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-rw-r--r--atc/atc.6189
-rw-r--r--battlestar/battlestar.629
-rw-r--r--boggle/boggle/boggle.66
-rw-r--r--cribbage/cribbage.637
-rw-r--r--gomoku/gomoku.630
-rw-r--r--hack/hack.624
-rw-r--r--hangman/hangman.65
-rw-r--r--hunt/hunt/hunt.642
-rw-r--r--larn/larn.616
-rw-r--r--mille/mille.638
-rw-r--r--monop/monop.68
-rw-r--r--phantasia/phantasia.6251
-rw-r--r--pom/pom.66
-rw-r--r--rain/rain.65
-rw-r--r--robots/robots.65
-rw-r--r--rogue/rogue.617
-rw-r--r--sail/sail.6462
-rw-r--r--snake/snake/snake.614
-rw-r--r--trek/trek.65
-rw-r--r--wargames/wargames.67
-rw-r--r--worm/worm.617
-rw-r--r--worms/worms.69
-rw-r--r--wtf/wtf.65
23 files changed, 696 insertions, 531 deletions
diff --git a/atc/atc.6 b/atc/atc.6
index 160bd167..4523c3dd 100644
--- a/atc/atc.6
+++ b/atc/atc.6
@@ -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 @@ 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 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 @@ out of exit points.
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 @@ Depending on the terminal you run
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 @@ of the planes, airports, standard entry/exit points, radar
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 @@ 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
-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 @@ 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,
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 @@ and
.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 @@ 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
-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 @@ Climb: relative altitude change.
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 @@ The shortest turn will be taken.
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 @@ Hard left: Turn counterclockwise 90 degrees.
.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 @@ The
(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 @@ plane is treated the same as an
.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 @@ Planes waiting at airports can only be told to take off (climb in altitude).
.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
@@ -413,25 +431,26 @@ The syntax is as follows:
.Ed
.Pp
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
+parenthesis).
+Airports and exits require a third value, which is one of the directions
.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
.Em 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
-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
+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
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
@@ -465,14 +484,14 @@ line: [ ( 1 1 ) ( 6 6 ) ]
.Ed
.Sh FILES
-Files are kept in a special directory. See the OPTIONS for a way to
-print this path out. It is normally
+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 .
.Pp
This directory contains the file
.Pa Game_List ,
-which holds the list of playable games, as well as the games
-themselves.
+which holds the list of playable games, as well as the games themselves.
.Pp
The scores are kept in
.Pa /var/games/atc_score .
diff --git a/battlestar/battlestar.6 b/battlestar/battlestar.6
index d4d4dec9..914b7f6a 100644
--- a/battlestar/battlestar.6
+++ b/battlestar/battlestar.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: battlestar.6,v 1.10 2002/02/08 01:25:12 ross Exp $
+.\" $NetBSD: battlestar.6,v 1.11 2002/09/26 16:12:39 wiz Exp $
.\"
.\" Copyright (c) 1983, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -45,9 +45,11 @@
.Op Ar saved-file
.Sh DESCRIPTION
.Nm
-is an adventure game in the classic style. However, it's slightly less
+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
+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
@@ -62,18 +64,18 @@ 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
@@ -116,8 +118,8 @@ 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"
+want to take advantage of it.
+That is, saying "take knife" and then "drop"
will drop the knife you just took.
.Sh SCORE \*[Am] INVEN
The two commands
@@ -141,8 +143,7 @@ path is specified \- i.e.,
.Dq Li battlestar -r savedgame
will look for
.Pa savedgame
-in your home directory,
-but
+in your home directory, but
.Dq Li battlestar -r ./savedgame
will look in the current directory.
.Dq Li battlestar -r
diff --git a/boggle/boggle/boggle.6 b/boggle/boggle/boggle.6
index 6dee882a..8d0e0f2b 100644
--- a/boggle/boggle/boggle.6
+++ b/boggle/boggle/boggle.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: boggle.6,v 1.3 2001/04/02 22:46:18 wiz Exp $
+.\" $NetBSD: boggle.6,v 1.4 2002/09/26 16:12:39 wiz Exp $
.\"
.\" Copyright (c) 1993
.\" The Regents of the University of California. All rights reserved.
@@ -103,8 +103,8 @@ Help is available during play by typing
More detailed information on the game is given there.
.Sh BUGS
If there are a great many words in the cube the final display of the words
-may scroll off of the screen. (On a 25 line screen about 130 words can be
-displayed.)
+may scroll off of the screen.
+(On a 25 line screen about 130 words can be displayed.)
.Pp
No word can contain a
.Sq q
diff --git a/cribbage/cribbage.6 b/cribbage/cribbage.6
index 0e7f28bb..af9a11cd 100644
--- a/cribbage/cribbage.6
+++ b/cribbage/cribbage.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: cribbage.6,v 1.7 2001/04/02 22:42:37 wiz Exp $
+.\" $NetBSD: cribbage.6,v 1.8 2002/09/26 16:12:40 wiz Exp $
.\"
.\" Copyright (c) 1980, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -45,7 +45,8 @@
.Sh DESCRIPTION
.Nm
plays the card game cribbage, with the program playing one hand
-and the user the other. The program will initially ask the user if
+and the user the other.
+The program will initially ask the user if
the rules of the game are needed \- if so, it will print out
the appropriate section from
.Em According to Hoyle
@@ -57,8 +58,8 @@ options include:
.Bl -tag -width indent
.It Fl e
When the player makes a mistake scoring his hand or crib, provide an
-explanation of the correct score. (This is especially useful for
-beginning players.)
+explanation of the correct score.
+(This is especially useful for beginning players.)
.It Fl q
Print a shorter form of all messages \- this is only recommended for
users who have played the game without specifying this option.
@@ -72,24 +73,25 @@ first asks the player whether he wishes to play a short game (
.Dq once around ,
to 61) or a long game (
.Dq twice around ,
-to 121). A
+to 121).
+A
response of
.Sq Ic s
will result in a short game, any other response will
play a long game.
.Pp
At the start of the first game, the program
-asks the player to cut the deck to determine who gets the
-first crib. The user should respond with a number between 0 and
-51, indicating how many cards down the deck is to be cut. The player
-who cuts the lower ranked card gets the first crib.
+asks the player to cut the deck to determine who gets the first crib.
+The user should respond with a number between 0 and
+51, indicating how many cards down the deck is to be cut.
+The player who cuts the lower ranked card gets the first crib.
If more than one game is played, the
loser of the previous game gets the first crib in the current game.
.Pp
For each hand, the program first prints the player's hand,
whose crib it is, and then asks the player
-to discard two cards into the crib. The cards are prompted for
-one per line, and are typed as explained below.
+to discard two cards into the crib.
+The cards are prompted for one per line, and are typed as explained below.
.Pp
After discarding, the program cuts the deck (if it is the player's
crib) or asks the player to cut the deck (if it's its crib); in the latter
@@ -98,11 +100,12 @@ how far down the remaining 40 cards are to be cut.
.Pp
After cutting the deck, play starts with the non-dealer (the person
who doesn't have the crib) leading the first card.
-Play continues, as per cribbage, until all cards are exhausted. The
-program keeps track of the scoring of all points and the total of
+Play continues, as per cribbage, until all cards are exhausted.
+The program keeps track of the scoring of all points and the total of
the cards on the table.
.Pp
-After play, the hands are scored. The program requests the player to
+After play, the hands are scored.
+The program requests the player to
score his hand (and the crib, if it is his) by printing out the
appropriate cards (and the cut card enclosed in brackets).
Play continues until one player reaches the game limit (61 or 121).
@@ -111,7 +114,8 @@ A carriage return when a numeric input is expected is equivalent
to typing the lowest legal value; when cutting the deck this
is equivalent to choosing the top card.
.Pp
-Cards are specified as rank followed by suit. The ranks may be specified
+Cards are specified as rank followed by suit.
+The ranks may be specified
as one of:
.Sq a ,
.Sq 2 ,
@@ -159,7 +163,8 @@ A card may be specified as:
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
+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
.Dq 2H, 4D, 5C, 6H, JC, and KD
diff --git a/gomoku/gomoku.6 b/gomoku/gomoku.6
index 40e76f73..7278d928 100644
--- a/gomoku/gomoku.6
+++ b/gomoku/gomoku.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: gomoku.6,v 1.6 1999/03/22 18:49:12 garbled Exp $
+.\" $NetBSD: gomoku.6,v 1.7 2002/09/26 16:12:40 wiz Exp $
.\"
.\" Copyright (c) 1994
.\" The Regents of the University of California. All rights reserved.
@@ -50,13 +50,14 @@
.Sh DESCRIPTION
.Nm
is a two player game were 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.
