* 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:
joey
2002-03-22 03:27:49 +00:00
parent 4cc879e098
commit 55dea60900
3 changed files with 146 additions and 128 deletions

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@@ -1,4 +1,4 @@
.\" $NetBSD: atc.6,v 1.6 1999/07/17 19:48:40 hubertf Exp $ .\" $NetBSD: atc.6,v 1.11 2001/06/05 11:14:30 wiz Exp $
.\" .\"
.\" Copyright (c) 1990, 1993 .\" Copyright (c) 1990, 1993
.\" The Regents of the University of California. All rights reserved. .\" The Regents of the University of California. All rights reserved.
@@ -36,11 +36,11 @@
.\" .\"
.\" @(#)atc.6 8.1 (Berkeley) 5/31/93 .\" @(#)atc.6 8.1 (Berkeley) 5/31/93
.\" .\"
.\" Copyright (c) 1986 Ed James. All rights reserved. .\" Copyright (c) 1986 Ed James. All rights reserved.
.\" .\"
.Dd May 31, 1993 .Dd May 31, 1993
.Dt ATC 6 .Dt ATC 6
.Os BSD 4.3 .Os
.Sh NAME .Sh NAME
.Nm atc .Nm atc
.Nd air traffic controller game .Nd air traffic controller game
@@ -50,7 +50,7 @@
.Op Fl gf Ar "game name" .Op Fl gf Ar "game name"
.Op Fl r Ar "random seed" .Op Fl r Ar "random seed"
.Sh DESCRIPTION .Sh DESCRIPTION
.Nm Atc .Nm
lets you try your hand at the nerve wracking duties of the air traffic lets you try your hand at the nerve wracking duties of the air traffic
controller without endangering the lives of millions of controller without endangering the lives of millions of
travelers each year. travelers each year.
@@ -64,7 +64,7 @@ difficulty of the chosen arena.
Print the usage line and exit. Print the usage line and exit.
.It Fl ? .It Fl ?
Same as Same as
.Fl u. .Fl u .
.It Fl l .It Fl l
Print a list of available games and exit. Print a list of available games and exit.
The first game name printed is the default game. The first game name printed is the default game.
@@ -72,55 +72,55 @@ The first game name printed is the default game.
Print the score list (formerly the Top Ten list). Print the score list (formerly the Top Ten list).
.It Fl t .It Fl t
Same as Same as
.Fl s. .Fl s .
.It Fl p .It Fl p
Print the path to the special directory where Print the path to the special directory where
.Nm atc .Nm
expects to find its private files. This is used during the expects to find its private files. This is used during the
installation of the program. installation of the program.
.It Fl g Ar game .It Fl g Ar game
Play the named game. If the game listed is not one of the Play the named game. If the game listed is not one of the
ones printed from the ones printed from the
.Fl l .Fl l
option, the default game is played. option, the default game is played.
.It Fl f Ar game .It Fl f Ar game
Same as Same as
.Fl g. .Fl g .
.It Fl r Ar seed .It Fl r Ar seed
Set the random seed. The purpose of this flag is questionable. Set the random seed. The purpose of this flag is questionable.
.El .El
.Sh GOALS .Sh GOALS
Your goal in Your goal in
.Nm atc .Nm
is to keep the game going as long as possible. is to keep the game going as long as possible.
There is no winning state, except to beat the times of other players. 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 You will need to: launch planes at airports (by instructing them to
increase their altitude); land 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 go to altitude zero when exactly over the airport); and maneuver planes
out of exit points. out of exit points.
.Pp .Pp
Several things will cause the end of the game. Several things will cause the end of the game.
Each plane has a destination (see information area), and Each plane has a destination (see information area), and
sending a plane to the wrong destination is an error. sending a plane to the wrong destination is an error.
Planes can run out of fuel, or can collide. Collision is defined as Planes can run out of fuel, or can collide. Collision is defined as
adjacency in all three dimensions. A plane leaving the arena adjacency in all three dimensions. A plane leaving the arena
in any other way than through its destination exit is an error as well. in any other way than through its destination exit is an error as well.
.Pp .Pp
Scores are sorted in order of the number of planes safe. The other Scores are sorted in order of the number of planes safe. The other
statistics are provided merely for fun. There is no penalty for statistics are provided merely for fun. There is no penalty for
taking longer than another player (except in the case of ties). taking longer than another player (except in the case of ties).
