Update to use new -mandoc macros.

This commit is contained in:
jtc 1993-08-05 01:46:15 +00:00
parent 53d31f05df
commit defa0d9f09
14 changed files with 384 additions and 337 deletions

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@ -33,72 +33,74 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)arithmetic.6 6.6 (Berkeley) 6/23/90
.\" $Id: arithmetic.6,v 1.2 1993/08/01 07:47:43 mycroft Exp $
.\" $Id: arithmetic.6,v 1.3 1993/08/05 01:46:15 jtc Exp $
.\"
.TH ARITHMETIC 6 "June 23, 1990"
.Dd June 23, 1990
.Dt ARITHMETIC 6
.UC 4
.SH NAME
arithmetic \- quiz on simple arithmetic
.SH SYNOPSIS
.B arithmetic
.B [
\-o +\-x/
.B ]
.B [
\-r range
.B ]
.SH DESCRIPTION
.I Arithmetic
.Sh NAME
.Nm arithmetic
.Nd quiz on simple arithmetic
.Sh SYNOPSIS
.Nm arithmetic
.Op Fl o Ar +\-x/
.Op Fl r Ar range
.Sh DESCRIPTION
.Nm Arithmetic
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 typing the interrupt or end-of-file character.
.PP
.Pp
The options are as follows:
.TP
\-o
.Bl -tag -width indent
.It Fl o
By default,
.I arithmetic
.Nm arithmetic
asks questions on addition of numbers from 0 to 10, and corresponding
subtraction.
By supplying one or more of the characters
.BR +\-x/ ,
.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.
.TP
\-r
.It Fl r
If a
.I range
.Ar range
is supplied,
.I arithmetic
.Nm arithmetic
selects the numbers in its problems in the following way.
For addition and multiplication, the numbers to be added or multiplied
are between 0 and
.IR range ,
.Ar range ,
inclusive.
For subtraction and division, both the required result and the number to
divide by or subtract will be between 0 and
.IR range .
.Ar range .
(Of course,
.I arithmetic
.Nm arithmetic
will not ask you to divide by 0.) The default
.I range
is 10.
.PP
.El
.Pp
When you get a problem wrong,
.I arithmetic
.Nm arithmetic
will remember the numbers involved, and will tend to select those numbers
more often than others, in problems of the same sort.
Eventually it will forgive and forget.
.PP
.I Arithmetic
.Pp
.Nm Arithmetic
cannot be persuaded to tell you the right answer.
You must work it out for yourself.
.SH DIAGNOSTICS
``What?'' if you get a question wrong.
``Right!'' if you get it right.
``Please type a number.'' if arithmetic doesn't understand what you typed.
.SH "SEE ALSO"
bc(1), dc(1)
.Sh DIAGNOSTICS
.Dq What?
if you get a question wrong.
.Dq Right!
if you get it right.
.Dq Please type a number.
if arithmetic doesn't understand what you typed.
.Sh SEE ALSO
.Xr bc 1 ,
.Xr dc 1

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@ -30,44 +30,44 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)banner.6 6.4 (Berkeley) 6/23/90
.\" $Id: banner.6,v 1.2 1993/08/01 07:47:32 mycroft Exp $
.\" $Id: banner.6,v 1.3 1993/08/05 01:46:28 jtc Exp $
.\"
.TH BANNER 6 "June 23, 1990"
.UC
.SH NAME
banner \- print large banner on printer
.SH SYNOPSIS
.B /usr/games/banner
[
.BI \-w n
]
message ...
.SH DESCRIPTION
.I Banner
.Dd June 23, 1990
.Dt BANNER 6
.Os
.Sh NAME
.Nm banner
.Nd print large banner on printer
.Sh SYNOPSIS
.Nm banner
.Op Fl w Op Ar n
.Ar message ...
.Sh DESCRIPTION
.Nm Banner
prints a large, high quality banner on the standard output.
If the message is omitted, it prompts for and
reads one line of its standard input. If
.B \-w
.Fl w
is given, the output is scrunched down from a width of 132 to
.I n ,
.Ar n ,
suitable for a narrow terminal. If
.I n
.Ar n
is omitted, it defaults to 80.
.PP
.Pp
The output should be printed on a hard-copy device, up to 132 columns wide,
with no breaks between the pages. The volume is great enough that you
may want
a printer or a fast hardcopy terminal, but if you are patient, a
decwriter or other 300 baud terminal will do.
.SH BUGS
.Sh BUGS
Several ASCII characters are not defined, notably <, >, [, ], \\,
^, _, {, }, |, and ~. Also, the characters ", ', and & are funny
looking (but in a useful way.)
.PP
.Pp
The
.B \-w
.Fl w
option is implemented by skipping some rows and columns.
The smaller it gets, the grainier the output.
Sometimes it runs letters together.
.SH AUTHOR
.Sh AUTHOR
Mark Horton