Valid moves are a letter for the column and a number for the row of an empty
-board location. Entering ``quit" or ``resign" will end the game.
+board location.
+Entering ``quit" or ``resign" will end the game.
You can save the current state of the game by entering ``save" and
supplying a file name when prompted.
The optional file
@@ -66,26 +67,29 @@ 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 ``black" or ``white" to specify whether
+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 ``black" or ``white" to specify whether
.Nm
-has the first move or not respectively. This
-option was intended for game tournaments where a referee program handles
+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 verses 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 verses user. This is mostly used for testing.
+User verses user.
+This is mostly used for testing.
.El
.Sh AUTHOR
Ralph Campbell
diff --git a/hack/hack.6 b/hack/hack.6
index 5613912e..68229766 100644
--- a/hack/hack.6
+++ b/hack/hack.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: hack.6,v 1.8 2002/02/08 01:25:13 ross Exp $ -*- nroff -*-
+.\" $NetBSD: hack.6,v 1.9 2002/09/26 16:12:40 wiz Exp $ -*- nroff -*-
.Dd March 31, 1985
.Dt HACK 6
.Os
@@ -22,7 +22,8 @@ Both display and command structure resemble rogue.
(For a game with the same structure but entirely different display -
a real cave instead of dull rectangles - try Quest.)
.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 /
@@ -30,18 +31,18 @@ will identify the things you see on the screen.
.Pp
To win the game (as opposed to merely playing to beat other people 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
-yet and if somebody does, he will probably go down in history as a hero
-among heroes.
+the 20th level of the dungeon and get it out.
+Nobody has achieved this yet and if somebody does, he 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 escape
from the caves,
.Nm
-will give you (a fragment of) the list of top scorers. The scoring
-is based on many aspects of your behavior but a rough estimate is
-obtained by taking the amount of gold you've found in the cave plus four
-times your (real) experience. Precious stones may be worth a lot of gold
-when brought to the exit.
+will give you (a fragment of) the list of top scorers.
+The scoring is based on many aspects of your behavior but a rough estimate
+is obtained by taking the amount of gold you've found in the cave plus four
+times your (real) experience.
+Precious stones may be worth a lot of gold when brought to the exit.
There is a 10% penalty for getting yourself killed.
.Pp
The administration of the game is kept in the directory specified with the
@@ -80,7 +81,8 @@ then this supplies the answer to the question "What kind of character ... ?".
.Pp
The
.Fl s
-option will print out the list of your scores. It may be followed by arguments
+option will print out the list of your scores.
+It may be followed by arguments
.Fl X
where X is one of the letters C, F, K, S, T, W to print the scores of
Cavemen, Fighters, Knights, Speleologists, Tourists or Wizards.
diff --git a/hangman/hangman.6 b/hangman/hangman.6
index fe5a1525..05713868 100644
--- a/hangman/hangman.6
+++ b/hangman/hangman.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: hangman.6,v 1.9 2002/01/20 00:52:22 wiz Exp $
+.\" $NetBSD: hangman.6,v 1.10 2002/09/26 16:12:40 wiz Exp $
.\"
.\" Copyright (c) 1983, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -57,7 +57,8 @@ Use the specified
.Ar wordlist
instead of the default one named below.
.It Fl m
-Set the minimum word length to use. The default is 6 letters.
+Set the minimum word length to use.
+The default is 6 letters.
.El
.Sh FILES
.Bl -tag -width /usr/share/dict/words -compact
diff --git a/hunt/hunt/hunt.6 b/hunt/hunt/hunt.6
index 8250c249..19326fde 100644
--- a/hunt/hunt/hunt.6
+++ b/hunt/hunt/hunt.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: hunt.6,v 1.5 2002/02/08 01:25:13 ross Exp $
+.\" $NetBSD: hunt.6,v 1.6 2002/09/26 16:12:40 wiz Exp $
.\"
.\" hunt
.\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
@@ -31,8 +31,7 @@ walls and players.
The more players you kill before you die, the better your score is.
If the
.Fl m
-flag is given,
-you enter the game as a monitor
+flag is given, you enter the game as a monitor
(you can see the action but you cannot play).
.Pp
.Nm
@@ -44,8 +43,7 @@ argument.
This presupposes that a hunt game is already running on that host, see
.Xr huntd 6
for details on how to setup a game on a specific host.
-If more than one game if found,
-you may pick which game to play in.
+If more than one game if found, you may pick which game to play in.
.Pp
If the
.Fl q
@@ -111,19 +109,14 @@ only works on crt (vdt) terminals with at least 24 lines, 80 columns, and
cursor addressing.
The screen is divided in to 3 areas.
On the right hand side is the status area.
-It shows damage sustained,
-charges remaining,
-who's in the game,
+It shows damage sustained, charges remaining, who's in the game,
who's scanning (the
.Dq *
-in front of the name),
-who's cloaked (the
+in front of the name), who's cloaked (the
.Dq +
-in front of the name),
-and other players' scores.
+in front of the name), and other players' scores.
The rest of the screen is taken up by your map of the maze.
-The 24th line
-is used for longer messages that don't fit in the status area.
+The 24th line is used for longer messages that don't fit in the status area.
.Pp
.Nm
uses the same keys to move as
@@ -226,8 +219,7 @@ You can only fire three shots in a row, then the gun must cool off.
.It
Shots move 5 times faster than you do.
.It
-To stab someone,
-you face that player and move at them.
+To stab someone, you face that player and move at them.
.It
Stabbing does 2 points worth of damage and shooting does 5 points.
.It
@@ -246,8 +238,7 @@ The number of squares is equal to the number of charges used.
.It
One small mine and one large mine is placed in the maze for every new player.
A mine has a 2% probability of tripping when you walk forward on to it;
-50% when going sideways;
-95% when backing up.
+50% when going sideways; 95% when backing up.
Tripping a mine costs you 5 points or 10 points respectively.
Defusing a mine is worth 1 charge or 9 charges respectively.
.It
@@ -280,11 +271,10 @@ 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); i.e.,
-the less damage he had, the more nimble he is and
-therefore less likely to hurt himself on landing.
+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); i.e., the less damage he had, the more nimble
+he is and therefore less likely to hurt himself on landing.
.\"MP
.\"There is a volcano close to the center of the maze which goes off
.\"close to every 30 deaths.
@@ -306,10 +296,8 @@ will ask you what name you want to play under.
If you wish to set other options than just your name,
you can enumerate the options as follows:
.Dl setenv HUNT "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G"
-sets the player name to Sneaky,
-sets the team to one,
-sets the enter game attribute to cloaked,
-and the maps
+sets the player name to Sneaky, sets the team to one,
+sets the enter game attribute to cloaked, and the maps
.Ic z
to
.Ic o , F
diff --git a/larn/larn.6 b/larn/larn.6
index aa8e5616..40182a68 100644
--- a/larn/larn.6
+++ b/larn/larn.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: larn.6,v 1.6 2002/02/08 01:25:13 ross Exp $
+.\" $NetBSD: larn.6,v 1.7 2002/09/26 16:12:41 wiz Exp $
.\"
.\" Copyright (c) 1990 The Regents of the University of California.
.\" All rights reserved.
@@ -49,8 +49,8 @@
.Sh DESCRIPTION
.Nm
is a fantasy games in which your child has contracted
-a strange disease, and none of your home remedies
-seem to have any effect. You set out to find a remedy in a limited
+a strange disease, and none of your home remedies seem to have any effect.
+You set out to find a remedy in a limited
amount of time, and to collect gold along the way of course!
.Pp
The options are:
@@ -132,7 +132,8 @@ Define what the savegame filename will be.
.El
.Pp
Your name and monster names must be enclosed in double quotation marks and may
-be up to 34 characters long. Longer names are truncated.
+be up to 34 characters long.
+Longer names are truncated.
Anything enclosed in quotation marks is considered one word, and must be
separated from other words by whitespace.
.Sh SPECIAL NOTES
@@ -147,9 +148,10 @@ You can get out of the store, trading post, school, or home by hitting
.Sy \*[Lt]esc\*[Gt] .
.Pp
When casting a spell, if you need a list of spells you can cast, type \fBD\fP
-as the first letter of your spell. The available list of spells will be shown,
-after which you may enter the spell code. This only works on the 1st letter
-of the spell you are casting.
+as the first letter of your spell.
+The available list of spells will be shown,
+after which you may enter the spell code.
+This only works on the 1st letter of the spell you are casting.
