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authorNiels Horn <niels.horn@gmail.com>2010-09-12 01:42:00 -0500
committerRobby Workman <rworkman@slackbuilds.org>2010-09-12 23:08:53 -0500
commit250dd5450676fc9263c21e6e2144b01b09f4f585 (patch)
tree76e4bc0ad6501eb962b16d26b20f907372248f03 /games/xspacewarp/XSpacewarp
parent076d539a097d737ff2641722b3560fbe0e791472 (diff)
games/xspacewarp: include manpage and Xdefaults file
Thanks to Luis Henrique. Signed-off-by: Robby Workman <rworkman@slackbuilds.org>
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+! app-defaults for xspacewarp 1.2 (12/22/95)
+
+! whether to use mouse pointer inside xspacewarp window
+*nomouse: true
+
+! number rows of 9x15 blocks in a sector of the universe
+*rows: 26
+
+! number columns of 9x15 blocks in a sector of the universe
+*columns: 79
+
+! The following resources refer to the number of bases, jovians,
+! stars and blackholes in the universe. "min" values correspond
+! to the lowest skill level of the game and "max" values
+! correspond to the highest skill level. Values for the other
+! skill levels are interpolated linearly between the "min" value
+! and the "max" value. Populations are chosen randomly in the
+! range: (average) +/- (variation).
+
+! Limits for the average population and the variation in
+! population for bases. The actual average and variation used
+! is interpolated linearly from these limits as a function of
+! the skill level.
+
+*minAverageBasePop: 18
+*maxAverageBasePop: 18
+*minVariationBasePop: 3
+*maxVariationBasePop: 3
+
+! Limits for the average population and the variation in
+! population for jovians.
+
+*minAverageJovianPop: 10
+*maxAverageJovianPop: 73
+*minVariationJovianPop: 3
+*maxVariationJovianPop: 3
+
+! Limits for the average population and the variation in
+! population for stars.
+
+*minAverageStarPop: 75
+*maxAverageStarPop: 75
+*minVariationStarPop: 5
+*maxVariationStarPop: 5
+
+! Limits for the average population and the variation in
+! population for blackholes.
+
+*minAverageBlackholePop: 5
+*maxAverageBlackholePop: 5
+*minVariationBlackholePop: 4
+*maxVariationBlackholePop: 4
+
+! color for text and graphical borders
+*foreground: white
+
+! background color for everything
+*background: black
+
+! visual representation of the endever (icon must have exactly 3 characters)
+*endeverColor: white
+*endeverIcon: >-0
+
+! visual representation of the jovians (icon must have exactly 3 characters)
+*jovianColor: white
+*jovianIcon: <*>
+
+! visual representation of the bases (icon must have exactly 3 characters)
+*baseColor: white
+*baseIcon: +0+
+
+! visual representation of the stars (icon must have exactly 1 character)
+*starColor: white
+*starIcon: .
+
+! visual representation of the blackholes (icon must have exactly 1 character)
+*blackholeColor: black
+*blackholeIcon: \040
+
+! faser color
+*faserColor: white
+
+! torpedo color
+*torpedoColor: white
+
+! Fasers are drawn as dashed lines. The dash list describes the
+! dash pattern of the line. A list such as "3 2 4" (elements of
+! the list are separated by \040, the octal code for a space
+! character) will make a dash pattern that has the first 3
+! pixels of the line lit, the next 2 pixels dark and the next 4
+! pixels lit. This pattern is repeated through the dashed
+! line. The dash offset is the pixel in the dash list at which
+! to begin the pattern. Eg, offset=3 in the example above would
+! mean starting the dashed line with 2 lit pixels followed by 4
+! unlit pixels and then 3 lit pixels, etc.
+*faserDashList: 4\0404
+*faserDashOffset: 0
+
+! Thickness of faser in pixels
+*faserWidth: 9
+
+! millisec time determines speed of ion thrusters
+*endeverThrustSpeed: 100
+
+! millisec interval for ship (base, jovian, endever) re-energizing
+*shipEnergizeSpeed: 3000
+
+! millisec interval between jovian actions
+*jovianActionSpeed: 100
+
+! millisec interval for faser movement
+*faserSpeed: 15
+
+! millisec interval for torpedo movement
+*torpedoSpeed: 30
+
+! dimensions of torpedo (in pixels)
+*torpedoLength: 6
+*torpedoWidth: 9
+
+! millisec interval for rate of explosion growth
+*explosionSpeed: 20
+
+*explosionColor: white
+
+! radius to use for most ship explosions
+*explosionRadiusSmall: 35
+
+! radius to use for endever self-destruct explosion
+*explosionRadiusBig: 200
+
+! endever self-destruct code
+*selfDestructCode: 123
+
+! endever default faser/torpedo angle (radians). type float.
+*defaultFiringAngle: 0.0
+
+! starting number of torpedoes for endever
+*maxTorpedoes: 10
+
+*maxJoviansPerSector: 3
+*maxStarsPerSector: 5
+
+! probability a sector is masked (percent)
+*maskProbability: 5
+
+! When the Endever leaps into a new sector, it gets placed at a
+! random location inside that sector. The euclidean distance
+! (in pixels) from this location to the jovians inside the
+! sector is at least this value.
