diff options
author | nemysis <nemysis@FreeBSD.org> | 2014-03-30 04:38:57 +0800 |
---|---|---|
committer | nemysis <nemysis@FreeBSD.org> | 2014-03-30 04:38:57 +0800 |
commit | 896e3c47c7a9897d576962f0fccc4e08d8b9e547 (patch) | |
tree | eafa73ee7f55de10ef0503f27e48041e86a21ab6 /games/xbattle | |
parent | 63d0ede19284f34498a9868a685bbe58a49d5bc5 (diff) | |
download | freebsd-ports-gnome-896e3c47c7a9897d576962f0fccc4e08d8b9e547.tar.gz freebsd-ports-gnome-896e3c47c7a9897d576962f0fccc4e08d8b9e547.tar.zst freebsd-ports-gnome-896e3c47c7a9897d576962f0fccc4e08d8b9e547.zip |
- Bump PORTREVISION for dependency and pkg-plist change
- Change master sites, add icons
- Take maintainership
- Remove DEPRECATED, EXPIRATION_DATE
- Add dependency for x11/xdialog
- Add USE_CSTD=gnu89
- Support STAGEDIR
- Remove tutorial* from DOCS, SH scripts which are used to
learn how to use XBattle
- Add Desktop entry file
- Simplify installation handling
- Fix MAN to install in man6
- Recreate patch with make makepatch, fix MAN to install in man6
- Add patches, use some Debian patches, fix bad C code and video
(Pseudo Color),
- Add files/xbattle-menu.in for Desktop with Xdialog
- Change pkg-descr, add WWW
- Change pkg-plist, remove DOCS
Diffstat (limited to 'games/xbattle')
-rw-r--r-- | games/xbattle/Makefile | 65 | ||||
-rw-r--r-- | games/xbattle/distinfo | 2 | ||||
-rw-r--r-- | games/xbattle/files/patch-Imakefile | 17 | ||||
-rw-r--r-- | games/xbattle/files/patch-aa | 23 | ||||
-rw-r--r-- | games/xbattle/files/patch-command.c | 8 | ||||
-rw-r--r-- | games/xbattle/files/patch-draw.c | 17 | ||||
-rw-r--r-- | games/xbattle/files/patch-edit.c | 8 | ||||
-rw-r--r-- | games/xbattle/files/patch-error.c | 8 | ||||
-rw-r--r-- | games/xbattle/files/patch-init.c | 9 | ||||
-rw-r--r-- | games/xbattle/files/patch-main.c | 9 | ||||
-rw-r--r-- | games/xbattle/files/patch-parse.c | 12 | ||||
-rw-r--r-- | games/xbattle/files/patch-replay.c | 9 | ||||
-rw-r--r-- | games/xbattle/files/patch-shape.c | 8 | ||||
-rw-r--r-- | games/xbattle/files/patch-shape_octagon.c | 11 | ||||
-rw-r--r-- | games/xbattle/files/patch-utils.c | 8 | ||||
-rw-r--r-- | games/xbattle/files/patch-window.c | 77 | ||||
-rw-r--r-- | games/xbattle/files/patch-xbattle.man | 1070 | ||||
-rw-r--r-- | games/xbattle/files/xbattle-menu.in | 63 | ||||
-rw-r--r-- | games/xbattle/pkg-descr | 44 | ||||
-rw-r--r-- | games/xbattle/pkg-plist | 51 |
20 files changed, 1428 insertions, 91 deletions
diff --git a/games/xbattle/Makefile b/games/xbattle/Makefile index d67698776788..47c4eaed9a0a 100644 --- a/games/xbattle/Makefile +++ b/games/xbattle/Makefile @@ -3,44 +3,55 @@ PORTNAME= xbattle PORTVERSION= 5.4.1 -PORTREVISION= 2 +PORTREVISION= 3 CATEGORIES= games -MASTER_SITES= ${MASTER_SITE_GENTOO} -MASTER_SITE_SUBDIR= distfiles +MASTER_SITES= GENTOO/distfiles \ + SF/nemysisfreebsdp/${CATEGORIES}/${PORTNAME}/:icons +DISTFILES= ${PORTNAME}-${DISTVERSION}${EXTRACT_SUFX} \ + ${PORTNAME}_icons${EXTRACT_SUFX}:icons -MAINTAINER= ports@FreeBSD.org +MAINTAINER= nemysis@FreeBSD.org COMMENT= Concurrent multi-player battle strategy game -DEPRECATED= Unmaintained since 2001 -EXPIRATION_DATE= 2014-04-12 +RUN_DEPENDS= xdialog>0:${PORTSDIR}/x11/xdialog + USES= imake USE_XORG= x11 xext -MAN1= xbattle.1 - +USE_CSTD= gnu89 CFLAGS+= -Wno-return-type -NO_STAGE= yes - +PORTDOCS= README OPTIONS_DEFINE= DOCS -.include <bsd.port.options.mk> +INSTALLS_ICONS= yes +ICON_SIZES= 32x32 48x48 64x64 72x72 96x96 128x128 + +SUB_FILES= ${PORTNAME}-menu + +DESKTOP_ENTRIES="XBattle" "" "${PORTNAME}" \ + "${PORTNAME}-menu" "Game;ArcadeGame;" "" post-install: - $(MKDIR) $(PREFIX)/share/xbattle - $(CP) -R $(WRKSRC)/xbos $(PREFIX)/share/xbattle/ - $(CP) -R $(WRKSRC)/xbts $(PREFIX)/share/xbattle/ - $(CP) -R $(WRKSRC)/xbas $(PREFIX)/share/xbattle/ - @${CHMOD} 755 ${PREFIX}/share/xbattle - @${CHMOD} 755 ${PREFIX}/share/xbattle/xbas - @${CHMOD} 644 ${PREFIX}/share/xbattle/xbas/* - @${CHMOD} 755 ${PREFIX}/share/xbattle/xbos - @${CHMOD} 644 ${PREFIX}/share/xbattle/xbos/* - @${CHMOD} 755 ${PREFIX}/share/xbattle/xbts - @${CHMOD} 644 ${PREFIX}/share/xbattle/xbts/* -.if ${PORT_OPTIONS:MDOCS} - @${MKDIR} ${DOCSDIR} - @${INSTALL_DATA} ${WRKSRC}/tutorial* ${DOCSDIR} - @${INSTALL_DATA} ${WRKSRC}/README ${DOCSDIR} -.endif + ${INSTALL_SCRIPT} ${WRKDIR}/${PORTNAME}-menu ${STAGEDIR}${PREFIX}/bin/ +.for d in xbas xbos xbts + @(cd ${WRKSRC} && ${COPYTREE_SHARE} ${d} ${STAGEDIR}${DATADIR}) + @${CHMOD} 755 ${STAGEDIR}${DATADIR}/${d} + @${CHMOD} 644 ${STAGEDIR}${DATADIR}/${d}/* +.endfor + @${CHMOD} 755 ${STAGEDIR}${DATADIR} +.for f in tutorial1 tutorial2 + ${INSTALL_SCRIPT} ${WRKSRC}/${f} ${STAGEDIR}${PREFIX}/bin/${PORTNAME}-${f} +.endfor + +.for s in ${ICON_SIZES} + @${MKDIR} ${STAGEDIR}${PREFIX}/share/icons/hicolor/${s}/apps/ + ${INSTALL_DATA} ${WRKDIR}/${PORTNAME}_${s}.png \ + ${STAGEDIR}${PREFIX}/share/icons/hicolor/${s}/apps/${PORTNAME}.png +.endfor + ${LN} -sf ${PREFIX}/share/icons/hicolor/48x48/apps/${PORTNAME}.png \ + ${STAGEDIR}${PREFIX}/share/pixmaps/ + + @${MKDIR} ${STAGEDIR}${DOCSDIR} + ${INSTALL_DATA} ${PORTDOCS:S|^|${WRKSRC}/|} ${STAGEDIR}${DOCSDIR} .include <bsd.port.mk> diff --git a/games/xbattle/distinfo b/games/xbattle/distinfo index 82a2a367b152..e3a84e7331e5 100644 --- a/games/xbattle/distinfo +++ b/games/xbattle/distinfo @@ -1,2 +1,4 @@ SHA256 (xbattle-5.4.1.tar.gz) = 9de38df361c87d0fdc65e13cf2fa3bb28dc22a8d04cc94f2f08e6cd9457ee180 SIZE (xbattle-5.4.1.tar.gz) = 128982 +SHA256 (xbattle_icons.tar.gz) = f3e8fca5a6eeaebcecec0019894fa2d80402d20a9eabd20c32bb58a1acadbf4f +SIZE (xbattle_icons.tar.gz) = 22326 diff --git a/games/xbattle/files/patch-Imakefile b/games/xbattle/files/patch-Imakefile new file mode 100644 index 000000000000..a2de84f7de1a --- /dev/null +++ b/games/xbattle/files/patch-Imakefile @@ -0,0 +1,17 @@ +--- ./Imakefile.orig 1995-10-17 15:14:37.000000000 +0100 ++++ ./Imakefile 2014-03-29 18:29:01.369960166 +0100 +@@ -6,10 +6,11 @@ + CCOPTIONS = -Wf,-XNl4096 + #endif + #endif ++MANSUFFIX =6 + +- DEFINES = -DDEFAULT_XBO_DIR=\"/export/home/lesher/xbos\" \ +- -DDEFAULT_XBT_DIR=\"/export/home/lesher/xbts\" \ +- -DDEFAULT_XBA_DIR=\"/export/home/lesher/xbas\" ++ DEFINES = -DDEFAULT_XBO_DIR=\"$(PREFIX)/share/xbattle/xbos\" \ ++ -DDEFAULT_XBT_DIR=\"$(PREFIX)/share/xbattle/xbts\" \ ++ -DDEFAULT_XBA_DIR=\"$(PREFIX)/share/xbattle/xbas\" + LOCAL_LIBRARIES = $(XLIB) + SYS_LIBRARIES = -lm + SRCS = command.c \ diff --git a/games/xbattle/files/patch-aa b/games/xbattle/files/patch-aa deleted file mode 100644 index ca814000e918..000000000000 --- a/games/xbattle/files/patch-aa +++ /dev/null @@ -1,23 +0,0 @@ -*** Imakefile.orig Tue Apr 29 16:11:52 1997 ---- Imakefile Tue Apr 29 16:13:28 1997 -*************** -*** 7,15 **** - #endif - #endif - -! DEFINES = -DDEFAULT_XBO_DIR=\"/export/home/lesher/xbos\" \ -! -DDEFAULT_XBT_DIR=\"/export/home/lesher/xbts\" \ -! -DDEFAULT_XBA_DIR=\"/export/home/lesher/xbas\" - LOCAL_LIBRARIES = $(XLIB) - SYS_LIBRARIES = -lm - SRCS = command.c \ ---- 7,15 ---- - #endif - #endif - -! DEFINES = -DDEFAULT_XBO_DIR=\"$(PREFIX)/share/xbattle/xbos\" \ -! -DDEFAULT_XBT_DIR=\"$(PREFIX)/share/xbattle/xbts\" \ -! -DDEFAULT_XBA_DIR=\"$(PREFIX)/share/xbattle/xbas\" - LOCAL_LIBRARIES = $(XLIB) - SYS_LIBRARIES = -lm - SRCS = command.c \ diff --git a/games/xbattle/files/patch-command.c b/games/xbattle/files/patch-command.c new file mode 100644 index 000000000000..24e01aa4e436 --- /dev/null +++ b/games/xbattle/files/patch-command.c @@ -0,0 +1,8 @@ +--- ./command.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./command.c 2014-03-29 18:28:41.989953350 +0100 +@@ -1,4 +1,5 @@ + #include <stdio.h> ++#include <string.h> + + #include "constant.h" + diff --git a/games/xbattle/files/patch-draw.c b/games/xbattle/files/patch-draw.c new file mode 100644 index 000000000000..9943a99b3169 --- /dev/null +++ b/games/xbattle/files/patch-draw.c @@ -0,0 +1,17 @@ +--- ./draw.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./draw.c 2014-03-29 18:28:41.989953350 +0100 +@@ -1,4 +1,5 @@ + #include <stdio.h> ++#include <string.h> + + #include "constant.h" + +@@ -1267,7 +1268,7 @@ + ******************************************************************************/ + + draw_timer (running_time, player) +- unsigned long running_time; ++ unsigned int running_time; + int player; + { + char line[MAX_LINE]; diff --git a/games/xbattle/files/patch-edit.c b/games/xbattle/files/patch-edit.c new file mode 100644 index 000000000000..23cf5930749a --- /dev/null +++ b/games/xbattle/files/patch-edit.c @@ -0,0 +1,8 @@ +--- ./edit.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./edit.c 2014-03-29 18:28:41.989953350 +0100 +@@ -1,4 +1,5 @@ + #include <stdio.h> ++#include <stdlib.h> + + #include "constant.h" + diff --git a/games/xbattle/files/patch-error.c b/games/xbattle/files/patch-error.c new file mode 100644 index 000000000000..0decee5229e5 --- /dev/null +++ b/games/xbattle/files/patch-error.c @@ -0,0 +1,8 @@ +--- ./error.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./error.c 2014-03-29 18:28:41.999944284 +0100 +@@ -1,4 +1,5 @@ + #include <stdio.h> ++#include <stdlib.h> + + #include "constant.h" + diff --git a/games/xbattle/files/patch-init.c b/games/xbattle/files/patch-init.c new file mode 100644 index 000000000000..3f50b47f8c89 --- /dev/null +++ b/games/xbattle/files/patch-init.c @@ -0,0 +1,9 @@ +--- ./init.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./init.c 2014-03-29 18:28:41.999944284 +0100 +@@ -1,5 +1,6 @@ + #include <stdio.h> + #include <math.h> ++#include <stdlib.h> + + #include "constant.h" + diff --git a/games/xbattle/files/patch-main.c b/games/xbattle/files/patch-main.c new file mode 100644 index 000000000000..49e5cfa7efdb --- /dev/null +++ b/games/xbattle/files/patch-main.c @@ -0,0 +1,9 @@ +--- ./main.