491 lines
17 KiB
Groff
491 lines
17 KiB
Groff
.\" $NetBSD: atc.6,v 1.12 2002/02/08 01:25:12 ross Exp $
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.\"
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.\" Copyright (c) 1990, 1993
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.\" The Regents of the University of California. All rights reserved.
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.\"
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.\" This code is derived from software contributed to Berkeley by
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.\" Ed James.
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.\"
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.\" Redistribution and use in source and binary forms, with or without
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.\" modification, are permitted provided that the following conditions
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.\" are met:
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.\" 1. Redistributions of source code must retain the above copyright
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.\" notice, this list of conditions and the following disclaimer.
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.\" 2. Redistributions in binary form must reproduce the above copyright
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.\" notice, this list of conditions and the following disclaimer in the
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.\" documentation and/or other materials provided with the distribution.
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.\" 3. All advertising materials mentioning features or use of this software
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.\" must display the following acknowledgement:
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.\" This product includes software developed by the University of
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.\" California, Berkeley and its contributors.
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.\" 4. Neither the name of the University nor the names of its contributors
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.\" may be used to endorse or promote products derived from this software
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.\" without specific prior written permission.
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.\"
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.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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.\" SUCH DAMAGE.
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.\"
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.\" @(#)atc.6 8.1 (Berkeley) 5/31/93
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.\"
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.\" Copyright (c) 1986 Ed James. All rights reserved.
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.\"
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.Dd May 31, 1993
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.Dt ATC 6
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.Os
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.Sh NAME
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.Nm atc
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.Nd air traffic controller game
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.Sh SYNOPSIS
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.Nm atc
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.Op Fl u?lstp
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.Op Fl gf Ar "game name"
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.Op Fl r Ar "random seed"
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.Sh DESCRIPTION
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.Nm
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lets you try your hand at the nerve wracking duties of the air traffic
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controller without endangering the lives of millions of
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travelers each year.
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Your responsibilities require you to direct the flight of jets
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and prop planes into and out of the flight arena and airports.
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The speed (update time) and frequency of the planes depend on the
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difficulty of the chosen arena.
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.Sh OPTIONS
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.Bl -tag -width flag
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.It Fl u
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Print the usage line and exit.
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.It Fl ?
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Same as
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.Fl u .
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.It Fl l
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Print a list of available games and exit.
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The first game name printed is the default game.
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.It Fl s
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Print the score list (formerly the Top Ten list).
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.It Fl t
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Same as
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.Fl s .
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.It Fl p
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Print the path to the special directory where
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.Nm
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expects to find its private files. This is used during the
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installation of the program.
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.It Fl g Ar game
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Play the named game. If the game listed is not one of the
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ones printed from the
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.Fl l
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option, the default game is played.
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.It Fl f Ar game
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Same as
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.Fl g .
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.It Fl r Ar seed
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Set the random seed. The purpose of this flag is questionable.
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.El
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.Sh GOALS
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Your goal in
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.Nm
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is to keep the game going as long as possible.
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There is no winning state, except to beat the times of other players.
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You will need to: launch planes at airports (by instructing them to
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increase their altitude); land planes at airports (by instructing them to
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go to altitude zero when exactly over the airport); and maneuver planes
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out of exit points.
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.Pp
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Several things will cause the end of the game.
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Each plane has a destination (see information area), and
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sending a plane to the wrong destination is an error.
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Planes can run out of fuel, or can collide. Collision is defined as
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adjacency in all three dimensions. A plane leaving the arena
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in any other way than through its destination exit is an error as well.
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.Pp
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Scores are sorted in order of the number of planes safe. The other
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statistics are provided merely for fun. There is no penalty for
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taking longer than another player (except in the case of ties).
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.Pp
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Suspending a game is not permitted. If you get a talk message, tough.
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When was the last time an Air Traffic Controller got called away to
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the phone?
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.Sh "THE DISPLAY"
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.Pp
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Depending on the terminal you run
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.Nm
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on, the screen will be divided into 4 areas.
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It should be stressed that the terminal driver portion of the
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game was designed to be reconfigurable, so the display format can vary
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depending the version you are playing. The descriptions here are based
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on the ascii version
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of the game. The game rules and input format, however,
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should remain consistent.
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Control-L redraws the screen, should it become muddled.
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.Ss RADAR
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The first screen area is the radar display, showing the relative locations
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of the planes, airports, standard entry/exit points, radar
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beacons, and ``lines'' which simply serve to aid you in guiding
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the planes.
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.Pp
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Planes are shown as a single letter with an altitude. If
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the numerical altitude is a single digit, then it represents
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thousands of feet.
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Some distinction is made between the prop
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planes and the jets. On ascii terminals, prop planes are
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represented by a upper case letter, jets by a lower case letter.
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.Pp
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Airports are shown as a number and some indication of the direction
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planes must be going to land at the airport.
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On ascii terminals, this is one of `^', `\*[Gt]', `\*[Lt]', and `v', to indicate
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north (0 degrees), east (90), west (270) and south (180), respectively.
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The planes will also
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take off in this direction.
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.Pp
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Beacons are represented as circles or asterisks and a number.
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Their purpose is to offer a place of easy reference to the plane pilots.
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See ``the delay command'' under the input section of this manual.
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.Pp
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Entry/exit points are displayed as numbers along the border of the
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radar screen. Planes will enter the arena from these points without
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warning. These points have a direction associated with them, and
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planes will always enter the arena from this direction. On the
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ascii version of
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.Nm "" ,
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this direction is not displayed. It will become apparent
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what this direction is as the game progresses.