.Sh AUTHOR
Noah Morgan
.Sh FILES
diff --git a/mille/mille.6 b/mille/mille.6
index 090af6f1..b2f5c0e4 100644
--- a/mille/mille.6
+++ b/mille/mille.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: mille.6,v 1.7 2002/02/08 01:25:14 ross Exp $
+.\" $NetBSD: mille.6,v 1.8 2002/09/26 16:12:41 wiz Exp $
.\"
.\" Copyright (c) 1983, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -57,12 +57,14 @@ This card is placed in the `P' slot in your hand.
.IP D
Discard a card from your hand.
To indicate which card, type the number of the card in the hand
-(or \*(lqP\*(rq for the just-picked card) followed by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
+(or \*(lqP\*(rq for the just-picked card) followed
+by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
The \*[Lt]RETURN or \*[Lt]SPACE\*[Gt] is required to allow recovery from typos
which can be very expensive, like discarding safeties.
.IP U
Use a card.
-The card is again indicated by its number, followed by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
+The card is again indicated by its number,
+followed by a \*[Lt]RETURN\*[Gt] or \*[Lt]SPACE\*[Gt].
.IP O
Toggle ordering the hand.
By default off, if turned on it will sort the cards in your hand appropriately.
@@ -193,9 +195,11 @@ All the Hazard and Remedy Cards are played here, except the
.I "Speed Limit"
and
.I "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.
.BR SPEED :
-The Speed pile. The
+The Speed pile.
+The
.I "Speed Limit"
and
.I "End of Limit"
@@ -209,8 +213,9 @@ 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 points or the deck runs out.
@@ -252,7 +257,8 @@ played by your opponent.
.RB "\ \ \ \ " "Out of Gas"
is played on your opponent's
.I Go
-card. They must then play a
+card.
+They must then play a
.I Gasoline
card, and then a
.I Go
@@ -261,7 +267,8 @@ card before they can play any more mileage.
.RB "\ \ \ \ " "Flat Tire"
is played on your opponent's
.I Go
-card. They must then play a
+card.
+They must then play a
.I "Spare Tire"
card, and then a
.I Go
@@ -271,7 +278,8 @@ card before they can play any more mileage.
.RB "\ \ \ \ " "Accident"
is played on your opponent's
.I Go
-card. They must then play a
+card.
+They must then play a
.I Repairs
card, and then a
.I Go
@@ -289,7 +297,8 @@ prevents your opponent from playing both
.I Stop
and
.I "Speed Limit"
-cards on you. It also acts as a permanent
+cards on you.
+It also acts as a permanent
.I 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.
@@ -334,9 +343,10 @@ If an opponent plays a Hazard card,
and you have the corresponding Safety in your hand,
you play it immediately, even
.I 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 \*(lqScoring\*(rq 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 (see \*(lqScoring\*(rq below).
.PP
.BR Scoring :
Scores are totaled at the end of each hand,
diff --git a/monop/monop.6 b/monop/monop.6
index 5c2a4af0..07e5eacd 100644
--- a/monop/monop.6
+++ b/monop/monop.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: monop.6,v 1.11 2002/02/08 01:25:14 ross Exp $
+.\" $NetBSD: monop.6,v 1.12 2002/09/26 16:12:41 wiz 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: This allows you to quit the game. It asks you if you're sure.
+quit game: This allows you to quit the game.
+It asks you if you're sure.
.It Ic print
print board: This prints out the 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
where players are: Tells you where all the players are.
diff --git a/phantasia/phantasia.6 b/phantasia/phantasia.6
index ca2d8dd1..c3e6ca25 100644
--- a/phantasia/phantasia.6
+++ b/phantasia/phantasia.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: phantasia.6,v 1.5 2002/02/08 01:25:14 ross Exp $
+.\" $NetBSD: phantasia.6,v 1.6 2002/09/26 16:12:41 wiz Exp $
.\"
.Dd April 1, 2001
.Dt PHANTASIA 6
@@ -48,10 +48,12 @@ Examine/change a particular character on file.
.El
.Pp
The characters are saved on a common file, in order to make the game
-interactive between players. The characters are given a password
-in order to retrieve them later. Only characters above
+interactive between players.
+The characters are given a password in order to retrieve them later.
+Only characters above
.Em level
-zero are saved. Characters unused for awhile will be purged.
+zero are saved.
+Characters unused for awhile will be purged.
Characters are only placed on the scoreboard when they die.
.Sh AUTHOR
Edward Estes, AT\*[Am]T Information Systems, Skokie, IL
@@ -71,7 +73,8 @@ for movement, similar to
.Xr vi 1 .
To move to a specific (x, y) coordinate, use the
.Ic move
-('1') command. The distance a character can move is calculated by
+('1') command.
+The distance a character can move is calculated by
1 plus 1.5 per
.Em level .
Moving in a compass direction will move the player the maximum
@@ -79,18 +82,22 @@ allowed distance in that direction.
.Pp
A player may see who else is playing by using the
.Ic players
-('2') option. One may see the coordinates of those who are the same
+('2') option.
+One may see the coordinates of those who are the same
distance or closer to the origin as he/she.
.Em Kings ,
and
.Em council of the wise
-can see and can be seen by everyone. A
+can see and can be seen by everyone.
+A
.Em palantir
removes these restrictions.
.Pp
One can talk to other players with the
.Ic talk
-('3') option. In general, this is a line or so of text. To remove a current
+('3') option.
+In general, this is a line or so of text.
+To remove a current
message, just type \*[Lt]return\*[Gt] when prompted for a message.
.Pp
The
@@ -101,7 +108,8 @@ One may leave the game either with the
.Ic quit
('5') option.
.Pp
-One may rest by default. Resting lets one regain maximum
+One may rest by default.
+Resting lets one regain maximum
.Em energy level ,
and also lets one find
.Em mana
@@ -127,7 +135,8 @@ In general, a control-L will force the redrawing of the screen.
.Pp
Other things which may happen are more or less self-explanatory.
.Ss "Fighting Monsters"
-A player has several options while fighting monsters. They are as follows:
+A player has several options while fighting monsters.
+They are as follows:
.Bl -tag -width skirmish -offset indent
.It Ic melee
Inflicts damage on the monster, based upon
@@ -142,8 +151,8 @@ but decreases the monster's
.Em quickness
instead.
.It Ic evade
-Attempt to run away. Success is based upon both the player's and
-the monster's
+Attempt to run away.
+Success is based upon both the player's and the monster's
.Em brains
and
.Em quickness .
@@ -160,8 +169,8 @@ an amount proportional to the amount granted.
This also increases the monster's quickness.
Paralyzed monsters wake up very fast when nicked.
.It Ic luckout
-This is essentially a battle of wits with the monster. Success is based
-upon the player's and the monster's
+This is essentially a battle of wits with the monster.
+Success is based upon the player's and the monster's
.Em brains .
The player gets credit for slaying the monster if he/she succeeds.
Otherwise, nothing happens, and the chance to
@@ -208,20 +217,23 @@ increases, many personal statistics degenerate.
.El
.Ss "Character Types"
Character statistics are rolled randomly from the above list, according
-to character type. The types are as follows:
+to character type.
+The types are as follows:
.Bl -tag -width "experimento" -offset indent
.It Em magic user
strong in
.Em magic level
and
.Em brains ,
-weak in other areas. Must rely on wits and magic to survive.
+weak in other areas.
+Must rely on wits and magic to survive.
.It Em fighter
good in
.Em strength
and
.Em energy level ,
-fairly good in other areas. This adds up to a well-equipped fighter.
+fairly good in other areas.
+This adds up to a well-equipped fighter.
.It Em elf
very high
.Em quickness
@@ -246,7 +258,8 @@ and
Born with some
.Em experience .
.It Em experimento
-very mediocre in all areas. However, the
+very mediocre in all areas.
+However, the
.Em experimento
may be placed almost anywhere within the playing grid.
.El
@@ -305,7 +318,8 @@ can overcome the player, and how much
the player can withstand.
.Ss "Spells"
During the course of the game, the player may exercise his/her
-magic powers. These cases are described below.
+magic powers.
+These cases are described below.
.Bl -tag -width "all or nothing" -offset indent
.It Ic cloak
.Em magic level necessary :
@@ -314,16 +328,18 @@ magic powers. These cases are described below.
.Em mana used :
35 plus 3 per rest period
.br
-Used during normal play. Prevents monsters from finding the character,
-as well as hiding the player from other players. His/her coordinates
-show up as '?' in the
+Used during normal play.
+Prevents monsters from finding the character,
+as well as hiding the player from other players.
+His/her coordinates show up as '?' in the
.Ic players
-option. Players cannot collect
+option.
+Players cannot collect
.Em mana ,
find trading posts, or discover the
.Em grail
-while cloaked. Calling a monster uncloaks, as well as choosing
-this option while cloaked.
+while cloaked.
+Calling a monster uncloaks, as well as choosing this option while cloaked.