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./main.c 2014-03-29 18:28:41.999944284 +0100 +@@ -1,4 +1,6 @@ + #include <stdio.h> ++#include <stdlib.h> ++#include <string.h> + + /**** x include files ****/ + #include <X11/Xlib.h> diff --git a/games/xbattle/files/patch-parse.c b/games/xbattle/files/patch-parse.c new file mode 100644 index 000000000000..e2b33a8e7cd1 --- /dev/null +++ b/games/xbattle/files/patch-parse.c @@ -0,0 +1,12 @@ +--- ./parse.c.orig 1995-12-19 23:26:39.000000000 +0100 ++++ ./parse.c 2014-03-29 18:28:41.999944284 +0100 +@@ -1486,8 +1486,7 @@ + *filename; + { + int i; +- char *suffix, +- *strstr(); ++ char *suffix; + FILE *fp; + + strcpy (filename, &option[1]); diff --git a/games/xbattle/files/patch-replay.c b/games/xbattle/files/patch-replay.c new file mode 100644 index 000000000000..ea3605c196a9 --- /dev/null +++ b/games/xbattle/files/patch-replay.c @@ -0,0 +1,9 @@ +--- ./replay.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./replay.c 2014-03-29 18:28:41.999944284 +0100 +@@ -1,4 +1,6 @@ + #include <stdio.h> ++#include <string.h> ++#include <stdlib.h> + + #include "constant.h" + diff --git a/games/xbattle/files/patch-shape.c b/games/xbattle/files/patch-shape.c new file mode 100644 index 000000000000..d477c85ce6fe --- /dev/null +++ b/games/xbattle/files/patch-shape.c @@ -0,0 +1,8 @@ +--- ./shape.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./shape.c 2014-03-29 18:28:41.999944284 +0100 +@@ -1,4 +1,5 @@ + #include <stdio.h> ++#include <stdlib.h> + + #include "constant.h" + diff --git a/games/xbattle/files/patch-shape_octagon.c b/games/xbattle/files/patch-shape_octagon.c new file mode 100644 index 000000000000..0ada0b786413 --- /dev/null +++ b/games/xbattle/files/patch-shape_octagon.c @@ -0,0 +1,11 @@ +--- ./shape_octagon.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./shape_octagon.c 2014-03-29 18:28:42.009953797 +0100 +@@ -91,7 +91,7 @@ + + shape->direction_count = 8; + shape->direction_factor = 24/shape->direction_count; +- shape->angle_offset = 67.5; ++ shape->angle_offset = 67; + shape->use_secondary = FALSE; + + /** Define polygon points **/ diff --git a/games/xbattle/files/patch-utils.c b/games/xbattle/files/patch-utils.c new file mode 100644 index 000000000000..c0ba03f1e110 --- /dev/null +++ b/games/xbattle/files/patch-utils.c @@ -0,0 +1,8 @@ +--- ./utils.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./utils.c 2014-03-29 18:28:42.009953797 +0100 +@@ -1,4 +1,5 @@ + #include <stdio.h> ++#include <string.h> + + #include "constant.h" + diff --git a/games/xbattle/files/patch-window.c b/games/xbattle/files/patch-window.c new file mode 100644 index 000000000000..45778bf04824 --- /dev/null +++ b/games/xbattle/files/patch-window.c @@ -0,0 +1,77 @@ +--- ./window.c.orig 1995-12-19 23:21:51.000000000 +0100 ++++ ./window.c 2014-03-29 18:28:42.009953797 +0100 +@@ -1,4 +1,6 @@ + #include <stdio.h> ++#include <string.h> ++#include <stdlib.h> + + #include "constant.h" + +@@ -708,8 +710,7 @@ + unsigned long valuemask; + XSetWindowAttributes attrib; + XVisualInfo vinfo; +- long event_mask, +- full_depth; ++ long event_mask; + Atom wm_delete_window; + + /** Open display and screen **/ +@@ -742,36 +743,11 @@ + /** Set bitplane depth to default **/ + + xwindow->depth = DefaultDepth (xwindow->display, xwindow->screen); +- full_depth = xwindow->depth; + + /** Get a visual **/ + + visual = DefaultVisual (xwindow->display, xwindow->screen); + +- /** Try to force the display to 8 planes **/ +- +- if (xwindow->depth != 8) +- { +- if (XMatchVisualInfo +- (xwindow->display, xwindow->screen, 8, PseudoColor, &vinfo)) +- { +- visual = vinfo.visual; +- xwindow->depth = 8; +- } +- } +- +- /** If couldn't find an 8 bit visual, try a 16 bit visual **/ +- +- if (xwindow->depth != 8) +- { +- if (XMatchVisualInfo +- (xwindow->display, xwindow->screen, 16, PseudoColor, &vinfo)) +- { +- visual = vinfo.visual; +- xwindow->depth = 16; +- } +- } +- + /** If have less than 8 planes, just use a single plane **/ + + if (xwindow->depth < 8) +@@ -790,19 +766,8 @@ + #else + /** Allocate existing colormap **/ + +- if (full_depth > 8) ++ if (xwindow->depth > 8) + { +- /** XBattle won't work for 24 bit displays with no optional **/ +- /** visuals with 8 or 16 bits. This may be the case on some PCs. **/ +- /** In these cases, it may be possible to reconfigure the display **/ +- /** to 8 or 16 bits. **/ +- +- if (xwindow->depth > 16) +- { +- throw_warning ("No PseudoColor visual available\n%s", +- " Try changing display to <= 16 bits"); +- throw_error ("Unable to continue without colormap", NULL); +- } + + /** If display is 24 bit, have to create a dedicated colormap **/ + diff --git a/games/xbattle/files/patch-xbattle.man b/games/xbattle/files/patch-xbattle.man new file mode 100644 index 000000000000..713dc41741d3 --- /dev/null +++ b/games/xbattle/files/patch-xbattle.man @@ -0,0 +1,1070 @@ +--- ./xbattle.man.orig 1995-12-19 23:58:48.000000000 +0100 ++++ ./xbattle.man 2014-03-29 18:28:42.009953797 +0100 +@@ -2,12 +2,12 @@ + .SH NAME + xbattle \- a multi-user battle strategy game + .SH SYNOPSIS +- xbattle [-<color> <display>...] [-<option> <argument>...] +-.SH ++ xbattle [\-<color> <display>...] [\-<option> <argument>...] ++.SH DESCRIPTION + + Assign a team color and display to each player, and any number of + options with argument where required. <color> can be a monochrome +-tone, -black -white -dark -light, or a color, -red -green -blue ; ++tone, \-black \-white \-dark \-light, or a color, \-red \-green \-blue ; + <display> is the name of the x display for each player. Command line + arguments can be supplied in any order. For a quick introduction, go + straight to the EXAMPLES section below. Also, see the tutorials +@@ -17,96 +17,95 @@ + .SH OPTIONS + .nf + +-...........................................................| + USAGE: xbattle <args> +- -<c1> <str> color to display name <str> +- -<c1>_<c2> <str> colors to display name <str> +- -area troops proportional to area +- -attack allow use of attack key +- -armies <int> number of ordered armies +- -basemap use map scheme, bases visible +- -bases <int> number of ordered bases +- -board <int> size of board (in cells, x=y) +- -boardx <int> width of board (in cells) +- -boardy <int> height of board (in cells) +- -border <int> border around board +- -bound allow drag-bounded vector sets +- -build <int> build cities with <int> segments +- -build_cost <int> cost to build city segment +- -build_limit <int> limit cities each side can build +- -color <spec> set RGB values for color <str> +- -color_inverse <spec> set color <s1> inverse to <s2> +- -decay <int> make troops slowly die off +- -diamond use diamond tiling +- -dig [int] [int] step terrain lowering +- -dig_cost <int> cost of each dig step +- -digin <int> provide entrenchment +- -disrupt attacks break supply lines +- -draw <int> specify a troop drawing method +- -dump <file> dump configuration to <file> +- -edit [file] interactively edit xbattle board +- -erode make unused paths erode +- -erode_thresh <int> threshold for erosion +- -farms <int> troops slowly grow +- -fight <int> intensity of fighting +- -fill [int] [int] step terrain raising +- -fill_cost <int> cost of each fill step +- -forest <int> density of forest +- -forest_color <spec> RGB values for forest level +- -forest_tones <int> number of forest levels +- -grid show grid +- -guns <int> range of artillery +- -guns_cost <int> cost of each artillery shell +- -guns_damage <int> damage done by artillery shell +- -help print argument list +- -hex use hexagonal tiling +- -hidden invisible enemy vectors +- -hills <int> slope of hills +- -hill_color <spec> RGB values for hill level <int> +- -hill_tones <int> number of allowable hill levels +- -horizon [int] can't see enemy past [int] cells +- -load [file] load board from [file] +- -localmap mapping with invisible terrain +- -manage managed control of commands +- -manpos manual positioning of board +- -map use basic map scheme +- -march <int> number of delays between marches +- -maxval <int> maximum cell troop capacity +- -militia <int> randomly distributed troops +- -move <int> speed of troop flow +- -nospigot [int] cease attack if outnumbered +- -octagon use octagonal/square tiling +- -options <file> read xbattle options from <file> +- -opt_file.xbo shorthand -options opt_file.xbo +- -overwrite just use terrain from load file +- -para <int> range of paratroopers +- -para_cost <int> cost of each paratrooper +- -para_damage <int> invading strength of paratrooper +- -peaks <int> number of terrain peaks +- -peak_bias <float> peak distribution bias (0.0-2.0) +- -rbases <int> number of distributed bases +- -rbase_range <int> distance of rbase from enemy +- -repeat repeat of last mouse command +- -replay [file] replay stored game from [file] +- -reserve allow reserve of troops +- -scuttle [int] enable city scuttling +- -scuttle_cost <int> cost of scuttle +- -sea <int> pervasiveness (+ levels) of sea +- -sea_block use block-fills, not hue-fills +- -sea_color <spec> RGB values for sea level <int> +- -sea_tones <int> number of allowable sea levels +- -sea_value <float> darkness of seas for b/w games +- -seed <int> random number generator seed +- -speed <int> speed of updates +- -square <int> side length of cell +- -stipple <spec> set stipple (b/w) pattern +- -store [file] store game for later replay +- -towns <int> density of distributed towns +- -triangle use triangular tiling +- -trough_bias <float> trough setting bias (0.0-2.0) +- -xpos <int> x position of board on display +- -ypos <int> y position of board on