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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 19:43:11 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 19:43:11 +0000 |
commit | fc22b3d6507c6745911b9dfcc68f1e665ae13dbc (patch) | |
tree | ce1e3bce06471410239a6f41282e328770aa404a /upstream/archlinux/man6 | |
parent | Initial commit. (diff) | |
download | manpages-l10n-fc22b3d6507c6745911b9dfcc68f1e665ae13dbc.tar.xz manpages-l10n-fc22b3d6507c6745911b9dfcc68f1e665ae13dbc.zip |
Adding upstream version 4.22.0.upstream/4.22.0
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'upstream/archlinux/man6')
-rw-r--r-- | upstream/archlinux/man6/adventure.6 | 17 | ||||
-rw-r--r-- | upstream/archlinux/man6/arithmetic.6 | 44 | ||||
-rw-r--r-- | upstream/archlinux/man6/atc.6 | 396 | ||||
-rw-r--r-- | upstream/archlinux/man6/battlestar.6 | 116 | ||||
-rw-r--r-- | upstream/archlinux/man6/caesar.6 | 42 | ||||
-rw-r--r-- | upstream/archlinux/man6/cribbage.6 | 79 | ||||
-rw-r--r-- | upstream/archlinux/man6/dab.6 | 46 | ||||
-rw-r--r-- | upstream/archlinux/man6/drop4.6 | 71 | ||||
-rw-r--r-- | upstream/archlinux/man6/fortune.6 | 242 | ||||
-rw-r--r-- | upstream/archlinux/man6/gofish.6 | 42 | ||||
-rw-r--r-- | upstream/archlinux/man6/gomoku.6 | 22 | ||||
-rw-r--r-- | upstream/archlinux/man6/hangman.6 | 35 | ||||
-rw-r--r-- | upstream/archlinux/man6/intro.6 | 17 | ||||
-rw-r--r-- | upstream/archlinux/man6/klondike.6 | 31 | ||||
-rw-r--r-- | upstream/archlinux/man6/robots.6 | 60 | ||||
-rw-r--r-- | upstream/archlinux/man6/sail.6 | 784 | ||||
-rw-r--r-- | upstream/archlinux/man6/snake.6 | 63 | ||||
-rw-r--r-- | upstream/archlinux/man6/spirhunt.6 | 46 | ||||
-rw-r--r-- | upstream/archlinux/man6/worm.6 | 27 | ||||
-rw-r--r-- | upstream/archlinux/man6/wump.6 | 71 |
20 files changed, 2251 insertions, 0 deletions
diff --git a/upstream/archlinux/man6/adventure.6 b/upstream/archlinux/man6/adventure.6 new file mode 100644 index 00000000..b90712e2 --- /dev/null +++ b/upstream/archlinux/man6/adventure.6 @@ -0,0 +1,17 @@ +.\" This file is free software, distributed under the BSD license. +.Dd May 31, 1993 +.Dt ADVENTURE 6 +.Os +.Sh NAME +.Nm adventure +.Nd an exploration game +.Sh DESCRIPTION +The object of the game is to locate and explore Colossal Cave, find the +treasures hidden there, and bring them back to the building with you. +The program is self-descriptive to a point, but part of the game is to +discover its rules. +.Pp +To terminate a game, enter +.Dq quit ; +to save a game for later resumption, enter +.Dq save . diff --git a/upstream/archlinux/man6/arithmetic.6 b/upstream/archlinux/man6/arithmetic.6 new file mode 100644 index 00000000..b4b0fdcb --- /dev/null +++ b/upstream/archlinux/man6/arithmetic.6 @@ -0,0 +1,44 @@ +.\" This file is free software, distributed under the BSD license. +.Dd May 31, 1993 +.Dt ARITHMETIC 6 +.Os +.Sh NAME +.Nm arithmetic +.Nd quiz on simple arithmetic +.Sh SYNOPSIS +.Nm +.Op Fl o Ar +\-x/ +.Op Fl r Ar range +.Sh DESCRIPTION +.Nm +asks you to solve problems in simple arithmetic. Each question must be +answered correctly before going on to the next. After every 20 problems, +it prints the score so far and the time taken. You can quit at any time +by entering 'q'. +.Pp +The options are as follows: +.Bl -tag -width indent +.It Fl o +By default, +.Nm +asks questions on addition of numbers from 0 to 10, and corresponding +subtraction. By supplying one or more of the characters +.Ar +\-x/ , +you can ask for problems in addition, subtraction, multiplication, and +division, respectively. If you give one of these characters more than +once, that kind of problem will be asked correspondingly more often. +.It Fl r +If a +.Ar range +is supplied, +.Nm +selects the numbers in its problems in the following way. For addition +and multiplication, the numbers to be added or multiplied are from 1 to +.Ar range. +For subtraction and division, both the required result and the number +to divide by or subtract will be from 1 to +.Ar range. +The default +.I range +is 10. +.El diff --git a/upstream/archlinux/man6/atc.6 b/upstream/archlinux/man6/atc.6 new file mode 100644 index 00000000..e7afba06 --- /dev/null +++ b/upstream/archlinux/man6/atc.6 @@ -0,0 +1,396 @@ +.\" $NetBSD: atc.6,v 1.21 2004/01/01 16:31:37 wiz Exp $ +.\" +.\" Copyright (c) 1990, 1993 +.\" The Regents of the University of California. All rights reserved. +.\" +.\" This code is derived from software contributed to Berkeley by +.\" Ed James. +.\" +.\" Redistribution and use in source and binary forms, with or without +.\" modification, are permitted provided that the following conditions +.\" are met: +.\" 1. Redistributions of source code must retain the above copyright +.\" notice, this list of conditions and the following disclaimer. +.\" 2. Redistributions in binary form must reproduce the above copyright +.\" notice, this list of conditions and the following disclaimer in the +.\" documentation and/or other materials provided with the distribution. +.\" 3. Neither the name of the University nor the names of its contributors +.\" may be used to endorse or promote products derived from this software +.\" without specific prior written permission. +.\" +.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND +.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE +.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS +.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY +.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF +.\" SUCH DAMAGE. +.\" +.\" @(#)atc.6 8.1 (Berkeley) 5/31/93 +.\" +.\" Copyright (c) 1986 Ed James. All rights reserved. +.\" +.Dd January 1, 2004 +.Dt ATC 6 +.Os +.Sh NAME +.Nm atc +.Nd air traffic controller game +.Sh SYNOPSIS +.Nm atc +.Op Fl u?lstp +.Op Fl gf Ar "game name" +.Op Fl r Ar "random seed" +.Sh DESCRIPTION +.Nm +lets you try your hand at the nerve wracking duties of the air traffic +controller without endangering the lives of millions of travelers each year. +Your responsibilities require you to direct the flight of jets +and prop planes into and out of the flight arena and airports. +The speed (update time) and frequency of the planes depend on the +difficulty of the chosen arena. +.Sh OPTIONS +.Bl -tag -width flag +.It Fl u +Print the usage line and exit. +.It Fl \&? +Same as +.Fl u . +.It Fl l +Print a list of available games and exit. +The first game name printed is the default game. +.It Fl s +Print the score list (formerly the Top Ten list). +.It Fl t +Same as +.Fl s . +.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. +.It Fl g Ar game +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. +.El +.Sh GOALS +Your goal in +.Nm +is to keep the game going as long as possible. +There is no winning state, except to beat the times of other players. +You will need to: launch planes at airports (by instructing them to +increase their altitude); land planes at airports (by instructing them to +go to altitude zero when exactly over the airport); and maneuver planes +out of exit points. +.Pp +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 +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 +taking longer than another player (except in the case of ties). +.Pp +Suspending a game is not permitted. +If you get a talk message, tough. +When was the last time an Air Traffic Controller got called away to the phone? +.Sh THE DISPLAY +Depending on the terminal you run +.Nm +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 on 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 +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 +thousands of feet. +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 +planes must be going to land at the airport. +On ascii terminals, this is one of `^', `\*[Gt]', `\*[Lt]', and `v', to indicate +north (0 degrees), east (90), west (270) and south (180), respectively. +The planes will also take off in this direction. +.Pp +Beacons are represented as circles or asterisks and a number. +Their purpose is to offer a place of easy reference to the plane pilots. +See +.Sx THE DELAY COMMAND +section below. +.