[net.sources.games] search -- part 2 of 6

matt@oddjob.UUCP (Matt Crawford) (08/11/85)

: This is a shar archive.  Extract with sh, not csh.
echo x - Rules.ms
sed -e 's/^X//' > Rules.ms << '!xxENDITxx!'
X.RP
X.ds RH A Guide to Search
X.ds LH Version 6.0
X.ds CF - % -
X.TL
XA Guide to the Game of Search/Version 6.0
X.AU
XGreg Ordy
X.AI
XComputer Science Department
XCase Western Reserve University
XCleveland, Ohio 44106
X.AU
XSam Leffler
X.AI
XSytek, Incorporated
X1153 Bordeaux Dr.
XSunnyvale, California 94086
X.AU
XDave Pare
X.AI
XPhonetics Lab
XUniversity of California at San Diego
XLa Jolla, California, 92037.
X.AU
XMatt Crawford
X.AI
XDepartment of Astronomy and Astrophysics
XUniversity of Chicago
XChicago, Illinois, 60637
X.AB
XSearch, is a multiplayer action game requiring quick reflexes and an
Xability to spot
X.I invisible
Xplayers.  Up to 15 people may be playing
Xsearch at any given time.  Players may enter and leave the game, at any
Xtime.  This document describes the rules and commands of the game.
X.AE
X.NH
XINTRODUCTION
X.PP
XSearch, is a multiplayer action game requiring quick reflexes and an
Xability to spot
X.I invisible
Xplayers.  Up to 15 people may be playing
Xsearch at any given time.  All players involved in a game live in the
Xsame universe.
XThe goal of the game is to stay alive and collect points by shooting
Xalien beings and other players.
X.NH
XTHE UNIVERSE
X.PP
XAll players are located in the same universe.  The universe
Xis represented as a two dimentional X,Y coordinate system, of size
X256 by 256.  The universe ``wraps'' around on itself.  That is, the coordinate
Xone greater than 127 is -128.  This applies to both the X and Y direction.
XWrap around implies that continued travel in one direction will
Xeventually bring a player to a previously traveled location.  It is never
Xpossible to get too far away from the action!
X.NH
XTHE BASICS
X.PP
XThe goal of search is to accumulate points.  Points can be earned
Xby attacking and successfully damaging other players, or alien spacecraft.
XThe objects in the universe are:
X.IP *
XA star base.
X.IP #
XA normal alien spacecraft.
X.IP X
XAn X-alien spacecraft.
X.IP @
XA shanker alien spacecraft.
X.IP +
XA torpedo.
X.IP %
XA piece of the planet Quartone.
X.IP .
XA piece of shrapnel from destroyed player's spacecraft.
X.IP A-K
XAnother player's spacecraft.
X(It is also possible to view players as lower case letters,
Xsee the information on team playing, below.)
X.PP
XTo exist in the universe and do battle, a player must expend energy.
XA player is removed from a game if his energy reaches 0.  The
Xmanipulation of energy will be explained later.
X.NH
XVIEW SCREEN
X.PP
XWhen a player enters the game, his terminal is transformed
Xinto the console of his space ship.  The most prominent part of the
Xconsole is the view port, complete with cross hairs.  Around the view port
Xare several status displays, which inform the player of the the status of
Xhis ship.
XA player's current position, which is constantly updated in the
Xstatus display on the upper right portion of the screen, is defined
Xto be the point in the center of the cross hairs.  A player never
X``see's'' himself, as the view screen is like a look out of a picture
Xwindow.  Any object which is in the center of the cross hairs is in the
Xsame location as the player.
X.PP
XBelow the player's position, is the player's energy display. 
XThe current energy level is updated every 16 time units.
XTo immediately display your current energy, type ``e''.
XAs was stated above, if a player's
Xenergy goes to zero, they leave the game, by force.
X.PP
XBelow the energy display is the homing radar display.
XEach ship has three channels of homing radar,
Xwhich may be used however the player sees fit.