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@ -30,23 +30,39 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)bcd.6 6.7 (Berkeley) 6/23/90
.\" $Id: bcd.6,v 1.2 1993/08/01 07:47:24 mycroft Exp $
.\" $Id: bcd.6,v 1.3 1993/08/05 01:46:31 jtc Exp $
.\"
.TH "BCD" 6 "June 23, 1990"
.UC 7
.SH NAME
bcd \- format input as punch cards
.Dd June 23, 1990
.Dt BCD 6
.Os
.Sh NAME
.Nm bcd
.Nd format input as punch cards
.br
ppt \- format input as paper tape
.Nm ppt
.Nd format input as paper tape
.br
morse \- format input as morse code
.SH SYNOPSIS
\fBbcd\fP [string ...]
.Nm morse
.Nd format input as morse code
.Sh SYNOPSIS
.Nm bcd
.Op Ar string ...
.br
\fBppt\fP [string ...]
.Nm ppt
.Op Ar string ...
.br
\fBmorse\fP [-s] [string ...]
.SH DESCRIPTION
\fIBcd\fP, \fIppt\fP and \fImorse\fP convert command line arguments, if
provided, or standard input into a form familiar to old-timers. The
\fI-s\fP option for morse produces dots and dashes rather than words.
.Nm morse
.Op Fl s
.Op Ar string ...
.Sh DESCRIPTION
.Nm Bcd ,
.Nm ppt
and
.Nm morse
convert command line arguments, if provided, or standard input into a form
familiar to old-timers.
The
.Fl s
option for
.Nm morse
produces dots and dashes rather than words.

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@ -30,43 +30,41 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)caesar.6 5.3 (Berkeley) 11/11/90
.\" $Id: caesar.6,v 1.2 1993/08/01 07:47:21 mycroft Exp $
.\" $Id: caesar.6,v 1.3 1993/08/05 01:46:33 jtc Exp $
.\"
.TH CAESAR 6 "November 11, 1990"
.UC 7
.SH NAME
caesar \- decrypt caesar cyphers
.SH SYNOPSIS
.B caesar
[
.B rotation
]
.SH DESCRIPTION
.Dd November 11, 1990
.Dt CAESAR 6
.Os
.Sh NAME
.Nm caesar
.Nd decrypt caesar cyphers
.Sh SYNOPSIS
.Nm caesar
.Op Ar rotation
.Sh DESCRIPTION
The
.I caesar
.Nm caesar
utility attempts to decrypt caesar cyphers using English letter frequency
statistics.
.I Caesar
.Nm Caesar
reads from the standard input and writes to the standard output.
.PP
.Pp
The optional numerical argument
.I rotation
.Ar rotation
may be used to specify a specific rotation value.
.PP
.Pp
The frequency (from most common to least) of English letters is as follows:
.sp
.RS
.Bd -filled -offset indent
ETAONRISHDLFCMUGPYWBVKXJQZ
.RE
.PP
.Ed
.Pp
Their frequencies as a percentage are as follows:
.sp
.RS
.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).
.RE
.PP
.Ed
.Pp
Rotated postings to USENET and some of the databases used by the
.IR fortune (6)
.Xr fortune 6
program are rotated by 13 characters.