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 +.Nm , +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, +it must be flying at 9000 feet. +It is not necessary for the planes to be flying in any particular +direction when they leave the arena (yet). +.Ss INFORMATION AREA +The second area of the display is the information area, which lists +the time (number of updates since start), and the number of planes you +have directed safely out of the arena. +Below this is a list of planes currently in the air, followed by a +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: +.Pp +.Bd -literal -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 second example shows a jet named `g' at 7000 feet, destined for +Exit #4. +It is just now executing a turn to 225 degrees (South-West). +.Ss INPUT AREA +The third area of the display is the input area. +It is here that your input is reflected. +See the +.Sx 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. +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 +during the check, the offending statement will be underscored and a +(hopefully) descriptive message will be printed under it. +.Pp +The command syntax is broken into two parts: +.Em Immediate Only +and +.Em Delayable +commands. +.Em Immediate Only +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 +.Em Delay +command. +.Pp +In the following tables, the syntax +.Em [0\-9] +means any single digit, and +.Aq Em dir +refers to a direction, given by the keys around the `s' key: ``wedcxzaq''. +In absolute references, `q' refers to North-West or 315 degrees, and `w' +refers to North, or 0 degrees. +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. +.Ss IMMEDIATE ONLY COMMANDS +.Bl -tag -width "aaaa" +.It "a [ cd+- ]" Em number +Altitude: Change a plane's altitude, possibly requesting takeoff. +`+' and `-' are the same as `c' and `d'. +.Bl -tag -width "aaaaaaaaaa" -compact +.It a Em number +Climb or descend to the given altitude (in thousands of feet). +.It ac Em number +Climb: relative altitude change. +.It ad Em number +Descend: relative altitude change. +.El +.It m +Mark: Display in highlighted mode. +Plane and command information is displayed normally. +.It i +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 to forget about a plane during part, +but not all, of its journey. +.El +.Ss DELAYABLE COMMANDS +.Bl -tag -width "aaaa" +.It "c [ lr ]" +Circle: Have the plane circle. +.Bl -tag -width "aaaaaaaaaa" -compact +.It cl +Left: Circle counterclockwise. +.It cr +Right: Circle clockwise (default). +.El +.It "t [ l-r+LR ] [ dir ] or tt [ abe* ]" Em number +Turn: Change direction. +.Bl -tag -width "aaaaaaaaaa" -compact +.It "t\*[Lt]dir\*[Gt]" +Turn to direction: Turn to the absolute compass heading given. +The shortest turn will be taken. +.It "tl [ dir ]" +Left: Turn counterclockwise: 45 degrees by default, or the amount +specified in +.Aq dir +(not +.Em to +.Aq dir . ) +`w' (0 degrees) is no turn. +`e' is 45 degrees; `q' gives \-45 degrees counterclockwise, that is, +45 degrees clockwise. +.It "t- [ dir ]" +Same as left. +.It "tr [ dir ]" +Right: Turn clockwise, 45 degrees by default, or the amount specified in +.Aq dir . +.It "t+ [ dir ]" +Same as right. +.It tL +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. +.It "tta" Em number +Turn towards the given airport. +.It "ttb" Em number +Turn towards the specified beacon. +.It "tte" Em number +Turn towards an exit. +.It "tt*" Em number +Same as ttb. +.El +.El +.Ss THE DELAY COMMAND +The +.Em Delay +(a/@) command may be appended to any +.Em Delayable +command. +It allows the controller to instruct a plane to do an action when the +plane reaches a particular beacon (or other objects in future versions). +.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. +`@' 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 +.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. +.Pp +An +.Em unmarked +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. +.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 +not immediately switch to unhighlighted mode. +.Ss EXAMPLES +.Bl -tag -width gtte4ab2 -offset indent +.It atlab1 +Plane A: turn left at beacon #1 +.It cc +Plane C: circle +.It gtte4ab2 +Plane G: turn towards exit #4 at beacon #2 +.It ma+2 +Plane M: altitude: climb 2000 feet +.It stq +Plane S: turn to 315 +.It xi +Plane X: ignore +.El +.Sh OTHER INFORMATION +.Bl -bullet +.It +Jets move every update; prop planes move every other update. +.It +All planes turn at most 90 degrees per movement. +.It +Planes enter at 7000 feet and leave at 9000 feet. +.It +Planes flying at an altitude of 0 crash if they are not over an airport. +.It +Planes waiting at airports can only be told to take off (climb in altitude). +.It +Pressing return (that is, entering an empty command) will perform the +next update immediately. +This allows you to ``fast forward'' +the game clock if nothing interesting is happening. +.Sh FILES +The scores are kept in +.Pa /var/lib/bsdgames/atc_score . +.Sh AUTHOR +Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames +.Pp +This game is based on someone's description of the overall flavor +of a game written for some unknown PC many years ago, maybe. +.Sh BUGS +The screen sometimes refreshes after you have quit. diff --git a/upstream/archlinux/man6/battlestar.6 b/upstream/archlinux/man6/battlestar.6 new file mode 100644 index 00000000..e4d127c6 --- /dev/null +++ b/upstream/archlinux/man6/battlestar.6 @@ -0,0 +1,116 @@ +.\" This file is free software, distributed under the BSD license. +.Dd September 7, 2000 +.Dt BATTLESTAR 6 +.Os +.Sh NAME +.Nm battlestar +.Nd a tropical adventure game +.Sh DESCRIPTION +.Nm +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 in the game, but on the whole, simple English +should suffice to make one's desires understandable to the parser. +.Sh THE SETTING +In the days before the darkness came, when battlestars ruled the heavens... +.Bd -literal -offset indent +Three He made and gave them to His daughters, +Beautiful nymphs, the goddesses of the waters. +One to bring good luck and simple feats of wonder, +Two to wash the lands and churn the waves asunder, +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 +.Sq su +could disappear. +.Pp +In those times men were known for their lust for gold and desire to +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. +.Sh SAMPLE COMMANDS +.Bd -literal -offset indent +take --- take an object +drop --- drop an object + +wear --- wear an object you are holding +draw --- carry an object you are wearing + +put on --- take an object and wear it +take off -- draw an object and drop it + +throw \*[Lt]object\*[Gt] \*[Lt]direction\*[Gt] + +! \*[Lt]shell esc\*[Gt] +.Ed +.Sh IMPLIED OBJECTS +.Bd -literal -offset indent +\*[Gt]-: take watermelon +watermelon: +Taken. +\*[Gt]-: eat +watermelon: +Eaten. +\*[Gt]-: take knife and sword and apple, drop all +knife: +Taken. +broadsword: +Taken. +apple: +Taken. +knife: +Dropped. +broadsword: +Dropped. +apple: +Dropped. +\*[Gt]-: get +knife: +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" +will drop the knife you just took. +.Sh SCORE \*[Am] INVEN +The two commands +.Dq score +and +.Dq inven +will print out your current status in the game. +.Sh SAVING A GAME +The command +.Dq save +will save your game in a file called +.Pa $HOME/.local/share/battlestar.save. +The saved game will be restored the next time you run battlestar. +.Sh DIRECTIONS +The compass directions N, S, E, and W can be used if you have a compass. +If you don't have a compass, you'll have to say R, L, A, or B, which +stand for Right, Left, Ahead, and Back. Directions printed in room +descriptions are always printed in R, L, A, and B relative directions. +.Sh HISTORY +I wrote Battlestar in 1979 in order to experiment with the niceties +of the C Language. Most interesting things that happen in the game +are hardwired into the code, so don't send me any hate mail about it! +Instead, enjoy art for art's sake! +.Sh AUTHOR +.An David Riggle +.Sh INSPIRATION \*[Am] ASSISTANCE +.Bl -item -compact +.It +Chris Guthrie +.It +Peter Da Silva +.It +Kevin Brown +.It +Edward Wang +.It +Ken Arnold \*[Am] Company diff --git a/upstream/archlinux/man6/caesar.6 b/upstream/archlinux/man6/caesar.6 new file mode 100644 index 00000000..bbda40f9 --- /dev/null +++ b/upstream/archlinux/man6/caesar.6 @@ -0,0 +1,42 @@ +.