XHoming radar is important in that an object locked on
Xa homing radar channel can be ``autopiloted'' to.
X.PP
XBelow the homing radar display is the points display. 
XThe point total is updated each time it changes.
XThe ``p'' command may also be used to display the current point total.
X.PP
XComing down the left hand side of the view screen are several more
Xdisplays.
XThe first display is the Invisibility display.
XA player may control his invisibility with the ``i'' command.
XWhen a player is invisible, he cannot be seen by other players,
Xor be autopiloted upon.
XInvisibility, like everything else, costs energy -- one unit per iteration.
X.PP
XBelow Invisibility is the Velocity display.
XA player may have a velocity in either the X or Y direction.
XThe velocity can be either a positive or negative number.
XAs in the case of the Energy display,
Xthe Velocity is updated each time it changes.
XShould the values become garbled,
Xthe ``v'' command will immediately display the current velocity components.
X.PP
XBelow Velocity is the Time display.
XThe current time is only displayed with the ``c'' (for clock) command.
XUnits of time vary with the load on the system.
XEarlier versions of search placed no maximum number of iterations
Xper second, but it was found that with the new socket software, the
Xgame would move much more quickly than a human could react!
XThe game will interate maximum 10 times per second.
XIt is possible, with high system loads, that the game may go slower.
XThe more players, the fewer the number of iterations per any unit of real time.
X.PP
XThe final display along the left side of the view screen is the M-Factor
Xdisplay.
XA player may vary the magnification factor of his view screen,
Xto see more of the universe.
XNormal M-Factor is 1, but it can go to 2 or 3.
XA player is urged to use caution when using M-Factors other than 1,
Xas they are very costly in energy.
X.PP
XBelow the view screen are two lines labeled ``STATUS'' and ``MESSAGE''.
XVarious messages from inside the player's ship, and other players,
Xappear on these lines.
X.PP
XFinally, the last five lines of the screen are occupied by the ``PLAYERS MAP''.
XThis table provides a cross-index between the upper case letters
Xused for displaying a player's ship and the actual player.
XThe current status of the player
X(``a'', ``d'', or ``q'' for ``alive'', ``dead'', and ``quit'') is also shown.
XCertain commands require a player to be named by his/her ship name (e.g. ``A'');
Xthis map is useful in deciding which upper case letter should be supplied.
X.NH
XMOVEMENT
X.PP
XThe terminal's keypad is used to control velocity (and hence motion).  
XOn the screen, the positive X direction goes
Xtoward the right, and the positive Y direction goes down.  Hitting
Xa key causes movement in the direction the key is positioned in,
Xrelative to the keypad.
XFor example, hitting a ``6'' adds velocity (and hence movement)
Xin the positive X direction.  
XTyping a ``7'' reduces velocity in both the X and Y directions.
XEach keystroke increases a player's velocity one unit
Xin the specified direction.
XTo slow down the velocity component
Xin the appropriate direction must be reduced.
XThis is accomplished by hitting the ``reverse'' direction key.  
XFor example, if a ``2'' is hit when a player is
Xstanding still, he will be begin traveling in the positive Y direction,
Xone unit per iteration.
XHitting an ``8'' will return the player to zero velocity,
Xwhile hitting another ``2'' will increase the velocity
Xto 2 in the positive Y direction.
X.NH
XENERGY EXPENDITURE
X.PP
XRunning out of energy removes a player
Xfrom the game, thus it is very important to know how it is
Xmanipulated.
XA player normally starts off with 250 units of energy
X(players entering search for the first time are given 500 units as they
Xnormally waste it quickly while learning how to maneuver).  
XCertain events cause a player to lose the ability to hold energy;
Xhere is an informal list of ``energy changers''.
X.IP o
XShooting a torpedo costs 10 energy units.
X.IP o
XBeing invisible costs 1 energy unit per iteration.
X.IP o
X0 velocity in both directions causes a player to 
X.B gain
Xone unit of energy per iteration.
