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[src/trunk]: src/games New sentences begin on new lines.



details:   https://anonhg.NetBSD.org/src/rev/1412cf01df4a
branches:  trunk
changeset: 537076:1412cf01df4a
user:      wiz <wiz%NetBSD.org@localhost>
date:      Thu Sep 26 16:12:39 2002 +0000

description:
New sentences begin on new lines.
Patch from Richard Elz, slightly improved by yours truly.

diffstat:

 games/atc/atc.6               |  189 +++++++++-------
 games/battlestar/battlestar.6 |   29 +-
 games/boggle/boggle/boggle.6  |    6 +-
 games/cribbage/cribbage.6     |   37 +-
 games/gomoku/gomoku.6         |   30 +-
 games/hack/hack.6             |   24 +-
 games/hangman/hangman.6       |    5 +-
 games/hunt/hunt/hunt.6        |   42 +--
 games/larn/larn.6             |   16 +-
 games/mille/mille.6           |   38 ++-
 games/monop/monop.6           |    8 +-
 games/phantasia/phantasia.6   |  251 +++++++++++++---------
 games/pom/pom.6               |    6 +-
 games/rain/rain.6             |    5 +-
 games/robots/robots.6         |    5 +-
 games/rogue/rogue.6           |   17 +-
 games/sail/sail.6             |  456 ++++++++++++++++++++++++-----------------
 games/snake/snake/snake.6     |   14 +-
 games/trek/trek.6             |    5 +-
 games/wargames/wargames.6     |    7 +-
 games/worm/worm.6             |   17 +-
 games/worms/worms.6           |    9 +-
 games/wtf/wtf.6               |    5 +-
 23 files changed, 693 insertions(+), 528 deletions(-)

diffs (truncated from 2589 to 300 lines):

diff -r 498003e854ea -r 1412cf01df4a games/atc/atc.6
--- a/games/atc/atc.6   Thu Sep 26 16:07:03 2002 +0000
+++ b/games/atc/atc.6   Thu Sep 26 16:12:39 2002 +0000
@@ -1,4 +1,4 @@
-.\"    $NetBSD: atc.6,v 1.12 2002/02/08 01:25:12 ross Exp $
+.\"    $NetBSD: atc.6,v 1.13 2002/09/26 16:12:39 wiz Exp $
 .\"
 .\" Copyright (c) 1990, 1993
 .\"    The Regents of the University of California.  All rights reserved.
@@ -76,18 +76,19 @@
 .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.
+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
+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.
+Set the random seed.
+The purpose of this flag is questionable.
 .El
 .Sh GOALS
 Your goal in
@@ -102,15 +103,18 @@
 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
+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
+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.
+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"
@@ -120,10 +124,9 @@
 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
-on the ascii version
-of the game.  The game rules and input format, however,
-should remain consistent.
+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.
 Control-L redraws the screen, should it become muddled.
 .Ss RADAR
 The first screen area is the radar display, showing the relative locations
@@ -131,11 +134,11 @@
 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
+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
+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
@@ -150,13 +153,14 @@
 See ``the delay command'' under the input section of this manual.
 .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
+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.
+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,
@@ -171,35 +175,38 @@
 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:
+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 -unfilled -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 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).
+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 INPUT heading of this manual
-for more details.
+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"
 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.
+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
+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
@@ -209,8 +216,7 @@
 .Em Delayable
 commands.
 .Em "Immediate Only"
-commands happen on the next
-update.
+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
@@ -227,8 +233,10 @@
 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.
+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
@@ -243,14 +251,17 @@
 Descend: relative altitude change.
 .El
 .It m
-Mark: Display in highlighted mode.  Plane and command information
+Mark: Display in highlighted mode.
+Plane and command information
 is displayed normally.
 .It i
-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.
 .It u
 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
 journey.
 .El
@@ -274,7 +285,8 @@
 Left: Turn counterclockwise: 45 degrees by default, or the amount
 specified in \*[Lt]dir\*[Gt] (not
 .Em to
-\*[Lt]dir\*[Gt].) `w' (0 degrees) is no turn. `e' is 45 degrees; `q' gives -45
+\*[Lt]dir\*[Gt].) `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.
@@ -288,8 +300,8 @@
 .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.
+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
@@ -306,30 +318,33 @@
 (a/@)
 command may be appended to any
 .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
 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.
+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
+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.
+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
@@ -337,12 +352,13 @@
 .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.
+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
+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
@@ -375,13 +391,15 @@
 .Sh "NEW GAMES"
 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
-specifies a game not in this file, his score will not be logged.
+file lists the currently available play fields.
+New field description file names must be placed in this file to be playable.
+If a player specifies a game not in this file, his score will not be logged.



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