Provided by: battleball_2.0-17ubuntu1_amd64 bug

NAME battleball - military version of soccer

SYNOPSIS

       battleball [options] Players ...

DESCRIPTION

       BattleBall  is  essentially  the game of soccer, played with military vehicles rather than
       with people.  Each player drives a tank or flies a helicopter, and tries to move the  ball
       down  the playfield to the other team's goal.  In BattleBall, the teams' "goals" are their
       headquarters buildings, positioned at the ends of the playfield.  Hitting  another  team's
       headquarters  building  with  the  ball  scores a point, knocking the building over in the
       process.  Yes, realism was my ultimate goal in this game.

OPTIONS

       -ag ##l
              Set  players'  auto-gunner  settings.   The  argument  of  this  option  is   three
              characters: a single-digit number specifying firing accuracy, a single-digit number
              specifying firing frequency, and one of the  following  letters  specifying  target
              selection:
              a - fire at all targets
              b - fire only at the ball
              v - fire only at vehicles
              n - no targets (i.e. do not fire)
              This option affects players which appear after it on the command line.  The default
              is 43a.

       -ff d|b|t
              Make accidental 'friendly fire' from fellow teammates:
              d - dangerous (the default)
              b - blocked or
              t - transparent.

       -grav #
              Set gravity.  Defaults to 0.031 m/iteration^2.

       -help  Show the help screen

       -id #  Set the inter-frame delay.  If the game runs too slow, set this lower; if the  game
              seems to lag behind your keystrokes, set this higher.  Defaults to 30 milliseconds.

       -mtns #
              Set the number of mountains.  Defaults to 8.

       -noag  Disable human players' auto-gunner capability.

       -noap  Disable human players' auto-pilot capability.

       -nobang
              Disable 'bangs' (the flashes at the end of a gun barrel)

       -noflyby
              Disable aircraft fly-bys.

       -nopause
              Disable players' use of the pause ('P') key.

       -noresize
              Do not automatically resize the window to fit the graphics.

       -noshade
              Disable shadows.  Uses less cpu time.

       -out   Allow vehicles to go outside of the playfield.

       -pts # Set number of points required to win.  Defaults to 3.

       -rad # Set the 'radius' of the playfield.  Defaults to 100 meters.

       -sb    Single-buffer the game windows.

       -sd #  Set the startup delay.  The game will wait for this many seconds for players to get
              ready.

       -simple
              Use simpler graphics.  Uses less cpu time.

       -snum #
              Set number of shells per player.  Defaults to 3.

       -spow #
              Set shell power.  Defaults to 1.6.

       -svel #
              Set shell muzzle velocity.  Defaults to 1.5 meters/frame.   At  higher  velocities,
              some collisions may not be reliably detected.

       -train Include a train running on a track around the playfield.

       -trees #
              Set the number of trees.  Defaults to 12.

       -wf    Use wireframe rendering.  Uses less cpu time.

PLAYERS & TEAMS

       Battleball is played with teams of human and computer players. Up to six teams can play at
       once, and teams may have any combination of human and computer players.  Human players are
       created  by  giving  the  name  of  an X display on the command line. Computer players are
       created by using the magic name 'comp' instead.

       Computer players may be created with specific auto-gunner settings.  Use 'comp',  followed
       by (no space) the three characters used in the -ag option, e.g. 'comp67b'.  This overrides
       the -ag option.

       Commas between names put players on the same team; spaces between  names  separate  teams.
       Teams may have any mix of human and computer players.

       At  least  one  player  (one team) must be specified on the command line.  However, soccer
       with just one team is rather boring; using two or more is strongly suggested.

       Each team is assigned a color.  Tanks, helicopters,  and  headquarter  buildings  are  all
       marked with the team's color.

PLAY

       When  the  game starts, each player is seated in her vehicle, in front of her goal, facing
       the ball at the center of the playfield.  Vehicles are, of course, armed with cannons, but
       these  are  primarily  a means to an end.  Gunfire is good for forcing obstinate opponents
       out of your way, but gunfire doesn't destroy anything.  Gunfire is also good for  blasting
       the ball across the playfield and into your opponent's HQ.

       You  use  the  keyboard  to  control your vehicle.  The commands that are available at any
       given time are shown at the bottom of the screen.

       Commands for all vehicles:

              'I'    (or up arrow.) Move forward.

              'J'    (or left arrow.) Turn left.

              'K'    (or down arrow.) Move back.

              'L'    (or right arrow.) Turn right.

              Space  Fire.

              'P'    Pause.

              'Q'    Quit.

              'T'    Transform tank to helicopter or vice versa.

              'A'    Toggle autopilot.

              'G'    Toggle autogunner.

              'V'    Switch between view from vehicle, and view of vehicle from HQ.

              Tab    Show teams and scores.

       Extra commands for tanks:

              'E'    Raise barrel (shots go farther).

              'S'    Rotate turret left.

              'D'    Lower barrel.

              'F'    Rotate turret right.

       The current angle of the barrel and turret are shown beneath the main display, next to the
       team insignia.

       Commands for helicopters:

              'E'    Go up (note, your helicopter cannot fly on the ground).

              'S'    Fly left.

              'D'    Go down.

              'F'    Fly right.

              'Y'    Pitch forward.

              'H'    Pitch back.

       The  current  elevation  and  pitch  are  shown beneath the main display, next to the team
       insignia.

       The controls which are available to your vehicle  are always shown at the  bottom  of  the
       screen.

SCORING

       When  there  are  two  teams,  scoring is the same as it is in soccer: scoring a "goal" is
       worth 1 point.  When there are more than two teams, scoring a goal earns 2 points, and the
       other teams besides the losing team receive 1 point each for defending their headquarters.

EXAMPLES

       battleball :0
              Starts  a game with only one player on only one team, a human player on the local X
              display.  Not a very interesting game.

       battleball :0 comp
              A single human player vs. the computer, one-on-one.

       battleball ford:0 chevy:0
              Two humans, head-to-head, one on the display "ford:0", one on "chevy:0".

       battleball flavio:0  chirp:0,roar:0
              Sets up a one-player team against a two-player team.

       battleball parrot:0,comp  raven:0  comp,comp
              Creates three teams with a mix of human and computer players.

       battleball dunce:0  comp75a  comp,comp
              Creates three teams.  The first computer player gets special auto-gunner  settings;
              the other computer players get default settings.

BUGS

       Using multiple X displays introduces certain security risks (which are beyond the scope of
       this document).  Networked games will require the use of the incredibly insecure  xhost(1)
       command  or  the  less insecure but rather complicated xauth(1) utility.  Do not play this
       game with people you don't know and trust.

       Using multiple X displays also imposes performance overheads.  You will need fast  network
       connections for multi-player games.

       The game must render 3d graphics for each player in the game.  This can slow the game down
       dramatically as the number of players increases.  You can use various options to speed  up
       the game, but you will eventually reach a point of diminishing returns.

SEE ALSO

       See battleball -help and /usr/share/doc/battleball/README.gz for more information.

AUTHOR

       Battleball was written by Philip A. Hardin.

       This man page was written by Chris Waters <xtifr@debian.org>.