X.IP o
XA velocity of 1 in either direction neither gains nor
Xloses energy.
X.IP o
XA velocity of greater than 1 in either direction costs
X1 energy unit per turn.
X.IP o
XBeing hit with space shrapnel, from the explosion of a dead ship, costs
X20 energy units.
X.IP o
XEach nuke modification at Quartone costs 20 energy units.
X.IP o
XA Magnification Factor that is greater than 1 costs energy (see below).
X.PP
XIf one considers the above rules, the following ``rules of thumb'' may
Xbe ascertained.
X.IP o
XRemaining invisibile with no movement expends no energy.
X.IP o
XMoving quickly with invisibility on and a high magnification factor
Xis close to suicide!
X.PP
XBeing hit with a torpedo not only costs 50 energy units, but also
Xreduces a player's capacity to hold energy by 50 units.
XThis means that if a player has an energy of 250 and is hit by a torpedo,
Xhe will have an energy of 200, and cannot ever again go above 200,
Xunless repairs are made at a starbase.
XStarbases will be explained later.
XThe X-aliens also effect a player's capacity to hold energy.
XIf an X-alien moves across your current location (a collision),
Xyour capacity to hold energy is decreased by 15.  
XFinally, space shrapnel also reduces a player's capacity to hold energy.
X.NH
XWEAPONS
X.PP
XA player has two types of weapons, useful against other players, and aliens.
XThe most general is a torpedo, which can hit either a player or an alien.
XA torpedo is fired by hitting the ``t'' key (or the ``5'' key) followed
Xby a firing direction which is entered from the keypad.  
XFor example, the sequence ``t2'' will shoot a torpedo from your current
Xposition in a direction in the positive Y direction.
XWhen a torpedo is fired, it is given the player's current position,
Xand velocity which is the sum of the player's components and
Xthe ``firing'' component specified by the keystroke.
XA torpedo must have non-zero velocity to be launched.  
XA nuke is similar to a torpedo, but is actually a barrage of torpedoes
X(see the section on nukes for more information).
X.PP
XThe second type of weapon is the ``phaser'', which is only used against aliens.
XTo fire a phaser, a player must be directly on top of an alien,
Xand then hit the ``0'' key.
XFiring a phaser costs no energy.
XWhen an alien is hit with either a torpedo or phaser,
Xit moves in a new direction.
X.NH
XPOINTS
X.PP
XA player receives 50 points for hitting another player.  
XHitting yourself with a torpedo (self hit) 
X.B costs
X75 points.  
XRunning into the planet Quartone not only costs 50 points,
Xbut also removes a player from the game.
XPhasering an alien is worth 4 points.
XA torpedo hit on a normal alien is worth 6 points,
Xan X-alien 20 points, and a shanker 20 points.
X.NH
XSHANKERS
X.PP
XShankers are aliens that fire back!!!
XSome of the aliens in the universe start out looking like a normal ``#'' alien,
Xbut are really shankers.
XWhen a shanker is first hit with a torpedo,
Xit removes the ``#'' disguise and becomes an ``@'', the true shanker colors.
XA shanker remembers who hit him, and when the opportunity
Xarises shoots at the enemy.
XA shanker will remain mad at a player until it gets one hit on him,
Xand then the shanker will start roaming around, until next attacked.
XA shanker torpedo hit reduces a player's capacity to hold energy by 50,
Xso they should not be taken lightly.
X.NH
XQUARTONE
X.PP
XQuartone is a planet which is located somewhere near the
Xcoordinates <-30, -30>.    
XAs all objects receive a random start in the game, these coordinates
Xare only approximate.
XQuartone has several unusual properties.
XRunning into Quartone costs 50 points, and causes removal from the game.
XIf a player is right next to Quartone, and is going slow enough,
Xhe/she may orbit Quartone, with the ``o'' command.  
XA player orbiting Quartone may not be hit with a torpedo from another player.
XThe reason for this is that the orbit command actually takes the
Xplayer into a low orbit over the planets surface where torpedos are burned up
Xby atmospheric friction.
