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* Fixed man page warnings, Closes: #139414
git-svn-id: file:///srv/svn/joey/bsdgames-trunk@5184 a4a2c43b-8ac3-0310-8836-e0e880c912e2
This commit is contained in:
155
atc/atc.6.in
155
atc/atc.6.in
@@ -1,4 +1,4 @@
|
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.\" $NetBSD: atc.6,v 1.6 1999/07/17 19:48:40 hubertf Exp $
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.\" $NetBSD: atc.6,v 1.11 2001/06/05 11:14:30 wiz Exp $
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.\"
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.\" Copyright (c) 1990, 1993
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.\" The Regents of the University of California. All rights reserved.
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@@ -36,11 +36,11 @@
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.\"
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.\" @(#)atc.6 8.1 (Berkeley) 5/31/93
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.\"
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.\" Copyright (c) 1986 Ed James. All rights reserved.
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.\" Copyright (c) 1986 Ed James. All rights reserved.
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.\"
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.Dd May 31, 1993
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.Dt ATC 6
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.Os BSD 4.3
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.Os
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.Sh NAME
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.Nm atc
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.Nd air traffic controller game
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@@ -50,7 +50,7 @@
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.Op Fl gf Ar "game name"
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.Op Fl r Ar "random seed"
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.Sh DESCRIPTION
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.Nm Atc
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.Nm
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lets you try your hand at the nerve wracking duties of the air traffic
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controller without endangering the lives of millions of
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travelers each year.
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@@ -64,7 +64,7 @@ difficulty of the chosen arena.
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Print the usage line and exit.
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.It Fl ?
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Same as
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.Fl u.
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.Fl u .
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.It Fl l
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Print a list of available games and exit.
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The first game name printed is the default game.
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@@ -72,55 +72,55 @@ The first game name printed is the default game.
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Print the score list (formerly the Top Ten list).
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.It Fl t
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Same as
|
||||
.Fl s.
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.Fl s .
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.It Fl p
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Print the path to the special directory where
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.Nm atc
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Print the path to the special directory where
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.Nm
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expects to find its private files. This is used during the
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installation of the program.
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.It Fl g Ar game
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Play the named game. If the game listed is not one of the
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||||
ones printed from the
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ones printed from the
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.Fl l
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option, the default game is played.
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.It Fl f Ar game
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Same as
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.Fl g.
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.Fl g .
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.It Fl r Ar seed
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Set the random seed. The purpose of this flag is questionable.
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.El
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.Sh GOALS
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Your goal in
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.Nm atc
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is to keep the game going as long as possible.
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Your goal in
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.Nm
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||||
is to keep the game going as long as possible.
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There is no winning state, except to beat the times of other players.
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You will need to: launch planes at airports (by instructing them to
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increase their altitude); land planes at airports (by instructing them to
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go to altitude zero when exactly over the airport); and maneuver planes
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out of exit points.
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out of exit points.
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.Pp
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Several things will cause the end of the game.
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Each plane has a destination (see information area), and
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Each plane has a destination (see information area), and
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sending a plane to the wrong destination is an error.
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Planes can run out of fuel, or can collide. Collision is defined as
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adjacency in all three dimensions. A plane leaving the arena
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in any other way than through its destination exit is an error as well.
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.Pp
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Scores are sorted in order of the number of planes safe. The other
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statistics are provided merely for fun. There is no penalty for
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statistics are provided merely for fun. There is no penalty for
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taking longer than another player (except in the case of ties).
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.Pp
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Suspending a game is not permitted. If you get a talk message, tough.
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When was the last time an Air Traffic Controller got called away to
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the phone?
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the phone?
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.Sh "THE DISPLAY"
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.Pp
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Depending on the terminal you run
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.Nm atc
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on, the screen will be divided into 4 areas.
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Depending on the terminal you run
|
||||
.Nm
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on, the screen will be divided into 4 areas.
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It should be stressed that the terminal driver portion of the
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game was designed to be reconfigurable, so the display format can vary
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depending the version you are playing. The descriptions here are based
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||||
depending the version you are playing. The descriptions here are based
|
||||
on the ascii version
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||||
of the game. The game rules and input format, however,
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||||
should remain consistent.