.It Ic teleport
.Em magic level necessary :
40 (plus level 12)
@@ -331,11 +347,11 @@ this option while cloaked.
.Em mana used :
30 per 75 moved
.br
-Used during normal play. Allows the player to move with much more freedom
-than with the
+Used during normal play.
+Allows the player to move with much more freedom than with the
.Ic move
-option, at the price of expending mana. The maximum distance possible
-to move is based upon
+option, at the price of expending mana.
+The maximum distance possible to move is based upon
.Em level
and
.Em magic level .
@@ -347,7 +363,8 @@ none
5 times
.Em level
.br
-Used during inter-terminal battle. Damage is based upon
+Used during inter-terminal battle.
+Damage is based upon
.Em magic level
and
.Em strength .
@@ -360,9 +377,9 @@ none
1
.br
Used while combating monsters.
-Has a 25% chance of working. If it works it hits the monster just enough
-to kill it. If it fails, it doesn't hit the monster, and doubles the
-monster's
+Has a 25% chance of working.
+If it works it hits the monster just enough to kill it.
+If it fails, it doesn't hit the monster, and doubles the monster's
.Em quickness
and
.Em strength .
@@ -374,7 +391,8 @@ Paralyzed monsters wake up much quicker as a result of this spell.
.Em mana used :
variable
.br
-Used while combating monsters. Hits the monster based upon the amount
+Used while combating monsters.
+Hits the monster based upon the amount
of
.Em mana
expended and
@@ -388,10 +406,11 @@ Guaranteed to hit at least 10 per
.Em mana used :
30
.br
-Used during monster combat. Throws up a shield to protect from damage.
+Used during monster combat.
+Throws up a shield to protect from damage.
The shield is added to actual energy level, and is a fixed number, based
-upon maximum energy. Normally, damage occurs first to the shield, and
-then to the players actual
+upon maximum energy.
+Normally, damage occurs first to the shield, and then to the players actual
.Em energy level .
.It Ic transform
.Em magic level necessary :
@@ -400,8 +419,9 @@ then to the players actual
.Em mana used :
50
.br
-Used during monster combat. Transforms the monster randomly into one
-of the 100 monsters from the monster file.
+Used during monster combat.
+Transforms the monster randomly into one of the 100 monsters from
+the monster file.
.It Ic increase might
.Em magic level necessary :
35
@@ -409,7 +429,8 @@ of the 100 monsters from the monster file.
.Em mana used :
75
.br
-Used during combat with monsters. Increases strength up to a maximum.
+Used during combat with monsters.
+Increases strength up to a maximum.
.It Ic invisibility
.Em magic level necessary :
45
@@ -417,8 +438,8 @@ Used during combat with monsters. Increases strength up to a maximum.
.Em mana used :
90
.br
-Used while fighting monsters. Makes it harder for the monster to hit,
-by temporarily increasing the player's
+Used while fighting monsters.
+Makes it harder for the monster to hit, by temporarily increasing the player's
.Em quickness .
This spell may be thrown several times, but a maximum level will be reached.
.It Ic transport
@@ -428,15 +449,16 @@ This spell may be thrown several times, but a maximum level will be reached.
.Em mana used :
125
.br
-Used during monster combat. Transports the monster away from the
-player. Success is base upon player's
+Used during monster combat.
+Transports the monster away from the player.
+Success is based upon player's
.Em magic
and
.Em brains ,
and the monster's
.Em experience .
-If it fails the player is transported instead. 60% of the time, the monster
-will drop any treasure it was carrying.
+If it fails the player is transported instead.
+60% of the time, the monster will drop any treasure it was carrying.
.It Ic paralyze
.Em magic level necessary :
75
@@ -448,8 +470,9 @@ Used during monster combat.
.Dq Freezes
the monster by putting its
.Em quickness
-slightly negative. The monster will slowly wake up. Success is based
-upon player's
+slightly negative.
+The monster will slowly wake up.
+Success is based upon player's
.Em magic
and the monster's
.Em experience .
@@ -468,8 +491,9 @@ or
Allows the player to pick which monster to fight.
.El
.Ss "Monsters"
-Monsters get bigger as one moves farther from the origin (0,0). Rings of
-distance 125 from the origin determine the size. A monster's
+Monsters get bigger as one moves farther from the origin (0,0).
+Rings of distance 125 from the origin determine the size.
+A monster's
.Em experience ,
.Em energy level ,
and
@@ -480,11 +504,12 @@ is increased 50% per size over one, and
.Em quickness
remains the same, regardless of size.
.Pp
-Also, nastier monsters are found as one progress farther out
-from the origin. Monsters also may flock. The percent chance of that
-happening is designated as
+Also, nastier monsters are found as one progress farther out from the origin.
+Monsters also may flock.
+The percent chance of that happening is designated as
.Em flock%
-in the monster listing. Monsters outside the first ring
+in the monster listing.
+Monsters outside the first ring
may carry treasure, as determined by their treasure type.
Flocking monsters, and bigger monsters increase the chances of treasure.
.Pp
@@ -496,17 +521,18 @@ can only be subdued if the player is in possession of a
.It Em Modnar
has random characteristics, including treasure type.
.It Em Mimic
-will pick another name from the list of monsters in order to
-confuse.
+will pick another name from the list of monsters in order to confuse.
.It Em Dark Lord
-very nasty person. Does not like to be hit (especially nicked),
+very nasty person.
+Does not like to be hit (especially nicked),
and many spells do not work well (or at all) against him.
One can always
.Em evade
from the
.Em Dark Lord .
.It Em Leanan-Sidhe
-also a very nasty person. She will permanently sap
+also a very nasty person.
+She will permanently sap
.Em strength
from someone.
.It Em Saruman
@@ -516,8 +542,7 @@ who can steal a
.Em palantir .
Also,
.Em Saruman
-may turn a player's gems into gold pieces,
-or scramble her/his stats.
+may turn a player's gems into gold pieces, or scramble her/his stats.
.It Em Thaumaturgist
can transport a player.
.It Em Balrog
@@ -571,10 +596,10 @@ This subtracts from
instead of any shield the player may have thrown up.
This is a very easy way to die.
.It Em Cerberus
-loves metal and will steal all the metal treasures from
-a player if able.
+loves metal and will steal all the metal treasures from a player if able.
.It Em Ungoliant
-can bite and poison. This inflicts five
+can bite and poison.
+This inflicts five
.Em poisons ,
and also takes one from the player's
.Em quickness .
@@ -592,9 +617,10 @@ and
.Em ex-valar .
Fights with
.Em Morgoth
-end when either he or the player dies. His characteristics
-are calculated based upon the player's. The player is given
-the chance to ally with him. No magic, except
+end when either he or the player dies.
+His characteristics are calculated based upon the player's.
+The player is given the chance to ally with him.
+No magic, except
.Ic force field
works when battling
.Em Morgoth .
@@ -672,8 +698,8 @@ and
.Pp
All the scrolls except
.Em general knowledge
-automatically call a monster. These preserve any
-spells that were already in effect, but are only in
+automatically call a monster.
+These preserve any spells that were already in effect, but are only in
effect while in battle.
.It Type five
.Em dagger
@@ -782,11 +808,14 @@ or
.Em gems .
These are used at
.Em trading posts
-to buy things. A
+to buy things.
+A
.Em gem
-is worth 1000 gold pieces. Too much
+is worth 1000 gold pieces.
+Too much
.Em gold
-will slow a player down. One may carry 1000 plus 200 per
+will slow a player down.
+One may carry 1000 plus 200 per
.Em level
of
.Em gold .
@@ -856,7 +885,8 @@ A player may become
.Em king
by finding a
.Em crown
-and going to (0,0). Players must have a
+and going to (0,0).
+Players must have a
.Em level
in the range of 10 to 1000 to be able to find a
.Em crown .
@@ -870,23 +900,26 @@ are converted to
.Em gold .
.Pp
Once a player is king, he/she may do certain things while in
-the Lord's Chamber (0,0). These are exercised with the
+the Lord's Chamber (0,0).
+These are exercised with the
.Ic decree
('0') option.
.Bl -tag -width "collect taxes"
.It Ic transport
-This is done to another player. It randomly moves the affected
-player about. A
+This is done to another player.
+It randomly moves the affected player about.
+A
.Em charm
protects from transports.
.It Ic curse
-This is done to another player. It is analogous to cursed treasure,
-but worse. It inflicts two
+This is done to another player.
+It is analogous to cursed treasure, but worse.
+It inflicts two
.Em poison ,
knocks
.Em energy level
-very low, and degrades the maximum energy. It also
-removes a
+very low, and degrades the maximum energy.
+It also removes a
.Em cloak .