XIn ``guts mode'' (see below) orbiting players are
X.I not
Xsafe from torpedos.
XIt may appear as if torpedos go through Quartone,
Xbut they are really going ``behind'' it!
XTorpedos shot by shankers, however, can hit Quartone
X(and players in orbit around it) as they are made out of Krell metal,
Xthe hardest substance in the Universe.
X.PP
XIt is possible to exploit the people on quartone. 
XThe procedure is explained in the section on nukes.
X.NH
XSTARBASES
X.PP
XThere are three starbases in each game of search.
XTwo are located somewhere in the first quadrant <+x, +y>,
Xand one is located a little <-x, -y> of Quartone.
XWhen a player has a starbase directly in the middle of his crosshairs,
Xhe may dock, with the ``d'' command.
XEach docking increases a player's capacity to hold energy by 25 units,
Xup to the limit of 250.
XA player's energy will also be made equal to the maximum energy capacity
Xof his ship.
XAlthough starbases sound like nice places to sit on,
Xa player should be careful -- torpedoes can hit players at starbases,
Xand there are usually invisible players waiting near starbases
Xto ambush players low on energy.
X.NH
XAUTOPILOT
X.PP
XAs mentioned above, a player has three channels of homing radar,
Xwhich are used in conjunction with the autopilot.
XWhen an object is directly in the middle of a player's crosshairs,
Xthe player has the oportunity to ``lock onto'' that object,
Xusing the ``s'' set command.
X``s'' sets a user specified channel number to that object.
XThe valid set commands are therefore ``s1'', ``s2'', or ``s3''.
XOnce an object is locked onto, its current coordinates may be displayed by
Xusing the ``h'' command, in conjunction with the corresponding channel
Xnumber, such as ``h2''.
XStationary objects, such as a starbase, will always have the same coordinates,
Xbut moving objects, such as aliens or other players will normally
Xshow a different coordinate values each time the ``h'' command is executed.
XTo autopilot on a set object, enter the ``a'' command,
Xfollowed by the channel number desired.
XAutopilot moves you toward the target with a maximum velocity
Xof 2 in either direction.
XAutopilot costs no energy, and is therefore an easy way to travel.
XWhen the target is reached, the autopilot will turn off and signal
Xthe player with a beep.
XWhen following a moving object, the autopilot will keep up with the target,
Xas long as the target goes no faster than 2 in either direction.
XOnce a channel is set, it may be reused by ``setting over'' the previous target.
X.NH
XSOLAR FLARES
X.PP
XWhen a player turns on his ``invisibility'', what he is really
Xdoing is ionizing his ships hull with random space vacuum particles (RSVP).
XThis ionization makes the ship ``blend'' in with the normal space void, on
Xother players view screens.
XWhen an occasional solar flare occurs,
Xthe delicate ionic potential balance is upset, and players lose their ability 
Xto become invisible for the duration of the flare.
XWhen a flare occurs, each player will be informed by a message,
Xand their invisibility will go off.
XSolar flares have a random duration, and there is no warning of
Xwhen the flare ends.
X.NH
XSHRAPNEL
X.PP
XEach ship is powered by trans-diclorobisethlyenediameme cobalt
Xchloride III crystals.
XWhen a player is dealt a fatal torpedo hit,
Xthere is always the chance that the crystals will be hit.
XWhen these crystals are hit, then explode,
Xsending deadly shrapnel out from the dead ship.
XIf a player is hit by a piece of shrapnel, they must lose 20 energy units
Xto effect repairs, and, the ionic imbalance of the crystals will cause
Xtheir invisibility to go off.
X.NH
XGUTS MODE
X.PP
XWhen the game begins it is in the regular mode.
XPlayers may vote to enter Galactic Undaunted Tough Searchers
Xmode (GUTS) by using the ``G'' command.
XWhen all living players have registered a favorable vote, the
Xgame enters guts mode and all players are notified of the fact.
