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Date:      Sat, 29 Mar 2014 20:38:57 +0000 (UTC)
From:      Rusmir Dusko <nemysis@FreeBSD.org>
To:        ports-committers@freebsd.org, svn-ports-all@freebsd.org, svn-ports-head@freebsd.org
Subject:   svn commit: r349590 - in head/games/xbattle: . files
Message-ID:  <201403292038.s2TKcvKT071276@svn.freebsd.org>

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Author: nemysis
Date: Sat Mar 29 20:38:57 2014
New Revision: 349590
URL: http://svnweb.freebsd.org/changeset/ports/349590
QAT: https://qat.redports.org/buildarchive/r349590/

Log:
  - 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

Added:
  head/games/xbattle/files/patch-Imakefile   (contents, props changed)
  head/games/xbattle/files/patch-command.c   (contents, props changed)
  head/games/xbattle/files/patch-draw.c   (contents, props changed)
  head/games/xbattle/files/patch-edit.c   (contents, props changed)
  head/games/xbattle/files/patch-error.c   (contents, props changed)
  head/games/xbattle/files/patch-init.c   (contents, props changed)
  head/games/xbattle/files/patch-main.c   (contents, props changed)
  head/games/xbattle/files/patch-parse.c   (contents, props changed)
  head/games/xbattle/files/patch-replay.c   (contents, props changed)
  head/games/xbattle/files/patch-shape.c   (contents, props changed)
  head/games/xbattle/files/patch-shape_octagon.c   (contents, props changed)
  head/games/xbattle/files/patch-utils.c   (contents, props changed)
  head/games/xbattle/files/patch-window.c   (contents, props changed)
  head/games/xbattle/files/patch-xbattle.man   (contents, props changed)
  head/games/xbattle/files/xbattle-menu.in   (contents, props changed)
Deleted:
  head/games/xbattle/files/patch-aa
Modified:
  head/games/xbattle/Makefile
  head/games/xbattle/distinfo
  head/games/xbattle/pkg-descr
  head/games/xbattle/pkg-plist

Modified: head/games/xbattle/Makefile
==============================================================================
--- head/games/xbattle/Makefile	Sat Mar 29 20:35:48 2014	(r349589)
+++ head/games/xbattle/Makefile	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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>

Modified: head/games/xbattle/distinfo
==============================================================================
--- head/games/xbattle/distinfo	Sat Mar 29 20:35:48 2014	(r349589)
+++ head/games/xbattle/distinfo	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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

Added: head/games/xbattle/files/patch-Imakefile
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-Imakefile	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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		\

Added: head/games/xbattle/files/patch-command.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-command.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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"
+   

Added: head/games/xbattle/files/patch-draw.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-draw.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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];

Added: head/games/xbattle/files/patch-edit.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-edit.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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"
+   

Added: head/games/xbattle/files/patch-error.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-error.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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"
+   

Added: head/games/xbattle/files/patch-init.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-init.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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"
+   

Added: head/games/xbattle/files/patch-main.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-main.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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>

Added: head/games/xbattle/files/patch-parse.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-parse.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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]);

Added: head/games/xbattle/files/patch-replay.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-replay.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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"
+   

Added: head/games/xbattle/files/patch-shape.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-shape.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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"
+   

Added: head/games/xbattle/files/patch-shape_octagon.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-shape_octagon.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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 **/

Added: head/games/xbattle/files/patch-utils.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-utils.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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"
+   

Added: head/games/xbattle/files/patch-window.c
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-window.c	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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 **/
+ 

Added: head/games/xbattle/files/patch-xbattle.man
==============================================================================
--- /dev/null	00:00:00 1970	(empty, because file is newly added)
+++ head/games/xbattle/files/patch-xbattle.man	Sat Mar 29 20:38:57 2014	(r349590)
@@ -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

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