display +- -wrap wrapping around edges of board ++ \-<c1> <str> color to display name <str> ++ \-<c1>_<c2> <str> colors to display name <str> ++ \-area troops proportional to area ++ \-attack allow use of attack key ++ \-armies <int> number of ordered armies ++ \-basemap use map scheme, bases visible ++ \-bases <int> number of ordered bases ++ \-board <int> size of board (in cells, x=y) ++ \-boardx <int> width of board (in cells) ++ \-boardy <int> height of board (in cells) ++ \-border <int> border around board ++ \-bound allow drag-bounded vector sets ++ \-build <int> build cities with <int> segments ++ \-build_cost <int> cost to build city segment ++ \-build_limit <int> limit cities each side can build ++ \-color <spec> set RGB values for color <str> ++ \-color_inverse <spec> set color <s1> inverse to <s2> ++ \-decay <int> make troops slowly die off ++ \-diamond use diamond tiling ++ \-dig [int] [int] step terrain lowering ++ \-dig_cost <int> cost of each dig step ++ \-digin <int> provide entrenchment ++ \-disrupt attacks break supply lines ++ \-draw <int> specify a troop drawing method ++ \-dump <file> dump configuration to <file> ++ \-edit [file] interactively edit xbattle board ++ \-erode make unused paths erode ++ \-erode_thresh <int> threshold for erosion ++ \-farms <int> troops slowly grow ++ \-fight <int> intensity of fighting ++ \-fill [int] [int] step terrain raising ++ \-fill_cost <int> cost of each fill step ++ \-forest <int> density of forest ++ \-forest_color <spec> RGB values for forest level ++ \-forest_tones <int> number of forest levels ++ \-grid show grid ++ \-guns <int> range of artillery ++ \-guns_cost <int> cost of each artillery shell ++ \-guns_damage <int> damage done by artillery shell ++ \-help print argument list ++ \-hex use hexagonal tiling ++ \-hidden invisible enemy vectors ++ \-hills <int> slope of hills ++ \-hill_color <spec> RGB values for hill level <int> ++ \-hill_tones <int> number of allowable hill levels ++ \-horizon [int] can't see enemy past [int] cells ++ \-load [file] load board from [file] ++ \-localmap mapping with invisible terrain ++ \-manage managed control of commands ++ \-manpos manual positioning of board ++ \-map use basic map scheme ++ \-march <int> number of delays between marches ++ \-maxval <int> maximum cell troop capacity ++ \-militia <int> randomly distributed troops ++ \-move <int> speed of troop flow ++ \-nospigot [int] cease attack if outnumbered ++ \-octagon use octagonal/square tiling ++ \-options <file> read xbattle options from <file> ++ \-opt_file.xbo shorthand -options opt_file.xbo ++ \-overwrite just use terrain from load file ++ \-para <int> range of paratroopers ++ \-para_cost <int> cost of each paratrooper ++ \-para_damage <int> invading strength of paratrooper ++ \-peaks <int> number of terrain peaks ++ \-peak_bias <float> peak distribution bias (0.0-2.0) ++ \-rbases <int> number of distributed bases ++ \-rbase_range <int> distance of rbase from enemy ++ \-repeat repeat of last mouse command ++ \-replay [file] replay stored game from [file] ++ \-reserve allow reserve of troops ++ \-scuttle [int] enable city scuttling ++ \-scuttle_cost <int> cost of scuttle ++ \-sea <int> pervasiveness (+ levels) of sea ++ \-sea_block use block-fills, not hue-fills ++ \-sea_color <spec> RGB values for sea level <int> ++ \-sea_tones <int> number of allowable sea levels ++ \-sea_value <float> darkness of seas for b/w games ++ \-seed <int> random number generator seed ++ \-speed <int> speed of updates ++ \-square <int> side length of cell ++ \-stipple <spec> set stipple (b/w) pattern ++ \-store [file] store game for later replay ++ \-towns <int> density of distributed towns ++ \-triangle use triangular tiling ++ \-trough_bias <float> trough setting bias (0.0-2.0) ++ \-xpos <int> x position of board on display ++ \-ypos <int> y position of board on display ++ \-wrap wrapping around edges of board + + .fi + .SH RUN-TIME COMMAND SUMMARY +@@ -114,29 +113,29 @@ + .SH COMMANDS IN GAMEBOARD + LFT MOUSE: toggle command vector + MID MOUSE: clear and set new command vector +- RGT MOUSE: repeat previous command (-repeat) +- SHIFT-LFT MOUSE: march (-march) fork move (else) +- SHIFT-MID MOUSE: force march (-march) fork move (else) +- SHIFT-RGT MOUSE: paratroops (-para) +- CTRL-RGT MOUSE: artillery (-guns) ++ RGT MOUSE: repeat previous command (\-repeat) ++ SHIFT-LFT MOUSE: march (\-march) fork move (else) ++ SHIFT-MID MOUSE: force march (\-march) fork move (else) ++ SHIFT-RGT MOUSE: paratroops (\-para) ++ CTRL-RGT MOUSE: artillery (\-guns) + CRTL-'s': pause game + CRTL-'q': resume game + CRTL-'p': save game state to map file +- 'a': attack enemy square (-attack) +- 'b': build base (-build) +- 'B': build full base (-build & -manage) +- 's': scuttle base (-scuttle) +- 'f': fill terrain (-fill) +- 'F': fill full terrain (-fill & -manage) +- 'd': dig terrain (-dig) +- 'D': dig full terrain (-dig & -manage) ++ 'a': attack enemy square (\-attack) ++ 'b': build base (\-build) ++ 'B': build full base (\-build & \-manage) ++ 's': scuttle base (\-scuttle) ++ 'f': fill terrain (\-fill) ++ 'F': fill full terrain (\-fill & \-manage) ++ 'd': dig terrain (\-dig) ++ 'D': dig full terrain (\-dig & \-manage) + 'p': paratroops (-para) +- 'P': paratroops - on (-para & -manage) +- 'g': artillery (-guns) +- 'G': artillery - on (-guns & -manage) ++ 'P': paratroops \- on (\-para & \-manage) ++ 'g': artillery (\-guns) ++ 'G': artillery \- on (\-guns & \-manage) + 'z': cancel all movement +- 'c': cancel managed operation (-manage) +- '0'-'9': reserve (-reserve) ++ 'c': cancel managed operation (\-manage) ++ '0'-'9': reserve (\-reserve) + + .SH COMMANDS IN TEXT AREA + CONTROL-c: quit the game +@@ -169,17 +168,17 @@ + without waiting for turns. + + .SH TEAM SIDES AND PLAYERS +- -<color>, -color, -color_inverse, -stipple ++ \-<color>, \-color, \-color_inverse, \-stipple + + The game is started from one display, and each player must play from a + separate display, players being assigned to a color team by the +-command line option "-<color> <display>". The parameter <color> ++command line option "\-<color> <display>". The parameter <color> + determines the color of the troops of that team, which can be either a + monochrome tone like black, white, dark, light, or a true color like + red, green, blue, although the true colors will appear on a monochrome + monitor as either black or white with an identifying character in each + troop marker which is the first letter of the color name. For +-instance, the team color "-red" would appear on a monochrome monitor ++instance, the team color "\-red" would appear on a monochrome monitor + as black with a letter "R" in the middle of each troop marker. The + legal team color names can be selected from any color defined in the + file /usr/lib/X11/rgb.txt which includes such bizarre entries as +@@ -187,11 +186,11 @@ + "red", "green", "blue" and "black" and "white" etc. Alternatively, + colors can be defined individually in the default file (.xbattle), + an option file (see OPTIONS section below), or in the command +-line itself using the "-color <str> <r> <g> <b>" option. With this ++line itself using the "\-color <str> <r> <g> <b>" option. With this + option, the color is given by <str>, and the red green and blue + components by <r>, <g>, and <b> respectively, in the range (0-255). A + black and white pattern can be assigned to correspond to color name +-<str> via the "-stipple <str> 8 x <hex>" option, where the binary ++<str> via the "\-stipple <str> 8 x <hex>" option, where the binary + breakdown of each of eight hex numbers (in form like "0xa4") specifies + one of the eight rows of the pattern. + +@@ -200,7 +199,7 @@ + bitmap textures on monochrome monitors, allowing monochrome players to + have six distinguishable team colors. A number of people can be + assigned to the same team by repeating the color for different +-displays, for example "-red display1 -red display2", and each member ++displays, for example "\-red display1 \-red display2", and each member + of the team will be able to command any troops of that team. The + <display> argument designates the name of the display on which the + team of that color is playing, so each player must be given a color +@@ -215,7 +214,7 @@ + which means the display from which the program is started. When + playing between color and monochrome displays the colors can be + specified more exactly by concatenating a color name with a monochrome +-name, for example "-red_white" (color first), which would display that ++name, for example "\-red_white" (color first), which would display that + team as red on color monitors and white on monochrome monitors. All + command line flags and arguments for the game can be given in any + order as long as the argument directly follows its flag, and most +@@ -225,7 +224,7 @@ + experienced player (see BIASED GAMES below). + + .SH OPTIONS +- -options ++ \-options + + A large number of command line options are available to define the parameters + of the game. In essence, xbattle is many thousands of games rolled +@@ -237,8 +236,8 @@ + each option (plus argument, where applicable) is placed on a separate + line. So, for example, the game... + +- xbattle -black me -white cnsxk:0.0 -armies 4 -farms 5 +- -attack ++ xbattle \-black me \-white cnsxk:0.0 \-armies 4 -farms 5 ++ \-attack + + could also be played with the command... + +@@ -246,13 +245,13 @@ + + or alternatively with the shorthand version... + +- xbattle -black me -white cnsxk:0.0 -myoptions.xbo ++ xbattle \-black me \-white cnsxk:0.0 \-myoptions.xbo + + where the file myoptions.xbo consists of the lines... + +- -armies 