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@@ -129,7 +129,7 @@ Control-L redraws the screen, should it become muddled.
|
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The first screen area is the radar display, showing the relative locations
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of the planes, airports, standard entry/exit points, radar
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beacons, and ``lines'' which simply serve to aid you in guiding
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the planes.
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the planes.
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.Pp
|
||||
Planes are shown as a single letter with an altitude. If
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||||
the numerical altitude is a single digit, then it represents
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@@ -139,7 +139,7 @@ planes and the jets. On ascii terminals, prop planes are
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represented by a upper case letter, jets by a lower case letter.
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.Pp
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Airports are shown as a number and some indication of the direction
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planes must be going to land at the airport.
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planes must be going to land at the airport.
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On ascii terminals, this is one of `^', `>', `<', and `v', to indicate
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north (0 degrees), east (90), west (270) and south (180), respectively.
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The planes will also
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@@ -149,17 +149,17 @@ Beacons are represented as circles or asterisks and a number.
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Their purpose is to offer a place of easy reference to the plane pilots.
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See ``the delay command'' under the input section of this manual.
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.Pp
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Entry/exit points are displayed as numbers along the border of the
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Entry/exit points are displayed as numbers along the border of the
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radar screen. Planes will enter the arena from these points without
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warning. These points have a direction associated with them, and
|
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warning. These points have a direction associated with them, and
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planes will always enter the arena from this direction. On the
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ascii version of
|
||||
.Nm atc,
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.Nm "" ,
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this direction is not displayed. It will become apparent
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||||
what this direction is as the game progresses.
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.Pp
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Incoming planes will always enter at the same altitude: 7000 feet.
|
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For a plane to successfully depart through an entry/exit point,
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For a plane to successfully depart through an entry/exit point,
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it must be flying at 9000 feet.
|
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It is not necessary for the planes to be flying in any particular
|
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direction when they leave the arena (yet).
|
||||
@@ -167,15 +167,15 @@ direction when they leave the arena (yet).
|
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The second area of the display is the information area, which lists
|
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the time (number of updates since start), and the number of planes you
|
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have directed safely out of the arena.
|
||||
Below this is a list of planes currently in the air, followed by a
|
||||
Below this is a list of planes currently in the air, followed by a
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blank line, and then a list of planes on the ground (at airports).
|
||||
Each line lists the plane name and its current altitude,
|
||||
Each line lists the plane name and its current altitude,
|
||||
an optional asterisk indicating low fuel, the plane's destination,
|
||||
and the plane's current command. Changing altitude is not considered
|
||||
to be a command and is therefore not displayed. The following are
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||||
to be a command and is therefore not displayed. The following are
|
||||
some possible information lines:
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.Pp
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||||
.Bd -literal -unfilled -offset indent
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||||
.Bd -literal -offset indent
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||||
B4*A0: Circle @ b1
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g7 E4: 225
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||||
.Ed
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||||
@@ -185,10 +185,10 @@ 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
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||||
The second example shows a jet named `g' at 7000 feet, destined for
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||||
Exit #4. It is just now executing a turn to 225 degrees (South-West).
|
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.Ss "INPUT AREA"
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||||
The third area of the display is the input area. It is here that
|
||||
The third area of the display is the input area. It is here that
|
||||
your input is reflected. See the INPUT heading of this manual
|
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for more details.
|
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.Ss "AUTHOR AREA"
|
||||
@@ -197,7 +197,7 @@ This area is used simply to give credit where credit is due. :-)
|
||||
A command completion interface is built into
|
||||
the game. At any time, typing `?' will list possible input characters.
