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diff --git a/games/xbattle/files/patch-xbattle.man b/games/xbattle/files/patch-xbattle.man deleted file mode 100644 index 713dc41741d3..000000000000 --- a/games/xbattle/files/patch-xbattle.man +++ /dev/null @@ -1,1070 +0,0 @@ ---- ./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 |