.Pp .Pp
Suspending a game is not permitted. If you get a talk message, tough. Suspending a game is not permitted. If you get a talk message, tough.
When was the last time an Air Traffic Controller got called away to When was the last time an Air Traffic Controller got called away to
the phone? the phone?
.Sh "THE DISPLAY" .Sh "THE DISPLAY"
.Pp .Pp
Depending on the terminal you run Depending on the terminal you run
.Nm atc .Nm
on, the screen will be divided into 4 areas. on, the screen will be divided into 4 areas.
It should be stressed that the terminal driver portion of the It should be stressed that the terminal driver portion of the
game was designed to be reconfigurable, so the display format can vary game was designed to be reconfigurable, so the display format can vary
depending the version you are playing. The descriptions here are based depending the version you are playing. The descriptions here are based
on the ascii version on the ascii version
of the game. The game rules and input format, however, of the game. The game rules and input format, however,
should remain consistent. should remain consistent.
@@ -129,7 +129,7 @@ Control-L redraws the screen, should it become muddled.
The first screen area is the radar display, showing the relative locations The first screen area is the radar display, showing the relative locations
of the planes, airports, standard entry/exit points, radar of the planes, airports, standard entry/exit points, radar
beacons, and ``lines'' which simply serve to aid you in guiding beacons, and ``lines'' which simply serve to aid you in guiding
the planes. the planes.
.Pp .Pp
Planes are shown as a single letter with an altitude. If Planes are shown as a single letter with an altitude. If
the numerical altitude is a single digit, then it represents the numerical altitude is a single digit, then it represents
@@ -139,7 +139,7 @@ planes and the jets. On ascii terminals, prop planes are
represented by a upper case letter, jets by a lower case letter. represented by a upper case letter, jets by a lower case letter.
.Pp .Pp
Airports are shown as a number and some indication of the direction Airports are shown as a number and some indication of the direction
planes must be going to land at the airport. planes must be going to land at the airport.
On ascii terminals, this is one of `^', `>', `<', and `v', to indicate On ascii terminals, this is one of `^', `>', `<', and `v', to indicate
north (0 degrees), east (90), west (270) and south (180), respectively. north (0 degrees), east (90), west (270) and south (180), respectively.
The planes will also The planes will also
@@ -149,17 +149,17 @@ Beacons are represented as circles or asterisks and a number.
Their purpose is to offer a place of easy reference to the plane pilots. Their purpose is to offer a place of easy reference to the plane pilots.
See ``the delay command'' under the input section of this manual. See ``the delay command'' under the input section of this manual.
.Pp .Pp
Entry/exit points are displayed as numbers along the border of the Entry/exit points are displayed as numbers along the border of the
radar screen. Planes will enter the arena from these points without radar screen. Planes will enter the arena from these points without
warning. These points have a direction associated with them, and warning. These points have a direction associated with them, and
planes will always enter the arena from this direction. On the planes will always enter the arena from this direction. On the
ascii version of ascii version of
.Nm atc, .Nm "" ,
this direction is not displayed. It will become apparent this direction is not displayed. It will become apparent
what this direction is as the game progresses. what this direction is as the game progresses.
.Pp .Pp
Incoming planes will always enter at the same altitude: 7000 feet. Incoming planes will always enter at the same altitude: 7000 feet.
For a plane to successfully depart through an entry/exit point, For a plane to successfully depart through an entry/exit point,
it must be flying at 9000 feet. it must be flying at 9000 feet.
It is not necessary for the planes to be flying in any particular It is not necessary for the planes to be flying in any particular
direction when they leave the arena (yet). direction when they leave the arena (yet).
@@ -167,15 +167,15 @@ direction when they leave the arena (yet).
The second area of the display is the information area, which lists 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 the time (number of updates since start), and the number of planes you
have directed safely out of the arena. 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
blank line, and then a list of planes on the ground (at airports). 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, an optional asterisk indicating low fuel, the plane's destination,
and the plane's current command. Changing altitude is not considered and the plane's current command. Changing altitude is not considered
to be a command and is therefore not displayed. The following are to be a command and is therefore not displayed. The following are
some possible information lines: some possible information lines:
.Pp .Pp
.Bd -literal -unfilled -offset indent .Bd -literal -offset indent
B4*A0: Circle @ b1 B4*A0: Circle @ b1
g7 E4: 225 g7 E4: 225
.Ed .Ed
@@ -185,10 +185,10 @@ feet. It is low on fuel (note the `*'). Its destination is
Airport #0. Airport #0.