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@ -33,85 +33,93 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)factor.6 5.3 (Berkeley) 6/23/90
.\" $Id: factor.6,v 1.2 1993/08/01 07:47:05 mycroft Exp $
.\" $Id: factor.6,v 1.3 1993/08/05 01:46:37 jtc Exp $
.\"
.\"
.\" By: Landon Curt Noll chongo@toad.com, ...!{sun,tolsoft}!hoptoad!chongo
.\"
.\" chongo <for a good prime call: 391581 * 2^216193 - 1> /\oo/\
.\"
.TH FACTOR 6 "June 23, 1990"
.UC 7
.SH NAME
factor, primes \- factor a number, generate primes
.SH SYNOPSIS
.B factor
[ number ] ...
.PP
.B primes
[ start [ stop ]]
.SH DESCRIPTION
.Dd June 23, 1990
.Dt FACTOR 6
.Os
.Sh NAME
.Nm factor ,
.Nm primes
.Nd
factor a number, generate primes
.Sh SYNOPSIS
.Nm factor
.Op Ar number ...
.br
.Nm primes
.Op Ar start Op Ar stop
.Sh DESCRIPTION
The
.I factor
.Nm factor
utility will factor integers between -2147483648 and 2147483647 inclusive.
When a number is factored, it is printed, followed by a ``:'',
When a number is factored, it is printed, followed by a
.Dq \: ,
and the list of factors on a single line.
Factors are listed in ascending order, and are preceded by a space.
If a factor divides a value more than once, it will be printed
more than once.
.PP
.Pp
When
.I factor
.Nm factor
is invoked with one or more arguments,
each argument will be factored.
.PP
.Pp
When
.I factor
.Nm factor
is invoked with no arguments,
.I factor
.Nm factor
reads numbers, one per line, from standard input, until end of file or error.
Leading white-space and empty lines are ignored.
Numbers may be preceded by a single - or +.
Numbers are terminated by a non-digit character (such as a newline).
After a number is read, it is factored.
Input lines must not be longer than 255 characters.
.PP
.Pp
The
.I primes
.Nm primes
utility prints primes in ascending order, one per line, starting at or above
.B start
.Ar start
and continuing until, but not including
.B stop.
.Ar stop .
The
.B start
.Ar start
value must be at least 0 and not greater than
.B stop.\&
.Ar stop .
The
.B stop
.Ar stop
value must not be greater than 4294967295.
The default value of
.B stop
.Ar stop
is 4294967295.
.PP
.Pp
When the
.I primes
.Nm primes
utility is invoked with no arguments,
.B start
.Ar start
is read from standard input.
.B Stop
.Ar stop
is taken to be 4294967295.
The
.B start
.Ar start
value may be preceded by a single +.
The
.B start
.Ar start
value is terminated by a non-digit character (such as a newline).
The input line must not be longer than 255 characters.
.SH DIAGNOSTICS
Out of range or invalid input results in `ouch' being
written to standard error.
.SH BUGS
.I Factor
cannot handle the ``10 most wanted'' factor list,
.I primes
.Sh DIAGNOSTICS
Out of range or invalid input results in
.Sq ouch
being written to standard error.
.Sh BUGS
.Nm Factor
cannot handle the
.Dq 10 most wanted
factor list,
.Nm primes
won't get you a world record.

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@ -30,34 +30,37 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)fish.6 6.2 (Berkeley) 1/18/91
.\" $Id: fish.6,v 1.2 1993/08/01 07:47:02 mycroft Exp $
.\" $Id: fish.6,v 1.3 1993/08/05 01:46:41 jtc Exp $
.\"
.TH FISH 6 "January 18, 1991"
.UC 4
.SH NAME
fish \- play ``Go Fish''
.SH SYNOPSIS
.ft B
fish [\-p]
.ft R
.SH DESCRIPTION
.I Fish
.Dd January 18, 1991
.Dt FISH 6
.Os
.Sh NAME
.Nm fish
.Nd play ``Go Fish''
.Sh SYNOPSIS
.Nm fish
.Op Fl p
.Sh DESCRIPTION
.Nm Fish
is the game
.IR "Go Fish" ,
.Dq Go Fish ,
a traditional children's card game.
.PP
.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 ``books'', or all of the members
of a single rank.
For example, collecting four 2's would give the player a ``book of
2's''.
.PP
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 options are as follows:
.TP
\-p
.Bl -tag -width indent
.It Fl p
Professional mode.
.PP
.El
.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.
@ -66,20 +69,21 @@ them up to the asking player.
A player must have at least one of the cards of the rank they request
in their hand.
When a player asks for a rank of which the other player has no
cards, the asker is told to ``Go Fish!''.
cards, the asker is told to
.Dq Go Fish! .
Then, the asker draws a card from the non-dealt cards.
If they draw the card they asked for, they continue their turn, asking
for more ranks from the other player.
Otherwise, the other player gets a turn.
.PP
.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
.Pp
The game ends when either player no longer has any cards in their hand.
The player with the most books wins.
.PP
.I Fish
.Pp
.Nm Fish
provides instructions as to what input it accepts.
.SH BUGS
.Sh BUGS
The computer cheats only rarely.