|
||||
Typing a backspace (your erase character) backs up, erasing the last part
|
||||
of the command. When a command is complete, a return enters it, and
|
||||
of the command. When a command is complete, a return enters it, and
|
||||
any semantic checking is done at that time. If no errors are detected,
|
||||
the command is sent to the appropriate plane. If an error is discovered
|
||||
during the check, the offending statement will be underscored and a
|
||||
@@ -205,25 +205,25 @@ during the check, the offending statement will be underscored and a
|
||||
.Pp
|
||||
The command syntax is broken into two parts:
|
||||
.Em "Immediate Only"
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||||
and
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||||
and
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||||
.Em Delayable
|
||||
commands.
|
||||
.Em "Immediate Only"
|
||||
commands happen on the next
|
||||
update.
|
||||
update.
|
||||
.Em Delayable
|
||||
commands also happen on the next update unless they
|
||||
are followed by an optional predicate called the
|
||||
.Em Delay
|
||||
are followed by an optional predicate called the
|
||||
.Em Delay
|
||||
command.
|
||||
.Pp
|
||||
In the following tables, the syntax
|
||||
In the following tables, the syntax
|
||||
.Em [0\-9]
|
||||
means any single digit, and
|
||||
means any single digit, and
|
||||
.Em <dir>
|
||||
refers to a direction, given by the keys around the `s' key: ``wedcxzaq''.
|
||||
In absolute references, `q' refers to North-West or 315 degrees, and `w'
|
||||
refers to North, or 0 degrees.
|
||||
refers to North, or 0 degrees.
|
||||
In relative references, `q' refers to -45 degrees or 45 degrees left, and `w'
|
||||
refers to 0 degrees, or no change in direction.
|
||||
.Pp
|
||||
@@ -249,7 +249,7 @@ is displayed normally.
|
||||
Ignore: Do not display highlighted. Command is displayed as a
|
||||
line of dashes if there is no command.
|
||||
.It u
|
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Unmark: Same as ignore, but if a delayed command is processed,
|
||||
Unmark: Same as ignore, but if a delayed command is processed,
|
||||
the plane will become marked. This is useful if you want
|
||||
to forget about a plane during part, but not all, of its
|
||||
journey.
|
||||
@@ -272,12 +272,12 @@ 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 <dir> (not
|
||||
specified in <dir> (not
|
||||
.Em to
|
||||
<dir>.) `w' (0 degrees) is no turn. `e' is 45 degrees; `q' gives -45
|
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degrees counterclockwise, that is, 45 degrees clockwise.
|
||||
.It "t- [ dir ]"
|
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Same as left.
|
||||
Same as left.
|
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.It "tr [ dir ]"
|
||||
Right: Turn clockwise, 45 degrees by default, or the amount specified
|
||||
in <dir>.
|
||||
@@ -289,7 +289,7 @@ Hard left: Turn counterclockwise 90 degrees.
|
||||
Hard right: Turn clockwise 90 degrees.
|
||||
.It "tt [abe*]"
|
||||
Towards: Turn towards a beacon, airport or exit. The turn is
|
||||
just an estimate.
|
||||
just an estimate.
|
||||
.It "tta" Em number
|
||||
Turn towards the given airport.
|
||||
.It "ttb" Em number
|
||||
@@ -301,11 +301,11 @@ Same as ttb.
|
||||
.El
|
||||
.El
|
||||
.Ss THE DELAY COMMAND
|
||||
The
|
||||
The
|
||||
.Em Delay
|
||||
(a/@)
|
||||
command may be appended to any
|
||||
.Em Delayable
|
||||
command may be appended to any
|
||||
.Em Delayable
|
||||
command. It allows the controller to instruct a plane to do an action
|
||||
when the plane reaches a particular beacon (or other objects in future
|
||||
versions).
|
||||
@@ -316,31 +316,32 @@ 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
|
||||
Planes are
|
||||
.Em marked
|
||||
by default when they enter the arena. This means they are displayed
|
||||
in highlighted mode on the radar display. A plane may also be either
|
||||
.Em unmarked
|
||||
or
|
||||
.Em ignored.
|
||||
.Em ignored .
|
||||
An
|
||||
.Em unmarked
|
||||
.Em ignored
|
||||
plane is drawn in unhighlighted mode, and a line of dashes is displayed in
|
||||
the command field of the information area. The plane will remain this
|
||||
way until a mark command has been issued. Any other command will be issued,
|
||||
but the command line will return to a line of dashes when the command
|
||||
is completed.
