games/xspacewarp: include manpage and Xdefaults file

Thanks to Luis Henrique.

Signed-off-by: Robby Workman <rworkman@slackbuilds.org>
This commit is contained in:
Niels Horn 2010-09-12 01:42:00 -05:00 committed by Robby Workman
parent 076d539a09
commit 250dd54506
5 changed files with 335 additions and 12 deletions

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games/xspacewarp/XSpacewarp Normal file
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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

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@ -1,3 +1,18 @@
config() {
NEW="$1"
OLD="$(dirname $NEW)/$(basename $NEW .new)"
# If there's no config file by that name, mv it over:
if [ ! -r $OLD ]; then
mv $NEW $OLD
elif [ "$(cat $OLD | md5sum)" = "$(cat $NEW | md5sum)" ]; then
# toss the redundant copy
rm $NEW
fi
# Otherwise, we leave the .new copy for the admin to consider...
}
config etc/X11/app-defaults/XSpacewarp.new
if [ -x /usr/bin/update-desktop-database ]; then
/usr/bin/update-desktop-database -q usr/share/applications >/dev/null 2>&1
fi

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@ -4,21 +4,21 @@
# Time Trek - like game for X Window System
# Written by Niels Horn <niels.horn@gmail.com>
# Revision date: 2010/06/01
# Revision date: 2010/09/11
# man-page and app-defaults files by Luis Henrique <lmello.009@gmail.com>
PRGNAM=xspacewarp
VERSION=${VERSION:-1.2b}
BUILD=${BUILD:-1}
BUILD=${BUILD:-2}
TAG=${TAG:-_SBo}
SRCVERSION=$(echo $VERSION | cut -b -3)
# Automatically determine the architecture we're building on:
if [ -z "$ARCH" ]; then
case "$( uname -m )" in
i?86) ARCH=i486 ;;
arm*) ARCH=arm ;;
# Unless $ARCH is already set, use uname -m for all other archs:
*) ARCH=$( uname -m ) ;;
esac
fi
@ -69,6 +69,18 @@ make install BINDIR=/usr/games DESTDIR=$PKG
find $PKG | xargs file | grep -e "executable" -e "shared object" | grep ELF \
| cut -f 1 -d : | xargs strip --strip-unneeded 2> /dev/null || true
mkdir -p $PKG/usr/share/{applications,pixmaps}
cat $CWD/$PRGNAM.desktop > $PKG/usr/share/applications/$PRGNAM.desktop
cat $CWD/$PRGNAM.png > $PKG/usr/share/pixmaps/$PRGNAM.png
# Install X app-defaults
mkdir -p $PKG/etc/X11/app-defaults
cat $CWD/XSpacewarp > $PKG/etc/X11/app-defaults/XSpacewarp.new
# Put man-page in package
mkdir -p $PKG/usr/man/man6
cat $CWD/xspacewarp.man | gzip -9 > $PKG/usr/man/man6/xspacewarp.6.gz
mkdir -p $PKG/usr/doc/$PRGNAM-$VERSION
cp -a \
CHANGES INSTALL \
@ -76,10 +88,6 @@ cp -a \
cat $CWD/xspacewarp-1.2.README > $PKG/usr/doc/$PRGNAM-$VERSION/README
cat $CWD/$PRGNAM.SlackBuild > $PKG/usr/doc/$PRGNAM-$VERSION/$PRGNAM.SlackBuild
mkdir -p $PKG/usr/share/{applications,pixmaps}
cat $CWD/$PRGNAM.desktop > $PKG/usr/share/applications/$PRGNAM.desktop
cat $CWD/$PRGNAM.png > $PKG/usr/share/pixmaps/$PRGNAM.png
mkdir -p $PKG/install
cat $CWD/slack-desc > $PKG/install/slack-desc
cat $CWD/doinst.sh > $PKG/install/doinst.sh

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@ -1,10 +1,8 @@
PRGNAM="xspacewarp"
VERSION="1.2b"
HOMEPAGE="http://ftp.x.org/contrib/games/xspacewarp-1.2.README"
DOWNLOAD="http://ftp.x.org/contrib/games/xspacewarp-1.2.tar.gz \
http://ftp.x.org/contrib/games/xspacewarp-1.2.README"
MD5SUM="54aa93eb6fd3d7fa396fc47ddf3ffd15 \
2ada097ae26285e710f2e4976744e7cf"
DOWNLOAD="http://ftp.x.org/contrib/games/xspacewarp-1.2.tar.gz"
MD5SUM="54aa93eb6fd3d7fa396fc47ddf3ffd15"
DOWNLOAD_x86_64=""
MD5SUM_x86_64=""
MAINTAINER="Niels Horn"

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.TH XSPACEWARP 6 "July 26, 2010"
.SH NAME
xspacewarp -\ Time Trek like game for X Window System
.SH SYNOPSIS
.B xspacewarp
[
.I X options
]
.SH DESCRIPTION
In \fBxspacewarp\fP the player maneuvers a Federation spaceship,
called the Endever, through 81 sectors of space trying to
destroy an Armada of enemy Jovian ships before they destroy the
all the Federation bases. To accompish this task, the Endever
has fasers, ion thrust engines, warpdrive for jumping between
sectors, a limited number of photon torpedoes, and a finite
store of energy which gets depleted during battles and must be
replenished by docking with the bases. The game has no time
limit and has a choice of 10 skill levels.
.P
Ported to X from a game originally written for the TRS-80 in 1977.
.SH OPTIONS
.B xspacewarp
only takes default \fIX options\fR, see X(7) for more details.
.SH FILES
You can modify pratically every single variable of the game by
making a copy of \fI/etc/X11/app-defaults/XSpacewarp\fR into your
home directory and tweaking it accordingly.
.SH SEE ALSO
X(7)
.SH CREDITS
Joshua Lavinsky - original TRS-80 program (1977)
.br
Greg Walker - X11 port (12/22/95)
.br
Niels Horn - adaptation for modern gcc compilers (05/14/10)