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<?xml version="1.0" ?>
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<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd" [
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<!ENTITY kappname "&kblackbox;">
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<!ENTITY package "tdegames">
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<!ENTITY % addindex "IGNORE">
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<!ENTITY % English "INCLUDE" > <!-- change language only here -->
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]>
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<book lang="&language;">
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<bookinfo>
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<title>&kblackbox; Game Manual</title>
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<authorgroup>
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<author>
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&Robert.Cimrman; &Robert.Cimrman.mail;
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</author>
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<author>
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&Philip.Rodrigues; &Philip.Rodrigues.mail;
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</author>
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<othercredit role="developer">
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&Robert.Cimrman; &Robert.Cimrman.mail;
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<!-- Uncomment this when xslt bug is fixed!
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<contrib>Developer</contrib>
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-->
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</othercredit>
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<othercredit role="reviewer">
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&Lauri.Watts; &Lauri.Watts.mail;
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<!-- Uncomment this when xslt bug is fixed!
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<contrib>Reviewer</contrib>
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-->
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</othercredit>
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<!-- TRANS:ROLES_OF_TRANSLATORS -->
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</authorgroup>
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<copyright>
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<year>1998</year><year>2000</year>
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<holder>&Robert.Cimrman;</holder>
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</copyright>
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<copyright>
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<year>2001-2003</year>
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<holder>&Philip.Rodrigues;</holder>
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</copyright>
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<legalnotice>&FDLNotice;</legalnotice>
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<date>2005-12-10</date>
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<releaseinfo>0.3.0</releaseinfo>
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<abstract><para>&kblackbox; is a superb graphical logical game, inspired
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by the <application>emacs</application> blackbox game.</para></abstract>
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<keywordset>
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<keyword>KDE</keyword>
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<keyword>KBlackBox</keyword>
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<keyword>tdegames</keyword>
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<keyword>blackbox</keyword>
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<keyword>game</keyword>
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</keywordset>
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</bookinfo>
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<chapter id="what-is-kblackbox">
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<title>What is &kblackbox;?</title>
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<para>&kblackbox; is a superb :-) graphical logical game, inspired by
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the <application>emacs</application> blackbox game. A major part of this help
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file is based on the original <application>emacs</application>
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help. </para>
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<para>&kblackbox; is a game of hide and seek played on a grid of
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boxes. Your opponent (the Random number generator, in this case) has
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hidden several balls within this box. By shooting rays into the box and
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observing where they emerge it is possible to deduce the positions of
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the hidden balls. The fewer rays you use to find the balls, the better
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(the lower) your score.</para>
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</chapter>
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<chapter id="game-description">
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<title>Game Description</title>
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<para>In the first part of this section a description of the game board
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will be given. The second part deals with user interaction with the
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game board and finally in the third part the actual game rules are
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explained.</para>
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<sect1 id="game-board-descritpion">
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<title>Game Board Description</title>
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<para>The following types of field are found on the game board: </para>
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<variablelist>
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<varlistentry>
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<term><interface>Black squares</interface></term>
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<listitem><para>The black box. Here you must mark the squares you think
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a ball is in.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><interface>Green squares</interface></term>
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<listitem><para>These are the lasers, shooting rays of light when
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switched on.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><interface>Light Gray squares</interface></term>
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<listitem><para>Nothing here of interest, this is just a
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border :-).</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><interface>Blue balls</interface></term>
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<listitem><para><quote>There must be one there!</quote> you think. These mark