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@ -30,22 +30,27 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)hangman.6 6.3 (Berkeley) 6/23/90
.\" $Id: hangman.6,v 1.2 1993/08/01 07:46:49 mycroft Exp $
.\" $Id: hangman.6,v 1.3 1993/08/05 01:46:45 jtc Exp $
.\"
.TH HANGMAN 6 "June 23, 1990"
.UC 4
.SH NAME
hangman \- Computer version of the game hangman
.SH SYNOPSIS
.B /usr/games/hangman
.SH DESCRIPTION
.Dd June 23, 1990
.Dt HANGMAN 6
.Os
.Sh NAME
.Nm hangman
.Nd Computer version of the game hangman
.Sh SYNOPSIS
.Nm /usr/games/hangman
.Sh DESCRIPTION
In
.I hangman,
.Nm hangman,
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 FILES
/usr/dict/words On-line word list
.SH AUTHOR
.Sh FILES
.Bl -tag -width /usr/dict/words -compact
.It Pa /usr/dict/words
On-line word list
.El
.Sh AUTHOR
Ken Arnold

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@ -30,24 +30,26 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)number.6 6.4 (Berkeley) 6/23/90
.\" $Id: number.6,v 1.2 1993/08/01 07:46:35 mycroft Exp $
.\" $Id: number.6,v 1.3 1993/08/05 01:46:49 jtc Exp $
.\"
.TH NUMBER 6 "June 23, 1990"
.UC 4
.SH NAME
number \- convert Arabic numerals to English
.SH SYNOPSIS
.B number
[ # ]
.SH DESCRIPTION
.Dd June 23, 1990
.Dt NUMBER 6
.Os
.Sh NAME
.Nm number
.Nd convert Arabic numerals to English
.Sh SYNOPSIS
.Nm number
.Op #
.Sh DESCRIPTION
The
.I number
.Nm number
utility
prints the English equivalent of the specified number to the
standard output.
If no argument is specified,
.I number
.Nm number
reads a number from the standard input.
.SH BUGS
.I Number
.Sh BUGS
.Nm Number
doesn't understand exponents.

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@ -30,17 +30,19 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)pom.6 5.2 (Berkeley) 6/23/90
.\" $Id: pom.6,v 1.2 1993/08/01 07:46:31 mycroft Exp $
.\" $Id: pom.6,v 1.3 1993/08/05 01:46:54 jtc Exp $
.\"
.TH POM 6 "June 23, 1990"
.UC 7
.SH NAME
pom \- display the phase of the moon
.SH SYNOPSIS
.B pom
.SH DESCRIPTION
.Dd June 23, 1990
.Dt POM 6
.Os
.Sh NAME
.Nm pom
.Nd display the phase of the moon
.Sh SYNOPSIS
.Nm pom
.Sh DESCRIPTION
The
.I pom
.Nm pom
utility displays the current phase of the moon.
Useful for selecting software completion target dates and predicting
managerial behavior.

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@ -30,26 +30,30 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)rain.6 6.3 (Berkeley) 6/23/90
.\" $Id: rain.6,v 1.2 1993/08/01 07:46:24 mycroft Exp $
.\" $Id: rain.6,v 1.3 1993/08/05 01:47:01 jtc Exp $
.\"
.TH RAIN 6 "June 23, 1990"
.UC 4
.SH NAME
rain \- animated raindrops display
.SH SYNOPSIS
rain
.SH DESCRIPTION
.PP
.ad b
.IR Rain 's
display is modeled after the VAX/VMS program of the same name.
.Dd June 23, 1990
.Dt RAIN 6
.Os
.Sh NAME
.Nm rain
.Nd animated raindrops display
.Sh SYNOPSIS
.Nm /usr/games/rain
.Sh DESCRIPTION
.Nm Rain 's
display is modeled after the
.Tn VAX/VMS
program of the same name.
The terminal has to be set for 9600 baud to obtain the proper effect.
.PP
.Pp
As with all programs that use
.IR termcap ,
the TERM environment
variable must be set (and exported) to the type of the terminal being used.
.SH FILES
/etc/termcap
.SH AUTHOR
.Tn termcap ,
the
.Ev TERM
environment variable must be set (and exported) to the type of the
terminal being used.
.Sh FILES
.Pa /etc/termcap
.Sh AUTHOR
Eric P. Scott