4 +- -farms 5 +- -attack ++ \-armies 4 ++ \-farms 5 ++ \-attack + + If the specified options file cannot be found in the current directory, + xbattle will search the default xbo directory DEFAULT_XBO_DIR, which +@@ -270,35 +269,35 @@ + resolved in favor of the options file. + + .SH TROOPS +- -bases, -rbases, -rbase_range, -armies, -militia ++ \-bases, \-rbases, \-rbase_range, \-armies, \-militia + + Initial troop allocation is controlled by several command options, +-including -bases <n>, -rbases <n>, -armies <n> and -militia <n>. ++including \-bases <n>, \-rbases <n>, \-armies <n> and \-militia <n>. + Armies and militia are troops on the gameboard, whereas bases which + are indicated by circles on the gameboard, provide a steady supply of +-troops. The -bases option allocates <n> bases to each team, +-symmetrically arranged on the game board, whereas -rbases <n> arranges +-them randomly (which works well with the -horizon option). The ++troops. The \-bases option allocates <n> bases to each team, ++symmetrically arranged on the game board, whereas \-rbases <n> arranges ++them randomly (which works well with the \-horizon option). The + minimum distance between enemy bases (in cells) can optionally be set + using the -rbase_range <n> command. Note that large values of <n> may + not allow any valid rbase allocation, in which case xbattle will exit + with an error message. The +--armies option allocates <n> armies (full troop cells) symmetrically ++\-armies option allocates <n> armies (full troop cells) symmetrically + arrayed, whereas -militia <n> scatters militia of random strengths to + random locations, with a probabilistic density of <n>. At least one + of these four options is required to provide initial troops for the + game, and they may be used in arbitrary combinations. + + .SH RESUPPLY +- -towns, -farms, -decay, -erode, -erode_thresh ++ \-towns, \-farms, \-decay, \-erode, \-erode_thresh + +-The bases created by the -bases or -rbases produce a steady supply of ++The bases created by the -bases or \-rbases produce a steady supply of + fresh troops. The bases can be occupied by an opposing team, with the + troops produced by such bases are always the color of the occupying + force. The capture of all bases thus becomes the strategic objective + of the game. This arrangement simulates desert warfare, as long and + tenuous supply lines develop between the base and the battle areas. +-Another form of resupply is provided by the command option "-towns ++Another form of resupply is provided by the command option "\-towns + <n>". This produces a number of smaller unoccupied supply sources + scattered randomly over the game board at a density determined by the + argument <n>, and with random rates of troop production, indicated by +@@ -306,14 +305,14 @@ + a team to begin producing troops. This option simulates yet a larger + scale of operation as the combatants battle to occupy the towns. A + more distributed form of resupply is evoked by the command option +-"-farms <n>" whereby every cell of the game board will produce ++"\-farms <n>" whereby every cell of the game board will produce + troops as soon as it is occupied, at a rate proportional to the + argument <n>, and the strategic objective becomes the occupation of + the largest areas of the gameboard. This option simulates a yet + larger scale of operation and requires complex management of resources + to concentrate the distributed resources and deliver them to the + battle front. In large scale scenarios additional realism may be +-added by using the "-decay <n>" option whereby the troop strength in all ++added by using the "\-decay <n>" option whereby the troop strength in all + troop cells decays constantly in proportion to the value of the + decay argument. This reflects the fact that armies constantly consume + resources even while they are idle, and an army without constant +@@ -323,18 +322,18 @@ + this number includes the troops that make up the supply line, the + fighting power of an army diminishes with the length of the supply + line. The default decay value is zero, i.e. no decay. All the +-resupply options can be used in any combination. The "-erode <n>" ++resupply options can be used in any combination. The "\-erode <n>" + command doesn't affect resuply, per se, but it does effect the movement + vectors through which troops flow by causing them to erode away as + they grow older. All movement vectors in a cell will be unset at a + random time not to be less than <n> update cycles, with probability of +-erosion for each subsequent cycle determined by the "-erode_thresh <m>" ++erosion for each subsequent cycle determined by the "\-erode_thresh <m>" + argument, where <m> is the percentage chance of erosion. + + .SH ENHANCED MOVEMENT COMMANDS +- -repeat, -bound, -attack, -march, -reserve ++ \-repeat, \-bound, \-attack, \-march, \-reserve + +-With the option "-repeat" you can repeat the last command using the ++With the option "\-repeat" you can repeat the last command using the + right mouse. If for example your last command to a cell consisted + of a "move up" command by clicking near the top edge of the cell, + you can now command other cells to also move up by clicking in those +@@ -343,7 +342,7 @@ + right mouse anywhere in that cell, which saves time. This command + is supported in biased games - i.e. it can be set for one team but not + another. Commands can be made to apply to more than one cell with +-the option "-bound". This is achieved by defining a bounding rectangle ++the option "\-bound". This is achieved by defining a bounding rectangle + within which the command is valid. For instance, to command a block + of cells to all move up simultaneously, you place your mouse near + the top edge of a cell (may be unoccupied, or enemy occupied) and +@@ -351,11 +350,11 @@ + to another game cell where you release the button. The start and + end cells of the mouse drag define the opposite corners of a + rectangle within which all the game cells occupied by your troops +-receive the command "go up". The "-attack" option makes quick, ++receive the command "go up". The "\-attack" option makes quick, + multiple front attacks possible. By issuing an "a" command in an + enemy cell, all adjacent friendly troops will automatically alter their + movement vectors so as to attack the enemy cell, and only that cell. +-The "-reserve" option allows a player to define a level of reserves ++The "\-reserve" option allows a player to define a level of reserves + to remain in the cell despite any movement vectors. + For instance a reserve level of 5 would ensure that the + cell will maintain a reserve of 50% capacity, and movement out of +@@ -367,7 +366,7 @@ + for 10% reserves, "2"for 20% reserves, and so forth up to "9" for 90% + reserves. + +-With the option "-march <n>", troops may ++With the option "\-march <n>", troops may + be commanded to march in a particular direction and to continue in + that direction without further commands. March commands are activated + with shift left or shift middle mouse button. For example, if you +@@ -380,7 +379,7 @@ + traveling much faster than manually commanded troops, the march + argument <n> defines the number of game update cycles that the troops + must wait in each new cell before marching on to the next cell, so +-that "-march 1" will result in a fast march, whereas "-march 10" will ++that "\-march 1" will result in a fast march, whereas "\-march 10" will + be slow. The "march command" is indicated on the game board by a + double command vector (looks like an "=" sign) in the appropriate + direction, and the march command is always passed on to the head of +@@ -407,8 +406,8 @@ + that sets them. + + .SH GAME PLAY +- -fight, -speed, -move, -seed, +- -digin, -nospigot, -disrupt, -maxval ++ \-fight, \-speed, \-move, \-seed, ++ \-digin, \-nospigot, \-disrupt, \-maxval + + Whenever troops of different colors occupy the same game cell, a + battle ensues, indicated by concentric markers of the two colors, and +@@ -416,19 +415,19 @@ + incur losses according to a random nonlinear function that + disproportionately favors the more numerous troops. The steepness of + the nonlinearity, i.e. the advantage given to the more numerous side, +-is controlled by the -fight parameter. A small value will produce ++is controlled by the \-fight parameter. A small value will produce + lengthy drawn out battles which favor a defensive strategy, whereas a + large value produces quick decisive battles where the random element + is more significant, favoring an offensive strategy even against + superior odds. In the absence of the -fight option, the default value +-of 5 is used. The -fight parameter is also automatically modulated by +-the game speed parameter (-speed) in order to slow down battles in ++of 5 is used. The \-fight parameter is also automatically modulated by ++the game speed parameter (\-speed) in order to slow down battles in + fast games and vice versa. Since only 1/3 of the troops can enter a +-cell in each update cycle (with the default -move 5), attackers of a ++cell in each update cycle (with the default \-move 5), attackers of a + full cell are always outnumbered initially, unless a coordinated +-attack is launched from three sides simultaneously. The -move ++attack is launched from three sides simultaneously. The \-move + argument thus has a significant influence on the efficacy of an +-attack. The -disrupt option dictates that when a game cell comes ++attack. The \-disrupt option dictates that when a game cell comes + under attack, all its command vectors are immediately canceled, + breaking