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where you suspect a ball is placed in the black box.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><interface>Cyan balls</interface></term>
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<listitem><para>Show where the balls actually are.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><interface>Red balls</interface></term>
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<listitem><para>Incorrectly positioned balls you have marked are
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indicated in red.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><interface>Brown squares</interface></term>
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<listitem><para>Marking color</para></listitem>
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</varlistentry>
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</variablelist>
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<note><para>The names of colors are used just for identifying the
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different types of the fields in this text. They <emphasis>might
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not</emphasis> be in any relation with the actual color of the
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fields. Simply said: the black box is in the center, around are the
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lasers and around them is the border. Remap the colors yourself
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:-). </para></note>
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</sect1>
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<sect1 id="user-interaction">
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<title>User Interaction</title>
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<para>The cursor can be moved around the box with the
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standard cursor movement keys or the mouse. Switching of lasers or
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marking of black boxes is done with the &LMB;, or by pressing the
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<keycap>Return</keycap> or &Enter; key.</para>
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<para>You can mark the fields where you think a ball cannot be, too. Just press
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the &RMB;. It often helps you to find an area where a ball could possibly
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be. To clear any marks (blue or brown) press the
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&LMB;. Brown marks cannot overwrite blue
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marks. This way you cannot erase the blue marks (guessed balls) by accident when
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playing with the &RMB;. </para>
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<para>When you think the configuration of balls you have placed is
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correct, press the &MMB;. You
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will be informed whether you are correct or not, and be given your
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score. Your score is the number of letters and numbers around the
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outside of the box plus five for each incorrectly placed ball. If you
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placed any balls incorrectly, they will be indicated with red fields,
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and their actual positions indicated with cyan fields.</para>
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</sect1>
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<sect1 id="game-rules">
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<title>Game Rules</title>
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<para>You have to find balls hidden in the black box. Your means are
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limited - you can just fire lasers which are around the box. There are
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three possible outcomes for each ray you send into the box: </para>
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<anchor id="detour"/>
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<variablelist>
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<varlistentry>
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<term>Detour</term>
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<listitem><para>The ray is deflected and emerges somewhere other than
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where you sent it in. On the playfield, detours are denoted by matching
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pairs of numbers - one where the ray went in, and the other where it
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came out.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term>Reflection</term>
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<listitem><para>The ray is reflected and emerges in the same place it
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was sent in. On the playfield, reflections are denoted by the letter
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<guilabel>R</guilabel>.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term>Hit</term>
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<listitem><para>The ray strikes a ball directly and is absorbed. It does not
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emerge from the box. On the playfield, hits are denoted by the letter
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<guilabel>H</guilabel>.</para></listitem>
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</varlistentry>
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</variablelist>
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<para>The rules for how balls deflect rays are simple and are best shown by
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example.</para>
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<para>As a ray approaches a ball it is deflected ninety degrees. Rays
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can be deflected multiple times. In the diagrams below, the dashes
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represent empty box locations and the letter <guilabel>O</guilabel>
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represents a ball. The entrance and exit points of each ray are marked
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with numbers as described under <link linkend="detour">Detour</link>
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above. Note that the entrance and exit points are always
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interchangeable. <guilabel>*</guilabel> denotes the path taken by the
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ray.</para>
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<para>Note carefully the relative positions of the ball and the ninety
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degree deflection it causes.</para>
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<screen>
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1
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- * - - - - - - - - - - - - - - - - - - - - - -
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- * - - - - - - - - - - - - - - - - - - - - - -
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1 * * - - - - - - - - - - - - - - - O - - - - O -
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- - O - - - - - - - O - - - - - - - * * * * - -
