[net.sources.games] SVR2 search manual

lars@myab.UUCP (lars) (04/09/86)

Here is the manual for search. If there are people out there looking for
parts of this "search" for SVR2, mail to me.

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#    3) Type "sh file.shar".  Do not use csh.           #
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echo x - search.6
sed 's/^Z//' >search.6 <<\STUNKYFLUFF
Z.TH SEARCH 6 8/14/81
Z.SH NAME
Zsearch \- search and destroy players and aliens
Z.SH SYNOPSIS
Z.B search
Z.br
Z.B sscore
Z.SH DESCRIPTION
Z.PP
Z.I Search
Zis a computer game which can be useful in expelling pent up
Zfrustration and anger.  Search is crt oriented and the
Zobject of the game is to accumulate points by searching out and
Zdestroying alien beings and other players flying through a "256 by
Z256 universe".
ZMany players are usually involved in a single "game" of search,
Zeach navigating their own spacecraft through a common universe.
Z.PP
ZSearch was recently modified to use messages on SVR2 unix.
ZFor detailed directions, read the document
Z.I "A Guide to the Game of Search."
Z.PP
ZThe program sscore dumps the points data base.
Z.SH FILES
Z.DT
Z/etc/searchd	central server for all players
Z.br
Z/usr/games/lib/search/points	player point totals
Z.br
Z/tmp/SEARCH	communications lock between slave and sgame
Z.SH SEE ALSO
ZGreg Ordy and Sam Leffler,
Z.I "A Guide to the Game of Search"
Z.SH BUGS
Z.PP
ZWhile search employs 
Z.IR termcap (5)
Zto manage the screen, it requires that the terminal have an
Zaddressable cursor, clear screen capability, and at least 24
Zlines of 80 characters.
STUNKYFLUFF
set `sum < search.6`
if test 36058 != $1
then
echo search.6: Error. number of characters is: $1, should be: 36058.
fi
#
#
echo x - Rules.ms
sed 's/^Z//' >Rules.ms <<\STUNKYFLUFF
Z.LT 4i
Z.RP
Z.ds RH A Guide to Search
Z.ds LH Version 6.0
Z.ds CF - % -
Z.TL
ZA Guide to the Game of Search/Version 6.0
Z.AU
ZGreg Ordy
Z.AI
ZComputer Science Department
ZCase Western Reserve University
ZCleveland, Ohio 44106
Z.AU
ZSam Leffler
Z.AI
ZSytek, Incorporated
Z1153 Bordeaux Dr.
ZSunnyvale, California 94086
Z.AU
ZDave Pare
Z.AI
ZPhonetics Lab
ZUniversity of California at San Diego
ZLa Jolla, California, 92037.
Z.AU
ZMatt Crawford
Z.AI
ZDepartment of Astronomy and Astrophysics
ZUniversity of Chicago
ZChicago, Illinois, 60637
Z.AB
ZSearch, is a multiplayer action game requiring quick reflexes and an
Zability to spot
Z.I invisible
Zplayers.  Up to 15 people may be playing
Zsearch at any given time.  Players may enter and leave the game, at any
Ztime.  This document describes the rules and commands of the game.
Z.AE
Z.NH
ZINTRODUCTION
Z.PP
ZSearch, is a multiplayer action game requiring quick reflexes and an
Zability to spot
Z.I invisible
Zplayers.  Up to 15 people may be playing
Zsearch at any given time.  All players involved in a game live in the
Zsame universe.
ZThe goal of the game is to stay alive and collect points by shooting
Zalien beings and other players.
Z.NH
ZTHE UNIVERSE
Z.PP
ZAll players are located in the same universe.  The universe
Zis represented as a two dimentional X,Y coordinate system, of size
Z256 by 256.  The universe ``wraps'' around on itself.  That is, the coordinate
Zone greater than 127 is -128.  This applies to both the X and Y direction.
ZWrap around implies that continued travel in one direction will
Zeventually bring a player to a previously traveled location.  It is never
Zpossible to get too far away from the action!
