMENT