From a931697f3be302466855163a7e216ffee7766445 Mon Sep 17 00:00:00 2001 From: kamil Date: Mon, 9 Nov 2020 23:37:05 +0000 Subject: Add Warp Kit, Version 7.0 by Larry Wall Warp is a real-time space war game that doesn't get boring very quickly. Read warp.doc and the manual page for more information. games/warp originally distributed with 4.3BSD-Reno, is back to the BSD world via NetBSD. Its remnants were still mentioned in games/Makefile. Larry Wall, the original author and the copyright holder, generously donated the game and copyright to The NetBSD Foundation, Inc. Import the game sources as-is from 4.3BSD-Reno, with the cession of the copyright and license to BSD-2-clause NetBSD-style. Signed-off-by: Larry Wall Signed-off-by: Kamil Rytarowski --- warp/warp.doc | 193 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 193 insertions(+) create mode 100644 warp/warp.doc (limited to 'warp/warp.doc') diff --git a/warp/warp.doc b/warp/warp.doc new file mode 100644 index 00000000..bd4c19e4 --- /dev/null +++ b/warp/warp.doc @@ -0,0 +1,193 @@ +Warp is a real-time space war game. This means that the enemies will keep +playing even when you sit still. Another peculiarity is that things which +blow up can damage other things around them. Universes above a critical +density may chain react. + +The game starts at difficulty 1, and gets more difficult with each +succeeding wave, up to difficulty 99. You're not likely to get that far. +(Invoking warp with a -b switch causes the difficulty to increase more +slowly, but games count only a tenth as much.) The game starts with +5 Enterprises and 3 Bases, and you get more for surviving long enough. +The game is over when you run out of Enterprises and Bases. + +The object of the game is to get as many points as possible. This is done +by destroying as many enemies as possible. This is not a trivial task. +Each wave starts with one Enterprise and one Base, and continues until +either both the Enterprise and Base are destroyed, or all the enemies +(including any homing torpedoes) are destroyed. It is possible to abort a +wave, but you will be penalized for it. The game may be saved between waves. + +A -x switch causes any saved game to be ignored, and causes the new game +not to be saveable. Hence it is possible to run test games without +invalidating a currently saved game. + +The game is played in a 23 x 40 double wrap-around universe. Everybody +(both you and the enemies) gets the chance to move once every second, +unless a -l (low-speed) switch was given or you are under 2400 baud, in +which case it's every two seconds. The following symbols are displayed: + + FRIENDS +E Enterprise with shields e Enterprise without shields +C Cloaked E with shields c Cloaked E without shields +B Base with shields b Base without shields ++ Friendly torpedo M Harry Mudd + + ENEMIES +K Klingon G Gorn +R Romulan A Apollo + Romulan with cloaking device! & Space Amoeba Nucleus +T Tholian >,< Planet crusher +x,X Hostile torpedo o,O Homing torpedo +P Pirate M Harry Mudd + + MISCELLANEOUS +* Star @ Inhabited star +|,-,/,\ Web ~ Protoplasm +other Friendly Freighter, for now... + +The following keys control the DIRECTION of your various actions: + + h or 4 left + j or 2 down + k or 8 up + l or 6 right + b or 1 down and left + n or 3 down and right + y or 7 up and left + u or 9 up and right + +(You will note that the letters are the same as other visual games, and the +numbers are for use with a keypad.) By themselves, these keys move either +the Enterprise or the Base, whichever is the current vessel. When shifted, +they fire photon torpedoes in the specified direction from the current +vessel. When used with either the CTRL key or the FUNCT key, phasers +(turbo-lasers for the Base) are fired in the specified direction. (CTRL +won't work with numbers, and FUNCT probably doesn't exist on non-TVI +terminals.) When preceded by an 'a', an attractor beam is fired in the +specified direction, and when preceded by an 'r', a repulsor beam is fired. + +These keys have special functions: + + del or % fire photon torpedoes in every (reasonable) direction + s stop all friendly torpedoes + S or 0 stop the Enterprise when in warp mode + d destruct all friendly torpedoes (quite useful) + D destruct the current vessel (commit suicide) + i/w switch to Enterprise and put into impulse/warp mode + c/v switch to Enterprise and put into cloaking/visible mode + p switch to Base (not very mnemonic, but 'b' is taken) + o switch from Enterprise to Base, or vice versa + z zap explosions (multiple zaps extend further) (E only) + + ^R refresh the screen + ^Z suspend the game (on a bsd system) + q asks if you want to exit this wave (will not work + within 10 cycles of previous q command) + Q exit this game (not wave) + ? display a summary of these commands + +There may be additional commands listed in your terminal's keymap file. +Unrecognized keystrokes are ignored. IF YOU FORGET ALL THE OTHER COMMANDS, +REMEMBER "?", which gives you help. + +Commands for moving the Enterprise may operate in one of two ways. If it +is in impulse mode, movement commands affect the position of the ship; +if it is in warp mode, movement commands affect the velocity instead. +The Base always moves in impulse mode. Since multiple commands may be +entered in one turn (if you can type fast enough), it is possible to jump +over things even in impulse mode. In a crowded universe this may be the +only way to go. + +(Actually, motion commands always change the velocity--the actual motion +does not occur until the next turn. Impulse mode simply causes the +velocity to be zeroed out at the end of every turn. Phaser commands, on +the other hand, are executed immediately. If you want to move and fire a +phaser, you must wait for the motion to actually occur before typing the +phaser command, or the phaser fires from your old position. This is a +feature, not a bug, and is intended to reflect reality. Really.) + +If multiple torpedo launching commands are given in a turn, a single torpedo +is launched with extra velocity. You can thus launch photon torpedoes over +objects in the way, and get them where you want them quickly. This feature +works well with the destruct button. Variations on this may be useful +against the Space Amoeba. + +NOTE: Phasers destroy the target by blasting the projected next location of +the object hit. This means that if the object hit, be it Klingon, Romulan or +Enterprise, changes velocity in the same turn, it can elude the effect of +the phaser! (Note that this also means that if you phaser a Klingon or +torpedo that is about to ram you, you will be phasered as well as he/she/it. +This can be embarrassing, not to mention deadly.) Smart players move +immediately upon phasering something at short range, or whenever they +think they might get phasered (in other words, most of the time). + +Objects with larger mass can bounce objects with smaller mass out of the way. +In a crowded universe the bouncee can bounce quite a way before finding an +empty place to land. If you let the Tholians fill up the universe with web, +so that there is no place to bounce to, the Tholians win that wave. + +The status line across the top gives the current mode, the number of +points accumulated this wave, the Enterprise's energy and torpedoes, the +Base's energy and torpedoes, the number of stars, the number of enemies, +and the stardate. You will note that nice things happen to your energy levels +when you put the Enterprise next to the Base, or the Base next to some stars. +Bad things happen inside an Amoeba. + +An object is destroyed when its energy goes negative, either from a direct +hit, or from the blast of the previous turn's explosions. Enemies and +stars start with random amounts of energy. High energy enemies can go warp +2. A Romulan with sufficient energy maintains a cloaking device. Tholians +spin web, Gorns shoot homing torpedoes, and the Planet Crusher munches +anything in its way, even Apollo. Apollo won't let you go unless you kill +him, but he loves you very much and beefs up your shields considerably. +Both Apollo and the Planet Crusher recharge themselves, so you must hit +them hard in a single turn to do them in. (Yes, the Planet Crusher must be +shot in the mouth--he can only die of gluttony--and he blasts out of his +mouth when he dies.) Tholian web may be crossed only by coasting across it +in warp mode, or by blasting it (but web blasts extend twice as far as +normal blasts, so keep your distance). The Space Amoeba sucks energy and +grows, and you must destroy the nucleus. Somehow. There are at least four +ways. Phasers won't work on the big ones. + +Pirates turn inhabited star systems into uninhabited ones. Even Friendly +Freighters will take potshots at you if you get them mad enough. + +Note that because of the size of the Base's turbo-lasers (the Base does not +have phasers) they cannot shoot anything next to the Base. (This is why the +Death Star died!) In part, this is to protect the Enterprise. It also lets +you shoot over one adjacent star. The Enterprise's phasers will shoot over +a arbitrary number of adjacent, contiguous stars, including inhabited ones. +Phasers die away with distance, so don't expect them to kill everything with +one blow. + +While the Enterprise's shields are up (when it is displayed as "E" rather +than "e"), hits on it count only a fifth as much (or even less if you are +moving in warp mode). The shields are automatically maintained as long as +there are more than 500 units of energy for the Enterprise. The Base also +has shields, which stay up as long as it has at least 1000 units of energy. + +Aside from losing energy, the Enterprise can also take damage, either random +damage from getting blasted, or specific damage when a system is in use +and breaks down under the load. In place of the score you will see the +Estimated Time to Repair. Sometimes docking helps to get things fixed faster. +If you lose both your warp and impulse engines, try the tractors. The +Base doesn't take damage because it has much more redundancy than the +Enterprise. + +You get points for destroying enemies and hostile torpedoes. At the end of +a wave, you also get bonus points for saving stars, saving the Enterprise +and Base, and for having an efficiency rating higher that 0.8. You get +NEGATIVE bonus points for letting friendly life forms get blown up, and for +giving up. Bonuses tend to be scaled by the ratio of the number of points +you got over the number of points you could have got. If you think you are +done with a wave, but it won't quit, there may be homing torpedoes that you +haven't destroyed--you must make the universe safe for posterity, you know. + +When you have used up your Enterprises and Bases (or quit), your score will +be posted to the scoreboard. You may see the scoreboard outside of the game +simply by giving the command "warp -s". + +If you get bored, you can always play with some of the undocumented switches +that are used to test warp. Such funny games go on their own scoreboard. +For kicks try "warp -x -d50 -C -\& -G -T -E400 -S5" and then go hide. Quick. + -- cgit v1.2.3-56-ge451