XIn guts mode invisibility is not functional and orbiting the
Xplanet does not afford protection from torpedoes.
XIf guts mode has not yet begun players may cancel their vote
Xwith the ``W'' command.
XIf guts mode has begun the ``W'' command registers a vote to
Xreenter Wily Invisible Menacing Players (WIMP) mode.
XWhen the vote becomes unanimous (whether by death or by more
Xdemocratic means) the mode of the game will change.
X.NH
XTEAM PLAYING
X.PP
XSeveral commands have been added to the game which allow a form of team playing.
XAs explaned above, the representation of the universe on the view screen
Xis accomplished by measuring the Ionic Mass Forces (IMF) between objects.
XIt is also possible to send out coded radio beacons which can be used
Xto locate and ``see'' objects.
XDetection of ships by radio is possible under all conditions,
Xproviding a player wishes to send the coded beacon.
XAssuming several players enable each to see the other, they may remain
Xinvisible to the rest of the universe, and work as a unit.
XFour commands deal directly with team playing: j,q,l, and g.
X.PP
XThe ``j'' command lets you select the players which may see you
Xall of the time.
XAfter the ``j'' is a list of
X.B lower-case
Xplayer letters.
XThe command is terminated with a newline (don't forget it).   
XThe ``q'' command lets you remove players
Xfrom the list of those who can see you at all times.   
XUsage is similar to ``j'',
Xexcept that ``q.'' removes all players.  
XYou may display those players enabled to
Xsee you with the ``l'' command.  Finally, the ``g'' command sends a message
Xonly to the members of your group; it is used just like the ``b'' command.  
XWhen viewing a player who is invisible,
Xbut sending you a radio beacon, the player will appear as a lower case letter.
X.NH
XNUKES
X.PP
XA weapon similar to a torpedo is the nuke.  
XThe command used to launch a nuke is identical to that of a torpedo,
Xexcept instead of a ``t'', an ``n'' is used.
XHowever, to launch a nuke a player's ship must be modified.
XCheap labor is usually found on the surface of Quartone,
Xand modifications to allow nukes can be made there.
XTo modify a ship,
Xa player must enter the orbit of Quartone and turn off invisibility.
XThe ``x'' command (exploit) may then be used to tell the people
Xon the planet to work on the ship.
XAs a result of poor working conditions,
Xeach modification results in some worker deathes.
XEach modification allows one nuke to be stored.
XUsually only 10-12 nukes may be stored during a visit to Quartone.
XBe warned that excesive carnage can lead to the generation of powerful foes.
X.NH
XCOMMAND SUMMARY
X.PP
XNo attempt will be made to outline or detail tactics or approaches to the game.  
XSearch commands, with the exception of quit, guts and wimp, are in lower case.
X.IP v 9
Xdisplay current velocity
X.IP e 9
Xdisplay current energy
X.IP d 9
Xdock at a starbase
X.IP s 9
Xset homing radar channel (1,2, or 3)
X.IP h 9
Xdisplay current position of object locked in on a homing radar
Xchannel (1,2 or 3)
X.IP a 9
Xautopilot to an object locked in on a homing radar channel (1,2 or 3)
X.IP "@, ^L" 9
Xredraw the screen
X.IP t 9
Xfire a torpedo
X.IP 0 9
Xfire the phasers on an alien positioned directly ``underneath''
Xyour ship
X.IP c 9
Xdisplay the current time (equal to the number of iterations)
X.IP f 9
Xdisplay your facts -- shows a player's hits (p = player hits, a =
Xalien hits), kills of other players, and search ``rating''
X.IP o 9
Xgo into orbit around the planet Quartone
X.IP b 9
Xsend a broadcast message (type ``b'', the message, then a carriage
Xreturn or newline); messages are truncated at 35 characters
X.IP r 9
Xsend a personal radio message -- like ``b'', but only to one person
X(type ``r'', a player's upper case letter, the message, then a
Xcarriage return or newline); messages are truncated at 35
Xcharacters
X.IP "1-4,6-9" 9
Xadd velocity in a certain direction
X.IP m 9
Xchange the magnification factor (type ``m'', followed by
X1,2 or 3)
X.IP Q 9
Xquit the game (reply with a ``y'' or ``Y'' when prompted)
X.IP i 9
Xtoggle your invisibility on or off (except in guts mode)
X.IP j 9
Xjoin a group (type ``j'', the player's upper-case letters, then a 
Xcarriage return or newline)
X.IP q 9
Xquit players from group (type ``q'', the appropriate upper-case
Xletter(s), then a carriage return or newline;  a special
Xcase is ``q.'', which removes all players)
X.IP l 9
Xdisplay the players in your group.
