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 XSOKOBAN(6)            MIT Lab for Computer Science             XSOKOBAN(6)
                               3 January 1994



 NAME
      xsokoban - Pushing objects around...

 SYNOPSIS
      xsokoban [{ -nn | -s[level] | -r | -u <username> -c[scorefile-text]} -C
      -display <disp> {-w | -walls} {-rv | -reverse} {-f | -font} <fn> {-b |
      -bitdir} <path> {-fg | -foreground} <color> {-bg | -background} <color>
      {-bd | -border} <color> {-pr | -pointer} <color> -xrm <arg> ]

 DESCRIPTION
      xsokoban is an implementation of the game sokoban, written on top of
      X(1).

      The goal of xsokoban is to push all the round objects into the score
      area of each level using the mouse or the arrow keys. The arrow keys
      move the player in the corresponding direction, pushing an object if
      it is in the way and there is a clear space on the other side. The
      mouse buttons each have a distinct function.

      If the left mouse button is pressed on a clear square, the player will
      move to that location via the optimal path if such a path exists;
      otherwise, the game will beep.

      If the middle button is pressed on an object that is adjacent to the
      player, the object will be pushed one step.  If the middle mouse
      button is pressed on an empty space, the player will move the closest
      object that is on a straight line with the destination, such that the
      object can be pushed in that direction, and the player is not directly
      between the destination and the object.  Before pushing the object,
      the player is moved optimally to start the push.

      Either the left or middle mouse buttons may be used to "drag" an
      object from an initial to a final position. If a straightforward way
      exists for the player to push the object without moving any other
      objects, the player will execute appropriate moves and pushes to get
      the object to the desired destination.

      The right button mouse undoes the last user action, and may be used
      any number of times.


      The rest of the functions are bound to the keyboard:

      ?       Display the help screen.

      q       Quit the current level.

      h,j,k,l Move the man just like the arrow keys, as in vi(1).

      s       Save and quit.




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 XSOKOBAN(6)            MIT Lab for Computer Science             XSOKOBAN(6)
                               3 January 1994



      u       Undo the last action. Same as right mouse button.

      U       Restart a level.

      c       Snapshot the current position

      ^U      Restore to the last snapshot

      ^R      Redraw the screen.

      S       View the score file.


      The score file can be viewed at any time during the playing of the
      game.  The scores are also displayed whenever a level is completed.
      Scores of the current user are initially highlighted. While viewing
      scores, the following keys may be used to control the listing:


      q       Quit the game

      Return  Return to the game and continue with the current level; or, if
              the current level is completed, begin the next level.

      <left>  The left mouse button may be used to select a different user
              to highlight. It also controls the scroll bar at the right
              side of the screen.

      <middle>
              The middle mouse button selects a new level to play if a level
              is not already in progress.


      Scores are saved in the score file if they are of high enough rank. A
      score is ranked according to how many scores are better than it; there
      are no scores superior to a rank 1 score, only one score superior to a
      rank 2 score, and so on. If two scores are identical, the first one
      entered is ranked higher.

      It is possible for other users to have the same username as you, and
      thus collide in the score file. One symptom of this problem is that
      when you first play the game, you are not started at level 1.  To
      avoid this problem, set your "xsokoban.username" X resource to the
      desired unique username.


 OPTIONS
      -nn     Start at level nn, provided that levels below it are
              completed.





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 XSOKOBAN(6)            MIT Lab for Computer Science             XSOKOBAN(6)
                               3 January 1994



      -s [level]
              Print the scores on standard output. The optional level will
              restrict the printout to scores on just that level.

      -r      Restore a saved game.

      -u <username>
              Set the name of the user playing the game. By default, the
              user's login name is used.

      -c [scorefile-text]
              Create a new score file (can be ran only by the owner of the
              game).  If the argument "scorefile-text" is supplied, the file
              of that name is assumed to contain the textual output
              compatible with the output of "xsokoban -s -D". The scorefile
              is initialized to contain the scores described in that text
              file. If no argument is supplied, the score file is
              initialized to be empty.

      -C      Create a new X colormap for display purposes. Ordinarily
              xsokoban creates a new colormap automatically if the default
              colormap does not contain enough free slots to allow it to run
              properly.

      -display <display>
              Run the game on the named display.

      {-w | -walls}
              Use fancy walls. (This is the default unless an option bitmap
              set is used)

      {-rv | -reverse}
              Use reverse video.

      {-f | -font} <fontname>
              Use the named font instead of the default 9x15 font.

      {-b | -bitdir} <path>
              Use the bitmaps found in <path> instead of the defaults.