\" This file is free software, distributed under the BSD license. +.Dd November 16, 1993 +.Dt CAESAR 6 +.Os +.Sh NAME +.Nm caesar , +.Nm rot13 +.Nd decrypt caesar ciphers +.Sh SYNOPSIS +.Nm +.Op Ar rotation +.Sh DESCRIPTION +The +.Nm +utility attempts to decrypt caesar ciphers using English letter frequency +statistics. +.Nm +reads from the standard input and writes to the standard output. +.Pp +The optional numerical argument +.Ar rotation +may be used to specify a specific rotation value. +.Pp +The frequency (from most common to least) of English letters is as follows: +.Pp +.Bd -filled -offset indent +ETAONRISHDLFCMUGPYWBVKXJQZ +.Ed +.Pp +Their frequencies as a percentage are as follows: +.Pp +.Bd -filled -offset indent +E(13), T(10.5), A(8.1), O(7.9), N(7.1), R(6.8), I(6.3), S(6.1), H(5.2), +D(3.8), L(3.4), F(2.9), C(2.7), M(2.5), U(2.4), G(2), +P(1.9), Y(1.9), W(1.5), B(1.4), V(.9), K(.4), X(.15), J(.13), Q(.11), Z(.07). +.Ed +.Pp +Rotated postings to +.Tn USENET +and some of the databases used by the +.Xr fortune 6 +program are rotated by 13 characters. diff --git a/upstream/archlinux/man6/cribbage.6 b/upstream/archlinux/man6/cribbage.6 new file mode 100644 index 00000000..fd7763e6 --- /dev/null +++ b/upstream/archlinux/man6/cribbage.6 @@ -0,0 +1,79 @@ +.Dd Jun 15, 2016 +.Dt CRIBBAGE 6 +.Os +.Sh NAME +.Nm cribbage +.Nd Cribbage card game +.Sh DESCRIPTION + +Cribbage is a game for two players played with the standard 52 card deck. +Each game consists of a series of hands, each consisting of "the deal", +"the play", and "the show". The game is won by the first player to reach +the score of 61. +.Pp +The first dealer is chosen randomly. The dealer shuffles the deck and +deals six cards to each player. Each player then discards two cards face +down to form the "crib". The non-dealing player cuts the deck to reveal +the "starter". If this card is a Jack, the dealer scores 2 points for +"his heels". +.Pp +During "the play", each player plays a card in turn, stating the count +(the cumulative value of the cards laid down in this play). The value +of the numbered cards and Ace is at face value, while Jack, Queen, and +King are valued at 10. Points are scored for reaching multiples of 15, +for runs (valued by length), and for pairs (2), three-of-a-kind (6) and +four-of-a-kind (12). If a player cannot play without causing the count +exceed 31, he says "Go." The other player continues the play until he +is unable to play either. Once 31 is reached or no one can play, the +player who laid down the last card gets one point and another point if +the count is exactly 31. At this point the count is reset and another +round is played until players have no cards. +.Pp +In "the show" stage each player scores his hand based on its content in +conjunction with the starter card. Points are scored for combinations +of cards totalling 15, runs (valued at the size of the run), pairs, +a flush and having a Jack of the same suit as the starter card ("one +for his nob"). A four-card flush scores four and cannot include the cut +or starter. A five-card flush scores five. It is important to note +that each combination is scored separately. For example, the highest +possible hand is J,5,5,5 with the starter the 5 of the same suit as +the jack. There are four fifteens by combining the jack with a five, +four more by combinations of three fives (a total of 16 for fifteens); +the double pair royal adds 12 for a total of 28; and his nobs adds 1 for +a maximum score of 29. (the score of 2 for his heels does not count in +the total of the hand, since it is pegged before the play.) +.Pp +The dealer scores his hand last and then turns the cards in the crib +face up. These cards are then scored by the dealer as an additional hand, +also in conjunction with the starter card. Unlike the dealer's own hand, +the crib cannot score a four-card flush, but it can score a five-card +flush with the starter. +.Pp +The cribbage board is used for scoring, with two pegs inserted in +appropriate holes in leapfrog manner to keep the score for the current +and the previous hands. There are two rows of holes for each player, +used forward and back. In each game the pegs go twice around the board. +.Pp +The best strategy is playing kings and aces, because they have the +least chance of producing sequences. 10-value cards are generally good, +provided that the two cards laid away are not too near (likely to make +a sequence). When nothing better offers, give two wide cards, at least +three apart in rank. +.Pp +Proverbially the safest lead is a 4. The next card cannot make a 15. Lower +cards are also safe from this point of view, but are better treasured +for go and 31. The most dangerous leads are 7 and 8, but may be made to +trap the opponent when they are backed with other close cards. Generally +speaking, play on (toward a sequence) when you have close cards and off +when you do not. However, the state of the score is a consideration. If +far behind, play on when there is any chance of building a score for +yourself; if well ahead, balk your opponent by playing off unless you +will surely peg as much as he by playing on. +.Pp +The user interface consists of selecting cards from your hand using jk +or arrow keys, making the choice with space. You can only make valid +choices. If there is only one card to play, it is played automatically. +Scoring of hands and plays is also handled by the computer, and fault +points are never awarded. The match consists of 7 games, after which +the match winner is declared and the game exits. You can also quit the +game at any time by pressing q or F10. diff --git a/upstream/archlinux/man6/dab.6 b/upstream/archlinux/man6/dab.6 new file mode 100644 index 00000000..7df9bacc --- /dev/null +++ b/upstream/archlinux/man6/dab.6 @@ -0,0 +1,46 @@ +.\" This file is free software, distributed under the BSD license. +.Dd December 24, 2003 +.Dt DAB 6 +.Os +.Sh NAME +.Nm dab +.Nd Dots and Boxes game +.Sh SYNOPSIS +.Nm +.Op Ar level +.Sh DESCRIPTION +.Nm +is a game where each player tries to complete the most boxes. A turn +consists of putting one border of a box; the player setting the fourth +and final border of a box gets the point for the box and has another turn. +.Pp +The keys used are the vi keys: +.Ic k +for up, +.Ic j +for down, +.Ic h +for left, and +.Ic l +for right. +.Aq Ic space +sets a new border, +.Ic q +quits the game. +.Pp +Support option is: +.Ar level +sets the starting level. +.Sh AUTHORS +.An Christos Zoulas +.Aq christos@NetBSD.org +.An Mike Sharov +.Aq msharov@users.sourceforge.net +.Sh SEE ALSO +.Rs +.%A Elwyn R. Berlekamp +.%T The Dots and Boxes Game: Sophisticated Child's Play +.%D 2000 +.%I A K Peters +.%O http://www.akpeters.com/book.asp?bID=111 +.Re diff --git a/upstream/archlinux/man6/drop4.6 b/upstream/archlinux/man6/drop4.6 new file mode 100644 index 00000000..c0ef4cbc --- /dev/null +++ b/upstream/archlinux/man6/drop4.6 @@ -0,0 +1,71 @@ +.