Z.NH
ZTHE BASICS
Z.PP
ZThe goal of search is to accumulate points.  Points can be earned
Zby attacking and successfully damaging other players, or alien spacecraft.
ZThe objects in the universe are:
Z.IP *
ZA star base.
Z.IP #
ZA normal alien spacecraft.
Z.IP X
ZAn X-alien spacecraft.
Z.IP @
ZA shanker alien spacecraft.
Z.IP +
ZA torpedo.
Z.IP %
ZA piece of the planet Quartone.
Z.IP .
ZA piece of shrapnel from destroyed player's spacecraft.
Z.IP A-K
ZAnother player's spacecraft.
Z(It is also possible to view players as lower case letters,
Zsee the information on team playing, below.)
Z.PP
ZTo exist in the universe and do battle, a player must expend energy.
ZA player is removed from a game if his energy reaches 0.  The
Zmanipulation of energy will be explained later.
Z.NH
ZVIEW SCREEN
Z.PP
ZWhen a player enters the game, his terminal is transformed
Zinto the console of his space ship.  The most prominent part of the
Zconsole is the view port, complete with cross hairs.  Around the view port
Zare several status displays, which inform the player of the the status of
Zhis ship.
ZA player's current position, which is constantly updated in the
Zstatus display on the upper right portion of the screen, is defined
Zto be the point in the center of the cross hairs.  A player never
Z``see's'' himself, as the view screen is like a look out of a picture
Zwindow.  Any object which is in the center of the cross hairs is in the
Zsame location as the player.
Z.PP
ZBelow the player's position, is the player's energy display. 
ZThe current energy level is updated every 16 time units.
ZTo immediately display your current energy, type ``e''.
ZAs was stated above, if a player's
Zenergy goes to zero, they leave the game, by force.
Z.PP
ZBelow the energy display is the homing radar display.
ZEach ship has three channels of homing radar,
Zwhich may be used however the player sees fit.
ZHoming radar is important in that an object locked on
Za homing radar channel can be ``autopiloted'' to.
Z.PP
ZBelow the homing radar display is the points display. 
ZThe point total is updated each time it changes.
ZThe ``p'' command may also be used to display the current point total.
Z.PP
ZComing down the left hand side of the view screen are several more
Zdisplays.
ZThe first display is the Invisibility display.
ZA player may control his invisibility with the ``i'' command.
ZWhen a player is invisible, he cannot be seen by other players,
Zor be autopiloted upon.
ZInvisibility, like everything else, costs energy -- one unit per iteration.
Z.PP
ZBelow Invisibility is the Velocity display.
ZA player may have a velocity in either the X or Y direction.
ZThe velocity can be either a positive or negative number.
ZAs in the case of the Energy display,
Zthe Velocity is updated each time it changes.
ZShould the values become garbled,
Zthe ``v'' command will immediately display the current velocity components.
Z.PP
ZBelow Velocity is the Time display.
ZThe current time is only displayed with the ``c'' (for clock) command.
ZUnits of time vary with the load on the system.
ZEarlier versions of search placed no maximum number of iterations
Zper second, but it was found that with the new socket software, the
Zgame would move much more quickly than a human could react!
ZThe game will interate maximum 10 times per second.
ZIt is possible, with high system loads, that the game may go slower.
ZThe more players, the fewer the number of iterations per any unit of real time.
Z.PP
ZThe final display along the left side of the view screen is the M-Factor
Zdisplay.
ZA player may vary the magnification factor of his view screen,
Zto see more of the universe.
ZNormal M-Factor is 1, but it can go to 2 or 3.
ZA player is urged to use caution when using M-Factors other than 1,
Zas they are very costly in energy.
Z.PP
ZBelow the view screen are two lines labeled ``STATUS'' and ``MESSAGE''.
ZVarious messages from inside the player's ship, and other players,
Zappear on these lines.
Z.PP
ZFinally, the last five lines of the screen are occupied by the ``PLAYERS MAP''.
ZThis table provides a cross-index between the upper case letters
Zused for displaying a player's ship and the actual player.
ZThe current status of the player
Z(``a'', ``d'', or ``q'' for ``alive'', ``dead'', and ``quit'') is also shown.