The next command it expects The next command it expects
to do is circle when it reaches Beacon #1. to do is circle when it reaches Beacon #1.
The second example shows a jet named `g' at 7000 feet, destined for The second example shows a jet named `g' at 7000 feet, destined for
Exit #4. It is just now executing a turn to 225 degrees (South-West). Exit #4. It is just now executing a turn to 225 degrees (South-West).
.Ss "INPUT AREA" .Ss "INPUT AREA"
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 your input is reflected. See the INPUT heading of this manual
for more details. for more details.
.Ss "AUTHOR AREA" .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 A command completion interface is built into
the game. At any time, typing `?' will list possible input characters. the game. At any time, typing `?' will list possible input characters.
Typing a backspace (your erase character) backs up, erasing the last part 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, 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 the command is sent to the appropriate plane. If an error is discovered
during the check, the offending statement will be underscored and a 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 .Pp
The command syntax is broken into two parts: The command syntax is broken into two parts:
.Em "Immediate Only" .Em "Immediate Only"
and and
.Em Delayable .Em Delayable
commands. commands.
.Em "Immediate Only" .Em "Immediate Only"
commands happen on the next commands happen on the next
update. update.
.Em Delayable .Em Delayable
commands also happen on the next update unless they commands also happen on the next update unless they
are followed by an optional predicate called the are followed by an optional predicate called the
.Em Delay .Em Delay
command. command.
.Pp .Pp
In the following tables, the syntax In the following tables, the syntax
.Em [0\-9] .Em [0\-9]
means any single digit, and means any single digit, and
.Em <dir> .Em <dir>
refers to a direction, given by the keys around the `s' key: ``wedcxzaq''. 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' 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' In relative references, `q' refers to -45 degrees or 45 degrees left, and `w'
refers to 0 degrees, or no change in direction. refers to 0 degrees, or no change in direction.
.Pp .Pp
@@ -249,7 +249,7 @@ is displayed normally.
Ignore: Do not display highlighted. Command is displayed as a Ignore: Do not display highlighted. Command is displayed as a
line of dashes if there is no command. line of dashes if there is no command.
.It u .It u
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 the plane will become marked. This is useful if you want
to forget about a plane during part, but not all, of its to forget about a plane during part, but not all, of its
journey. journey.
@@ -272,12 +272,12 @@ Turn to direction: Turn to the absolute compass heading given.
The shortest turn will be taken. The shortest turn will be taken.
.It "tl [ dir ]" .It "tl [ dir ]"
Left: Turn counterclockwise: 45 degrees by default, or the amount Left: Turn counterclockwise: 45 degrees by default, or the amount
specified in <dir> (not specified in <dir> (not
.Em to .Em to
<dir>.) `w' (0 degrees) is no turn. `e' is 45 degrees; `q' gives -45 <dir>.) `w' (0 degrees) is no turn. `e' is 45 degrees; `q' gives -45
degrees counterclockwise, that is, 45 degrees clockwise. degrees counterclockwise, that is, 45 degrees clockwise.
.It "t- [ dir ]" .It "t- [ dir ]"
Same as left. Same as left.
.It "tr [ dir ]" .It "tr [ dir ]"
Right: Turn clockwise, 45 degrees by default, or the amount specified Right: Turn clockwise, 45 degrees by default, or the amount specified
in <dir>. in <dir>.
@@ -289,7 +289,7 @@ Hard left: Turn counterclockwise 90 degrees.
Hard right: Turn clockwise 90 degrees. Hard right: Turn clockwise 90 degrees.
.It "tt [abe*]" .It "tt [abe*]"
Towards: Turn towards a beacon, airport or exit. The turn is Towards: Turn towards a beacon, airport or exit. The turn is
just an estimate. just an estimate.
.It "tta" Em number .It "tta" Em number
Turn towards the given airport. Turn towards the given airport.
.It "ttb" Em number .It "ttb" Em number
@@ -301,11 +301,11 @@ Same as ttb.