\" This file is free software, distributed under the BSD license. +.Dd May 31, 1993 +.Dt drop4 6 +.Os +.Sh NAME +.Nm drop4 +.Nd the game of drop4 +.Sh SYNOPSIS +.Nm +.Op level +.Sh DESCRIPTION +.Nm +is a tetromino packing game. The object is to fit the shapes together +forming complete rows, which then vanish. When the shapes fill up to +the top, the game ends. You can optionally select a level of play. +.Pp +The default level of play is 1. +.Pp +The default control keys are as follows: +.Pp +.Bl -tag -width "xxspacexx" -compact -offset indent +.It j +move left +.It k +rotate 1/4 turn counterclockwise +.It l +move right +.It Aq space +drop +.It p +pause +.It q +quit +.El +.Pp +Play level can be given as an argument to the program. +.El +.Pp +.Sh PLAY +At the start of the game, a shape will appear at the top of the screen, +falling one square at a time. The speed at which it falls is determined +directly by the level: if you select level 2, the blocks will fall +twice per second; at level 9, they fall 9 times per second. (As the +game goes on, things speed up, no matter what your initial selection.) +When this shape +.Dq touches down +on the bottom of the field, another will appear at the top. +.Pp +You can move shapes to the left or right, rotate them counterclockwise, +or drop them to the bottom by pressing the appropriate keys. As you fit +them together, completed horizontal rows vanish, and any blocks above +fall down to fill in. When the blocks stack up to the top of the screen, +the game is over. +.Sh SCORING +The score list is produced at the end of the game. The printout includes +each player's overall ranking, name, score, and how many points were +scored on what level. +.Dq * . +.Sh FILES +.Bl -tag -width /var/lib/bsdgames/drop4.scoresxx +.It /var/lib/bsdgames/drop4.scores +high score file +.El +.Sh AUTHORS +Adapted from a 1989 International Obfuscated C Code Contest winner by +Chris Torek and Darren F. Provine. +.Pp +Manual adapted from the original entry written by Nancy L. Tinkham and +Darren F. Provine. +.Pp +Code for previewing next shape added by Hubert Feyrer in 1999. diff --git a/upstream/archlinux/man6/fortune.6 b/upstream/archlinux/man6/fortune.6 new file mode 100644 index 00000000..bfa2fbb3 --- /dev/null +++ b/upstream/archlinux/man6/fortune.6 @@ -0,0 +1,242 @@ +'\" t +.\" Title: FORTUNE +.\" Author: [FIXME: author] [see http://www.docbook.org/tdg5/en/html/author] +.\" Generator: DocBook XSL Stylesheets vsnapshot <http://docbook.sf.net/> +.\" Date: 19 April 94 [May. 97] +.\" Manual: UNIX Reference Manual +.\" Source: BSD Experimental +.\" Language: English +.\" +.TH "FORTUNE" "6" "19 April 94 [May\&. 97]" "BSD Experimental" "UNIX Reference Manual" +.\" ----------------------------------------------------------------- +.\" * Define some portability stuff +.\" ----------------------------------------------------------------- +.\" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +.\" http://bugs.debian.org/507673 +.\" http://lists.gnu.org/archive/html/groff/2009-02/msg00013.html +.\" ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +.ie \n(.g .ds Aq \(aq +.el .ds Aq ' +.\" ----------------------------------------------------------------- +.\" * set default formatting +.\" ----------------------------------------------------------------- +.\" disable hyphenation +.nh +.\" disable justification (adjust text to left margin only) +.ad l +.\" ----------------------------------------------------------------- +.\" * MAIN CONTENT STARTS HERE * +.\" ----------------------------------------------------------------- + +.SH "NAME" +fortune \- print a random, hopefully interesting, adage + +.SH "SYNOPSIS" +.HP \w'\fBfortune\fR\ 'u + + \fBfortune\fR [\-acefilosw] + [\-n\ \fIlength\fR] + [\-m\ \fIpattern\fR] + [[\fIn%\fR]\ \fIfile/dir/all\fR] + +.SH "DESCRIPTION" +.PP +When +\fBfortune\fR +is run with no arguments it prints out a random epigram\&. Epigrams are divided into several categories\&. + +.SS "Options" +.PP +The options are as follows: + +.PP +\fB\-a\fR +.RS 4 + +Choose from all lists of maxims\&. + +.RE +.PP +\fB\-c\fR +.RS 4 + +Show the cookie file from which the fortune came\&. + +.RE +.PP +\fB\-e\fR +.RS 4 + +Consider all fortune files to be of equal size (see discussion below on multiple files)\&. + +.RE +.PP +\fB\-f\fR +.RS 4 + +Print out the list of files which would be searched, but don\*(Aqt print a fortune\&. + +.RE +.PP +\fB\-l\fR +.RS 4 + +Long dictums only\&. See +\fB\-n\fR +on how \(lqlong\(rq is defined in this sense\&. + +.RE +.PP +\fB\-m \fR\fIpattern\fR +.RS 4 + +Print out all fortunes which match the basic regular expression +\fIpattern\fR\&. The syntax of these expressions depends on how your system defines +\fBre_comp\fR(3) +or +\fBregcomp\fR(3), but it should nevertheless be similar to the syntax used in +\fBgrep\fR(1)\&. + +The fortunes are output to standard output, while the names of the file from which each fortune comes are printed to standard error\&. Either or both can be redirected; if standard output is redirected to a file, the result is a valid fortunes database file\&. If standard error is +\fIalso\fR +redirected to this file, the result is +\fIstill valid\fR, +\fBbut there will be \(lqbogus\(rq\fR +\fBfortunes\fR, i\&.e\&. the filenames themselves, in parentheses\&. This can be useful if you wish to remove the gathered matches from their original files, since each filename\-record will precede the records from the file it names\&. + +.RE +.PP +\fB\-n \fR\fIlength\fR +.RS 4 + +Set the longest fortune length (in characters) considered to be \(lqshort\(rq (the default is 160)\&. All fortunes longer than this are considered \(lqlong\(rq\&. Be careful! If you set the length too short and ask for short fortunes, or too long and ask for long ones, fortune goes into a never\-ending thrash loop\&. + +.RE + +.PP +\fB\-s\fR +.RS 4 + +Short apothegms only\&. See +\fB\-n\fR +on which fortunes are considered \(lqshort\(rq\&. + +.RE +.PP +\fB\-i\fR +.RS 4 + +Ignore case for +\fB\-m\fR +patterns\&. + +.RE +.PP +\fB\-w\fR +.RS 4 + +Wait before termination for an amount of time calculated from the number of characters in the message\&. This is useful if it is executed as part of the logout procedure to guarantee that the message can be read before the screen is cleared\&. + +.RE + +.PP +The user may specify alternate sayings\&. You can specify a specific file, a directory which contains one or more files, or the special word +\fIall\fR +which says to use all the standard databases\&. Any of these may be preceded by a percentage, which is a number +\fIn\fR +between 0 and 100 inclusive, followed by a +\fI%\fR\&. If it is, there will be a +\fIn\fR +percent probability that an adage will be picked from that file or directory\&. If the percentages do not sum to 100, and there are specifications without percentages, the remaining percent will apply to those files and/or directories, in which case the probability of selecting from one of them will be based on their relative sizes\&. + +.PP +As an example, given two databases +\fIfunny\fR +and +\fInot\-funny\fR, with +\fIfunny\fR +twice as big (in number of fortunes, not raw file size), saying + +.PP +\fBfortune\fR +\fIfunny not\-funny\fR + +.PP +will get you fortunes out of +\fIfunny\fR +two\-thirds of the time\&. The command + +.PP +\fBfortune\fR +90% +\fIfunny\fR +10% +\fInot\-funny\fR + +.PP +will pick out 90% of its fortunes from +\fIfunny\fR +(the \(lq10% not\-funny\(rq is unnecessary, since 10% is all that\*(Aqs left)\&. + +.PP +The +\fB\-e\fR +option says to consider all files equal; thus + +.PP +\fBfortune \-e\fR +\fIfunny not\-funny\fR + +.PP +is equivalent to + +.PP +\fBfortune\fR +50% +\fIfunny\fR +50% +\fInot\-funny\fR + +.SH "FILES" +.PP +Note: these are the defaults as defined at compile time\&. + +.PP +\fI/usr/share/fortune\fR +Directory for innoffensive fortunes\&. + +.PP +If a particular set of fortunes is particularly unwanted, there is an easy solution: delete the associated +\fB\&.dat\fR +file\&. This leaves the data intact, should the file later be wanted, but since +\fBfortune\fR +no longer finds the pointers file, it ignores the