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authorkamil <kamil@NetBSD.org>2020-11-09 23:37:05 +0000
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Add Warp Kit, Version 7.0 by Larry Wall
Warp is a real-time space war game that doesn't get boring very quickly. Read warp.doc and the manual page for more information. games/warp originally distributed with 4.3BSD-Reno, is back to the BSD world via NetBSD. Its remnants were still mentioned in games/Makefile. Larry Wall, the original author and the copyright holder, generously donated the game and copyright to The NetBSD Foundation, Inc. Import the game sources as-is from 4.3BSD-Reno, with the cession of the copyright and license to BSD-2-clause NetBSD-style. Signed-off-by: Larry Wall <larry@wall.org> Signed-off-by: Kamil Rytarowski <kamil@netbsd.org>
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+Warp is a real-time space war game. This means that the enemies will keep
+playing even when you sit still. Another peculiarity is that things which
+blow up can damage other things around them. Universes above a critical
+density may chain react.
+
+The game starts at difficulty 1, and gets more difficult with each
+succeeding wave, up to difficulty 99. You're not likely to get that far.
+(Invoking warp with a -b switch causes the difficulty to increase more
+slowly, but games count only a tenth as much.) The game starts with
+5 Enterprises and 3 Bases, and you get more for surviving long enough.
+The game is over when you run out of Enterprises and Bases.
+
+The object of the game is to get as many points as possible. This is done
+by destroying as many enemies as possible. This is not a trivial task.
+Each wave starts with one Enterprise and one Base, and continues until
+either both the Enterprise and Base are destroyed, or all the enemies
+(including any homing torpedoes) are destroyed. It is possible to abort a
+wave, but you will be penalized for it. The game may be saved between waves.
+
+A -x switch causes any saved game to be ignored, and causes the new game
+not to be saveable. Hence it is possible to run test games without
+invalidating a currently saved game.
+
+The game is played in a 23 x 40 double wrap-around universe. Everybody
+(both you and the enemies) gets the chance to move once every second,
+unless a -l (low-speed) switch was given or you are under 2400 baud, in
+which case it's every two seconds. The following symbols are displayed:
+
+ FRIENDS
+E Enterprise with shields e Enterprise without shields
+C Cloaked E with shields c Cloaked E without shields
+B Base with shields b Base without shields
++ Friendly torpedo M Harry Mudd
+
+ ENEMIES
+K Klingon G Gorn
+R Romulan A Apollo
+ Romulan with cloaking device! & Space Amoeba Nucleus
+T Tholian >,< Planet crusher
+x,X Hostile torpedo o,O Homing torpedo
+P Pirate M Harry Mudd
+
+ MISCELLANEOUS
+* Star @ Inhabited star
+|,-,/,\ Web ~ Protoplasm
+other Friendly Freighter, for now...
+
+The following keys control the DIRECTION of your various actions:
+
+ h or 4 left
+ j or 2 down
+ k or 8 up
+ l or 6 right
+ b or 1 down and left
+ n or 3 down and right
+ y or 7 up and left
+ u or 9 up and right
+
+(You will note that the letters are the same as other visual games, and the
+numbers are for use with a keypad.) By themselves, these keys move either
+the Enterprise or the Base, whichever is the current vessel. When shifted,
+they fire photon torpedoes in the specified direction from the current
+vessel. When used with either the CTRL key or the FUNCT key, phasers
+(turbo-lasers for the Base) are fired in the specified direction. (CTRL
+won't work with numbers, and FUNCT probably doesn't exist on non-TVI
+terminals.) When preceded by an 'a', an attractor beam is fired in the
+specified direction, and when preceded by an 'r', a repulsor beam is fired.
+
+These keys have special functions:
+
+ del or % fire photon torpedoes in every (reasonable) direction
+ s stop all friendly torpedoes
+ S or 0 stop the Enterprise when in warp mode
+ d destruct all friendly torpedoes (quite useful)
+ D destruct the current vessel (commit suicide)
+ i/w switch to Enterprise and put into impulse/warp mode
+ c/v switch to Enterprise and put into cloaking/visible mode
+ p switch to Base (not very mnemonic, but 'b' is taken)
+ o switch from Enterprise to Base, or vice versa
+ z zap explosions (multiple zaps extend further) (E only)
+
+ ^R refresh the screen
+ ^Z suspend the game (on a bsd system)
+ q asks if you want to exit this wave (will not work
+ within 10 cycles of previous q command)
+ Q exit this game (not wave)
+ ? display a summary of these commands
+
+There may be additional commands listed in your terminal's keymap file.
+Unrecognized keystrokes are ignored. IF YOU FORGET ALL THE OTHER COMMANDS,
+REMEMBER "?", which gives you help.
+
+Commands for moving the Enterprise may operate in one of two ways. If it
+is in impulse mode, movement commands affect the position of the ship;
+if it is in warp mode, movement commands affect the velocity instead.
+The Base always moves in impulse mode. Since multiple commands may be
+entered in one turn (if you can type fast enough), it is possible to jump
+over things even in impulse mode. In a crowded universe this may be the
+only way to go.
