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dm.conf(5) [debian man page]

DM.CONF(5)                                                    BSD File Formats Manual                                                   DM.CONF(5)

NAME
dm.conf -- dungeon master configuration file DESCRIPTION
The dm.conf file is the configuration file for the dm(8) program. It consists of lines beginning with one of three keywords, badtty, game, and time. All other lines are ignored. Any tty listed after the keyword badtty may not have games played on it. Entries consist of two white-space separated fields: the string badtty and the ttyname as returned by ttyname(3). For example, to keep the uucp dialout, ``tty19'', from being used for games, the entry would be: badtty /dev/tty19 Any day/hour combination listed after the keyword time will disallow games during those hours. Entries consist of four white-space separated fields: the string time, the unabbreviated day of the week and the beginning and ending time of a period of the day when games may not be played. The time fields are in a 0 based, 24-hour clock. For example, the following entry allows games playing before 8AM and after 5PM on Mondays: time Monday 8 17 Any game listed after the keyword game will set parameters for a specific game. Entries consist of five white-space separated fields: the keyword game, the name of a game, the highest system load average at which the game may be played, the maximum users allowed if the game is to be played, and the priority at which the game is to be run. Any of these fields may start with a non-numeric character, resulting in no game limitation or priority based on that field. The game default controls the settings for any game not otherwise listed, and must be the last game entry in the file. Priorities may not be negative. For example, the following entries limits the game ``hack'' to running only when the system has 10 or less users and a load aver- age of 5 or less; all other games may be run any time the system has 15 or less users. game hack 5 10 * game default * 15 * FILES
/etc/dm.conf The dm(8) configuration file. SEE ALSO
setpriority(2), ttyname(3), dm(8) BSD May 31, 1993 BSD

Check Out this Related Man Page

SNAKE(6)							   Games Manual 							  SNAKE(6)

NAME
snake, snscore - display chase game SYNOPSIS
/usr/games/snake [ -wn ] [ -ln ] /usr/games/snscore DESCRIPTION
Snake is a display-based game which must be played on a CRT terminal from among those supported by vi(1). The object of the game is to make as much money as possible without getting eaten by the snake. The -l and -w options allow you to specify the length and width of the field. By default the entire screen (except for the last column) is used. You are represented on the screen by an I. The snake is 6 squares long and is represented by S's. The money is $, and an exit is #. Your score is posted in the upper left hand corner. You can move around using the same conventions as vi(1), the h, j, k, and l keys work, as do the arrow keys. Other possibilities include: sefc These keys are like hjkl but form a directed pad around the d key. HJKL These keys move you all the way in the indicated direction to the same row or column as the money. This does not let you jump away from the snake, but rather saves you from having to type a key repeatedly. The snake still gets all his turns. SEFC Likewise for the upper case versions on the left. ATPB These keys move you to the four edges of the screen. Their position on the keyboard is the mnemonic, e.g. P is at the far right of the keyboard. x This lets you quit the game at any time. p Points in a direction you might want to go. w Space warp to get out of tight squeezes, at a price. ! Shell escape ^Z Suspend the snake game, on systems which support it. Otherwise an interactive shell is started up. To earn money, move to the same square the money is on. A new $ will appear when you earn the current one. As you get richer, the snake gets hungrier. To leave the game, move to the exit (#). A record is kept of the personal best score of each player. Scores are only counted if you leave at the exit, getting eaten by the snake is worth nothing. As in pinball, matching the last digit of your score to the number which appears after the game is worth a bonus. To see who wastes time playing snake, run /usr/games/snscore . FILES
/usr/games/lib/snakerawscores database of personal bests /usr/games/lib/snake.log log of games played /usr/games/busy program to determine if system too busy BUGS
When playing on a small screen, it's hard to tell when you hit the edge of the screen. The scoring function takes into account the size of the screen. A perfect function to do this equitably has not been devised. 4th Berkeley Distribution May 20, 1985 SNAKE(6)
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