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- - - - - - - - - - - * * * * * 2 3 * * * - - * - -
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- - - - - - - - - - - * - - - - - - - O - * - -
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- - - - - - - - - - - * - - - - - - - - * * - -
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- - - - - - - - - - - * - - - - - - - - * - O -
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2 3
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</screen>
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<para>
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As mentioned above, a reflection occurs when a ray emerges from the same
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point it was sent in. This can happen in several ways:
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</para>
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<screen>
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- - - - - - - - - - - - - - - - - - - - - - - -
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- - - - O - - - - - O - O - - - - - - - - - - -
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R * * * * - - - - - - - * - - - - O - - - - - - -
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- - - - O - - - - - - * - - - - R - - - - - - - -
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- - - - - - - - - - - * - - - - - - - - - - - -
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- - - - - - - - - - - * - - - - - - - - - - - -
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- - - - - - - - R * * * * - - - - - - - - - - - -
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- - - - - - - - - - - - O - - - - - - - - - - -
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</screen>
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<para>In the first example, the ray is deflected downwards by the upper
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ball, then left by the lower ball, and finally retraces its path to its
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point of origin. The second example is similar. The third example is a
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bit anomalous but can be rationalized by realizing the ray never gets a
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chance to get into the box. Alternatively, the ray can be thought of as
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being deflected downwards and immediately emerging from the box.</para>
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<para>A hit occurs when a ray runs straight into a ball:</para>
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<screen>
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- - - - - - - - - - - - - - - - - - - - - - - -
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- - - - - - - - - - - - - - - - - - - - O - - -
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- - - - - - - - - - - - O - - - H * * * * - - - -
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- - - - - - - - H * * * * O - - - - - - * - - - -
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- - - - - - - - - - - - O - - - - - - O - - - -
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H * * * O - - - - - - - - - - - - - - - - - - - -
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- - - - - - - - - - - - - - - - - - - - - - - -
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- - - - - - - - - - - - - - - - - - - - - - - -
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</screen>
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<para>Be sure to compare the second example of a hit with the first
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example of a reflection.</para>
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</sect1>
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</chapter>
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<chapter id="gui-description">
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<title>&GUI; description</title>
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<sect1 id="game-menu">
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<title>The <guimenu>Game</guimenu> Menu</title>
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<variablelist>
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<varlistentry>
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<term><menuchoice>
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<shortcut>
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<keycombo action="simul">&Ctrl;<keycap>N</keycap></keycombo>
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</shortcut>
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<guimenu>Game</guimenu>
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<guimenuitem>New</guimenuitem></menuchoice></term>
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<listitem><para>Starts a new game (and abandons the current, if
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any.)</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><menuchoice><guimenu>Game</guimenu>
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<guimenuitem>Give Up</guimenuitem></menuchoice></term>
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<listitem><para>Shows you positions of the balls.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><menuchoice><guimenu>Game</guimenu>
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<guimenuitem>Done</guimenuitem></menuchoice></term>
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<listitem><para>Checks whether all balls are placed. If yes, it terminates
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the current game, computes the final score and indicates real positions of
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the balls. The <mousebutton>middle</mousebutton> mouse button has the same
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function. </para></listitem>
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</varlistentry>
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<varlistentry>
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<term><menuchoice><guimenu>Game</guimenu>
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<guimenuitem>Resize</guimenuitem></menuchoice></term>
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<listitem><para>Resizes the main window, so that its contents fit perfectly. This is useful when you accidentally change the size of the
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window...</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><menuchoice>
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<shortcut>
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<keycombo action="simul">&Ctrl;<keycap>Q</keycap></keycombo>
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</shortcut>
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<guimenu>Game</guimenu>
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<guimenuitem>Quit</guimenuitem></menuchoice></term>
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<listitem><para>Quits &kblackbox;</para></listitem>
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</varlistentry>
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</variablelist>
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</sect1>
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<sect1 id="settings-menu">
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<title>The <guimenu>Settings</guimenu> Menu</title>