+
+(Actually, motion commands always change the velocity--the actual motion
+does not occur until the next turn. Impulse mode simply causes the
+velocity to be zeroed out at the end of every turn. Phaser commands, on
+the other hand, are executed immediately. If you want to move and fire a
+phaser, you must wait for the motion to actually occur before typing the
+phaser command, or the phaser fires from your old position. This is a
+feature, not a bug, and is intended to reflect reality. Really.)
+
+If multiple torpedo launching commands are given in a turn, a single torpedo
+is launched with extra velocity. You can thus launch photon torpedoes over
+objects in the way, and get them where you want them quickly. This feature
+works well with the destruct button. Variations on this may be useful
+against the Space Amoeba.
+
+NOTE: Phasers destroy the target by blasting the projected next location of
+the object hit. This means that if the object hit, be it Klingon, Romulan or
+Enterprise, changes velocity in the same turn, it can elude the effect of
+the phaser! (Note that this also means that if you phaser a Klingon or
+torpedo that is about to ram you, you will be phasered as well as he/she/it.
+This can be embarrassing, not to mention deadly.) Smart players move
+immediately upon phasering something at short range, or whenever they
+think they might get phasered (in other words, most of the time).
+
+Objects with larger mass can bounce objects with smaller mass out of the way.
+In a crowded universe the bouncee can bounce quite a way before finding an
+empty place to land. If you let the Tholians fill up the universe with web,
+so that there is no place to bounce to, the Tholians win that wave.
+
+The status line across the top gives the current mode, the number of
+points accumulated this wave, the Enterprise's energy and torpedoes, the
+Base's energy and torpedoes, the number of stars, the number of enemies,
+and the stardate. You will note that nice things happen to your energy levels
+when you put the Enterprise next to the Base, or the Base next to some stars.
+Bad things happen inside an Amoeba.
+
+An object is destroyed when its energy goes negative, either from a direct
+hit, or from the blast of the previous turn's explosions. Enemies and
+stars start with random amounts of energy. High energy enemies can go warp
+2. A Romulan with sufficient energy maintains a cloaking device. Tholians
+spin web, Gorns shoot homing torpedoes, and the Planet Crusher munches
+anything in its way, even Apollo. Apollo won't let you go unless you kill
+him, but he loves you very much and beefs up your shields considerably.
+Both Apollo and the Planet Crusher recharge themselves, so you must hit
+them hard in a single turn to do them in. (Yes, the Planet Crusher must be
+shot in the mouth--he can only die of gluttony--and he blasts out of his
+mouth when he dies.) Tholian web may be crossed only by coasting across it
+in warp mode, or by blasting it (but web blasts extend twice as far as
+normal blasts, so keep your distance). The Space Amoeba sucks energy and
+grows, and you must destroy the nucleus. Somehow. There are at least four
+ways. Phasers won't work on the big ones.
+
+Pirates turn inhabited star systems into uninhabited ones. Even Friendly
+Freighters will take potshots at you if you get them mad enough.
+
+Note that because of the size of the Base's turbo-lasers (the Base does not
+have phasers) they cannot shoot anything next to the Base. (This is why the
+Death Star died!) In part, this is to protect the Enterprise. It also lets
+you shoot over one adjacent star. The Enterprise's phasers will shoot over
+a arbitrary number of adjacent, contiguous stars, including inhabited ones.
+Phasers die away with distance, so don't expect them to kill everything with
+one blow.
+
+While the Enterprise's shields are up (when it is displayed as "E" rather
+than "e"), hits on it count only a fifth as much (or even less if you are
+moving in warp mode). The shields are automatically maintained as long as
+there are more than 500 units of energy for the Enterprise. The Base also
+has shields, which stay up as long as it has at least 1000 units of energy.
+
+Aside from losing energy, the Enterprise can also take damage, either random
+damage from getting blasted, or specific damage when a system is in use
+and breaks down under the load. In place of the score you will see the
+Estimated Time to Repair. Sometimes docking helps to get things fixed faster.
+If you lose both your warp and impulse engines, try the tractors. The
+Base doesn't take damage because it has much more redundancy than the
+Enterprise.
+
+You get points for destroying enemies and hostile torpedoes. At the end of
+a wave, you also get bonus points for saving stars, saving the Enterprise
+and Base, and for having an efficiency rating higher that 0.8. You get
+NEGATIVE bonus points for letting friendly life forms get blown up, and for
+giving up. Bonuses tend to be scaled by the ratio of the number of points
+you got over the number of points you could have got. If you think you are
+done with a wave, but it won't quit, there may be homing torpedoes that you
+haven't destroyed--you must make the universe safe for posterity, you know.
+
+When you have used up your Enterprises and Bases (or quit), your score will
+be posted to the scoreboard. You may see the scoreboard outside of the game
+simply by giving the command "warp -s".
+
+If you get bored, you can always play with some of the undocumented switches
+that are used to test warp. Such funny games go on their own scoreboard.
+For kicks try "warp -x -d50 -C -\& -G -T -E400 -S5" and then go hide. Quick.
+