A
.Em blessing
@@ -900,12 +933,11 @@ and
.Em gold .
The energy void disappears after being hit.
.It Ic bestow
-This is also done to another player. The king may
-wish to reward one or more loyal subjects by sharing his/her
+This is also done to another player.
+The king may wish to reward one or more loyal subjects by sharing his/her
riches
.Em ( gold ) .
-Or it is a convenient way to dispose of some unwanted
-deadweight.
+Or it is a convenient way to dispose of some unwanted deadweight.
.It Ic collect taxes
Everyone pays 7% tax on all
.Em gold
@@ -924,7 +956,8 @@ anywhere for free by using the origin as a starting place.
.Ss "Council of the Wise, Valar"
A player automatically becomes a member of the
.Em council of the wise
-upon reaching level 3000. Members of the council cannot have
+upon reaching level 3000.
+Members of the council cannot have
.Em rings .
Members of the council have a few extra options which they can exercise.
These are exercised with the
@@ -937,7 +970,8 @@ One
.Ic intervene
option is to
.Ic heal
-another player. This is just a quick way for that player to be rested
+another player.
+This is just a quick way for that player to be rested
to maximum and lose a little
.Em poison .
The main purpose in life for members of the council is to seek the
@@ -946,7 +980,8 @@ This is done with a
.Em palantir
under the
.Ic seek grail
-option. The distance cited by the seek is accurate within 10%, in order
+option.
+The distance cited by the seek is accurate within 10%, in order
not to make it too easy to find the grail.
A player must have infinitesimally small
.Em sin ,
@@ -972,8 +1007,7 @@ except that the affected player does not get his/her
flag set.
All
.Ic intervention
-options which affect other players age the player
-who uses them.
+options which affect other players age the player who uses them.
.Em Valars
are essentially immortal, but are actually given five lives.
If these are used up, the player is left to die, and becomes an
@@ -1024,11 +1058,13 @@ The
.Em wizard
may do all the
.Ic intervention
-options. One extra option,
+options.
+One extra option,
.Ic vaporize ,
is added to kill any offensive players.
.It Ic super character type
-An extra character type is added. This character starts with the
+An extra character type is added.
+This character starts with the
maximum possible in all statistics, selected from the other character types.
A
.Em super
@@ -1038,16 +1074,17 @@ from the other character types.
.Ss "Special Places"
Certain regions of the playing grid have different names.
In general, this is only to give the player some idea of
-his/her present location. Some special places do exist.
+his/her present location.
+Some special places do exist.
.Bl -tag -width "Trading Posts"
.It Em Trading Posts
These are located at |x| == |y| == n*n*100 for n = 1, 2, ..., 1000.
Trading posts farther out have more things for sale.
-Be careful about cheating the merchants there, as they have short
-tempers.
+Be careful about cheating the merchants there, as they have short tempers.
Merchants are dishonest about 5% of the time.
.It Em Lord's Chamber
-This is located at (0,0). Only players with
+This is located at (0,0).
+Only players with
.Em crowns
may enter.
.It Em Point of \&No Return
@@ -1058,13 +1095,13 @@ or to have a
.Em valar
relocate the player.
.It Em Dead Marshes
-This is a band located fairly distant from the origin. The first
-fourteen monsters (water monsters) can normally only be found here.
+This is a band located fairly distant from the origin.
+The first fourteen monsters (water monsters) can normally only be found here.
.It Em Valhala
This place is where the
.Em valar
-resides. It is associated with no particular coordinate on the
-playing grid.
+resides.
+It is associated with no particular coordinate on the playing grid.
.El
.Ss "Miscellaneous"
Once a player reaches
@@ -1082,8 +1119,8 @@ A
.Em medic
wants half of a player's
.Em gold
-to be happy. Offering more than one has, or a negative amount
-will anger the
+to be happy.
+Offering more than one has, or a negative amount will anger the
.Em medic ,
who will make the player worse (add one
.Em poison ) .
@@ -1130,22 +1167,24 @@ gets the first hit.
If the two players are severely mis-matched, the stronger player
is drastically handicapped for the battle.
In order to protect from being stuck in an infinite loop,
-the player waiting for response may time out. Options for battle are:
+the player waiting for response may time out.
+Options for battle are:
.Bl -tag -width "power blast"
.It Ic fight
Inflicts damage upon other person.
.It Ic run away
-Escape from battle. Has a 75% chance of working.
+Escape from battle.
+Has a 75% chance of working.
.It Ic power blast
Battle spell.
.It Ic luckout
-One-time chance to try to win against the foe. Has a 10% chance of
-working.
+One-time chance to try to win against the foe.
+Has a 10% chance of working.
.El
.Pp
Sometimes waits for the other player may be excessive, because
-he/she may be battling a monster. Upon slaying a player in battle
-the winner gets the other's
+he/she may be battling a monster.
+Upon slaying a player in battle the winner gets the other's
.Em experience
and treasures.
.Em Rings
diff --git a/pom/pom.6 b/pom/pom.6
index 2b793361..381d41ff 100644
--- a/pom/pom.6
+++ b/pom/pom.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: pom.6,v 1.9 2002/02/08 01:25:14 ross Exp $
+.\" $NetBSD: pom.6,v 1.10 2002/09/26 16:12:42 wiz 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
diff --git a/rain/rain.6 b/rain/rain.6
index c59e3af5..1651e0e8 100644
--- a/rain/rain.6
+++ b/rain/rain.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: rain.6,v 1.8 2001/04/02 22:42:38 wiz Exp $
+.\" $NetBSD: rain.6,v 1.9 2002/09/26 16:12:42 wiz Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -52,6 +52,7 @@ 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.
+update.
+A reasonable delay is 120; the default is 0.
.Sh AUTHOR
Eric P. Scott
diff --git a/robots/robots.6 b/robots/robots.6
index 24049a24..5396b618 100644
--- a/robots/robots.6
+++ b/robots/robots.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: robots.6,v 1.9 2002/02/08 01:25:15 ross Exp $
+.\" $NetBSD: robots.6,v 1.10 2002/09/26 16:12:42 wiz Exp $
.\"
.\" Copyright (c) 1991, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -139,7 +139,8 @@ very nice.
.It Fl a
Advance into the higher levels directly, skipping the lower, easier levels.
.It Fl A
-Auto-bot mode. Let's the game play itself.
+Auto-bot mode.
+Let's the game play itself.
.It Fl n
Increase the number of games played by one.
.El
diff --git a/rogue/rogue.6 b/rogue/rogue.6
index 083c5c16..53980ad0 100644
--- a/rogue/rogue.6
+++ b/rogue/rogue.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: rogue.6,v 1.6 1997/10/12 11:45:49 lukem Exp $
+.\" $NetBSD: rogue.6,v 1.7 2002/09/26 16:12:42 wiz Exp $
.\"
.\" Copyright (c) 1988, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -47,12 +47,14 @@
.\" .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 \&/
@@ -60,16 +62,17 @@ 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
+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,
.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
diff --git a/sail/sail.6 b/sail/sail.6
index e1f4ca95..da53fc34 100644
--- a/sail/sail.6
+++ b/sail/sail.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: sail.6,v 1.8 2002/02/08 01:25:15 ross Exp $
+.\" $NetBSD: sail.6,v 1.9 2002/09/26 16:12:42 wiz Exp $
.\"
.\" Copyright (c) 1988, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -60,7 +60,8 @@ originally developed by S. Craig Taylor.
Players of
.I Sail
take command of an old fashioned Man of War and fight other
-players or the computer. They may re-enact one of the many
+players or the computer.
+They may re-enact one of the many
historical sea battles recorded in the game, or they can choose
a fictional battle.
.PP
@@ -70,7 +71,8 @@ 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
right moment to let loose the terrible destruction of his broadsides.
In addition to fighting the enemy, he must harness the powers of the wind
-and sea to make them work for him. The outcome of many battles during the
+and sea to make them work for him.
+The outcome of many battles during the
age of sail was decided by the ability of one captain to hold the `weather
gage.'
.PP
@@ -80,7 +82,8 @@ The flags are:
Print the names and ships of the top ten sailors.
.TP
.B \-l
-Show the login name. Only effective with \fB-s\fP.
+Show the login name.
+Only effective with \fB-s\fP.
.TP
.B \-x
Play the first available ship instead of prompting for a choice.
@@ -89,8 +92,9 @@ Play the first available ship instead of prompting for a choice.
No bells.
.SH IMPLEMENTATION
.I Sail
-is really two programs in one. Each player starts up a process which
-runs his own ship. In addition, a
+is really two programs in one.
+Each player starts up a process which runs his own ship.
+In addition, a
.I driver
process is forked (by the first player) to run the computer ships
and take care of global bookkeeping.