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@ -30,85 +30,94 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)snake.6 6.4 (Berkeley) 6/23/90
.\" $Id: snake.6,v 1.2 1993/08/01 07:46:09 mycroft Exp $
.\" $Id: snake.6,v 1.3 1993/08/05 01:47:07 jtc Exp $
.\"
.TH SNAKE 6 "June 23, 1990"
.UC 4
.SH NAME
snake, snscore \- display chase game
.SH SYNOPSIS
.B snake
[
.B -w width
] [
.B -l length
]
.Dd June 23, 1990
.Dt SNAKE 6
.Os
.Sh NAME
.Nm snake ,
.Nm snscore
.Nd display chase game
.Sh SYNOPSIS
.Nm snake
.Op Fl w Ar width
.Op Fl l Ar length
.br
.B snscore
.SH DESCRIPTION
Snake is a display-based game which must be played on a CRT terminal.
.Nm snscore
.Sh DESCRIPTION
.Nm Snake
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. The
.B \-l
.Fl l
and
.B \-w
.Fl w
options allow you to specify the length and width of the field.
By default the entire screen (except for the last column) is used.
.PP
.Pp
You are represented on the screen by an I.
The snake is 6 squares long and is represented by S's.
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 vi(1),
the h, j, k, and l keys work, as do the arrow keys.
.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.
Other possibilities include:
.IP sefc
.Bl -tag -width indent
.It Ic sefc
These keys are like hjkl but form a directed pad around the d key.
.IP HJKL
.It Ic HJKL
These keys move you all the way in the indicated direction to the
same row or column as the money. This does
.I not
same row or column as the money. This does
.Em not
let you jump away from the snake, but rather saves you from having
to type a key repeatedly. The snake still gets all his turns.
.IP SEFC
.It Ic SEFC
Likewise for the upper case versions on the left.
.IP ATPB
.It Ic ATPB
These keys move you to the four edges of the screen.
Their position on the keyboard is the mnemonic, e.g.
P is at the far right of the keyboard.
.IP x
.It Ic x
This lets you quit the game at any time.
.IP p
.It Ic p
Points in a direction you might want to go.
.IP w
.It Ic w
Space warp to get out of tight squeezes, at a price.
.PP
.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
.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
.Pp
As in pinball, matching the last digit of your score to the number
which appears after the game is worth a bonus.
.PP
.Pp
To see who wastes time playing snake, run
.I snscore .
.SH FILES
.nf
.ta \w'/usr/games/lib/snakerawscores 'u
/usr/games/lib/snakerawscores database of personal bests
/usr/games/lib/snake.log log of games played
.DT
.fi
.SH BUGS
.PP
.Nm snscore .
.Sh FILES
.Bl -tag -width /usr/games/lib/snakerawscores -compact
.It Pa /usr/games/lib/snakerawscores
database of personal bests
.It Pa /usr/games/lib/snake.log
log of games played
.El
.Sh BUGS
When playing on a small screen,
it's hard to tell when you hit the edge of the screen.
.PP
.Pp
The scoring function takes into account the size of the screen.
A perfect function to do this equitably has not been devised.