.El .El
.El .El
.Ss THE DELAY COMMAND .Ss THE DELAY COMMAND
The The
.Em Delay .Em Delay
(a/@) (a/@)
command may be appended to any command may be appended to any
.Em Delayable .Em Delayable
command. It allows the controller to instruct a plane to do an action command. It allows the controller to instruct a plane to do an action
when the plane reaches a particular beacon (or other objects in future when the plane reaches a particular beacon (or other objects in future
versions). versions).
@@ -316,31 +316,32 @@ beacon. The `b' for ``beacon'' is redundant to allow for expansion.
`@' can be used instead of `a'. `@' can be used instead of `a'.
.El .El
.Ss "MARKING, UNMARKING AND IGNORING" .Ss "MARKING, UNMARKING AND IGNORING"
Planes are Planes are
.Em marked .Em marked
by default when they enter the arena. This means they are displayed 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 in highlighted mode on the radar display. A plane may also be either
.Em unmarked .Em unmarked
or or
.Em ignored. .Em ignored .
An An
.Em unmarked .Em ignored
plane is drawn in unhighlighted mode, and a line of dashes is displayed in 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 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, 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 but the command line will return to a line of dashes when the command
is completed. is completed.
.Pp .Pp
An An
.Em unmarked
plane is treated the same as an
.Em ignored .Em ignored
plane is treated the same as an unmarked plane, except that it will plane, except that it will automatically switch to
automatically switch to
.Em marked .Em marked
status when a delayed command has been processed. This is useful if 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 you want to forget about a plane for a while, but its flight path has
not yet been completely set. not yet been completely set.
.Pp .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 at the beginning of the next update. Do not be surprised if the plane does
not immediately switch to unhighlighted mode. not immediately switch to unhighlighted mode.
.Ss EXAMPLES .Ss EXAMPLES
@@ -360,7 +361,7 @@ Plane X: ignore
.El .El
.Sh "OTHER INFORMATION" .Sh "OTHER INFORMATION"
.Bl -bullet .Bl -bullet
.It .It
Jets move every update; prop planes move every other update. Jets move every update; prop planes move every other update.
.It .It
All planes turn a most 90 degrees per movement. 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). Planes waiting at airports can only be told to take off (climb in altitude).
.El .El
.Sh "NEW GAMES" .Sh "NEW GAMES"
The The
.Pa Game_List .Pa Game_List
file lists the currently available play fields. New field description file lists the currently available play fields. New field description
file names must be placed in this file to be playable. If a player 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 .Pp
.Dl "variable = number;" .Dl "variable = number;"
.Pp .Pp
Variable may be one of: Variable may be one of:
.Li update, .Li update ,
indicating the number of seconds between forced updates; indicating the number of seconds between forced updates;
.Li newplane, .Li newplane ,
indicating (about) the number of updates between new plane entries; indicating (about) the number of updates between new plane entries;
.Li width, .Li width ,
indicating the width of the play field; or indicating the width of the play field; or
.Li height, .Li height ,
indicating the height of the play field. indicating the height of the play field.
.Pp .Pp
The second part of the field description files describes the locations The second part of the field description files describes the locations
@@ -400,13 +401,13 @@ The syntax is as follows:
.Pp .Pp
.Bd -literal -offset indent .Bd -literal -offset indent
.Bl -tag -width airport: -compact .Bl -tag -width airport: -compact
.It beacon: .It beacon :
(x y) ... ; (x y) ... ;
.It airport: .It airport :
(x y direction) ... ; (x y direction) ... ;
.It exit: .It exit :
(x y direction) ... ; (x y direction) ... ;
.It line: .It line :
[ (x1 y1) (x2 y2) ] ... ; [ (x1 y1) (x2 y2) ] ... ;
.El .El
.Ed .Ed
@@ -414,7 +415,7 @@ The syntax is as follows:
For beacons, a simple x, y coordinate pair is used (enclosed in For beacons, a simple x, y coordinate pair is used (enclosed in
parenthesis). Airports and exits require a third value, which is one parenthesis). Airports and exits require a third value, which is one
of the directions of the directions
.Em wedcxzaq. .Em wedcxzaq .
For airports, this is the direction that planes must be going to take 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 off and land, and for exits, this is the direction that planes will going
when they when they
@@ -422,7 +423,7 @@ when they
the arena. This may not seem intuitive, but as there is no restriction on the arena. This may not seem intuitive, but as there is no restriction on
direction of exit, this is appropriate. direction of exit, this is appropriate.