|
||||
is completed.
|
||||
.Pp
|
||||
An
|
||||
.Em unmarked
|
||||
plane is treated the same as an
|
||||
.Em ignored
|
||||
plane is treated the same as an unmarked plane, except that it will
|
||||
automatically switch to
|
||||
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
|
||||
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
|
||||
@@ -360,7 +361,7 @@ Plane X: ignore
|
||||
.El
|
||||
.Sh "OTHER INFORMATION"
|
||||
.Bl -bullet
|
||||
.It
|
||||
.It
|
||||
Jets move every update; prop planes move every other update.
|
||||
.It
|
||||
All planes turn a most 90 degrees per movement.
|
||||
@@ -372,7 +373,7 @@ Planes flying at an altitude of 0 crash if they are not over an airport.
|
||||
Planes waiting at airports can only be told to take off (climb in altitude).
|
||||
.El
|
||||
.Sh "NEW GAMES"
|
||||
The
|
||||
The
|
||||
.Pa Game_List
|
||||
file lists the currently available play fields. New field description
|
||||
file names must be placed in this file to be playable. If a player
|
||||
@@ -384,14 +385,14 @@ must be set. These variables are set with the syntax:
|
||||
.Pp
|
||||
.Dl "variable = number;"
|
||||
.Pp
|
||||
Variable may be one of:
|
||||
.Li update,
|
||||
Variable may be one of:
|
||||
.Li update ,
|
||||
indicating the number of seconds between forced updates;
|
||||
.Li newplane,
|
||||
.Li newplane ,
|
||||
indicating (about) the number of updates between new plane entries;
|
||||
.Li width,
|
||||
.Li width ,
|
||||
indicating the width of the play field; or
|
||||
.Li height,
|
||||
.Li height ,
|
||||
indicating the height of the play field.
|
||||
.Pp
|
||||
The second part of the field description files describes the locations
|
||||
@@ -400,13 +401,13 @@ The syntax is as follows:
|
||||
.Pp
|
||||
.Bd -literal -offset indent
|
||||
.Bl -tag -width airport: -compact
|
||||
.It beacon:
|
||||
.It beacon :
|
||||
(x y) ... ;
|
||||
.It airport:
|
||||
.It airport :
|
||||
(x y direction) ... ;
|
||||
.It exit:
|
||||
.It exit :
|
||||
(x y direction) ... ;
|
||||
.It line:
|
||||
.It line :
|
||||
[ (x1 y1) (x2 y2) ] ... ;
|
||||
.El
|
||||
.Ed
|
||||
@@ -414,7 +415,7 @@ The syntax is as follows:
|
||||
For beacons, a simple x, y coordinate pair is used (enclosed in
|
||||
parenthesis). Airports and exits require a third value, which is one
|
||||
of the directions
|
||||
.Em wedcxzaq.
|
||||
.Em wedcxzaq .
|
||||
For airports, this is the direction that planes must be going to take
|
||||
off and land, and for exits, this is the direction that planes will going
|
||||
when they
|
||||
@@ -422,7 +423,7 @@ when they
|
||||
the arena. This may not seem intuitive, but as there is no restriction on
|
||||
direction of exit, this is appropriate.
|
||||
Lines are slightly different, since they need two coordinate pairs to
|
||||
specify the line endpoints. These endpoints must be enclosed in
|
||||
specify the line endpoints. These endpoints must be enclosed in
|
||||
square brackets.
|
||||
.Pp
|
||||
All statements are semi-colon (;) terminated. Multiple item statements
|
||||
@@ -432,12 +433,12 @@ and terminate with a newline.
|
||||
The coordinates are between zero and width-1 and height-1
|
||||
inclusive. All of the exit coordinates must lie on the borders, and
|
||||
all of the beacons and airports must lie inside of the borders.