text file\&. + +.SH "BUGS" +.PP +The supplied fortune databases have been attacked, in order to correct orthographical and grammatical errors, and particularly to reduce redundancy and repetition and redundancy\&. But especially to avoid repetitiousness\&. This has not been a complete success\&. In the process, some fortunes may also have been lost\&. + +.PP +The fortune databases are now divided into a larger number of smaller files, some organized by format (poetry, definitions), and some by content (religion, politics)\&. + +.SH "HISTORY" +.PP +This version of fortune is based on the NetBSD fortune 1\&.4, but with a number of bug fixes and enhancements\&. + +.PP +The original fortune/strfile format used a single file; strfile read the text file and converted it to null\-delimited strings, which were stored after the table of pointers in the \&.dat file\&. By NetBSD fortune 1\&.4, this had changed to two separate files: the \&.dat file was only the header (the table of pointers, plus flags; see +\fIstrfile\&.h\fR), and the text strings were left in their own file\&. The potential problem with this is that text file and header file may get out of synch, but the advantage is that the text files can be easily edited without resorting to unstr, and there is a potential savings in disk space (on the assumption that the sysadmin kept both \&.dat file with strings and the text file)\&. + +.PP +Many of the enhancements made over the NetBSD version assumed a Linux system, and thus caused it to fail under other platforms, including BSD\&. The source code has since been made more generic, and currently works on SunOS 4\&.x as well as Linux, with support for more platforms expected in the future\&. Note that some bugs were inadvertently discovered and fixed during this process\&. + +.PP +At a guess, a great many people have worked on this program, many without leaving attributions\&. + +.SH "SEE ALSO" +.PP +\fBre_comp\fR(3), +\fBregcomp\fR(3), +\fBstrfile\fR(1), +\fBunstr\fR(1) + diff --git a/upstream/archlinux/man6/gofish.6 b/upstream/archlinux/man6/gofish.6 new file mode 100644 index 00000000..18337f46 --- /dev/null +++ b/upstream/archlinux/man6/gofish.6 @@ -0,0 +1,42 @@ +.\" This file is free software, distributed under the BSD license. +.Dd May 31, 1993 +.Dt GOFISH 6 +.Os +.Sh NAME +.Nm gofish +.Nd play +.Dq Go Fish +.Sh DESCRIPTION +.Nm +is the game +.Dq Go Fish , +a traditional children's card game. +.Pp +The computer deals the player and itself seven cards, and places +the rest of the deck face-down (figuratively). +The object of the game is to collect +.Dq books , +or all of the members of a single rank. +For example, collecting four 2's would give the player a +.Dq book of 2's . +.Pp +The computer makes a random decision as to who gets to start the game, +and then the computer and player take turns asking each other for cards +of a specified rank. If the asked player has any cards of the requested +rank, they give them up to the asking player. A player must have at least +one of the cards of the rank they request in his hand. When a player asks +for a rank of which the other player has no cards, the asker is told to +.Dq Go Fish! . +Then, the asker draws a card from the non-dealt cards. If he draws the +card he asked for, he continue his turn, asking for more ranks from the +other player. Otherwise, the other player gets a turn. +.Pp +When a player completes a book, either by getting cards from the other +player or drawing from the deck, they set those cards aside and the rank +is no longer in play. +.Pp +The game ends when either player no longer has any cards in their hand. +The player with the most books wins. +.Pp +.Nm +provides instructions as to what input it accepts. diff --git a/upstream/archlinux/man6/gomoku.6 b/upstream/archlinux/man6/gomoku.6 new file mode 100644 index 00000000..569213a7 --- /dev/null +++ b/upstream/archlinux/man6/gomoku.6 @@ -0,0 +1,22 @@ +.\" This file is free software, distributed under the BSD license. +.Dd August 4, 1994 +.Dt GOMOKU 6 +.Os +.Sh NAME +.Nm gomoku +.Nd game of 5 in a row +.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, X always +moves first. The game will display a playing board, make the first move if +randomly chosen to do so, and prompt for moves from the user. Moves are +entered using the cursor, moving with arrow keys or hjkl, and selecting +using space. Press 'q' or F10 to end the game. +.El +.Sh AUTHOR +.An Ralph Campbell +.Sh ACKNOWLEDGEMENTS +The board display routines were based on the +.Nm goref +program written by Peter Langston. diff --git a/upstream/archlinux/man6/hangman.6 b/upstream/archlinux/man6/hangman.6 new file mode 100644 index 00000000..31c72848 --- /dev/null +++ b/upstream/archlinux/man6/hangman.6 @@ -0,0 +1,35 @@ +.\" This file is free software, distributed under the BSD license. +.Dd May 31, 1993 +.Dt HANGMAN 6 +.Os +.Sh NAME +.Nm hangman +.Nd computer version of the game hangman +.Sh SYNOPSIS +.Nm +.Op Fl d Ar wordlist +.Op Fl m Ar minlen +.Sh DESCRIPTION +In +.Nm , +the computer picks a word from the on-line word list +and you must try to guess it. +The computer keeps track of which letters have been guessed +and how many wrong guesses you have made on the screen in a graphic fashion. +.Sh OPTIONS +.Bl -tag -width flag +.It Fl d +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. +.El +.Sh FILES +.Bl -tag -width /usr/share/dict/words -compact +.It Pa /usr/share/dict/words +On-line word list +.El +.Sh AUTHORS +.An Ken Arnold diff --git a/upstream/archlinux/man6/intro.6 b/upstream/archlinux/man6/intro.6 new file mode 100644 index 00000000..b737c052 --- /dev/null +++ b/upstream/archlinux/man6/intro.6 @@ -0,0 +1,17 @@ +.\" Copyright (c) 1993 Michael Haardt (michael@moria.de), +.\" Fri Apr 2 11:32:09 MET DST 1993 +.\" +.\" SPDX-License-Identifier: GPL-2.0-or-later +.\" +.\" Modified Sat Jul 24 17:19:57 1993 by Rik Faith (faith@cs.unc.edu) +.TH intro 6 2022-10-30 "Linux man-pages 6.06" +.SH NAME +intro \- introduction to games +.SH DESCRIPTION +Section 6 of the manual describes the games and funny little programs +available on the system. +.SH NOTES +.SS Authors and copyright conditions +Look at the header of the manual page source for the author(s) and copyright +conditions. +Note that these can be different from page to page! diff --git a/upstream/archlinux/man6/klondike.6 b/upstream/archlinux/man6/klondike.6 new file mode 100644 index 00000000..25c5bfb4 --- /dev/null +++ b/upstream/archlinux/man6/klondike.6 @@ -0,0 +1,31 @@ +.\" This file is free software, distributed under the BSD license. +.Dd Jun 15, 2016 +.Dt KLONDIKE 6 +.Os +.Sh NAME +.Nm klondike +.Nd Klondike solitaire card game +.Sh DESCRIPTION +Klondike is a card game with the object of sorting cards into four piles, +one for each suit, sorted by rank from Ace to King. The initial deal +creates seven sorting stacks; one card in the first to seven cards in +the last. The top card in each stack is revealed, while the rest stay +hidden. +.Pp +The game is played by moving the cards around the sorting stacks. You +may only move revealed cards in the sorting stacks, the last card dealt +from the deck, and the last card dealt onto the final sorted piles. You +may not move cards back into the deck. When you move a card, you must +move all the cards on top of it with it. In the sorting stacks you may +place a card only onto a card of one rank higher and a different suit +color. For example, a Jack of Spades can only be placed onto a Queen +of Hearts or Queen of Diamonds. In the final piles you may only place a +card that is one rank higher and of the same suit as the card already on +top. For example, if a final pile contains Ace-2-3-4 Clubs, then you may +only place 5 of Clubs on it. The remaining cards in the deck are dealt +one at a time as needed. You may only move the last dealt card from the +dealt stack. When no cards remain in the deck, the dealt stack is turned +over and becomes the deck again. +.Pp +The game is won when the four final piles contain the all four suits in +Ace-King order. diff --git a/upstream/archlinux/man6/robots.6 b/upstream/archlinux/man6/robots.6 new file mode 100644 index 00000000..07912eaf --- /dev/null +++ b/upstream/archlinux/man6/robots.6 @@ -0,0 +1,60 @@ +.