+
+*minJovianDistance: 150
+
+! min percent energy needed for endever fasers to work
+*endeverMinFaserEnergy: 10
+
+! min percent energy for endever warpdrive to work
+*endeverMinWarpEnergy: 20
+
+! min percent energy for endever ion thrusters to work
+*endeverMinThrustEnergy: 10
+
+! min percent energy needed for jovian fasers to work
+*jovianMinFaserEnergy: 10
+
+! min percent energy for jovian warpdrive to work
+*jovianMinWarpEnergy: 20
+
+! min percent energy for ion thrusters to work
+*jovianMinThrustEnergy: 10
+
+
+! Now some "artificial intelligence" parameters for controlling
+! jovian behavior.
+
+! If the percent energy levels (ie, percent of maximum energy)
+! of the thrusters, warpdrive, fasers and shields of a jovian
+! drop to levels less than the respective "retreat" energies
+! given below, then the jovian will exit the battle scene with
+! probability (given as a percent)
+! jovianRetreatProbability. jovianRetreatSpeed (type float) is
+! the average rate (movements/sec) at which the jovian retreats
+! toward the sector edge. Thus if jovianRetreatSpeed is 1.4,
+! then a fleeing jovian will make a movement toward the edge of
+! the sector, on average, once every 1.4 seconds. And if the
+! jovian happens to already be on the edge of the sector, then
+! the jovian will leap to a different sector (if its warpdrive
+! energy is adequate) after a pause of 1.4 seconds on average.
+
+*jovianThrustRetreatEnergy: 30
+*jovianWarpRetreatEnergy: 40
+*jovianFaserRetreatEnergy: 30
+*jovianShieldRetreatEnergy: 40
+*jovianRetreatProbability: 50
+*jovianRetreatSpeed: 1.0
+
+
+! If the endever or a base being raided is in the same sector as
+! a jovian, then the jovian moves or shoots (on average) every
+! jovianMaxFightFrequency seconds in the highest skill level of
+! the game and every jovianMinFightFrequency seconds in lowest
+! skill level. Fight frequencies for the other skill levels are
+! interpolated linearly between jovianMinFightFrequency and
+! jovianMaxFightFrequency. These resources are type "float".
+
+*jovianMaxFightFrequency: 1.5
+*jovianMinFightFrequency: 3.5
+
+! When a sector contains a base and a jovian, but not the
+! endever, then there is a possibility of an attack or "raid" on
+! the base. These resources are the average time in seconds
+! before some jovian somewhere in the universe launches a raid
+! on a base. jovianMaxRaidFrequency is for the highest skill
+! level, jovianMinRaidFrequency is for the lowest skill
+! level. Values for other skill levels are interpolated linearly
+! between these extremes. These resources are type "float".
+
+*jovianMaxRaidFrequency: 40.0
+*jovianMinRaidFrequency: 400.0
+
+! If a jovian is in a sector containing neither a base nor the
+! endever, then there is a possibility of the jovian leaping to
+! a different sector. These resources are the average number of
+! seconds until some jovian somewhere in the universe leaps to a
+! sector containing a base or the
+! endever. jovianMaxLeapFrequency is for the highest skill level
+! and jovianMinLeapFrequency is for the lowest skill
+! level. Values for the other skill levels are interpolated in
+! between these extremes. These resources are type "float".
+
+*jovianMaxLeapFrequency: 40.0
+*jovianMinLeapFrequency: 400.0
+
+! key bindings for the endever
+
+*widget.translations: #replace \n\
+ <Expose>: expose() \n\
+ <Key>KP_Up: move(up) \n\
+ <Key>KP_Down: move(down) \n\
+ <Key>KP_Left: move(left) \n\
+ <Key>KP_Right: move(right) \n\
+ <Key>Up: move(up) \n\
+ <Key>Down: move(down) \n\
+ <Key>Left: move(left) \n\
+ <Key>Right: move(right) \n\
+ <Key>space: mission(start) sector() \n\
+ <Key>1: input() scanner() \n\
+ <Key>2: input() summary() \n\
+ <Key>3: input() leap() \n\
+ <Key>4: input() shields() \n\
+ <Key>5: input() fasers() \n\
+ <Key>6: input() torpedoes() \n\
+ <Key>7: input() selfdestruct() \n\
+ <Key>8: input() \n\
+ <Key>9: input() \n\
+ <Key>0: input() \n\
+ <Key>-: input() \n\
+ <Key>Return: endinput() \n\
+ <Key>BackSpace: backspace() \n\
+ <Key>n: orientation(next) replay(no) \n\
+ <Key>o: mission(orient) \n\
+ <Key>p: orientation(prev) pause() \n\
+ <Key>q: orientation(quit) \n\
+ <Key>y: replay(yes)
+
+! end app-defaults
+