|
||||
Line endpoints may be anywhere within the field, so long as
|
||||
the lines are horizontal, vertical or
|
||||
Line endpoints may be anywhere within the field, so long as
|
||||
the lines are horizontal, vertical or
|
||||
.Em exactly
|
||||
diagonal.
|
||||
.Ss "FIELD FILE EXAMPLE"
|
||||
.Bd -literal -unfilled
|
||||
.Bd -literal
|
||||
# This is the default game.
|
||||
|
||||
update = 5;
|
||||
@@ -464,17 +465,17 @@ line: [ ( 1 1 ) ( 6 6 ) ]
|
||||
|
||||
.Ed
|
||||
.Sh FILES
|
||||
Files are kept in a special directory. See the OPTIONS for a way to
|
||||
Files are kept in a special directory. See the OPTIONS for a way to
|
||||
print this path out. It is normally
|
||||
.Pa @atc_dir@.
|
||||
.Pa @atc_dir@ .
|
||||
.Pp
|
||||
This directory contains the file
|
||||
.Pa Game_List,
|
||||
.Pa Game_List ,
|
||||
which holds the list of playable games, as well as the games
|
||||
themselves.
|
||||
.Pp
|
||||
The scores are kept in
|
||||
.Pa @atc_scorefile@.
|
||||
The scores are kept in
|
||||
.Pa @atc_scorefile@ .
|
||||
.Sh AUTHOR
|
||||
Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames
|
||||
.Pp
|
||||
@@ -484,6 +485,6 @@ of a game written for some unknown PC many years ago, maybe.
|
||||
The screen sometimes refreshes after you have quit.
|
||||
.Pp
|
||||
Yet Another Curses Bug was discovered during the development of this game.
|
||||
If your curses library clrtobot.o is version 5.1 or earlier,
|
||||
If your curses library clrtobot.o is version 5.1 or earlier,
|
||||
you will have erase problems with the backspace operator in the input
|
||||
window.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
.\" $NetBSD: boggle.6,v 1.2 1995/03/21 12:14:35 cgd Exp $
|
||||
.\" $NetBSD: boggle.6,v 1.3 2001/04/02 22:46:18 wiz Exp $
|
||||
.\"
|
||||
.\" Copyright (c) 1993
|
||||
.\" The Regents of the University of California. All rights reserved.
|
||||
@@ -36,15 +36,23 @@
|
||||
.\"
|
||||
.\" @(#)boggle.6 8.1 (Berkeley) 6/11/93
|
||||
.\"
|
||||
.TH BOGGLE 6 "June 11, 1993"
|
||||
.UC
|
||||
.SH NAME
|
||||
boggle \- word search game
|
||||
.SH SYNOPSIS
|
||||
boggle [-bd] [-s seed] [-t time] [-w length] [+[+]] [boardspec]
|
||||
.SH DESCRIPTION
|
||||
.Dd April 1, 2001
|
||||
.Dt BOGGLE 6
|
||||
.Os
|
||||
.Sh NAME
|
||||
.Nm boggle
|
||||
.Nd word search game
|
||||
.Sh SYNOPSIS
|
||||
.Nm
|
||||
.Op Fl bd
|
||||
.Op Fl s Ar seed
|
||||
.Op Fl t Ar time
|
||||
.Op Fl w Ar length
|
||||
.Op + Op +
|
||||
.Op boardspec
|
||||
.Sh DESCRIPTION
|
||||
The object of
|
||||
.I boggle
|
||||
.Nm
|
||||
is to find as many words as possible on the Boggle board within the three
|
||||
minute time limit.
|
||||
A Boggle board is a four by four arrangement of Boggle cubes, each side of
|
||||
@@ -55,60 +63,63 @@ The (N+1)th cube in the word must be horizontally,
|
||||
vertically, or diagonally adjacent to the Nth cube.
|
||||
Cubes cannot be reused.
|
||||
Words consist solely of lower case letters and must be at least 3 letters long.
|
||||
.PP
|
||||
.Pp
|
||||
Command line flags can be given to change the rules of the game.
|
||||
The
|
||||
.B +
|
||||
flag allows a cube to be used multiple times, but not in succession.