\" This file is free software, distributed under the BSD license. +.Dd May 31, 1993 +.Dt ROBOTS 6 +.Os +.Sh NAME +.Nm robots +.Nd fight off villainous robots +.Sh DESCRIPTION +.Nm +pits you against evil robots, who are trying to kill you (which is +why they are evil). Fortunately for you, even though they are evil, +they are not very bright and have a habit of bumping into each other, +thus destroying themselves. In order to survive, you must get them to +kill each other off, since you have no offensive weaponry. +.Pp +Since you are stuck without offensive weaponry, you are endowed with +one piece of defensive weaponry: a teleportation device. When two robots +run into each other or a junk pile, they die. If a robot runs into you, +you die. When a robot dies, you get 1 point, and when all the robots die, +you start on the next field. This keeps up until they finally get you. +.Pp +Robots are represented on the screen by a +.Sq \&+ , +the junk heaps from their collisions by a +.Sq \(** , +and you +(the good guy) +by a +.Sq \@ . +.Pp +The commands are: +.Bl -tag -width indent -compact +.It Ic h +move one square left +.It Ic l +move one square right +.It Ic k +move one square up +.It Ic j +move one square down +.It Ic y +move one square up and left +.It Ic u +move one square up and right +.It Ic b +move one square down and left +.It Ic n +move one square down and right +.It Ic \&. +(also space) do nothing for one turn +.It Ic t +teleport to a random location +.It Ic q +quit +.El +.Sh FILES +.Bl -tag -width /var/lib/bsdgames/robots.scores -compact +.It Pa /var/lib/bsdgames/robots.scores +the score file +.El diff --git a/upstream/archlinux/man6/sail.6 b/upstream/archlinux/man6/sail.6 new file mode 100644 index 00000000..86e8f654 --- /dev/null +++ b/upstream/archlinux/man6/sail.6 @@ -0,0 +1,784 @@ +.\" Copyright (c) 1983 The Regents of the University of California. +.\" This file is free software, distributed under the BSD license. + +.TH SAIL 6 "June 1, 1994" +.UC 4 +.SH NAME +sail \- naval combat under sail + +.SH DESCRIPTION + +.I Sail +is a computer version of Avalon Hill's game of fighting sail originally +developed by S. Craig Taylor. +.PP +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 historical sea battles +recorded in the game. +.PP +As a sea captain in the Sail Navy, the player has complete control over +the workings of his ship. He must order every maneuver, change the +set of his sails, and judge the 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 age of sail was decided by the +ability of one captain to hold the "weather gage". + +.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 finding angles. +.I Sail +uses no floating point, by the way, so the direction routines are rather +tricky. Ed Wang rewrote my angle() routine in 1981 to be more correct +(although it still doesn't work perfectly), and he added code to let a +player select which ship he wanted at the start of the game (instead of +the first one 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 +.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. +.br +.sp +.ce +specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts +.br +.sp +.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. +.PP +In bsdgames release 3.0, +.I Sail +has once again received a major overhaul, becoming a single-player game +due to obsolescence of the single-computer multiuser environment. + +.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 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: +.ne 1i +.nf + + \\ + b---------------- + ---0 + \\ + \\ + \\ up to a range of ten (for round shot) + \\ + \\ + \\ + +.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 target +than the stern, a stern rake (firing from the stern to the bow) causes +more damage than a bow rake. +.nf + + b + 00 ---- Stern rake! + a + +.fi +Most ships were equipped with carronades, which were very large, close +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 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. +.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 +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. + +.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". +.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 +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. For example, 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 "!". +In our last example, Frog 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, and a ship on fire and about to explode has a "#" printed. +.PP +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 to +"\*[Am]","'", "(", ,")", "*", or "+" depending upon the original number, +be it 0,1,2,3,4, or 5. For example, 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: +.nf + + 0 0 0 + b b b0 b b b 0b b + 0 0 0 + +.fi +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 +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 +.I Sail +prompts you for a move, it prints three characters of import. +For example, +.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 "'". 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: +.nf + + move (7, 4): 7 + move (7, 4): 1 + move (7, 4): d // drift, or do nothing + move (7, 4): 6r + move (7, 4): 5r1 + move (7, 4): 4r1r + move (7, 4): l1r1r2 + move (7, 4): 1r1r1r1 + +.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. For example: +.ne 1i +.nf + + move (7, 4): l1l4 + Movement Error; + Helm: l1l + +.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. +.PP +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 sail speeds are given first, and full sail speeds are +given in parenthesis. +.nf + + 0 1(2) + \\|/ + -^-3(6) + /|\\ + | 4(7) + 3(6) + +.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". + +.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). For example, +.nf + + | + 3 + + +.fi +.PP +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 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 +the other. +.PP +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 +.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 +their ship as men left unorganized. +.PP +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 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 "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, 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. +.SH DOUBLE +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. +Cannot damage hull or guns, though. +.SH GRAPE +Range of 1. +Sometimes devastating against enemy crews. +.PP +On the side of the screen is displayed some vital information about your +ship: +.nf + + Load D! R! + Hull 9 + Crew 4 4 2 + Guns 4 4 + Carr 2 2 + Rigg 5 5 5 5 + +.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. 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 +.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. + +.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". 