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[src/trunk]: src/games Whitespace and/or punctuation fixes.



details:   https://anonhg.NetBSD.org/src/rev/962efe520119
branches:  trunk
changeset: 507901:962efe520119
user:      wiz <wiz%NetBSD.org@localhost>
date:      Mon Apr 02 22:42:37 2001 +0000

description:
Whitespace and/or punctuation fixes.

diffstat:

 games/arithmetic/arithmetic.6 |    4 +-
 games/atc/atc.6               |  132 +++++++++++++++++++++---------------------
 games/battlestar/battlestar.6 |    6 +-
 games/cribbage/cribbage.6     |   16 ++--
 games/factor/factor.6         |   10 +-
 games/fish/fish.6             |   12 +-
 games/hack/hack.6             |   16 ++--
 games/monop/monop.6           |   16 ++--
 games/pom/pom.6               |    6 +-
 games/rain/rain.6             |    8 +-
 games/robots/robots.6         |    6 +-
 games/sail/sail.6             |   64 ++++++++++----------
 games/tetris/tetris.6         |    4 +-
 games/trek/trek.6             |   14 ++--
 games/worms/worms.6           |    4 +-
 games/wtf/wtf.6               |    6 +-
 16 files changed, 162 insertions(+), 162 deletions(-)

diffs (truncated from 1152 to 300 lines):

diff -r 888ed2c97c03 -r 962efe520119 games/arithmetic/arithmetic.6
--- a/games/arithmetic/arithmetic.6     Mon Apr 02 22:41:43 2001 +0000
+++ b/games/arithmetic/arithmetic.6     Mon Apr 02 22:42:37 2001 +0000
@@ -1,4 +1,4 @@
-.\"    $NetBSD: arithmetic.6,v 1.7 1999/03/22 18:49:10 garbled Exp $
+.\"    $NetBSD: arithmetic.6,v 1.8 2001/04/02 22:42:37 wiz Exp $
 .\"
 .\" Copyright (c) 1989, 1993
 .\"    The Regents of the University of California.  All rights reserved.
@@ -54,7 +54,7 @@
 You can quit at any time by typing the interrupt or end-of-file character.
 .Pp
 The options are as follows:
-.Bl -tag -width indent 
+.Bl -tag -width indent
 .It Fl o
 By default,
 .Nm
diff -r 888ed2c97c03 -r 962efe520119 games/atc/atc.6
--- a/games/atc/atc.6   Mon Apr 02 22:41:43 2001 +0000
+++ b/games/atc/atc.6   Mon Apr 02 22:42:37 2001 +0000
@@ -1,4 +1,4 @@
-.\"    $NetBSD: atc.6,v 1.9 2000/11/07 05:51:54 lukem Exp $
+.\"    $NetBSD: atc.6,v 1.10 2001/04/02 22:42:37 wiz Exp $
 .\"
 .\" Copyright (c) 1990, 1993
 .\"    The Regents of the University of California.  All rights reserved.
@@ -36,7 +36,7 @@
 .\"
 .\"    @(#)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
 .Dt ATC 6
@@ -64,7 +64,7 @@
 Print the usage line and exit.
 .It Fl ?
 Same as
-.Fl u.
+.Fl u .
 .It Fl l
 Print a list of available games and exit.
 The first game name printed is the default game.
@@ -72,55 +72,55 @@
 Print the score list (formerly the Top Ten list).
 .It Fl t
 Same as
-.Fl s.
+.Fl s .
 .It Fl p
-Print the path to the special directory where 
+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 
+ones printed from the
 .Fl l
 option, the default game is played.
 .It Fl f Ar game
 Same as
-.Fl g.
+.Fl g .
 .It Fl r Ar seed
 Set the random seed.  The purpose of this flag is questionable.
 .El
 .Sh GOALS
-Your goal in 
+Your goal in
 .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.
 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.  
+out of exit points.
 .Pp
 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.
 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 
+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? 
+the phone?
 .Sh "THE DISPLAY"
 .Pp
-Depending on the terminal you run 
+Depending on the terminal you run
 .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
 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
 of the game.  The game rules and input format, however,
 should remain consistent.
@@ -129,7 +129,7 @@
 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. 
+the planes.
 .Pp
 Planes are shown as a single letter with an altitude.  If
 the numerical altitude is a single digit, then it represents
@@ -139,7 +139,7 @@
 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.  
+planes must be going to land at the airport.
 On ascii terminals, this is one of `^', `>', `<', and `v', to indicate
 north (0 degrees), east (90), west (270) and south (180), respectively.
 The planes will also
@@ -149,9 +149,9 @@
 Their purpose is to offer a place of easy reference to the plane pilots.
 See ``the delay command'' under the input section of this manual.
 .Pp
-Entry/exit points are displayed as numbers along the border of the 
+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 
+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 "" ,
@@ -159,7 +159,7 @@
 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, 
+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).
@@ -167,12 +167,12 @@
 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 
+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, 
+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 
+to be a command and is therefore not displayed.  The following are
 some possible information lines:
 .Pp
 .Bd -literal -unfilled -offset indent
@@ -185,10 +185,10 @@
 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 
+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 
+The third area of the display is the input area.  It is here that
 your input is reflected.  See the INPUT heading of this manual
 for more details.
 .Ss "AUTHOR AREA"
@@ -197,7 +197,7 @@
 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 @@
 .Pp
 The command syntax is broken into two parts:
 .Em "Immediate Only"
-and 
+and
 .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 @@
 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, 
+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 @@
 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
 degrees counterclockwise, that is, 45 degrees clockwise.
 .It "t- [ dir ]"
-Same as left. 
+Same as left.
 .It "tr [ dir ]"
 Right: Turn clockwise, 45 degrees by default, or the amount specified
 in <dir>.
@@ -289,7 +289,7 @@
 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 @@
 .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).
@@ -316,20 +316,20 @@
 `@' 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 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
@@ -341,7 +341,7 @@
 you want to forget about a plane for a while, but its flight path has
 not yet been completely set.
 .Pp



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