|
||||
The
|
||||
.B ++
|
||||
flag allows the same cubes to be considered adjacent to itself.
|
||||
.B
|
||||
A seed other than the time of day is specified by
|
||||
.B -s#,
|
||||
where
|
||||
.B #
|
||||
is the seed.
|
||||
The time limit can be changed from the default 3 minutes by using the flag
|
||||
.B -t#,
|
||||
where
|
||||
.B #
|
||||
is the duration (in seconds) of each game.
|
||||
The minimum word length can be changed from 3 letters by specifying
|
||||
.B -w#,
|
||||
where
|
||||
.B #
|
||||
is the minimum number of letters to use.
|
||||
.PP
|
||||
A starting board position can be specified on the command line by
|
||||
listing the board left to right and top to bottom.
|
||||
.PP
|
||||
The
|
||||
.B -b
|
||||
flag puts
|
||||
.I boggle
|
||||
.Bl -tag -width boardspec
|
||||
.It Fl b
|
||||
Run
|
||||
.Nm
|
||||
in batch mode.
|
||||
A
|
||||
.B boardspec
|
||||
.Ar boardspec
|
||||
must also be given.
|
||||
The dictionary is read from stdin and a list of words appearing in
|
||||
.B boardspec
|
||||
.Ar boardspec
|
||||
is printed to stdout.
|
||||
.PP
|
||||
Help is available during play by typing `?'.
|
||||
.It Fl d
|
||||
Enable debugging output.
|
||||
.It Fl s Ar seed
|
||||
Specify a seed
|
||||
.Ar seed
|
||||
other than the time of day.
|
||||
.It Fl t Ar time
|
||||
Set the time limit for each game from the default 3 minutes to
|
||||
.Ar time
|
||||
seconds.
|
||||
.It Fl w Ar length
|
||||
Change the minimum word length from 3 letters to
|
||||
.Ar length .
|
||||
.It Ar +
|
||||
This flag allows a cube to be used multiple times, but not in succession.
|
||||
.It Ar ++
|
||||
This flag allows the same cubes to be considered adjacent to itself.
|
||||
.It Ar boardspec
|
||||
A starting board position can be specified on the command line by
|
||||
listing the board left to right and top to bottom.
|
||||
.El
|
||||
.Pp
|
||||
Help is available during play by typing
|
||||
.Ic "Sq ?" .
|
||||
More detailed information on the game is given there.
|
||||
.SH BUGS
|
||||
.Sh BUGS
|
||||
If there are a great many words in the cube the final display of the words
|
||||
may scroll off of the screen. (On a 25 line screen about 130 words can be
|
||||
displayed.)
|
||||
.sp 2
|
||||
No word can contain a 'q' that is not immediately followed by a 'u'.
|
||||
.sp 2
|
||||
When using the '+' or '++' options the display of words found in the board
|
||||
.Pp
|
||||
No word can contain a
|
||||
.Sq q
|
||||
that is not immediately followed by a
|
||||
.Sq u .
|
||||
.Pp
|
||||
When using the
|
||||
.Ar +
|
||||
or
|
||||
.Ar ++
|
||||
options the display of words found in the board
|
||||
doesn't indicate reused cubes.
|
||||
.SH AUTHOR
|
||||
.Sh AUTHOR
|
||||
Boggle is a trademark of Parker Brothers.
|
||||
.br
|
||||
.Pp
|
||||
Barry Brachman
|
||||
.br
|
||||
Dept. of Computer Science
|
||||
|
||||
6
debian/changelog
vendored
6
debian/changelog
vendored
@@ -1,3 +1,9 @@
|
||||
bsdgames (2.13-5) unstable; urgency=low
|
||||
|
||||
* Fixed man page warnings, Closes: #139414
|
||||
|
||||
-- Joey Hess <joeyh@debian.org> Thu, 21 Mar 2002 22:24:53 -0500
|
||||
|
||||
bsdgames (2.13-4) unstable; urgency=low
|
||||
|
||||
* Corrected hint => hints, Closes: #134120
|
||||
|
||||
Reference in New Issue
Block a user