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. +.br +.SH COMMAND SUMMARY +.nf + + 'f' Fire broadsides if they bear + 'l' Reload + 'L' Unload broadsides (to change ammo) + 'm' Move + 'i' Print the closest ship + 'I' Print all ships + 'F' Find a particular ship or ships (e.g. "a?" for all Americans) + 's' Send a message around the fleet + 'b' Attempt to board an enemy ship + 'B' Recall boarding parties + 'c' Change set of sail + 'r' Repair + 'u' Attempt to unfoul + 'g' Grapple/ungrapple + 'v' Print version number of game + '^L' Redraw screen + 'Q' Quit + + 'C' Center your ship in the window + 'U' Move window up + 'D','N' Move window down + 'H' Move window left + 'J' Move window right + 'S' Toggle window to follow your ship or stay where it is + +.fi +.bg +.SH SCENARIOS +Here is a summary of the scenarios in +.I Sail: + +.br +.SH Ranger vs. Drake: +.nf +Wind from the N, blowing a fresh breeze. + +(a) Ranger 19 gun Sloop (crack crew) +(b) Drake 17 gun Sloop (crack crew) +.SH The Battle of Flamborough Head: +.nf +Wind from the S, blowing a fresh breeze. + +.fi +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 + +(a) Bonhomme Rich 42 gun Corvette (crack crew) +(b) Serapis 44 gun Frigate (crack crew) +.SH Arbuthnot and Des Touches: +.nf +Wind from the N, blowing a gale. + +(b) America 64 gun Ship of the Line (crack crew) +(b) Befford 74 gun Ship of the Line (crack crew) +(b) Adamant 50 gun Ship of the Line (crack crew) +(b) London 98 gun 3 Decker SOL (crack crew) +(b) Royal Oak 74 gun Ship of the Line (crack crew) +(f) Neptune 74 gun Ship of the Line (average crew) +(f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) +(f) Conquerant 74 gun Ship of the Line (average crew) +(f) Provence 64 gun Ship of the Line (average crew) +(f) Romulus 44 gun Ship of the Line (average crew) +.SH Suffren and Hughes: +.nf + +Wind from the S, blowing a fresh breeze. + +(b) Monmouth 74 gun Ship of the Line (average crew) +(b) Hero 74 gun Ship of the Line (crack crew) +(b) Isis 50 gun Ship of the Line (crack crew) +(b) Superb 74 gun Ship of the Line (crack crew) +(b) Burford 74 gun Ship of the Line (average crew) +(f) Flamband 50 gun Ship of the Line (average crew) +(f) Annibal 74 gun Ship of the Line (average crew) +(f) Severe 64 gun Ship of the Line (average crew) +(f) Brilliant 80 gun Ship of the Line (crack crew) +(f) Sphinx 80 gun Ship of the Line (average crew) +.SH Nymphe vs. Cleopatre: +.nf +Wind from the S, blowing a fresh breeze. + +(b) Nymphe 36 gun Frigate (crack crew) +(f) Cleopatre 36 gun Frigate (average crew) +.SH Mars vs. Hercule: +Wind from the S, blowing a fresh breeze. +.nf +(b) Mars 74 gun Ship of the Line (crack crew) +(f) Hercule 74 gun Ship of the Line (average crew) +.SH Ambuscade vs. Baionnaise: +.nf +Wind from the N, blowing a fresh breeze. + +(b) Ambuscade 32 gun Frigate (average crew) +(f) Baionnaise 24 gun Corvette (average crew) +.SH Constellation vs. Insurgent: +.nf +Wind from the S, blowing a gale. + +(a) Constellation 38 gun Corvette (elite crew) +(f) Insurgent 36 gun Corvette (average crew) +.SH Constellation vs. Vengeance: +.nf +Wind from the S, blowing a fresh breeze. + +(a) Constellation 38 gun Corvette (elite crew) +(f) Vengeance 40 gun Frigate (average crew) +.SH The Battle of Lissa: +.nf +Wind from the S, blowing a fresh breeze. + +(b) Amphion 32 gun Frigate (elite crew) +(b) Active 38 gun Frigate (elite crew) +(b) Volage 22 gun Frigate (elite crew) +(b) Cerberus 32 gun Frigate (elite crew) +(f) Favorite 40 gun Frigate (average crew) +(f) Flore 40 gun Frigate (average crew) +(f) Danae 40 gun Frigate (crack crew) +(f) Bellona 32 gun Frigate (green crew) +(f) Corona 40 gun Frigate (green crew) +(f) Carolina 32 gun Frigate (green crew) +.SH Constitution vs. Guerriere: +.nf +Wind from the SW, blowing a gale. + +(a) Constitution 44 gun Corvette (elite crew) +(b) Guerriere 38 gun Frigate (crack crew) +.SH United States vs. Macedonian: +.nf +Wind from the S, blowing a fresh breeze. + +(a) United States 44 gun Frigate (elite crew) +(b) Macedonian 38 gun Frigate (crack crew) +.SH Constitution vs. Java: +.nf +Wind from the S, blowing a fresh breeze. + +(a) Constitution 44 gun Corvette (elite crew) +(b) Java 38 gun Corvette (crack crew) +.SH Chesapeake vs. Shannon: +.nf +Wind from the S, blowing a fresh breeze. + +(a) Chesapeake 38 gun Frigate (average crew) +(b) Shannon 38 gun Frigate (elite crew) +.SH The Battle of Lake Erie: +.nf +Wind from the S, blowing a light breeze. + +(a) Lawrence 20 gun Sloop (crack crew) +(a) Niagara 20 gun Sloop (elite crew) +(b) Lady Prevost 13 gun Brig (crack crew) +(b) Detroit 19 gun Sloop (crack crew) +(b) Q. Charlotte 17 gun Sloop (crack crew) +.SH Wasp vs. Reindeer: +.nf +Wind from the S, blowing a light breeze. + +(a) Wasp 20 gun Sloop (elite crew) +(b) Reindeer 18 gun Sloop (elite crew) +.SH Constitution vs. Cyane and Levant: +.br +Wind from the S, blowing a moderate breeze. + +(a) Constitution 44 gun Corvette (elite crew) +(b) Cyane 24 gun Sloop (crack crew) +(b) Levant 20 gun Sloop (crack crew) +.br +.SH Pellew vs. Droits de L'Homme: +.nf +Wind from the N, blowing a gale. + +(b) Indefatigable 44 gun Frigate (elite crew) +(b) Amazon 36 gun Frigate (crack crew) +(f) Droits L'Hom 74 gun Ship of the Line (average crew) +.SH Algeciras: +.nf +Wind from the SW, blowing a moderate breeze. + +(b) Caesar 80 gun Ship of the Line (crack crew) +(b) Pompee 74 gun Ship of the Line (crack crew) +(b) Spencer 74 gun Ship of the Line (crack crew) +(b) Hannibal 98 gun 3 Decker SOL (crack crew) +(s) Real-Carlos 112 gun 3 Decker SOL (green crew) +(s) San Fernando 96 gun 3 Decker SOL (green crew) +(s) Argonauta 80 gun Ship of the Line (green crew) +(s) San Augustine 74 gun Ship of the Line (green crew) +(f) Indomptable 80 gun Ship of the Line (average crew) +(f) Desaix 74 gun Ship of the Line (average crew) +.SH Lake Champlain: +.nf +Wind from the N, blowing a fresh breeze. + +(a) Saratoga 26 gun Sloop (crack crew) +(a) Eagle 20 gun Sloop (crack crew) +(a) Ticonderoga 17 gun Sloop (crack crew) +(a) Preble 7 gun Brig (crack crew) +(b) Confiance 37 gun Frigate (crack crew) +(b) Linnet 16 gun Sloop (elite crew) +(b) Chubb 11 gun Brig (crack crew) +.SH Last Voyage of the USS President: +.nf +Wind from the N, blowing a fresh breeze. + +(a) President 44 gun Frigate (elite crew) +(b) Endymion 40 gun Frigate (crack crew) +(b) Pomone 44 gun Frigate (crack crew) +(b) Tenedos 38 gun Frigate (crack crew) +.SH Hornblower and the Natividad: +.nf +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, +her crew is much bigger, albeit green. +.nf + +(b) Lydia 36 gun Frigate (elite crew) +(s) Natividad 50 gun Ship of the Line (green crew) +.SH Curse of the Flying Dutchman: +.nf +Wind from the S, blowing a fresh breeze. + +Just for fun, take the Piece of cake. + +(s) Piece of Cake 24 gun Corvette (average crew) +(f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) +.SH The South Pacific: +.nf +Wind from the S, blowing a strong breeze. + +(a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) +(b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) +(s) Australian 32 gun Frigate (average crew) +(f) Bikini Atoll 7 gun Brig (crack crew) +.SH Hornblower and the battle of Rosas bay: +.nf +Wind from the E, blowing a fresh breeze. + +.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) +(f) Turenne 80 gun 3 Decker SOL (average crew) +(f) Nightmare 74 gun Ship of the Line (average crew) +(f) Paris 112 gun 3 Decker SOL (green crew) +(f) Napoleon 74 gun Ship of the Line (green crew) +.SH Cape Horn: +.nf +Wind from the NE, blowing a strong breeze. + +(a) Concord 80 gun Ship of the Line (average crew) +(a) Berkeley 98 gun 3 Decker SOL (crack crew) +(b) Thames 120 gun 3 Decker SOL (elite crew) +(s) Madrid 112 gun 3 Decker SOL (green crew) +(f) Musket 80 gun 3 Decker SOL (average crew) +.SH New Orleans: +.nf +Wind from the SE, blowing a fresh breeze. + +Watch that little Cypress go! + +(a) Alligator 120 gun 3 Decker SOL (elite crew) +(b) Firefly 74 gun Ship of the Line (crack crew) +(b) Cypress 44 gun Frigate (elite crew) +.SH Botany Bay: +.nf +Wind from the N, blowing a fresh breeze. + +(b) Shark 64 gun Ship of the Line (average crew) +(f) Coral Snake 44 gun Corvette (elite crew) +(f) Sea Lion 44 gun Frigate (elite crew) +.SH Voyage to the Bottom of the Sea: +.nf +Wind from the NW, blowing a fresh breeze. + +This one is dedicated to Richard Basehart and David Hedison. + +(a) Seaview 120 gun 3 Decker SOL (elite crew) +(a) Flying Sub 40 gun Frigate (crack crew) +(b) Mermaid 