      {-fg | -foreground} <color>
              Use the named color as the foreground color. (default is
              BlackPixel())

      {-bg | -background} <color>
              Use the named color as the background color. (default is
              WhitePixel())

      {-bd | -border} <color>
              Use the named color as the border color. (default is
              foreground color)



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 XSOKOBAN(6)            MIT Lab for Computer Science             XSOKOBAN(6)
                               3 January 1994



      {-pr | -pointer} <color>
              Use the named color as the mouse pointer foreground. (default
              is foreground)

      -xrm <arg>
              <arg> is an X Resource specification.

 OTHER INFORMATION
      There is more information about xsokoban in the WWW, at

      http://xsokoban.lcs.mit.edu/xsokoban.html

      A global score file is also located there.


 AUTHORS
      Unknown Hacker - Original curses(3) implementation.

      Joseph L. Traub - X windows interface.

      Kevin Solie - simultaneously developed X implementation (merged in).

      Mark Linderman, Christos Zoulas - Mouse code (added to Solie's
      version).

      Andrew Myers(http://www.pmg.lcs.mit.edu/~andru) - Improved mouse UI,
      score ranking, color and WWW support.

      Code has also been donated by many xsokoban users. Thanks for all your
      contributions and suggestions!

 RESOURCES
      xsokoban understands the following resources.

      username : string
              The name you would like to use when playing xsokoban. It
              defaults to your real username. If you are playing in WWW
              mode, some domain information is appended to your real
              username to disambiguate from other users with the same name.
              This domain information is not appended to the username if
              specified through the resource.

      fancyWalls : boolean
              Use fancy walls.

      fontName : font
              Use named font.

      reverseVideo : boolean
              Reverse foreground and background pixels.




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 XSOKOBAN(6)            MIT Lab for Computer Science             XSOKOBAN(6)
                               3 January 1994



      foreground : color
              Use color as foreground color.

      background : color
              Use color as background color.

      borderColor : color
              Use color as border color.

      pointerColor : color
              Use color as pointer color.

      bitmapDir : string
              Look for bitmaps in path specified by string.

      border.color: color
              Color of borders in the score display

      text.font: font
              Font of text in the score display

      text.color: color
              Color of text in the score display

      text.highlight: color
              Color of highlighted text in the score display

      text.indent: int
              Indenting of text in the score display

      scrollbar.width: int
              Width of the scrollbar in the score display

      scrollbar.background: color
              Color of the scrollbar background

      scrollbar.thumb.height: int, scrollbar.thumb.width: int
              Size of the scrollbar thumb

      scrollbar.thumb.color: color
              Color of the scrollbar thumb

      panel.height: int
              Height of the help panel in the score display

      panel.font: font
              Font of the help panel in the score display

      bevel.width
              Width of the Motif-like bevels




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 XSOKOBAN(6)            MIT Lab for Computer Science             XSOKOBAN(6)
                               3 January 1994



      sep.color: color
              Color of the lines separating different score levels


 SPECIAL BITMAPS
      In order to define your own bitmaps for xsokoban you only need to know
      the names of which files it is looking for.  The standard bitmap files
      are:

      man.xbm -- The player bitmap.

      goal.xbm
              -- The goal area bitmap.

      wall.xbm
              -- The standard wall bitmap.

      object.xbm
              -- The object that gets pushed.

      treasure.xbm
              -- The bitmap for the object when it is on the goal.

      saveman.xbm
              -- The bitmap for the player when it is on the goal.

      To use the fancy walls option, you need the following additional files.

      lonewall.xbm
              -- a wall with connections on no sides.

      southwall.xbm
              -- a wall with only northern connections

      northwall.xbm
              -- a wall with only southern connections

      eastwall.xbm
              -- a wall with only western connections

      westwall.xbm
              -- a wall with only eastern connections

      llcornerwall.xbm
              -- a wall with northern and eastern connections

      ulcornerwall.xbm
              -- a wall with southern and eastern connections

      lrcornerwall.xbm
              -- a wall with northern and western connections



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 XSOKOBAN(6)            MIT Lab for Computer Science             XSOKOBAN(6)
                               3 January 1994



      urcornerwall.xbm
              -- a wall with southern and western connections

      north_twall.xbm
              -- a wall with connections on all BUT northern side

      south_twall.xbm
              -- a wall with connections on all BUT southern side

      east_twall.xbm
              -- a wall with connections on all BUT eastern side

      west_twall.xbm
              -- a wall with connections on all BUT western side

      centerwall.xbm
              -- A wall will connections on all four sides.

 BUGS
      Auto bitmap resizing code doesn't take into account font sizes.
      Feedback on user error is poor (only beeps).

































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