supply lines which must be repaired by hand after the attack. + In other words, there can be no movement under fire, and even small +@@ -443,7 +442,7 @@ + renew the command vector in order to press home the attack under + opposition. This simulates the tactical situation where a commander + must personally intervene to ensure the maximal effort is applied at +-the most critical points of the battle. The "-seed <n>" option ++the most critical points of the battle. The "\-seed <n>" option + simply sets the seed of the random number generator to <n>, which is + useful for recreating scenarios. By default the random number + generator is seeded with a combination of the system time and process +@@ -453,8 +452,8 @@ + to adjacent cells indicated by the command vectors. The default + fraction is 1/3, so that in each successive cycle, 1/3 of the + remaining troops move out of the cell until it is empty. That +-fraction is adjusted with the -move argument, 1 for less movement, and +-10 for more movement. The option -digin <n> simulates the time ++fraction is adjusted with the \-move argument, 1 for less movement, and ++10 for more movement. The option \-digin <n> simulates the time + and effort + required for troops to dig in and build fortifications. This is + achieved by reducing the rate of flow of troops into a cell as it +@@ -462,10 +461,10 @@ + the men must dig in and settle down to accommodate the last arrivals. + The argument <n> modulates the strength of this effect, from 1 to + 10 for small to large. The maximum number of troops which can occupy +-a single cell is set via -maxval <n>. Note that for octagonal tiling ++a single cell is set via \-maxval <n>. Note that for octagonal tiling + only, the some cells (the square ones) will have different maxvals. + +-The -nospigot [n] option causes troops to automatically cease attacks ++The \-nospigot [n] option causes troops to automatically cease attacks + when they are highly outnumbered, preventing the "spigoting" (perhaps + "siphoning" would be more appropriate) which can empty whole supply lines + into needless slaughter. Neighboring supply lines are shut off whenever +@@ -473,46 +472,46 @@ + to the nospigot command. + + .SH BOARD CONFIGURATION +- -cell, -board, -boardx, -boardy, -border, -manpos, +- -xpos, -ypos, -area, -wrap, -grid ++ \-cell, \-board, \-boardx, \-boardy, \-border, \-manpos, ++ \-xpos, \-ypos, \-area, \-wrap, \-grid + + The dimensions of the game board can be tailored via the +--boardx <n> and -boardy <n> options which set the horizontal and +-vertical board dimensions, in terms of cells. The -board <n> option ++\-boardx <n> and -boardy <n> options which set the horizontal and ++vertical board dimensions, in terms of cells. The \-board <n> option + creates a square board. The dimension of each cell, in pixels, is +-set by the -cell <n> option. The xbattle window border can be set ++set by the \-cell <n> option. The xbattle window border can be set + with -border <n>, while the initial x and y position of the game +-board can be set with -xpos <n> and -ypos <n> respectively. The ++board can be set with \-xpos <n> and \-ypos <n> respectively. The + -manpos option allows each player to position his or her window + interactively (does not work with all window managers). A grid +-indicating the borders of each cell is established via the -grid ++indicating the borders of each cell is established via the \-grid + command (the default), and can be eliminated via the negative +-command -no_grid. Game play wraps around the edged of the board +-if the -wrap option is invoked, although certain tiling schemes ++command \-no_grid. Game play wraps around the edged of the board ++if the \-wrap option is invoked, although certain tiling schemes + require even or odd board dimensions for wrap to work properly + in both the horizontal and vertical directions. Troop markers are + scaled by area (proportional to number), rather than diameter, if +-the -area option is used. ++the \-area option is used. + + .SH TILING METHODS +- -diamond, -square, -hex, -octagon, -triangle ++ \-diamond, \-square, \-hex, \-octagon, \-triangle + + A number of different tiling methods are available in xbattle, each of + which employs cells of a different shape. Square cells in a rectangular +-grid are used for the -square option (the default). Hexagonal cells +-are used with the -hex option. The -diamond option results in a square ++grid are used for the \-square option (the default). Hexagonal cells ++are used with the \-hex option. The \-diamond option results in a square + tiling, tilted by 45 degrees. A tiling consisting of two orientations +-of equilateral triangles is invoked with the -triangle option. The +--octagon option results in a tiling consisting of a combination of ++of equilateral triangles is invoked with the \-triangle option. The ++\-octagon option results in a tiling consisting of a combination of + regular octagons and small squares. Since different cell shapes have + different neighborhoods, troop movement in the different tilings can + have a very different feel, and may take some getting used to. + + .SH DRAWING METHODS +- -draw ++ \-draw + + The method of drawing and erasing troops and terrain is defined via the +--draw <n> option, where the argument indicates one of five distinct techniques, ++\-draw <n> option, where the argument indicates one of five distinct techniques, + of varying speed and flicker. They are: + Method 0: Erase the cell by drawing a circle the color of + the terrain, then redraw the cell contents. This is the method employed +@@ -547,32 +546,32 @@ + before the cell redraw. + + .SH GUNS AND PARATROOPS +- -guns, -guns_damage, -guns_cost, +- -para, -para_damage, -para_cost, +- -manage ++ \-guns, \-guns_damage, \-guns_cost, ++ \-para, \-para_damage, \-para_cost, ++ \-manage + +-The command option -guns <n> enables the key 'g' to be used to control ++The command option \-guns <n> enables the key 'g' to be used to control + artillery, which can be shot from any occupied game cell. The range + and direction of the shot are determined by the position of the cursor + in the game cell relative to the center of the cell --- near center + for short range and near the edge for + long range, as modulated by the argument <n>. Every shell costs a + number of troops from the source cell equal to the argument of +--guns_cost <n> (default: 2), and destroys a number of troops at +-the destination cell equal to the argument of -guns_damage <n> (default: 1). ++\-guns_cost <n> (default: 2), and destroys a number of troops at ++the destination cell equal to the argument of \-guns_damage <n> (default: 1). + The fall of shot is indicated by the brief appearance of a + little dot of the attacker's color. +-With the -horizon option the fall of shot may not be ++With the \-horizon option the fall of shot may not be + visible for long range shots, although invisible enemy troops will be + destroyed where the shell falls. Artillery can damage both friend and + foe, so it must be used with caution. Paratroops are enabled by the +-option -para <n>, and are launched similarly to artillery using the ++option \-para <n>, and are launched similarly to artillery using the + 'p' key. The cost of dropping a number of troops equal to the argument +-of -para_damage <n> (default: 1) at the destination cell is +-equal to the argument of -para_cost <n> (default: 3). ++of \-para_damage <n> (default: 1) at the destination cell is ++equal to the argument of \-para_cost <n> (default: 3). + The drop zone is indicated by the brief appearance of a parachute + symbol. When used with the +--manage option, artillery and paratroops can be deployed continuously ++\-manage option, artillery and paratroops can be deployed continuously + with the 'G' and 'P' keys instead of the 'g' and 'p' keys. This will + initiate a continuous barrage that will only stop when the source + cell is exhausted, but will recommence when it is resupplied. The +@@ -581,23 +580,23 @@ + giving the source cell a movement command. + + .SH TERRAIN +- -hills, -hill_tones, -hill_color, +- -peaks, -peak_bias, -trough_bias, +- -forest, -forest_tones, -forest_color, +- -sea, -sea_block, -sea_tones, -sea_color, -sea_value ++ \-hills, \-hill_tones, \-hill_color, ++ \-peaks, \-peak_bias, \-trough_bias, ++ \-forest, \-forest_tones, \-forest_color, ++ \-sea, \-sea_block, \-sea_tones, \-sea_color, \-sea_value + +-The command option -hills <n> initializes random hills which restrict ++The command option \-hills <n> initializes random hills which restrict + movement when going from low to high elevation, and enhance movement + from high to low, but do not affect movement on the level. The + elevation is indicated by the shade of gray, light for high and dark + for low on monochrome, and brownish for high and greenish for low on + color displays. The argument controls the amount of energy gained and + lost on hills, i.e. the steepness. Hills provide a tactical advantage +-when attacking downhill. With very steep hills (-hills 9) movement ++when attacking downhill. With very steep hills (\-hills 9) movement + from very low to very high elevation (a cliff) is virtually + impossible. The number of discrete elevation levels is set via the +--hill_tones <n> option. On color monitors, the hill hues can be +-tailored via the -hill_color <n> <red> <green> <blue>, where <n> specifies ++\-hill_tones <n> option. On color monitors, the hill hues can be ++tailored via the \-hill_color <n> <red> <green> <blue>, where <n> specifies + the elevation index (from 0 to hill_tones-1) to be changed to the + RGB triplet. The color of