Lines are slightly different, since they need two coordinate pairs to 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. square brackets.
.Pp .Pp
All statements are semi-colon (;) terminated. Multiple item statements 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 The coordinates are between zero and width-1 and height-1
inclusive. All of the exit coordinates must lie on the borders, and inclusive. All of the exit coordinates must lie on the borders, and
all of the beacons and airports must lie inside of the borders. all of the beacons and airports must lie inside of the borders.
Line endpoints may be anywhere within the field, so long as Line endpoints may be anywhere within the field, so long as
the lines are horizontal, vertical or the lines are horizontal, vertical or
.Em exactly .Em exactly
diagonal. diagonal.
.Ss "FIELD FILE EXAMPLE" .Ss "FIELD FILE EXAMPLE"
.Bd -literal -unfilled .Bd -literal
# This is the default game. # This is the default game.
update = 5; update = 5;
@@ -464,17 +465,17 @@ line: [ ( 1 1 ) ( 6 6 ) ]
.Ed .Ed
.Sh FILES .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 print this path out. It is normally
.Pa @atc_dir@. .Pa @atc_dir@ .
.Pp .Pp
This directory contains the file This directory contains the file
.Pa Game_List, .Pa Game_List ,
which holds the list of playable games, as well as the games which holds the list of playable games, as well as the games
themselves. themselves.
.Pp .Pp
The scores are kept in The scores are kept in
.Pa @atc_scorefile@. .Pa @atc_scorefile@ .
.Sh AUTHOR .Sh AUTHOR
Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames
.Pp .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. The screen sometimes refreshes after you have quit.
.Pp .Pp
Yet Another Curses Bug was discovered during the development of this game. 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 you will have erase problems with the backspace operator in the input
window. window.

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@@ -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 .\" Copyright (c) 1993
.\" The Regents of the University of California. All rights reserved. .\" The Regents of the University of California. All rights reserved.
@@ -36,15 +36,23 @@
.\" .\"
.\" @(#)boggle.6 8.1 (Berkeley) 6/11/93 .\" @(#)boggle.6 8.1 (Berkeley) 6/11/93
.\" .\"
.TH BOGGLE 6 "June 11, 1993" .Dd April 1, 2001
.UC .Dt BOGGLE 6
.SH NAME .Os
boggle \- word search game .Sh NAME
.SH SYNOPSIS .Nm boggle
boggle [-bd] [-s seed] [-t time] [-w length] [+[+]] [boardspec] .Nd word search game
.SH DESCRIPTION .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 The object of
.I boggle .Nm
is to find as many words as possible on the Boggle board within the three is to find as many words as possible on the Boggle board within the three
minute time limit. minute time limit.
A Boggle board is a four by four arrangement of Boggle cubes, each side of 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. vertically, or diagonally adjacent to the Nth cube.
Cubes cannot be reused. Cubes cannot be reused.
Words consist solely of lower case letters and must be at least 3 letters long. 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. Command line flags can be given to change the rules of the game.
The .Bl -tag -width boardspec
.B + .It Fl b
flag allows a cube to be used multiple times, but not in succession. Run
The .Nm
.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
in batch mode. in batch mode.
A A
.B boardspec .Ar boardspec
must also be given. must also be given.
The dictionary is read from stdin and a list of words appearing in The dictionary is read from stdin and a list of words appearing in
.B boardspec .Ar boardspec
is printed to stdout. is printed to stdout.
.PP .It Fl d
Help is available during play by typing `?'. 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. 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 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 may scroll off of the screen. (On a 25 line screen about 130 words can be
displayed.) displayed.)
.sp 2 .Pp
No word can contain a 'q' that is not immediately followed by a 'u'. No word can contain a
.sp 2 .Sq q
When using the '+' or '++' options the display of words found in the board 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. doesn't indicate reused cubes.
.SH AUTHOR .Sh AUTHOR
Boggle is a trademark of Parker Brothers. Boggle is a trademark of Parker Brothers.
.br .Pp
Barry Brachman Barry Brachman
.br .br
Dept. of Computer Science Dept. of Computer Science

6
debian/changelog vendored
View File

@@ -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 bsdgames (2.13-4) unstable; urgency=low
* Corrected hint => hints, Closes: #134120 * Corrected hint => hints, Closes: #134120