X.IP g 9
Xbroadcast a message to your group (type ``g'', followed by the
Xmessage, then a carriage return or newline);  messages are
Xtruncated at 35 characters
X.IP n 9
Xfire a nuke (followed by a direction in which to fire)
X.IP x 9
Xexploit the people on Quartone
X.IP G 9
Xregisters your vote to enter ``guts mode''
X.IP W 9
Xcancels your vote to enter, or
Xregisters your vote to leave ``guts mode''
X.NH
XMISC
X.PP
XTo try and obtain a comparative skill rating between players,
X``search accounting'' was implemented.
XCertain pieces of information are kept about each player's status;
X.IP o
Xtotal interations,
X.IP o
Xtorpedo hits on aliens,
X.IP o
Xtorpedo hits on other players, and
X.IP o
Xkills of other players.
X.PP
XA ``level'' number is derived from the accumulated statistics.
XThe formula for calculating this level is:
X.sp 1
X.ce
Xlevel = ((points*100)+(hits*100)+(kills*1000))/time
X.sp 1
XThe ``f'' command gives a players level, within the current game;
Xotherwise, the accumulated information may be seen by executing
Xthe program ``sscore''.
!xxENDITxx!
echo x - Makefile
sed -e 's/^X//' > Makefile << '!xxENDITxx!'
X#
X# makefile for intermachine search
X#
X# if you don't have AF_INET sockets available on your machine
X# (i.e. no network stuff) then take out the flag -DINET
X#
X# run "make install" as ${ROOT}
X#
XOWNER=	dealer
XROOT=	root
X#ROOT=	${OWNER}
XGROUP=	daemon
XETCDIR= /etc
XOBJDIR= /usr/games
XLIBDIR=	/usr/games/lib/search
X
XOPTIONS=-DINET -DLIBDIR=\"${LIBDIR}
XCFLAGS=	-O ${OPTIONS}
X
XHEADS=	defines.h structs.h
XCFILES=	aliens.c bursts.c cmds1.c cmds2.c groups.c init.c\
X	io.c lists.c main.c planet.c playmap.c scab.c tgoto.c\
X	util.c score.c signal.c ipc.c
XOBJECTS=aliens.o bursts.o cmds1.o cmds2.o groups.o init.o\
X	io.o lists.o main.o planet.o playmap.o scab.o tgoto.o\
X	util.o score.o signal.o ipc.o
X
Xall:	search searchwho sscore searchd
X
Xsearch:	search.c ${HEADS}
X	cc ${CFLAGS} search.c -ltermcap -o search
X
Xsearchwho: searchwho.c ${HEADS}
X	cc ${CFLAGS} searchwho.c -o searchwho
X
Xsscore:	sscore.c ${HEADS}
X	cc ${CFLAGS} sscore.c -o sscore
X
Xsearchd:	${OBJECTS}
X	cc ${CFLAGS} ${OBJECTS} -o searchd
X
X${OBJECTS}: ${HEADS}
X
Xinstall: searchd search sscore searchwho
X	install -s -o ${ROOT} -g ${GROUP} -m 6751 searchd /etc/searchd
X	install -s -o ${OWNER} -g ${GROUP} -m 751 sscore ${OBJDIR}/sscore
X	install -s -o ${OWNER} -g ${GROUP} -m 751 search ${OBJDIR}/search
X	install -s -o ${OWNER} -g ${GROUP} -m 751 searchwho ${OBJDIR}/searchwho
X	-mkdir ${LIBDIR}
X	chmod 775 ${LIBDIR}
X	touch ${LIBDIR}/points
X	touch ${LIBDIR}/errlog
X	chown ${OWNER} ${LIBDIR} ${LIBDIR}/points ${LIBDIR}/errlog
X	chgrp ${GROUP} ${LIBDIR} ${LIBDIR}/points ${LIBDIR}/errlog
X	chmod 664 ${LIBDIR}/points ${LIBDIR}/errlog
X
Xlint:
X	lint -hxa ${OPTIONS} aliens.c bursts.c cmds1.c cmds2.c \
X	groups.c init.c io.c lists.c main.c planet.c playmap.c \
X	scab.c tgoto.c util.c score.c signal.c ipc.c
X	
X
Xprofile:
X	cc -pg -o searchd.pro ${OBJECTS}
X
Xclean:
X	rm -f *.o searchd sscore search searchwho core a.out ERRS errs
X
Xtags:	${CFILES}
X	ctags ${CFILES}
X
Xdistrib:	${CFILES} ${HEADS} Rules.ms README Makefile search.6
X	shar	search.c sscore.c searchwho.c README	>search1.shar
X	shar	Rules.ms Makefile search.6		>search2.shar
X	shar	main.c ipc.c				>search3.shar
X	shar	defines.h structs.h cmds1.c cmds2.c	>search4.shar
X	shar	init.c util.c io.c tgoto.c score.c	>search5.shar
X	shar	playmap.c scab.c signal.c groups.c planet.c \
X		aliens.c bursts.c lists.c		>search6.shar
!xxENDITxx!
echo x - search.6
sed -e 's/^X//' > search.6 << '!xxENDITxx!'
X.TH SEARCH 6 8/14/81
X.SH NAME
Xsearch \- search and destroy players and aliens
X.SH SYNOPSIS
X.B search [host] [port]
X.br
X.B sscore
X.SH DESCRIPTION
X.PP
X.I Search
Xis a computer game which can be useful in expelling pent up
Xfrustration and anger.  Search is crt oriented and the
Xobject of the game is to accumulate points by searching out and
Xdestroying alien beings and other players flying through a "256 by
X256 universe".
XMany players are usually involved in a single "game" of search,
Xeach navigating their own spacecraft through a common universe.
X.PP
XSearch was recently modified to use sockets on 4.2 BSD unix.
XAs a result, search now has the capability to be played across
Xthe ethernet using the optional "host" argument to search.
XAny machine that supports the search daemon (or has an entry for
Xit in /etc/services) can play search on any other machine that
Xruns the search daemon.
X.PP
XAdditionally, the internet "port" number can be specified when invoking
Xsearch.
XNormally the search port number is extracted from /etc/services
Xon the local machine.
XIf there is no entry for search on the local machine, a default
Xport number will be tried.
XIf the user knows what port number the daemon (on the remote machine)
Xlistens at, he can enter a port number to try and connect
Xto the remote daemon.
X.PP
XFor detailed directions, read the document
X.I "A Guide to the Game of Search."
X.PP
XThe program sscore dumps the points data base.
X.SH FILES
X.DT
X/etc/searchd	central server for all players
X.br
X/etc/services	holds the port numbers for the search service
X.br
X/usr/games/lib/search/points	player point totals
X.br
X/tmp/slock	communications socket between slave and sgame
X.SH SEE ALSO
XGreg Ordy and Sam Leffler,
X.I "A Guide to the Game of Search"
X.SH BUGS
X.PP
XWhile search employs 
X.IR termcap (5)
Xto manage the screen, it requires that the terminal have an
Xaddressable cursor, clear screen capability, and at least 24
Xlines of 80 characters.
!xxENDITxx!