unspecified elevation indices are linearly + interpolated based on specified indices. +@@ -611,10 +610,10 @@ + cell, so that troops deployed within a forest but at the boundary + have a tactical advantage over those deployed outside the boundary. + As for hills, the number of distinct forest densities is specified via +-the -forest_tones <n> option, with colors being specified by +-the -forest_color <n> <red> <green> <blue> option. ++the \-forest_tones <n> option, with colors being specified by ++the \-forest_color <n> <red> <green> <blue> option. + +-The command option -sea <n> generates randomly distributed bodies of ++The command option \-sea <n> generates randomly distributed bodies of + water, whose prevalence is determined by the argument <n>. Such + bodies of water cannot be crossed by infantry. A small value creates + scattered ponds and lakes, which influences the tactical deployment of +@@ -623,17 +622,17 @@ + taken by paratroops. On monochrome monitors water appears dark + mottled grey, and on color monitors it appears as various shades of blue. + Like hills, seas have elevation (depths), the number of which is controlled +-via the -sea_tones <n> option, with colors determined by the +--sea_color <n> <red> <green> <blue> option. Besides looking nice, sea +-depths are useful when playing with the -dig and -fill options (see the ++via the \-sea_tones <n> option, with colors determined by the ++\-sea_color <n> <red> <green> <blue> option. Besides looking nice, sea ++depths are useful when playing with the \-dig and \-fill options (see the + TERRAIN MODIFICATIONS section). On monochrome monitors, the option +--sea_value <float> determines the blackness of the shallowest sea, expressed ++\-sea_value <float> determines the blackness of the shallowest sea, expressed + as a fraction. For backwards compatibility, sea depths can also be indicated +-by the size of the sea marker if the -sea_block option is invoked. ++by the size of the sea marker if the \-sea_block option is invoked. + + Hills (and forest and seas) are created by a complex terrain generation + algorithm which bases elevations (or densities, in the case of forests) +-on a number of fixed points, as specified by the -peaks <n> option. ++on a number of fixed points, as specified by the \-peaks <n> option. + Based on these <n> points with randomly determined position and elevation, + the elevation of the rest of the game cells is determined via a + non-linear interpolation process. The -peak_bias <float> option determines +@@ -641,32 +640,32 @@ + yields generally low-elevation terrain, with spire-like mountains, while + 2.0 yields generally high-elevation terrain, with deep ravines. The + default value of 1.0 results in pleasantly contoured terrain. Similarly, +-the -trough_bias <float> option controls the distribution of sea depths. ++the \-trough_bias <float> option controls the distribution of sea depths. + + .SH TERRAIN MODIFICATION +- -dig, -dig_cost, +- -fill, -fill_cost, +- -build, -build_cost, -build_limit, +- -scuttle, -scuttle_cost, +- -manage ++ \-dig, \-dig_cost, ++ \-fill, \-fill_cost, ++ \-build, \-build_cost, \-build_limit, ++ \-scuttle, \-scuttle_cost, ++ \-manage + +-The command options -dig [n] and -fill [n] allow run time modification of the ++The command options \-dig [n] and \-fill [n] allow run time modification of the + terrain by digging hills and seas down to lower elevation or filling them up to + higher elevation. This allows the construction and breaching of + defensive fortifications. The cost of these operations (in troops) +-is determined by the -dig_cost <n> and -fill_cost <n> options. ++is determined by the \-dig_cost <n> and \-fill_cost <n> options. + The operations are accomplished by positioning the mouse on the friendly + cell and striking the "d" key (for dig) or the "f" key (for fill). With the +--sea option, -dig <n> and -fill <n> can be supplied with an +-argument which specifies the number of sea depths (see also -sea_tones). ++\-sea option, \-dig <n> and \-fill <n> can be supplied with an ++argument which specifies the number of sea depths (see also \-sea_tones). + Since it is impossible to occupy a sea cell to fill it, filling seas + is accomplished by setting the command vector as if to move into the sea, + and then pressing "f". Likewise for digging a sea deeper. For all other + fill and dig operations the troop cell may not have any command vectors set. + +-The -build <n> and -scuttle [n] options allow the building and ++The \-build <n> and \-scuttle [n] options allow the building and + destruction of bases (or towns). The costs of these operations (in +-troops) are determined by -build_cost <n> and -scuttle_cost <n>. ++troops) are determined by \-build_cost <n> and \-scuttle_cost <n>. + When the mouse is positioned on a friendly + cell and the "b" key is pressed, the troops are exchanged for a 1/<n> + fraction of a base, displayed as an arc segment. Thus <n> building +@@ -679,15 +678,15 @@ + of troops expended, where a scuttle unit is defined by the argument of the + scuttle option (default: 5). Usually, + several keystrokes are required to complete the destruction. When +-used in conjunction with the -build option, instead of reducing the ++used in conjunction with the \-build option, instead of reducing the + size of the base, each scuttle operation removes a section (arc +-segment) of the base, at a troop cost indicated by the -scuttle_cost ++segment) of the base, at a troop cost indicated by the \-scuttle_cost + <n> option. A base will not produce troops if even a + single segment is missing, although of course it is less expensive to + repair (with "b" build) a base with fewer segments missing. + +-As with -guns and -para, the -dig, -fill, and -build options (but not +-the -scuttle option) can be "managed" with the -manage option, which ++As with -guns and \-para, the \-dig, \-fill, and \-build options (but not ++the \-scuttle option) can be "managed" with the \-manage option, which + allows a player to issue a single command to initiate a sequence of + repeated dig, fill, or build operations using the keys 'D', 'F', + and 'B' respectively. The managed operation will continue until the +@@ -697,50 +696,50 @@ + key, or by issuing a movement command to the cell. + + .SH VISIBILITY +- -horizon, -hidden, -map, -basemap, -localmap ++ \-horizon, \-hidden, \-map, \-basemap, \-localmap + +-The command option -horizon [n] restricts the view of enemy troop ++The command option \-horizon [n] restricts the view of enemy troop + deployment to within <n> cells of any friendly troops. Horizon can + be called with no argument, in which case the default <n> = 2 is used. + Intelligence of more remote regions can be gathered by use of +-paratroops. The command option -hidden (no arguments) makes the ++paratroops. The command option \-hidden (no arguments) makes the + command vectors of the enemy invisible at any range. The command +-option -map is similar to -horizon except that it restricts your view ++option \-map is similar to -horizon except that it restricts your view + of geographical objects as well as enemy troops, although it will + "remember" any terrain that you have seen once, as if you had mapped +-that information. The -basemap option maps bases and towns as it does ++that information. The \-basemap option maps bases and towns as it does + the terrain --- once you see them, they're remembered. +-The option -localmap maps only the local area around your troops, ++The option \-localmap maps only the local area around your troops, + and features disappear as you move away again. + + .SH STORE AND REPLAY +- -store, -replay ++ \-store, \-replay + +-The -store <file> option allows you to store enough information ++The \-store <file> option allows you to store enough information + about the visual progress of the game to reconstruct it later with +--replay <file> option. When -replay is used, all other command options +-are ignored except the -<color> <display> options, which can be used to ++\-replay <file> option. When \-replay is used, all other command options ++are ignored except the \-<color> <display> options, which can be used to + send the replay to other displays. When doing so, only the <display> portion + of the option is used, the <color> is ignored. So, if you play a game + with many command line parameters and several displays with the +-argument -store <file>, after the game you can repeat the same command +-line but just change -store to -replay, and the game will be replayed ++argument \-store <file>, after the game you can repeat the same command ++line but just change \-store to \-replay, and the game will be replayed + on the displays of all the original combatants. When xbattle is +-called with the -replay option alone, the default display will be ++called with the \-replay option alone, the default display will be + "me". If store or replay are called without a file name, the default + name "xbattle.xba" will be used. In the replay, the view restrictions +-of the -horizon option are deactivated, i.e. all enemy troops are ++of the \-horizon option are deactivated, i.e. all enemy troops are + visible. The replay action can be paused or resumed by typing any + key, and can be interrupted with either control-c or control-q. + + .SH GAME STATE SAVING, LOADING, AND EDITING +- -load, -dump, -overwrite, -edit ++ \-load, \-dump, \-overwrite, \-edit + + The game state can be saved at any point during the game with the + control-p key. This creates a file called "xbattle.xbt", or the name +-given with the argument -dump <filename>, which represents the state ++given with the