@@ -108,12 +112,14 @@ To implement a multi-user game in Version 7 UNIX, which was the operating
system
.I Sail
was first written under, the communicating processes must use a common
-temporary file as a place to read and write messages. In addition, a
-locking mechanism must be provided to ensure exclusive access to the
-shared file. For example,
+temporary file as a place to read and write messages.
+In addition, a locking mechanism must be provided to ensure exclusive
+access to the shared file.
+For example,
.I Sail
uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
-corresponding file names for the other scenarios. To provide exclusive
+corresponding file names for the other scenarios.
+To provide exclusive
access to the temporary file,
.I Sail
uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
@@ -126,13 +132,14 @@ 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
-Whether or not this really works is open to speculation. When ucbmiro
-was rebooted after a crash, the file system check program found 3 links
-between the
+Whether or not this really works is open to speculation.
+When ucbmiro was rebooted after a crash, the file system check program
+found 3 links between the
.I Sail
temporary file and its link file.
.SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
@@ -141,24 +148,29 @@ the driver must coordinate the action with the other ships in the game.
For example, if a player wants to move in a certain direction, he writes a
message into the temporary file requesting the driver to move his ship.
Each ``turn,'' the driver reads all the messages sent from the players and
-decides what happened. It then writes back into the temporary file new
-values of variables, etc.
+decides what happened.
+It then writes back into the temporary file new values of variables, etc.
.PP
The most noticeable effect this communication has on the game is the
-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
-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
-process gets around to doing another 7 second update, the results of the
-move are displayed on the screen. Hence, every movement requires four
+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 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 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
depending upon asynchrony) before the player sees the results of his moves.
.PP
-In practice, the delays are not as annoying as they would appear. There
-is room for "pipelining" in the movement. After the player writes out
+In practice, the delays are not as annoying as they would appear.
+There is room for "pipelining" in the movement.
+After the player writes out
a first movement message, a second movement command can then be issued.
The first message will be in the temporary file waiting for the driver, and
the second will be in the file buffer waiting to be written to the file.
@@ -166,16 +178,19 @@ Thus, by always typing moves a turn ahead of the time, the player can
sail around quite quickly.
.PP
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.
+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
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,
-not portable in any sense of the word, and didn't work. The program was not
-very modular and had fseeks() and fwrites() every few lines. After a
-tremendous rewrite from the top down, I got the first working version up by
-1981. There were several annoying bugs concerning firing broadsides and
+on a PDP 11/70 in the fall of 1980.
+Needless to say, the code was horrendous,
+not portable in any sense of the word, and didn't work.
+The program was not
+very modular and had fseeks() and fwrites() every few lines.
+After a tremendous rewrite from the top down,
+I got the first working version up by 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
@@ -187,12 +202,14 @@ available).
.PP
Captain Happy (Craig Leres) is responsible for making
.I Sail
-portable for the first time. This was no easy task, by the way. Constants
-like 2 and 10 were very frequent in the code. I also became famous for
-using "Riggle Memorial Structures" in
+portable for the first time.
+This was no easy task, by the way.
+Constants like 2 and 10 were very frequent in the code.
+I also became famous for using "Riggle Memorial Structures" in
.I Sail.
Many of my structure references are so long that they run off the line
-printer page. Here is an example, if you promise not to laugh.
+printer page.
+Here is an example, if you promise not to laugh.
.br
.sp
.ce
@@ -202,15 +219,19 @@ specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
.PP
.I Sail
received its fourth and most thorough rewrite in the summer and fall
-of 1983. Ed Wang rewrote and modularized the code (a monumental feat)
-almost from scratch. Although he introduced many new bugs, the final
-result was very much cleaner and (?) faster. He added window movement
-commands and find ship commands.
+of 1983.
+Ed Wang rewrote and modularized the code (a monumental feat)
+almost from scratch.
+Although he introduced many new bugs, the final result was very much
+cleaner and (?) faster.
+He added window movement 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
-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
+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
effect was small compared to a 68 gun broadside of 24 or 32 pounders.
The guns bear approximately like so:
@@ -229,9 +250,10 @@ The guns bear approximately like so:
.fi
An interesting phenomenon occurred when a broadside was fired
-down the length of an enemy ship. The shot tended to bounce along
-the deck and did several times more damage. This phenomenon was called
-a rake. Because the bows of a ship are very strong and present a smaller
+down the length of an enemy ship.
+The shot tended to bounce along the deck and did several times more damage.
+This phenomenon was called a rake.
+Because the bows of a ship are very strong and present a smaller
target than the stern, a stern rake (firing from the stern to the bow) causes
more damage than a bow rake.
.nf
@@ -242,91 +264,109 @@ more damage than a bow rake.
.fi
Most ships were equipped with carronades, which were very large, close
-range cannons. American ships from the revolution until the War of 1812
+range cannons.
+American ships from the revolution until the War of 1812
were almost entirely armed with carronades.
.PP
The period of history covered in
.I Sail
is approximately from the 1770's until the end of Napoleonic France in 1815.
-There are many excellent books about the age of sail. My favorite author
-is Captain Frederick Marryat. More contemporary authors include C.S. Forester
-and Alexander Kent.
-.PP
-Fighting ships came in several sizes classed by armament. The mainstays of
-any fleet were its "Ships of the Line", or "Line of Battle Ships". They
-were so named because these ships fought together in great lines. They were
+There are many excellent books about the age of sail.
+My favorite author is Captain Frederick Marryat.
+More contemporary authors include C.S. Forester and Alexander Kent.
+.PP
+Fighting ships came in several sizes classed by armament.
+The mainstays of
+any fleet were its "Ships of the Line", or "Line of Battle Ships".
+They were so named because these ships fought together in great lines.
+They were
close enough for mutual support, yet every ship could fire both its broadsides.
We get the modern words "ocean liner," or "liner," and "battleship" from
-"ship of the line." The most common size was the 74 gun two decked
-ship of the line. The two gun decks usually mounted 18 and 24 pounder guns.
+"ship of the line."
+The most common size was the 74 gun two decked ship of the line.
+The two gun decks usually mounted 18 and 24 pounder guns.
.PP
-The pride of the fleet were the first rates. These were huge three decked
-ships of the line mounting 80 to 136 guns. The guns in the three tiers
+The pride of the fleet were the first rates.
+These were huge three decked ships of the line mounting 80 to 136 guns.
+The guns in the three tiers
were usually 18, 24, and 32 pounders in that order from top to bottom.
.PP
-Various other ships came next. They were almost all "razees," or ships
-of the line with one deck sawed off. They mounted 40-64 guns and were
-a poor cross between a frigate and a line of battle ship. They neither
-had the speed of the former nor the firepower of the latter.
-.PP
-Next came the "eyes of the fleet." Frigates came in many sizes mounting
-anywhere from 32 to 44 guns. They were very handy vessels. They could
-outsail anything bigger and outshoot anything smaller. Frigates didn't
-fight in lines of battle as the much bigger 74's did. Instead, they
-harassed the enemy's rear or captured crippled ships. They were much
-more useful in missions away from the fleet, such as cutting out expeditions
-or boat actions. They could hit hard and get away fast.
-.PP
-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
-land-locked lakes.
+Various other ships came next.
+They were almost all "razees," or ships of the line with one deck sawed off.
+They mounted 40-64 guns and were
+a poor cross between a frigate and a line of battle ship.
+They neither had the speed of the former nor the firepower of the latter.
+.PP
+Next came the "eyes of the fleet."
+Frigates came in many sizes mounting anywhere from 32 to 44 guns.
+They were very handy vessels.
+They could outsail anything bigger and outshoot anything smaller.
+Frigates didn't fight in lines of battle as the much bigger 74's did.
+Instead, they harassed the enemy's rear or captured crippled ships.
+They were much more useful in missions away from the fleet,
+such as cutting out expeditions or boat actions.
+They could hit hard and get away fast.
+.PP
+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 land-locked lakes.
.SH SAIL PARTICULARS
Ships in
.I Sail
-are represented by two characters. One character represents the bow of
-the ship, and the other represents the stern. Ships have nationalities
-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".
+are represented by two characters.
+One character represents the bow of
+the ship, and the other represents the stern.
+Ships have nationalities 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".
.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,
-and it can move much faster than a ship under Battle Sails. The only
-trouble is, with full sails set, there is so much tension on sail and
+called Full Sails.
+A ship under full sail is a beautiful sight indeed,
+and it can move much faster than a ship under Battle Sails.