ZCertain commands require a player to be named by his/her ship name (e.g. ``A'');
Zthis map is useful in deciding which upper case letter should be supplied.
Z.NH
ZMOVEMENT
Z.PP
ZThe terminal's keypad is used to control velocity (and hence motion).  
ZOn the screen, the positive X direction goes
Ztoward the right, and the positive Y direction goes down.  Hitting
Za key causes movement in the direction the key is positioned in,
Zrelative to the keypad.
ZFor example, hitting a ``6'' adds velocity (and hence movement)
Zin the positive X direction.  
ZTyping a ``7'' reduces velocity in both the X and Y directions.
ZEach keystroke increases a player's velocity one unit
Zin the specified direction.
ZTo slow down the velocity component
Zin the appropriate direction must be reduced.
ZThis is accomplished by hitting the ``reverse'' direction key.  
ZFor example, if a ``2'' is hit when a player is
Zstanding still, he will be begin traveling in the positive Y direction,
Zone unit per iteration.
ZHitting an ``8'' will return the player to zero velocity,
Zwhile hitting another ``2'' will increase the velocity
Zto 2 in the positive Y direction.
Z.NH
ZENERGY EXPENDITURE
Z.PP
ZRunning out of energy removes a player
Zfrom the game, thus it is very important to know how it is
Zmanipulated.
ZA player normally starts off with 250 units of energy
Z(players entering search for the first time are given 500 units as they
Znormally waste it quickly while learning how to maneuver).  
ZCertain events cause a player to lose the ability to hold energy;
Zhere is an informal list of ``energy changers''.
Z.IP o
ZShooting a torpedo costs 10 energy units.
Z.IP o
ZBeing invisible costs 1 energy unit per iteration.
Z.IP o
Z0 velocity in both directions causes a player to 
Z.B gain
Zone unit of energy per iteration.
Z.IP o
ZAcceleration is costly.
Z.IP o
ZBeing hit with space shrapnel, from the explosion of a dead ship, costs
Z20 energy units.
Z.IP o
ZEach nuke modification at Quartone costs 20 energy units.
Z.IP o
ZA Magnification Factor that is greater than 1 costs energy (see below).
Z.PP
ZIf one considers the above rules, the following ``rules of thumb'' may
Zbe ascertained.
Z.IP o
ZRemaining invisibile with no movement expends no energy.
Z.IP o
ZMoving quickly with invisibility on and a high magnification factor
Zis close to suicide!
Z.PP
ZBeing hit with a torpedo not only costs 50 energy units, but also
Zreduces a player's capacity to hold energy by 50 units.
ZThis means that if a player has an energy of 250 and is hit by a torpedo,
Zhe will have an energy of 200, and cannot ever again go above 200,
Zunless repairs are made at a starbase.
ZStarbases will be explained later.
ZThe X-aliens also effect a player's capacity to hold energy.
ZIf an X-alien moves across your current location (a collision),
Zyour capacity to hold energy is decreased by 15.  
ZExperience raises the maximum energy capacity.
ZFinally, space shrapnel also reduces a player's capacity to hold energy.
Z.NH
ZWEAPONS
Z.PP
ZA player has two types of weapons, useful against other players, and aliens.
ZThe most general is a torpedo, which can hit either a player or an alien.
ZA torpedo is fired by hitting the ``t'' key (or the ``5'' key) followed
Zby a firing direction which is entered from the keypad.  
ZFor example, the sequence ``t2'' will shoot a torpedo from your current
Zposition in a direction in the positive Y direction.
ZWhen a torpedo is fired, it is given the player's current position,
Zand velocity which is the sum of the player's components and
Zthe ``firing'' component specified by the keystroke.
ZA nuke is similar to a torpedo, but is actually a barrage of torpedoes
Z(see the section on nukes for more information).
Z.PP
ZThe second type of weapon is the ``phaser'', which is only used against aliens.
ZTo fire a phaser, a player must be directly on top of an alien,
Zand then hit the ``0'' key.
ZFiring a phaser costs no energy.