argument \-dump <filename>, which represents the state + of the game board at the time of saving. Future games can be started +-from the saved game state with the command option "-load <file>" where ++from the saved game state with the command option "\-load <file>" where + <file> is optional if the file name is "xbattle.xbt". + If the specified load file cannot be found in the current directory, + xbattle will search the default xbt directory DEFAULT_XBT_DIR, which +@@ -748,22 +747,22 @@ + Note that most + game parameters ARE NOT STORED. Only terrain features (forest, hills, + seas, towns etc.) and troop deployment. This means that if you were +-playing with -farms, -decay, and -guns then you will have to type them ++playing with \-farms, \-decay, and \-guns then you will have to type them + in if you want them for the new game. The terrain and boardsize of + the saved map file will override all terrain and boardsize arguments + when loaded. Troop and town/base producing options (such as -militia, +--towns, and -rbases) will add new features on top of the loaded game +-state. If the -overwrite option is issued, only the terrain and ++\-towns, and \-rbases) will add new features on top of the loaded game ++state. If the \-overwrite option is issued, only the terrain and + cities from the loaded game will be used --- no troops will appear. + This is useful for repeating games with interesting terrains with + different troop configurations. + +-Game boards can be created or modified with the -edit +-function, which is called with the command option "-edit <file>" where ++Game boards can be created or modified with the \-edit ++function, which is called with the command option "\-edit <file>" where + <file> is optional if the file name is "xbattle.xbt". With this + option, no game is played, but instead, the mouse and key commands + control the features of the map to be edited. To edit an existing +-file, use "-edit <file>" and type "l" when the editor comes up. This ++file, use "\-edit <file>" and type "l" when the editor comes up. This + will load the file named in the edit argument. To save that file, + type "d" and the file will be saved to the same file name. No + provision is made for saving to a different file name. When using the +@@ -771,7 +770,7 @@ + color of players to be used, and the sea, forest or hills options if + they will be required. For example, to create a map called + "mymap.xbt" with three color teams and seas, could use the command +-"xbattle -edit mymap.xbt -sea 7 -white me -black you -dark you". Note ++"xbattle \-edit mymap.xbt -sea 7 \-white me \-black you \-dark you". Note + the use of the special display "you", which is a dummy display name + used as a place holder for the black and dark colors. The interactive + commands are as follows: +@@ -797,9 +796,9 @@ + l: load board with name <filename> + q: quit + +-With the -edit option, the -overwrite option has a slightly different ++With the \-edit option, the \-overwrite option has a slightly different + function. Rather than suppress the display of troops, as it does when +-combined with -load option, the -overwrite option causes default terrain ++combined with \-load option, the \-overwrite option causes default terrain + to be generated for editing. Note that boards created with during + the edit process are stored in reduced format, whereas boards saved + during game play are stored in standard format, which includes more +@@ -816,7 +815,7 @@ + middle mouse clears existing vectors and sets a new vector (An + alternative command system is available, see COMPILATION OPTIONS + below). The right mouse is used to repeat the last used command (with +--repeat option). The keyboard is interpreted differently depending on ++\-repeat option). The keyboard is interpreted differently depending on + whether the mouse is positioned on the gameboard or on the text area + below. On the gameboard, the the keys control-s and control-q pause + and resume the game respectively. The 'z' key cancels all command +@@ -825,8 +824,8 @@ + file (see Saving Game State commands below). There are also a variety + of keyboard commands available with different options, to control + special functions on the gameboard. These keystrokes are described in +-detail with the description of the appropriate options (see -guns, +--para, -build, -scuttle, -fill, -dig, -reserve). In the text area ++detail with the description of the appropriate options (see \-guns, ++\-para, \-build, \-scuttle, \-fill, \-dig, \-reserve). In the text area + below the keyboard, the keys control-c and control-q both exit the + player from the game, although the game continues among the remaining + players until they also quit, and the key control-w also exits the +@@ -843,29 +842,29 @@ + + The game can be biased to favor a less experienced player, or for any + other reason, in the following way. In the normal syntax, the command +-line argument "-<color>" is immediately followed by the "<display>" +-argument, for example "-black me". It is possible to define command ++line argument "\-<color>" is immediately followed by the "<display>" ++argument, for example "\-black me". It is possible to define command + line options that are specific to only one display with the syntax +-"-<color> { <options> } <display>" where <options> refers to a list of ++"\-<color> { <options> } <display>" where <options> refers to a list of + command line options as before, but is included in a set of braces + between the team color and the display (note the spaces on either side + of the braces). For example, + +- xbattle -black { -fight 10 } me -white { -fight 5 } cnsxk ++ xbattle \-black { \-fight 10 } me \-white { \-fight 5 } cnsxk + + where black (on display "me") has the advantage of greater firepower + than white (on display "cnsxk"). Not all options can be biased, + specifically options that control the global behavior of the game, such +-as -speed, -hex, and -board. Note also that if you are using player ++as \-speed, \-hex, and \-board. Note also that if you are using player + specific and global options, the global options MUST be listed first, + otherwise they will overwrite the play specific options. For example, + +- xbattle -black { -fight 10 } me -white cnsxk -fight 5 ++ xbattle \-black { \-fight 10 } me \-white cnsxk \-fight 5 + + will result in a fight 5 for both players. In order to achieve the + desired result, the command line must be... + +- xbattle -fight 5 -black { -fight 10 } me -white cnsxk ++ xbattle \-fight 5 \-black { \-fight 10 } me \-white cnsxk + + where the local option overwrites only the black team's fight value. + +@@ -883,7 +882,7 @@ + "cnsxk:0.0". The troops will be rapidly exhausted in this small + skirmish. + +- xbattle -black me -white cnsxk:0.0 -armies 4 ++ xbattle \-black me \-white cnsxk:0.0 \-armies 4 + + The next example adds bases, which will produce a much prolonged + conflict involving long supply lines between the front and the bases, +@@ -892,7 +891,7 @@ + example black is playing on the display cnsxk:0.0, and white is on the + system console. Note that the extension ":0.0" can be omitted. + +- xbattle -black cnsxk -white unix -armies 4 -bases 2 ++ xbattle \-black cnsxk \-white unix \-armies 4 \-bases 2 + + The next example is a game with militia scattered around initially, + that have to race to occupy the towns and link up with their +@@ -901,8 +900,8 @@ + this example black is playing on cnsxk:0.0 while white is playing on + the system console of the remote machine thalamus.bu.edu. + +- xbattle -black cnsxk -white thalamus.bu.edu -towns 2 +- -militia 2 -hills 7 ++ xbattle \-black cnsxk \-white thalamus.bu.edu \-towns 2 ++ \-militia 2 \-hills 7 + + Here is a favorite around B.U. where the land is broken up by many + bodies of water creating isolated islands, and view of the enemy is +@@ -913,28 +912,28 @@ + In this example the color display will show cyan and red teams, while + the monochrome monitor will show white and black teams respectively. + The decay option prevents huge armies from building up at the end of +-the game, and the -store option is used to store this game to the file ++the game, and the \-store option is used to store this game to the file + "xbattle.xba". + +- xbattle -cyan_white thalamus:0.0 -red_black cnsxk +- -rbases 5 -sea 8 -guns 4 -para 4 -horizon 2 +- -decay 3 -store xbattle.xba ++ xbattle \-cyan_white thalamus:0.0 \-red_black cnsxk ++ \-rbases 5 \-sea 8 \-guns 4 \-para 4 \-horizon 2 ++ \-decay 3 \-store xbattle.xba + + Now, the previous stored game is replayed to the original displays by +-repeating the original command line except that -store is changed to +--replay. This is convenient if you have command line editing ++repeating the original command line except that \-store is changed to ++\-replay. This is convenient if you have command line editing + facilities. + +- xbattle -cyan_white thalamus:0.0 -red_black cnsxk +- -rbases 5 -sea 8 -guns 4 -para 4 -horizon +- -replay xbattle.xba ++ xbattle \-cyan_white thalamus:0.0 \-red_black cnsxk ++ \-rbases 5 \-sea 8 \-guns 4 \-para 4 \-horizon ++ \-replay xbattle.xba + +-With -replay, all arguments are actually ignored except the displays, ++With \-replay, all arguments are actually ignored except the displays, + so you could achieve exactly the same result with the simpler command + +- xbattle -black thalamus:0.0 -black cnsxk -replay ++ xbattle \-black thalamus:0.0 \-black cnsxk \-replay + +-where the -black argument flags the subsequent argument as a ++where the \-black argument flags the subsequent argument as a + displayname, but is otherwise ignored, i.e. any color