+The only trouble is, with full sails set, there is so much tension on sail and
rigging that a well aimed round shot can burst a sail into ribbons where
-it would only cause a little hole in a loose sail. For this reason,
-rigging damage is doubled on a ship with full sails set. Don't let
-that discourage you from using full sails. I like to keep them up
-right into the heat of battle. A ship
-with full sails set has a capital letter for its nationality. E.g.,
-a Frog, "f0", with full sails set would be printed as "F0".
+it would only cause a little hole in a loose sail.
+For this reason, rigging damage is doubled on a ship with full sails set.
+Don't let that discourage you from using full sails.
+I like to keep them up right into the heat of battle.
+A ship with full sails set has a capital letter for its nationality.
+E.g., a Frog, "f0", with full sails set would be printed as "F0".
.PP
When a ship is battered into a listing hulk, the last man aboard "strikes
-the colors." This ceremony is the ship's formal surrender. The nationality
-character
-of a surrendered ship is printed as "!". E.g., the Frog of our last example
-would soon be "!0".
+the colors."
+This ceremony is the ship's formal surrender.
+The nationality character of a surrendered ship is printed as "!".
+E.g., the Frog of our last example would soon be "!0".
.PP
A ship has a random chance of catching fire or sinking when it reaches the
-stage of listing hulk. A sinking ship has a "~" printed for its nationality,
+stage of listing hulk.
+A sinking ship has a "~" printed for its nationality,
and a ship on fire and about to explode has a "#" printed.
.PP
-Captured ships become the nationality of the prize crew. Therefore, if
+Captured ships become the nationality of the prize crew.
+Therefore, if
an American ship captures a British ship, the British ship will have an
-"a" printed for its nationality. In addition, the ship number is changed
+"a" printed for its nationality.
+In addition, the ship number is changed
to "\*[Am]","'", "(", ,")", "*", or "+" depending upon the original number,
-be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the
-"a\*[Am]". The "s4" captured by a Frog becomes the "f*".
+be it 0,1,2,3,4, or 5.
+E.g., the "b0" captured by an American becomes the
+"a\*[Am]".
+The "s4" captured by a Frog becomes the "f*".
.PP
The ultimate example is, of course, an exploding Brit captured by an
American: "#\*[Am]".
.SH MOVEMENT
Movement is the most confusing part of
.I Sail
-to many. Ships can head in 8 directions:
+to many.
+Ships can head in 8 directions:
.nf
0 0 0
@@ -334,26 +374,31 @@ to many. Ships can head in 8 directions:
0 0 0
.fi
-The stern of a ship moves when it turns. The bow remains stationary.
+The stern of a ship moves when it turns.
+The bow remains stationary.
Ships can always turn, regardless of the wind (unless they are becalmed).
-All ships drift when they lose headway. If a ship doesn't move forward
-at all for two turns, it will begin to drift. If a ship has begun to
+All ships drift when they lose headway.
+If a ship doesn't move forward at all for two turns, it will begin to drift.
+If a ship has begun to
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
.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
+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
.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):
.fi
-The first number is the maximum number of moves you can make,
-including turns. The second number is the maximum number of turns
-you can make. Between the numbers is sometimes printed a quote "'".
+The first number is the maximum number of moves you can make, including turns.
+The second number is the maximum number of turns you can make.
+Between the numbers is sometimes printed a quote "'".
If the quote is present, it means that your ship has been drifting, and
you must move ahead to regain headway before you turn (see note above).
Some of the possible moves for the example above are as follows:
@@ -371,7 +416,8 @@ Some of the possible moves for the example above are as follows:
.fi
Because square riggers performed so poorly sailing into the wind, if at
any point in a movement command you turn into the wind, the movement stops
-there. E.g.,
+there.
+E.g.,
.ne 1i
.nf
@@ -381,17 +427,20 @@ there. E.g.,
.fi
Moreover, whenever you make a turn, your movement allowance drops to
-min(what's left, what you would have at the new attitude). In short,
-if you turn closer to the wind, you most likely won't be able to sail the
-full allowance printed in the "move" prompt.
+min(what's left, what you would have at the new attitude).
+In short, if you turn closer to the wind, you most likely won't be able
+to sail the full allowance printed in the "move" prompt.
.PP
-Old sailing captains had to keep an eye constantly on the wind. Captains
-in
+Old sailing captains had to keep an eye constantly on the wind.
+Captains 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,
-just off the stern. The direction rose on the side of the screen gives the
-possible movements for your ship at all positions to the wind. Battle
+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,
+just off the stern.
+The direction rose on the side of the screen gives the
+possible movements for your ship at all positions to the wind.
+Battle
sail speeds are given first, and full sail speeds are given in parenthesis.
.nf
@@ -404,17 +453,21 @@ sail speeds are given first, and full sail speeds are given in parenthesis.
.fi
Pretend the bow of your ship (the "^") is pointing upward and the wind is
-blowing from the bottom to the top of the page. The
-numbers at the bottom "3(6)" will be your speed under battle or full
-sails in such a situation. If the wind is off your quarter, then you
-can move "4(7)". If the wind is off your beam, "3(6)". If the wind is
-off your bow, then you can only move "1(2)". Facing into the wind, you
-can't move at all. Ships facing into the wind were said to be "in irons".
+blowing from the bottom to the top of the page.
+The numbers at the bottom "3(6)" will be your speed under battle or full
+sails in such a situation.
+If the wind is off your quarter, then you can move "4(7)".
+If the wind is off your beam, "3(6)".
+If the wind is off your bow, then you can only move "1(2)".
+Facing into the wind, you can't move at all.
+Ships facing into the wind were said to be "in irons".
.SH WINDSPEED AND DIRECTION
The windspeed and direction is displayed as a little weather vane on the
-side of the screen. The number in the middle of the vane indicates the wind
-speed, and the + to - indicates the wind direction. The wind blows from
-the + sign (high pressure) to the - sign (low pressure). E.g.,
+side of the screen.
+The number in the middle of the vane indicates the wind
+speed, and the + to - indicates the wind direction.
+The wind blows from the + sign (high pressure) to the - sign (low pressure).
+E.g.,
.nf
|
@@ -426,9 +479,11 @@ The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
If a hurricane shows up, all ships are destroyed.
.SH GRAPPLING AND FOULING
-If two ships collide, they run the risk of becoming tangled together. This
-is called "fouling." Fouled ships are stuck together, and neither can move.
-They can unfoul each other if they want to. Boarding parties can only be
+If two ships collide, they run the risk of becoming tangled together.
+This is called "fouling."
+Fouled ships are stuck together, and neither can move.
+They can unfoul each other if they want to.
+Boarding parties can only be
sent across to ships when the antagonists are either fouled or grappled.
.PP
Ships can grapple each other by throwing grapnels into the rigging of
@@ -437,8 +492,8 @@ the other.
The number of fouls and grapples you have are displayed on the upper
right of the screen.
.SH BOARDING
-Boarding was a very costly venture in terms of human life. Boarding parties
-may be formed in
+Boarding was a very costly venture in terms of human life.
+Boarding parties 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
@@ -447,39 +502,49 @@ their ship as men left unorganized.
The boarding strength of a crew depends upon its quality and upon the
number of men sent.
.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
+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
who liked the sea defected to America by the thousands.
.PP
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
-are average, and "Green" and "Mutinous" crews are below average. A good
-rule of thumb is that "Crack" or "Elite" crews get one extra hit
-per broadside compared to "Mundane" crews. Don't expect too much from
+crew quality is quantized into 5 energy levels.
+"Elite" crews can outshoot and outfight all other sailors.
+"Crack" crews are next.
+"Mundane" crews
+are average, and "Green" and "Mutinous" crews are below average.
+A good rule of thumb is that "Crack" or "Elite" crews get one extra hit
+per broadside compared to "Mundane" crews.
+Don't expect too much from
"Green" crews.
.pl -1
.SH BROADSIDES
Your two broadsides may be loaded with four kinds of shot: grape, chain,
-round, and double. You have guns and carronades in both the port and starboard
-batteries. Carronades only have a range of two, so you have to get in
-close to be able to fire them. You have the choice of firing at the hull
-or rigging of another ship. If the range of the ship is greater than 6,
+round, and double.
+You have guns and carronades in both the port and starboard batteries.
+Carronades only have a range of two, so you have to get in
+close to be able to fire them.
+You have the choice of firing at the hull or rigging of another ship.
+If the range of the ship is greater than 6,
then you may only shoot at the rigging.
.PP
The types of shot and their advantages are:
.SH ROUND
-Range of 10. Good for hull or rigging hits.
+Range of 10.
+Good for hull or rigging hits.
.SH DOUBLE
-Range of 1. Extra good for hull or rigging hits.
+Range of 1.
+Extra good for hull or rigging hits.
Double takes two turns to load.
.SH CHAIN
-Range of 3. Excellent for tearing down rigging.