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@ -30,38 +30,37 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)worm.6 6.3 (Berkeley) 6/23/90
.\" $Id: worm.6,v 1.2 1993/08/01 07:46:00 mycroft Exp $
.\" $Id: worm.6,v 1.3 1993/08/05 01:47:14 jtc Exp $
.\"
.TH WORM 6 "June 23, 1990"
.UC 4
.SH NAME
worm \- Play the growing worm game
.SH SYNOPSIS
.B worm
[
.I size
]
.SH DESCRIPTION
.PP
.Dd June 23, 1990
.Dt WORM 6
.Os
.Sh NAME
.Nm worm
.Nd Play the growing worm game
.Sh SYNOPSIS
.Nm worm
.Op Ar size
.Sh DESCRIPTION
In
.I worm,
.Nm worm,
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 (as in the game
snake). If you don't press any keys, you continue in the direction you
last moved. The upper case HJKL keys move you as if you had pressed
several (9 for HL and 5 for JK) of the corresponding lower case key
(unless you run into a digit, then it stops).
.PP
.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
.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 left corner of the screen.
.PP
.Pp
The optional argument, if present, is the initial length of the worm.
.SH BUGS
.Sh BUGS
If the initial length of the worm is set to less than one or more
than 75, various strange things happen.

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@ -30,43 +30,39 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)worms.6 6.4 (Berkeley) 6/23/90
.\" $Id: worms.6,v 1.2 1993/08/01 07:45:57 mycroft Exp $
.\" $Id: worms.6,v 1.3 1993/08/05 01:47:21 jtc Exp $
.\"
.UC 7
.TH WORMS 6 "June 23, 1990"
.UC 4
.SH NAME
worms \- animate worms on a display terminal
.SH SYNOPSIS
.B worms
[
.B \-ft
] [
.B \-length
# ] [
.B \-number
# ]
.SH DESCRIPTION
.ad b
.Dd June 23, 1990
.Dt WORMS 6
.Os
.Sh NAME
.Nm worms
.Nd animate worms on a display terminal
.Sh SYNOPSIS
.Nm worms
.Op Fl ft
.Op Fl length Ar #
.Op Fl number Ar #
.Sh DESCRIPTION
Brian Horn (cithep!bdh) showed me a
.I TOPS-20
.Tn TOPS-20
program on the DEC-2136 machine called
.IR WORM ,
.Nm WORM ,
and suggested that I write a similar program that would run under
.IR Unix .
.Ux .
I did, and no apologies.
.PP
.Pp
The options are as follows:
.TP
.I -f
.Bl -tag -width indent
.It Fl f
makes a ``field'' for the worm(s) to eat.
.TP
.I -t
.It Fl t
causes each worm to leave a trail behind it.
.PP
.El
.Pp
You can figure out the rest by yourself.
.SH AUTHOR
.Sh AUTHOR
Eric P. Scott
.SH BUGS
.Sh BUGS
The lower-right-hand character position will not be updated properly
on a terminal that wraps at the right margin.

View File

@ -33,56 +33,58 @@
.\" SUCH DAMAGE.
.\"
.\" from: @(#)wump.6 6.3 (Berkeley) 6/23/90
.\" $Id: wump.6,v 1.2 1993/08/01 07:45:54 mycroft Exp $
.\" $Id: wump.6,v 1.3 1993/08/05 01:47:28 jtc Exp $
.\"
.TH WUMP 6 "June 23, 1990"
.UC 7
.SH NAME
wump \- hunt the wumpus in an underground cave
.SH SYNOPSIS
.ft B
wump [-h] [-a arrows] [-b bats] [-p pits] [-r rooms] [-t tunnels]
.ft R
.SH DESCRIPTION
.Dd June 23, 1990
.Dt WUMP 6
.Os
.Sh NAME
.Nm wump
.Nd hunt the wumpus in an underground cave
.Sh SYNOPSIS
.Nm wump
.Op Fl h
.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
.I wump
.Nm wump
is based on a fantasy game first presented in the pages of
.I "People's Computer Company"
.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
.Pp
The options are as follows:
.TP
.I -a
.Bl -tag -width indent
.It Fl a
Specifies the number of magic arrows the adventurer gets.
The default is five.
.TP
.I -b
.It Fl b
Specifies the number of rooms in the cave which contain bats.
The default is three.
.TP
.I -h
.It Fl h
Play the hard version -- more pits, more bats, and a generally more
dangerous cave.
.TP
.I -n
.It Fl p
Specifies the number of rooms in the cave which contain bottomless pits.
The default is three.
.TP
.I -r
.It Fl r
Specifies the number of rooms in the cave.
The default cave size is twenty-five rooms.
.TP
.I -t
.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.
.PP
.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!
@ -90,19 +92,19 @@ 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
.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
.I two
.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
.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
.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