136 gun 3 Decker SOL (mutinous crew) +(s) Giant Squid 112 gun 3 Decker SOL (green crew) +.SH Frigate Action: +.nf +Wind from the E, blowing a fresh breeze. + +(a) Killdeer 40 gun Frigate (average crew) +(b) Sandpiper 40 gun Frigate (average crew) +(s) Curlew 38 gun Frigate (crack crew) +.SH The Battle of Midway: +.nf +Wind from the E, blowing a moderate breeze. + +(a) Enterprise 80 gun Ship of the Line (crack crew) +(a) Yorktown 80 gun Ship of the Line (average crew) +(a) Hornet 74 gun Ship of the Line (average crew) +(j) Akagi 112 gun 3 Decker SOL (green crew) +(j) Kaga 96 gun 3 Decker SOL (green crew) +(j) Soryu 80 gun Ship of the Line (green crew) + +.SH CONCLUSION + +.I Sail +has been a group effort. + +.SH AUTHOR +Dave Riggle +.SH CO-AUTHOR +Ed Wang +.SH REFITTING +Craig Leres +Mike Sharov +.SH CONSULTANTS +.nf +Chris Guthrie +Captain Happy +Horatio Nelson + and many valiant others... +.fi +.SH REFERENCES +.nf +Wooden Ships \*[Am] Iron Men, by Avalon Hill +Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester +Captain Richard Bolitho Novels, (12 of them) by Alexander Kent +The Complete Works of Captain Frederick Marryat, (about 20) especially +.in +6n +Mr. Midshipman Easy +Peter Simple +Jacob Faithful +Japhet in Search of a Father +Snarleyyow, or The Dog Fiend +Frank Mildmay, or The Naval Officer +.in -6n +.SH BUGS +Probably a few, and please report them to "riggle@ernie.berkeley.edu" and +"edward@ucbarpa.berkeley.edu" diff --git a/upstream/archlinux/man6/snake.6 b/upstream/archlinux/man6/snake.6 new file mode 100644 index 00000000..2011bfe6 --- /dev/null +++ b/upstream/archlinux/man6/snake.6 @@ -0,0 +1,63 @@ +.\" Copyright (c) 1980 The Regents of the University of California. +.\" This file is free software, distributed under the BSD license. + +.Dd May 31, 1993 +.Dt SNAKE 6 +.Os +.Sh NAME +.Nm snake +.Nd display chase game +.Sh SYNOPSIS +.Nm +.Op width height +.Op -s +.br +.Sh DESCRIPTION +.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. Two optional arguments allow specifying +the size of the playing field. By default the entire screen is used. +If the -s argument is passed, snake will print scores and exit. +.Pp +You are represented on the screen by an @. +The snake is represented by s's with an S at its head. +The money is $, and an exit is #. +Your score is posted in the upper left hand corner. +.Pp +You can move around using the same conventions as +.Xr vi 1 , +the +.Ic h , +.Ic j , +.Ic k , +and +.Ic l +keys work, as do the arrow keys. +.It Ic q +This lets you quit the game at any time. +.It Ic w +Space warp to get out of tight squeezes, at a price. +.El +.Pp +To earn money, move to the same square the money is on. +A new $ will appear when you earn the current one. +As you get richer, the snake gets hungrier. +To leave the game, move to the exit (#). +.Pp +A record is kept of the personal best score of each player. +Scores are only counted if you leave at the exit, +getting eaten by the snake is worth nothing. +.Pp +As in pinball, matching the last digit of your score to the number +which appears after the game is worth a bonus. +.Sh FILES +.It Pa /var/lib/bsdgames/snakerawscores +database of personal bests +.El +.Sh BUGS +When playing on a small screen, +it's hard to tell when you hit the edge of the screen. +.Pp +The scoring function takes into account the size of the screen. +A perfect function to do this equitably has not been devised. diff --git a/upstream/archlinux/man6/spirhunt.6 b/upstream/archlinux/man6/spirhunt.6 new file mode 100644 index 00000000..19b57f18 --- /dev/null +++ b/upstream/archlinux/man6/spirhunt.6 @@ -0,0 +1,46 @@ +.\" This file is free software, distributed under the BSD license. +.Dd December 30, 1993 +.Dt SPIRHUNT 6 +.Os +.Sh NAME +.Nm spirhunt +.Nd space combat game +.Sh DESCRIPTION +.Nm +is a game of space glory and war. Below is a summary of commands. +To print it while playing, press '?'. +.Sh COMMANDS +.Bl -tag -width "a" -compact +.It m +move (ss or qqss) +.It r +rest +.It p +fire plasers +.It I +move under impulse +.It t +fire torpedoes +.It R +ram something +.It c +cloak on/off +.It C +ask pirate to surrender +.It s +shield up/down +.It H +call starbase for help +.It w +set warp factor +.It D +self-destruct +.It d +dock/undock +.It S +save and quit +.It i +damage report +.It Q +quick quit +.El diff --git a/upstream/archlinux/man6/worm.6 b/upstream/archlinux/man6/worm.6 new file mode 100644 index 00000000..c941f53c --- /dev/null +++ b/upstream/archlinux/man6/worm.6 @@ -0,0 +1,27 @@ +.\" This file is free software, distributed under the BSD license. +.Dd May 31, 1993 +.Dt WORM 6 +.Os +.Sh NAME +.Nm worm +.Nd Play the growing worm game +.Sh SYNOPSIS +.Nm +.Op Ar size +.Sh DESCRIPTION +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. +.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. +.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 +the upper right corner of the screen. diff --git a/upstream/archlinux/man6/wump.6 b/upstream/archlinux/man6/wump.6 new file mode 100644 index 00000000..31fcd537 --- /dev/null +++ b/upstream/archlinux/man6/wump.6 @@ -0,0 +1,71 @@ +.\" This file is free software, distributed under the BSD license. +.Dd May 31, 1993 +.Dt WUMP 6 +.Os +.Sh NAME +.Nm wump +.Nd hunt the wumpus in an underground cave +.Sh SYNOPSIS +.Nm +.Op Fl a Ar arrows +.Op Fl b Ar bats +.Op Fl p Ar pits +.Op Fl r Ar rooms +.Op Fl t Ar tunnels +.Sh DESCRIPTION +The game +.Nm +is based on a fantasy game first presented in the pages of +.Em People's Computer Company +in 1973. +In Hunt the Wumpus you are placed in a cave built of many different rooms, +all interconnected by tunnels. +Your quest is to find and shoot the evil Wumpus that resides elsewhere in +the cave without running into any pits or using up your limited supply of +arrows. +.Pp +The options are as follows: +.Bl -tag -width indent +.It Fl a +Specifies the number of magic arrows the adventurer gets. +The default is five. +.It Fl b +Specifies the number of rooms in the cave which contain bats. +The default is three. +.It Fl p +Specifies the number of rooms in the cave which contain bottomless pits. +The default is three. +.It Fl r +Specifies the number of rooms in the cave. +The default cave size is twenty rooms. +.It Fl t +Specifies the number of tunnels connecting each room in the cave to +another room. Beware, too many tunnels in a small cave can easily cause +it to collapse! The default cave room has three tunnels to other rooms. +.El +.Pp +While wandering through the cave you'll notice that, while there are tunnels +everywhere, there are some mysterious quirks to the cave topology, including +some tunnels that go from one room to another, but not necessarily back! +Also, most pesky of all are the rooms that are home to large numbers of bats, +which, upon being disturbed, will en masse grab you and move you to another +portion of the cave (including those housing bottomless pits, sure +death for unwary explorers). +.Pp +Fortunately, you're not going into the cave without any weapons or tools, +and in fact your biggest aids are your senses; you can often smell the +rather odiferous Wumpus up to +.Em two +rooms away, and you can always feel the drafts created by the occasional +bottomless pit and hear the rustle of the bats in caves they might be +sleeping within. +.Pp +To kill the wumpus, you'll need to shoot it with one of your magic arrows. +Fortunately, you don't have to be in the same room as the creature, and can +instead shoot the arrow from as far as three or four rooms away! +.Pp +When you shoot an arrow, you do so by typing in a list of rooms that you'd +like it to travel to. If at any point in its travels it cannot find a +tunnel to the room you specify from the room it's in, it will instead +randomly fly down one of the tunnels, possibly, if you're real unlucky, +even flying back into the room you're in and hitting you! |