ZWhen an alien is hit with either a torpedo or phaser,
Zit moves in a new direction.
Z.NH
ZPOINTS
Z.PP
ZA player receives 50 points for hitting another player.  
ZHitting yourself with a torpedo (self hit) 
Z.B costs
Z75 points.  
ZRunning into the planet Quartone not only costs 50 points,
Zbut also removes a player from the game.
ZPhasering an alien is worth 4 points.
ZA torpedo hit on a normal alien is worth 6 points,
Zan X-alien 20 points, and a shanker 20 points.
Z.NH
ZSHANKERS
Z.PP
ZShankers are aliens that fire back!!!
ZSome of the aliens in the universe start out looking like a normal ``#'' alien,
Zbut are really shankers.
ZWhen a shanker is first hit with a torpedo,
Zit removes the ``#'' disguise and becomes an ``@'', the true shanker colors.
ZA shanker remembers who hit him, and when the opportunity
Zarises shoots at the enemy.
ZA shanker will remain mad at a player until it gets one hit on him,
Zand then the shanker will start roaming around, until next attacked.
ZA shanker torpedo hit reduces a player's capacity to hold energy by 50,
Zso they should not be taken lightly.
Z.NH
ZQUARTONE
Z.PP
ZQuartone is a planet which is located somewhere near the
Zcoordinates <-30, -30>.    
ZAs all objects receive a random start in the game, these coordinates
Zare only approximate.
ZQuartone has several unusual properties.
ZRunning into Quartone costs 50 points, and causes removal from the game.
ZIf a player is right next to Quartone, and is going slow enough,
Zhe/she may orbit Quartone, with the ``o'' command.  
ZA player orbiting Quartone may not be hit with a torpedo from another player.
ZThe reason for this is that the orbit command actually takes the
Zplayer into a low orbit over the planets surface where torpedos are burned up
Zby atmospheric friction.
ZIn ``guts mode'' (see below) orbiting players are
Z.I not
Zsafe from torpedos.
ZIt may appear as if torpedos go through Quartone,
Zbut they are really going ``behind'' it!
ZTorpedos shot by shankers, however, can hit Quartone
Z(and players in orbit around it) as they are made out of Krell metal,
Zthe hardest substance in the Universe.
Z.PP
ZIt is possible to exploit the people on quartone. 
ZThe procedure is explained in the section on nukes.
Z.NH
ZSTARBASES
Z.PP
ZThere are three starbases in each game of search.
ZTwo are located somewhere in the first quadrant <+x, +y>,
Zand one is located a little <-x, -y> of Quartone.
ZWhen a player has a starbase directly in the middle of his crosshairs,
Zhe may dock, with the ``d'' command.
ZEach docking increases a player's capacity to hold energy by 25 units,
Zup to the limit of 250.
ZA player's energy will also be made equal to the maximum energy capacity
Zof his ship.
ZAlthough starbases sound like nice places to sit on,
Za player should be careful -- torpedoes can hit players at starbases,
Zand there are usually invisible players waiting near starbases
Zto ambush players low on energy.
Z.NH
ZAUTOPILOT
Z.PP
ZAs mentioned above, a player has three channels of homing radar,
Zwhich are used in conjunction with the autopilot.
ZWhen an object is directly in the middle of a player's crosshairs,
Zthe player has the oportunity to ``lock onto'' that object,
Zusing the ``s'' set command.
Z``s'' sets a user specified channel number to that object.
ZThe valid set commands are therefore ``s1'', ``s2'', or ``s3''.
ZOnce an object is locked onto, its current coordinates may be displayed by
Zusing the ``h'' command, in conjunction with the corresponding channel
Znumber, such as ``h2''.
ZStationary objects, such as a starbase, will always have the same coordinates,
Zbut moving objects, such as aliens or other players will normally
Zshow a different coordinate values each time the ``h'' command is executed.
ZTo autopilot on a set object, enter the ``a'' command,
Zfollowed by the channel number desired.
ZAutopilot moves you toward the target with a maximum velocity
Zof 2 in either direction.
ZAutopilot costs no energy, and is therefore an easy way to travel.