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<variablelist>
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<varlistentry>
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<term><menuchoice>
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<guimenu>Settings</guimenu><guimenuitem>Show/Hide Toolbar</guimenuitem>
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</menuchoice>
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</term>
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<listitem>
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<para>Shows or hides the &kblackbox; toolbar.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><menuchoice>
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<guimenu>Settings</guimenu><guimenuitem>Show/Hide Statusbar</guimenuitem>
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</menuchoice></term>
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<listitem>
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<para>Shows or hides the &kblackbox; status bar at the base of the screen.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><menuchoice><guimenu>Settings</guimenu>
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<guisubmenu>Size</guisubmenu></menuchoice></term>
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<listitem><para>Sets the size of the game field (black box). You may choose
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between <guimenuitem>8 x 8</guimenuitem>, <guimenuitem>10 x 10</guimenuitem> and
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<guimenuitem>12 x 12</guimenuitem>. The default is <guimenuitem>8 x
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8</guimenuitem>.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term><menuchoice><guimenu>Settings</guimenu>
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<guisubmenu>Balls</guisubmenu></menuchoice></term>
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<listitem><para>Sets the number of balls in the black box. You may choose
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between <guimenuitem>4</guimenuitem> (the default), <guimenuitem>6</guimenuitem>
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or <guimenuitem>8</guimenuitem>.</para>
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</listitem>
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</varlistentry>
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<varlistentry>
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<term><menuchoice><guimenu>Settings</guimenu>
|
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|
<guimenuitem>Tutorial</guimenuitem></menuchoice></term>
|
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|
<listitem><para>Switches the tutorial mode on or off. In tutorial mode,
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|
|
you can see where the balls actually are. Note that you have to start a new
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|
game for this change to take effect.</para></listitem>
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</varlistentry>
|
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<varlistentry>
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|
<term><menuchoice><guimenu>Settings</guimenu>
|
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|
|
<guimenuitem>Configure Shortcuts...</guimenuitem></menuchoice></term>
|
|
|
|
<listitem><para>Displays a standard &kde; shortcut configuration dialog, in
|
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|
which you can change the keyboard shortcuts used by &kblackbox;.</para></listitem>
|
|
|
|
</varlistentry>
|
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<varlistentry>
|
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|
|
<term><menuchoice>
|
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|
|
<guimenu>Settings</guimenu><guimenuitem>Configure Toolbars...</guimenuitem>
|
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|
|
</menuchoice></term>
|
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|
<listitem>
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|
<para>Brings up the standard &kde; toolbar configuration dialog to customize the &kblackbox; toolbar.</para>
|
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|
|
</listitem>
|
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|
|
</varlistentry>
|
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|
|
|
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|
|
</variablelist>
|
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|
|
|
|
|
|
</sect1>
|
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|
|
<sect1 id="help">
|
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|
|
<title>The <guimenuitem>Help</guimenuitem> Menu</title>
|
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|
|
|
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|
|
&help.menu.documentation;
|
|
|
|
|
|
|
|
</sect1>
|
|
|
|
|
|
|
|
<sect1 id="toolbar">
|
|
|
|
<title>The Toolbar</title>
|
|
|
|
|
|
|
|
<screenshot>
|
|
|
|
<screeninfo>&kblackbox;'s toolbar</screeninfo>
|
|
|
|
<mediaobject>
|
|
|
|
<imageobject>
|
|
|
|
<imagedata fileref="kblackboxtbar.png" format="PNG"/>
|
|
|
|
</imageobject>
|
|
|
|
</mediaobject>
|
|
|
|
</screenshot>
|
|
|
|
|
|
|
|
<para>The &kblackbox; toolbar offers quick access to the most commonly used
|
|
|
|
&kblackbox; functions. From left to right, the icons are:</para>
|
|
|
|
|
|
|
|
<variablelist>
|
|
|
|
|
|
|
|
<varlistentry>
|
|
|
|
<term><guiicon>New</guiicon></term>
|
|
|
|
<listitem><para>Starts a new game.</para></listitem>
|
|
|
|
</varlistentry>
|
|
|
|
|
|
|
|
<varlistentry>
|
|
|
|
<term><guiicon>Give Up</guiicon></term>
|
|
|
|
<listitem><para>Shows you positions of the balls.</para></listitem>
|
|
|
|
</varlistentry>
|
|
|
|
|
|
|
|
<varlistentry>
|
|
|
|
<term><guiicon>Done</guiicon></term>
|
|
|
|
<listitem><para>Checks whether all balls are placed. If yes, it terminates
|
|
|
|
the current game, computes the final score and indicates real positions of
|
|
|
|
the balls. The <mousebutton>middle</mousebutton> mouse button has the same
|
|
|
|
function. </para></listitem>
|
|
|
|
</varlistentry>
|
|
|
|
|
|
|
|
</variablelist>
|
|
|
|
</sect1>
|
|
|
|
</chapter>
|
|
|
|
|
|
|
|
<chapter id="credits-and-license">
|
|
|
|
<title>Credits and License</title>
|
|
|
|
|
|
|
|
<para>&kblackbox;</para>
|
|
|
|
|
|
|
|
<para>Program Copyright 1998-2000 &Robert.Cimrman; &Robert.Cimrman.mail;</para>
|
|
|
|
|
|
|
|
<para>Documentation by &Robert.Cimrman;. Updated and converted to Docbook
|
|
|
|
for &kde; 2.0 by &Lauri.Watts; &Lauri.Watts.mail;</para>
|
|
|
|
|
|
|
|
<para>
|
|
|
|
Current maintainer &Philip.Rodrigues; &Philip.Rodrigues.mail;
|
|
|
|
</para>
|
|
|
|
|
|
|
|
<!-- TRANS:CREDIT_FOR_TRANSLATORS -->
|
|
|
|
|
|
|
|
&underFDL;
|
|
|
|
&underGPL;
|
|
|
|
|
|
|
|
</chapter>
|
|
|
|
|
|
|
|
|
|
|
|
<appendix id="installation">
|
|
|
|
<title>Installation</title>
|
|
|
|
|
|
|
|
&install.intro.documentation;
|
|
|
|
|
|
|
|
<sect1 id="compilation">
|
|
|
|
<title>Compilation and Installation</title>
|
|
|
|
|
|
|
|
&install.compile.documentation;
|
|
|
|
|
|
|
|
</sect1>
|
|
|
|
</appendix>
|
|
|
|
|
|
|
|
</book>
|
|
|
|
|
|
|
|
<!--
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Local Variables:
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mode: sgml
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sgml-omittag: nil
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sgml-shorttag: t
|
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End:
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-->
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