+Range of 3.
+Excellent for tearing down rigging.
Cannot damage hull or guns, though.
.SH GRAPE
-Range of 1. Sometimes devastating against enemy crews.
+Range of 1.
+Sometimes devastating against enemy crews.
.PP
On the side of the screen is displayed some vital information about your
ship:
@@ -494,55 +559,65 @@ ship:
.fi
"Load" shows what your port (left) and starboard (right) broadsides are
-loaded with. A "!" after the type of shot indicates that it is an initial
-broadside. Initial broadside were loaded with care before battle and before
-the decks ran red with blood. As a consequence, initial broadsides are a
-little more effective than broadsides loaded later. A "*" after the type of
-shot indicates that the gun
-crews are still loading it, and you cannot fire yet. "Hull" shows how much
-hull you have left. "Crew" shows your three sections of crew. As your
-crew dies off, your ability to fire decreases. "Guns" and "Carr" show
-your port and starboard guns. As you lose guns, your ability to fire
-decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
+loaded with.
+A "!" after the type of shot indicates that it is an initial broadside.
+Initial broadside were loaded with care before battle and before
+the decks ran red with blood.
+As a consequence, initial broadsides are a
+little more effective than broadsides loaded later.
+A "*" after the type of shot indicates that the gun
+crews are still loading it, and you cannot fire yet.
+"Hull" shows how much hull you have left.
+"Crew" shows your three sections of crew.
+As your crew dies off, your ability to fire decreases.
+"Guns" and "Carr" show your port and starboard guns.
+As you lose guns, your ability to fire decreases.
+"Rigg" shows how much rigging you have on your 3 or 4 masts.
As rigging is shot away, you lose mobility.
.SH EFFECTIVENESS OF FIRE
It is very dramatic when a ship fires its thunderous broadsides, but the
-mere opportunity to fire them does not guarantee any hits. Many factors
-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,
-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
+mere opportunity to fire them does not guarantee any hits.
+Many factors 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, 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
.I Pellew vs. The Droits de L'Homme
takes advantage of this peculiar circumstance.
.SH REPAIRS
Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
-two points per three turns. The message "Repairs Completed" will be
-printed if no more repairs can be made.
+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
.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
-play well enough as it is. As a consolation, the computer ships can fire double
-shot every turn. That fluke is a good reason to keep your distance. The
-.I
-Driver
-figures out the moves of the computer ships. It computes them with a typical
-A.I. distance function and a depth first search to find the maximum "score."
+follow all the rules above with a few exceptions.
+Computer ships never repair damage.
+If they did, the players could never beat them.
+They play well enough as it is.
+As a consolation, the computer ships can fire double shot every turn.
+That fluke is a good reason to keep your distance.
+The
+.I Driver
+figures out the moves of the computer ships.
+It computes them with a typical A.I. distance
+function and a depth first search to find the maximum "score."
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
.I Sail
-by typing a single character. You will then be prompted for further
-input. A brief summary of the commands follows.
+by typing a single character.
+You will then be prompted for further input.
+A brief summary of the commands follows.
.br
.SH COMMAND SUMMARY
.nf
@@ -590,7 +665,8 @@ Wind from the N, blowing a fresh breeze.
Wind from the S, blowing a fresh breeze.
.fi
-This is John Paul Jones' first famous battle. Aboard the Bonhomme
+This is John Paul Jones' first famous battle.
+Aboard the Bonhomme
Richard, he was able to overcome the Serapis's greater firepower
by quickly boarding her.
.nf
@@ -761,8 +837,10 @@ Wind from the N, blowing a fresh breeze.
Wind from the E, blowing a gale.
.fi
-A scenario for you Horny fans. Remember, he sank the Natividad
-against heavy odds and winds. Hint: don't try to board the Natividad,
+A scenario for you Horny fans.
+Remember, he sank the Natividad
+against heavy odds and winds.
+Hint: don't try to board the Natividad,
her crew is much bigger, albeit green.
.nf
@@ -788,8 +866,10 @@ Wind from the S, blowing a strong breeze.
.nf
Wind from the E, blowing a fresh breeze.
-The only battle Hornblower ever lost. He was able to dismast one
-ship and stern rake the others though. See if you can do as well.
+.fi
+The only battle Hornblower ever lost.
+He was able to dismast one ship and stern rake the others though.
+See if you can do as well.
.nf
(b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts)
diff --git a/snake/snake/snake.6 b/snake/snake/snake.6
index 06401f34..470d25d1 100644
--- a/snake/snake/snake.6
+++ b/snake/snake/snake.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: snake.6,v 1.9 2001/04/02 22:47:30 wiz Exp $
+.\" $NetBSD: snake.6,v 1.10 2002/09/26 16:12:43 wiz Exp $
.\"
.\" Copyright (c) 1980, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -51,12 +51,14 @@
.Nm
is a display-based game which must be played on a CRT terminal.
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
options allow you to specify the length and width of the field.
-By default the entire screen is used. The
+By default the entire screen is used.
+The
.Fl t
option makes the game assume you are on a slow terminal.
.Pp
@@ -80,10 +82,12 @@ 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
diff --git a/trek/trek.6 b/trek/trek.6
index e73379c2..a4c11372 100644
--- a/trek/trek.6
+++ b/trek/trek.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: trek.6,v 1.8 2001/04/02 22:42:39 wiz Exp $
+.\" $NetBSD: trek.6,v 1.9 2002/09/26 16:12:43 wiz Exp $
.\"
.\" Copyright (c) 1980, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -47,7 +47,8 @@
.Oc
.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.
diff --git a/wargames/wargames.6 b/wargames/wargames.6
index 722ddf42..3f3a6d53 100644
--- a/wargames/wargames.6
+++ b/wargames/wargames.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: wargames.6,v 1.2 2002/02/08 01:25:15 ross Exp $
+.\" $NetBSD: wargames.6,v 1.3 2002/09/26 16:12:43 wiz Exp $
.\"
.\" Copyright (c) 1998 Joey Hess
.\" All rights reserved.
@@ -39,9 +39,8 @@
-- computer,
.Nm wargames
.Pp
-Just like in the movie, the computer will happily play a
-game with you. The likelihood of Global Thermonuclear Warfare
-resulting is much smaller....
+Just like in the movie, the computer will happily play a game with you.
+The likelihood of Global Thermonuclear Warfare resulting is much smaller....
.Sh SEE ALSO
Wargames,
the movie (an MGM production, PGP 13, directed by John Badham, 1983).
diff --git a/worm/worm.6 b/worm/worm.6
index 364f197f..65202bcc 100644
--- a/worm/worm.6
+++ b/worm/worm.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: worm.6,v 1.7 2001/08/29 23:25:58 jsm Exp $
+.\" $NetBSD: worm.6,v 1.8 2002/09/26 16:12:43 wiz Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -46,20 +46,21 @@
In
.Nm "" ,
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 and the arrow
-keys (as in the game
-snake). 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
+and your head is the "@".
+You move with the hjkl keys and the arrow keys (as in the game snake).
+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
several (9 for HL and 5 for JK) of the corresponding lower case key
(unless you run into a digit, then it stops).
.Pp
On the screen you will see a digit, if your worm eats the digit is will
grow longer, the actual amount longer depends on which digit it was
-that you ate. The object of the game is to see how long you can make
-the worm grow.
+that you ate.
+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
+or itself.
+The current score (how much the worm has grown) is kept in
the upper left corner of the screen.
.Pp
The optional argument, if present, is the initial length of the worm.
diff --git a/worms/worms.6 b/worms/worms.6
index 862165d4..a8fd398b 100644
--- a/worms/worms.6
+++ b/worms/worms.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: worms.6,v 1.11 2001/04/02 22:42:39 wiz Exp $
+.\" $NetBSD: worms.6,v 1.12 2002/09/26 16:12:43 wiz Exp $
.\"
.\" Copyright (c) 1989, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -59,9 +59,10 @@ 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
diff --git a/wtf/wtf.6 b/wtf/wtf.6
index 00b2ebdd..622e393e 100644
--- a/wtf/wtf.6
+++ b/wtf/wtf.6
@@ -1,4 +1,4 @@
-.\" $NetBSD: wtf.6,v 1.4 2001/04/02 22:42:40 wiz Exp $
+.\" $NetBSD: wtf.6,v 1.5 2002/09/26 16:12:44 wiz Exp $
.\"
.\" Public Domain
.\"
@@ -16,7 +16,8 @@
The
.Nm
utility displays the expansion of the acronyms
-specified on the command line. If the acronym is unknown,
+specified on the command line.
+If the acronym is unknown,
.Nm
will check to see if the acronym is known by the
.Xr whatis 1