ZWhen the target is reached, the autopilot will turn off and signal
Zthe player with a beep.
ZWhen following a moving object, the autopilot will keep up with the target,
Zas long as the target goes no faster than 2 in either direction.
ZOnce a channel is set, it may be reused by ``setting over'' the previous target.
Z.NH
ZSOLAR FLARES
Z.PP
ZWhen a player turns on his ``invisibility'', what he is really
Zdoing is ionizing his ships hull with random space vacuum particles (RSVP).
ZThis ionization makes the ship ``blend'' in with the normal space void, on
Zother players view screens.
ZWhen an occasional solar flare occurs,
Zthe delicate ionic potential balance is upset, and players lose their ability 
Zto become invisible for the duration of the flare.
ZWhen a flare occurs, each player will be informed by a message,
Zand their invisibility will go off.
ZSolar flares have a random duration, and there is no warning of
Zwhen the flare ends.
Z.NH
ZSHRAPNEL
Z.PP
ZEach ship is powered by trans-diclorobisethlyenediameme cobalt
Zchloride III crystals.
ZWhen a player is dealt a fatal torpedo hit,
Zthere is always the chance that the crystals will be hit.
ZWhen these crystals are hit, then explode,
Zsending deadly shrapnel out from the dead ship.
ZIf a player is hit by a piece of shrapnel, they must lose 20 energy units
Zto effect repairs, and, the ionic imbalance of the crystals will cause
Ztheir invisibility to go off.
Z.NH
ZGUTS MODE
Z.PP
ZWhen the game begins it is in the regular mode.
ZPlayers may vote to enter Galactic Undaunted Tough Searchers
Zmode (GUTS) by using the ``G'' command.
ZWhen all living players have registered a favorable vote, the
Zgame enters guts mode and all players are notified of the fact.
ZIn guts mode invisibility is not functional and orbiting the
Zplanet does not afford protection from torpedoes.
ZIf guts mode has not yet begun players may cancel their vote
Zwith the ``W'' command.
ZIf guts mode has begun the ``W'' command registers a vote to
Zreenter Wily Invisible Menacing Players (WIMP) mode.
ZWhen the vote becomes unanimous (whether by death or by more
Zdemocratic means) the mode of the game will change.
Z.NH
ZTEAM PLAYING
Z.PP
ZSeveral commands have been added to the game which allow a form of team playing.
ZAs explaned above, the representation of the universe on the view screen
Zis accomplished by measuring the Ionic Mass Forces (IMF) between objects.
ZIt is also possible to send out coded radio beacons which can be used
Zto locate and ``see'' objects.
ZDetection of ships by radio is possible under all conditions,
Zproviding a player wishes to send the coded beacon.
ZAssuming several players enable each to see the other, they may remain
Zinvisible to the rest of the universe, and work as a unit.
ZFour commands deal directly with team playing: j,q,l, and g.
Z.PP
ZThe ``j'' command lets you select the players which may see you
Zall of the time.
ZAfter the ``j'' is a list of
Z.B lower-case
Zplayer letters.
ZThe command is terminated with a newline (don't forget it).   
ZThe ``q'' command lets you remove players
Zfrom the list of those who can see you at all times.   
ZUsage is similar to ``j'',
Zexcept that ``q.'' removes all players.  
ZYou may display those players enabled to
Zsee you with the ``l'' command.  Finally, the ``g'' command sends a message
Zonly to the members of your group; it is used just like the ``b'' command.  
ZWhen viewing a player who is invisible,
Zbut sending you a radio beacon, the player will appear as a lower case letter.
Z.NH
ZNUKES
Z.PP
ZA weapon similar to a torpedo is the nuke.  
ZThe command used to launch a nuke is identical to that of a torpedo,
Zexcept instead of a ``t'', an ``n'' is used.
ZHowever, to launch a nuke a player's ship must be modified.
ZCheap labor is usually found on the surface of Quartone,
Zand modifications to allow nukes can be made there.
ZTo modify a ship,
Za player must enter the orbit of Quartone and turn off invisibility.
ZThe ``x'' command (exploit) may then be used to tell the people
Zon the planet to work on the ship.