name would + suffice. The filename for -replay is omitted, so that the default + file name "xbattle.xba" is used. +@@ -943,13 +942,13 @@ + to set up a game including, decay, seas, farms, militia, and many + other options. + +- xbattle -black me -white thalamus -options xbos/tribal.xbo ++ xbattle \-black me \-white thalamus \-options xbos/tribal.xbo + + Options files can also be read in individually for the two players, as + in the following example... + +- xbattle -options game.xbo -black me +- -white { -options xbos/weak.xbo } thalamus ++ xbattle \-options game.xbo \-black me ++ \-white { -options xbos/weak.xbo } thalamus + + This results in a biased game where both black and white receive the + options defined in game.xbo, and white receives some specific +@@ -991,7 +990,7 @@ + positioned cluster of big towns. Eliminate all enemy troops from your + rear, and advance outwards, preferably from a corner, with a well + supplied front. Travel in convoy for speed and efficiency in safe +-regions, especially if you are playing with -decay, but fan out near ++regions, especially if you are playing with \-decay, but fan out near + the enemy to provide alternate routes to a broad front (click on the + corner to open two command vectors simultaneously). Avoid head-on + assaults on the enemy, but rather dig in and wait for him to attack +@@ -1004,7 +1003,7 @@ + reserves. If however you are fighting a delaying action, or + retreating under fire then you should attack strong enemy cells with + your weak ones on a broad front to conserve resources. This is +-particularly effective with the -disrupt option. Always try to attack ++particularly effective with the \-disrupt option. Always try to attack + a cell from two or more sides, and build up sufficient strength + before launching an attack on a strong cell. Always consider the + "manufacturing capacity" of the enemy, i.e. the number and size of +@@ -1016,7 +1015,7 @@ + connections, going in loops or in both directions, or by establishing + dead-end branches along the supply line to accumulate local reserves. + You should always have a few strong reserves near your base when +-playing with -horizon or -para, to ensure against surprise attacks. ++playing with \-horizon or \-para, to ensure against surprise attacks. + When playing with horizon and paratroops use the paratroops to gather + intelligence from beyond the + horizon. When playing with paratroops or artillery, you can create a diff --git a/games/xbattle/files/xbattle-menu.in b/games/xbattle/files/xbattle-menu.in new file mode 100644 index 000000000000..cf21473013d1 --- /dev/null +++ b/games/xbattle/files/xbattle-menu.in @@ -0,0 +1,63 @@ +#!/bin/sh + +# /usr/local/share/doc/xdialog/samples/radiolist + +DIALOG=Xdialog + +size="0x0" + +$DIALOG --backtitle "This is the \"XBattle\"" \ + --title "RADIOLIST BOX" \ + -geometry X0xY0+X0+Y0 \ + --no-tags \ + --radiolist "Which XBattle configuration wish you to use?" 0 0 0 \ + "Default" "Default" off \ + "Atlas" "Atlas, standard atlas terrain/color scheme" off \ + "Demo" "Demo, demo which includes ALL options" off \ + "Desert" "Desert, mountainous desert terrain/color scheme" off \ + "Io" "Io-like terrain/color scheme" off \ + "Skirmish" "Skirmish, intrigue, espionage, plotting" off \ + "Space" "Space-like terrain/color scheme" off \ + "Tribal" "Tribal, mad scramble, every man for himself" ON \ + "Tropical" "Tropical islands terrain/color scheme" off \ + "Tropical2" "Tropical2 islands terrain/color scheme" off \ + "Tundra" "Tundra-like terrain/color scheme" off \ + 2>/tmp/checklist.tmp.$$ + +retval=$? +choice=`cat /tmp/checklist.tmp.$$` +rm -f /tmp/checklist.tmp.$$ + +case $retval in + 0) + echo "'$choice' chosen.";; + 1) + echo "Cancel pressed.";; + 255) + echo "Box closed.";; +esac + +if [ "$choice" = "Default" ]; then + xbattle -black me -board 5 -cell 64 -manpos -armies 1 +elif [ "$choice" = "Atlas" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/atlas.xbo +elif [ "$choice" = "Demo" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/demo.xbo +elif [ "$choice" = "Desert" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/desert.xbo +elif [ "$choice" = "Io" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/io.xbo +elif [ "$choice" = "Skirmish" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/skirmish.xbo +elif [ "$choice" = "Space" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/space.xbo +elif [ "$choice" = "Tribal" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/tribal.xbo +elif [ "$choice" = "Tropical" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/tropical.xbo +elif [ "$choice" = "Tropical2" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/tropical2.xbo +elif [ "$choice" = "Tundra" ]; then + xbattle -black me -white :0 -options %%DATADIR%%/xbos/tundra.xbo +fi + diff --git a/games/xbattle/pkg-descr b/games/xbattle/pkg-descr index b0113f23dff2..9aad7eee53f5 100644 --- a/games/xbattle/pkg-descr +++ b/games/xbattle/pkg-descr @@ -1,19 +1,25 @@ - This is xbattle by Greg Lesher, based on the original by Steve Lehar -released in 1991, and including enhancements, modifications, and bug fixes by -contributers from all over the world. - It is a concurrent multi-player game which combines elements of strategy -with arcade-like action to capture a wide range of military scenarios. The game -is based on X Windows. Opponents play from separate displays, with commands -being executed concurrently--the players do not take "turns", but rather they -all issue their commands simultaneously. There can be any number of players, -with each player assigned to a specific team, indicated by marker colors. The -game board is a matrix of cells (square, hexes, etc.) that can be occupied by -colored troops, with the goal of the game being to eliminate the enemy from the -board by attacking cells occupied by enemy troops. A wide variety of command -line options (and previously configured game files) provide an abundance of -different scenarios and gaming environments. - If you have never used xbattle before, read the introduction on the -xbattle Web site. To get the feel of the game, you can run the "tutorial1" and -"tutorial2" scripts supplied with the game. These start a series of small -example games that you can play around with to learn the various options -available with the game. +This is XBattle by Greg Lesher, based on the original by teve Lehar released +in 1991, and including certain enhancements, modifications, and bug fixes +suggested by a number of contributers from all over the world. + +XBattle is a concurrent multi-player game which combines elements of strategy +with arcade-like action to capture a wide range of military scenarios. +The game is based on X Windows, which you must have installed to run xbattle. +Opponents play from separate displays, with commands being executed concurrently +-- the players do not take "turns", but rather they all issue their commands +simultaneously. There can be any number of players, with each player assigned +to a specific team, indicated by marker colors. The game board is a matrix +of cells (square, hexes, etc.) that can be occupied by colored troops, +with the goal of the game being to eliminate the enemy from the board by +attacking cells occupied by enemy troops. A wide variety of command line options +(and previously configured game files) provide an abundance of different +scenarios and gaming environments. + +If you have never used xbattle before, read the introduction on the xbattle Web +site. To get the feel of the game, you can run the "tutorial1" and "tutorial2" +scripts supplied with the game. These start a series of small example games that +you can play around with to learn the various options available with the game. + +Wikipedia Xbattle + +WWW: https://web.archive.org/web/20011128105604/http://cns-web.bu.edu/pub/xpip/html/xbattle.html diff --git a/games/xbattle/pkg-plist b/games/xbattle/pkg-plist index 75d9fd3e6c7c..47ded3729929 100644 --- a/games/xbattle/pkg-plist +++ b/games/xbattle/pkg-plist @@ -1,23 +1,30 @@ bin/xbattle -share/xbattle/xbas/simple.xba -share/xbattle/xbos/atlas.xbo -share/xbattle/xbos/default.xbo -share/xbattle/xbos/demo.xbo -share/xbattle/xbos/desert.xbo -share/xbattle/xbos/io.xbo -share/xbattle/xbos/skirmish.xbo -share/xbattle/xbos/space.xbo -share/xbattle/xbos/tribal.xbo -share/xbattle/xbos/tropical.xbo -share/xbattle/xbos/tropical2.xbo -share/xbattle/xbos/tundra.xbo -share/xbattle/xbts/castle.xbt -share/xbattle/xbts/natural.xbt -%%PORTDOCS%%share/doc/xbattle/README -%%PORTDOCS%%share/doc/xbattle/tutorial1 -%%PORTDOCS%%share/doc/xbattle/tutorial2 -%%PORTDOCS%%@dirrm share/doc/xbattle -@dirrm share/xbattle/xbas -@dirrm share/xbattle/xbos -@dirrm share/xbattle/xbts -@dirrm share/xbattle +bin/xbattle-menu +bin/xbattle-tutorial1 +bin/xbattle-tutorial2 +man/man6/xbattle.6.gz +share/icons/hicolor/128x128/apps/xbattle.png +share/icons/hicolor/32x32/apps/xbattle.png +share/icons/hicolor/48x48/apps/xbattle.png +share/icons/hicolor/64x64/apps/xbattle.png +share/icons/hicolor/72x72/apps/xbattle.png +share/icons/hicolor/96x96/apps/xbattle.png +share/pixmaps/xbattle.png +%%DATADIR%%/xbas/simple.xba +%%DATADIR%%/xbos/atlas.xbo +%%DATADIR%%/xbos/default.xbo +%%DATADIR%%/xbos/demo.xbo +%%DATADIR%%/xbos/desert.xbo +%%DATADIR%%/xbos/io.xbo +%%DATADIR%%/xbos/skirmish.xbo +%%DATADIR%%/xbos/space.xbo +%%DATADIR%%/xbos/tribal.xbo +%%DATADIR%%/xbos/tropical.xbo +%%DATADIR%%/xbos/tropical2.xbo +%%DATADIR%%/xbos/tundra.xbo +%%DATADIR%%/xbts/castle.xbt +%%DATADIR%%/xbts/natural.xbt +@dirrm %%DATADIR%%/xbts +@dirrm %%DATADIR%%/xbos +@dirrm %%DATADIR%%/xbas +@dirrm %%DATADIR%% |