(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
92 lines
3.7 KiB
Perl
92 lines
3.7 KiB
Perl
.TH Command LBMAP
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.NA lbmap "Big map of all your worldly knowledge around a land unit"
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.LV Expert
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.SY "bmap [<SECTS> | <SHIP>] <s|p|l|r|t|*|h>"
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.SY "lbmap [<SECTS> | <LAND UNIT>] <s|p|l|*|h>"
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.SY "pbmap [<SECTS> | <PLANE>] <s|p|l|*|h>"
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.SY "sbmap [<SECTS> | <SHIP>] <s|p|l|*|h>"
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A bmap gives you a graphic representation of all or part of your country.
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.s1
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Bmap differs from map in that it reflects everything you've learned
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about the world. If, for example, you navigate near a sector and find
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out that it is sea, it will show up on your bmap as sea, even if it
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doesn't show up on your map.
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.s1
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Note that bmap shows the \*QLAST KNOWN INFORMATION\*U you have about
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a sector. It may change, and your bmap will not reflect it. For example,
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if you re-designate a sector, it won't show up on your bmap as the
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new sector type until you do a map.
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.s1
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Commands contributing to bmap include (but are not limited to):
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map, nav, fly, bomb, recon, para, drop, lookout, coastwatch, radar.
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(probably others)
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.s1
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You can also get an lbmap by typing 'B' at the march prompt.
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.s1
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Note that any sector
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marked as 'X' on your bmap will automatically be avoided by
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ships when they are trying to calculate the best path between two
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points. Whenever you detect a sea mine in a sector, the server will
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automatically put an 'X' on your bmap.
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.s1
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You can call up a local bmap while navigating or marching by typing 'B'
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at the prompt.
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.s1
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Examples:
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.EX bmap -9:18,-8:5
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generates a 28 x 14 bmap based on data supplied by the sectors
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in the area specified.
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.NF
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---------0000000000111111111
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9876543210123456789012345678
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-8 . . . - - -8
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-7 . . . . - ^ -7
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-6 . . . . - - - - -6
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-5 . . - . a a - ^ ? ? - -5
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-4 . . . . k o ! - ^ ? ? ? -4
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-3 . - . a h j a ^ ^ ^ ^ ^ - -3
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-2 . . - . a a a ^ a a - - - -2
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-1 . . . a a a b + + ^ ^ - -1
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0 . . . m c u a a - ^ - ^ 0
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1 . - . a a . a a - - ^ 1
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2 - ^ ^ a a a ^ a - - ^ 2
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3 - - - - - - - . . - 3
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4 ^ - - - - - ^ - - 4
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5 - ^ - - ^ - - - 5
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---------0000000000111111111
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9876543210123456789012345678
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.FI
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.s1
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.EX bmap # >mapfil
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where your \*Qrealm\*U (or '#',
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see \*Qinfo realm\*U or \*Qinfo update\*U)
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is -5:5,-6:6 will type out a 11 by 13 sector bmap
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and also put the bmap in the file called \*Qmapfil\*U.
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.s1
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You can also give the number of a ship, and bmap will give you a small
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bmap centered on the location of that ship, provided you own it.
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If you use lmap, the number of a land unit will give you a map around
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that land unit. The pmap command does the same for planes.
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.s1
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.L "BMAP FLAGS"
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.s1
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If you specify an 's' flag, bmap will put your ships on the map.
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If you specify an 'l' flag, bmap will put your land units on the map.
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If you specify an 'p' flag, bmap will put your planes on the map.
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A '*' will put all on the map, in this order: land units, ships, planes.
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To highlight sectors you own, specify the 'h' flag.
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.s1
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You actually have two bmaps. One which is created by the server; this
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one is called your 'true' bmap. You can view your true bmap at any
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time using the
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.SY "bmap <SECTS> true"
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command. However, usually when you view your bmap, you are looking at
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your 'working' bmap. The only difference between your working bmap
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and your true bmap is that your working bmap also contains
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designations put on there by you using the 'bdes' command, and by your
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friends using the "sharebmap" command. If somehow your bmap gets
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corrupted, you can revert your working bmap back to your true bmap
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using the command:
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.SY "bmap <SECTS> revert"
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.s1
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.SA "bdes, map, navigate, fly, bomb, recon, paradrop, drop, lookout, coastwatch, radar, sharebmap, LandUnits, Maps"
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