ZAs a result of poor working conditions,
Zeach modification results in some worker deathes.
ZEach modification allows one nuke to be stored.
ZUsually only 10-12 nukes may be stored during a visit to Quartone.
ZBe warned that excesive carnage can lead to the generation of powerful foes.
Z.NH
ZCOMMAND SUMMARY
Z.PP
ZNo attempt will be made to outline or detail tactics or approaches to the game.  
ZSearch commands, with the exception of quit, guts and wimp, are in lower case.
Z.IP v 9
Zdisplay current velocity
Z.IP e 9
Zdisplay current energy
Z.IP d 9
Zdock at a starbase
Z.IP s 9
Zset homing radar channel (1,2, or 3)
Z.IP h 9
Zdisplay current position of object locked in on a homing radar
Zchannel (1,2 or 3)
Z.IP a 9
Zautopilot to an object locked in on a homing radar channel (1,2 or 3)
Z.IP "@, ^L" 9
Zredraw the screen
Z.IP t 9
Zfire a torpedo
Z.IP 0 9
Zfire the phasers on an alien positioned directly ``underneath''
Zyour ship
Z.IP c 9
Zdisplay the current time (equal to the number of iterations)
Z.IP f 9
Zdisplay your facts -- shows a player's hits (p = player hits, a =
Zalien hits), kills of other players, and search ``rating''
Z.IP o 9
Zgo into orbit around the planet Quartone
Z.IP b 9
Zsend a broadcast message (type ``b'', the message, then a carriage
Zreturn or newline); messages are truncated at 35 characters
Z.IP r 9
Zsend a personal radio message -- like ``b'', but only to one person
Z(type ``r'', a player's upper case letter, the message, then a
Zcarriage return or newline); messages are truncated at 35
Zcharacters
Z.IP "1-4,6-9" 9
Zadd velocity in a certain direction
Z.IP m 9
Zchange the magnification factor (type ``m'', followed by
Z1,2 or 3)
Z.IP Q 9
Zquit the game (reply with a ``y'' or ``Y'' when prompted)
Z.IP i 9
Ztoggle your invisibility on or off (except in guts mode)
Z.IP j 9
Zjoin a group (type ``j'', the player's upper-case letters, then a 
Zcarriage return or newline)
Z.IP q 9
Zquit players from group (type ``q'', the appropriate upper-case
Zletter(s), then a carriage return or newline;  a special
Zcase is ``q.'', which removes all players)
Z.IP l 9
Zdisplay the players in your group.
Z.IP g 9
Zbroadcast a message to your group (type ``g'', followed by the
Zmessage, then a carriage return or newline);  messages are
Ztruncated at 35 characters
Z.IP n 9
Zfire a nuke (followed by a direction in which to fire)
Z.IP x 9
Zexploit the people on Quartone
Z.IP G 9
Zregisters your vote to enter ``guts mode''
Z.IP W 9
Zcancels your vote to enter, or
Zregisters your vote to leave ``guts mode''
Z.NH
ZMISC
Z.PP
ZTo try and obtain a comparative skill rating between players,
Z``search accounting'' was implemented.
ZCertain pieces of information are kept about each player's status;
Z.IP o
Ztotal interations,
Z.IP o
Ztorpedo hits on aliens,
Z.IP o
Ztorpedo hits on other players, and
Z.IP o
Zkills of other players.
Z.PP
ZA ``level'' number is derived from the accumulated statistics.
ZThe formula for calculating this level is:
Z.sp 1
Z.ce
Zlevel = ((points*100)+(hits*100)+(kills*1000))/time
Z.sp 1
ZThe ``f'' command gives a players level, within the current game;
Zotherwise, the accumulated information may be seen by executing
Zthe program ``sscore''.
STUNKYFLUFF
set `sum < Rules.ms`
if test 9706 != $1
then
echo Rules.ms: Error. number of characters is: $1, should be: 9706.
fi
echo All done
exit 0
-- 
    ______________________________________________________
	Lars Pensjo
	{decvax,philabs}!mcvax!enea!chalmers!myab!lars