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.Pp
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Incoming planes will always enter at the same altitude: 7000 feet.
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For a plane to successfully depart through an entry/exit point,
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it must be flying at 9000 feet.
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It is not necessary for the planes to be flying in any particular
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direction when they leave the arena (yet).
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.Ss "INFORMATION AREA"
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The second area of the display is the information area, which lists
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the time (number of updates since start), and the number of planes you
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have directed safely out of the arena.
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Below this is a list of planes currently in the air, followed by a
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blank line, and then a list of planes on the ground (at airports).
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Each line lists the plane name and its current altitude,
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an optional asterisk indicating low fuel, the plane's destination,
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and the plane's current command. Changing altitude is not considered
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to be a command and is therefore not displayed. The following are
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some possible information lines:
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.Pp
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.Bd -literal -unfilled -offset indent
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B4*A0: Circle @ b1
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g7 E4: 225
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.Ed
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.Pp
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The first example shows a prop plane named `B' that is flying at 4000
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feet. It is low on fuel (note the `*'). Its destination is
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Airport #0.
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The next command it expects
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to do is circle when it reaches Beacon #1.
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The second example shows a jet named `g' at 7000 feet, destined for
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Exit #4. It is just now executing a turn to 225 degrees (South-West).
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.Ss "INPUT AREA"
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The third area of the display is the input area. It is here that
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your input is reflected. See the INPUT heading of this manual
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for more details.
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.Ss "AUTHOR AREA"
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This area is used simply to give credit where credit is due. :-)
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.Sh INPUT
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A command completion interface is built into
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the game. At any time, typing `?' will list possible input characters.
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Typing a backspace (your erase character) backs up, erasing the last part
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of the command. When a command is complete, a return enters it, and
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any semantic checking is done at that time. If no errors are detected,
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the command is sent to the appropriate plane. If an error is discovered
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during the check, the offending statement will be underscored and a
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(hopefully) descriptive message will be printed under it.
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.Pp
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The command syntax is broken into two parts:
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.Em "Immediate Only"
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and
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.Em Delayable
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commands.
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.Em "Immediate Only"
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commands happen on the next
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update.
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.Em Delayable
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commands also happen on the next update unless they
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are followed by an optional predicate called the
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.Em Delay
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command.
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.Pp
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In the following tables, the syntax
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.Em [0\-9]
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means any single digit, and
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.Em \*[Lt]dir\*[Gt]
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refers to a direction, given by the keys around the `s' key: ``wedcxzaq''.
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In absolute references, `q' refers to North-West or 315 degrees, and `w'
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refers to North, or 0 degrees.
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In relative references, `q' refers to -45 degrees or 45 degrees left, and `w'
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refers to 0 degrees, or no change in direction.
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.Pp
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All commands start with a plane letter. This indicates the recipient
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of the command. Case is ignored.
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.Ss "IMMEDIATE ONLY COMMANDS"
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.Bl -tag -width "aaaa"
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.It "a [ cd+- ]" Em number
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Altitude: Change a plane's altitude, possibly requesting takeoff.
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`+' and `-' are the same as `c' and `d'.
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.Bl -tag -width "aaaaaaaaaa" -compact
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.It a Em number
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Climb or descend to the given altitude (in thousands of feet).
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.It ac Em number
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Climb: relative altitude change.
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.It ad Em number
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Descend: relative altitude change.
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.El
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.It m
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Mark: Display in highlighted mode. Plane and command information
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is displayed normally.
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.It i
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Ignore: Do not display highlighted. Command is displayed as a
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line of dashes if there is no command.
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.It u
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Unmark: Same as ignore, but if a delayed command is processed,
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the plane will become marked. This is useful if you want
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to forget about a plane during part, but not all, of its
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journey.
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.El
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.Ss "DELAYABLE COMMANDS"
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.Bl -tag -width "aaaa"
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.It "c [ lr ]"
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Circle: Have the plane circle.
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.Bl -tag -width "aaaaaaaaaa" -compact
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.It cl
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Left: Circle counterclockwise.
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.It cr
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Right: Circle clockwise (default).
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.El
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.It "t [ l-r+LR ] [ dir ] or tt [ abe* ]" Em number
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Turn: Change direction.
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.Bl -tag -width "aaaaaaaaaa" -compact
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.It "t\*[Lt]dir\*[Gt]"
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Turn to direction: Turn to the absolute compass heading given.
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The shortest turn will be taken.
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.It "tl [ dir ]"
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Left: Turn counterclockwise: 45 degrees by default, or the amount
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specified in \*[Lt]dir\*[Gt] (not
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.Em to
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\*[Lt]dir\*[Gt].) `w' (0 degrees) is no turn. `e' is 45 degrees; `q' gives -45
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degrees counterclockwise, that is, 45 degrees clockwise.
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.It "t- [ dir ]"
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Same as left.
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.It "tr [ dir ]"
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Right: Turn clockwise, 45 degrees by default, or the amount specified
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in \*[Lt]dir\*[Gt].
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.It "t+ [ dir ]"
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Same as right.
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.It tL
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Hard left: Turn counterclockwise 90 degrees.
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.It tR
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Hard right: Turn clockwise 90 degrees.
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.It "tt [abe*]"
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Towards: Turn towards a beacon, airport or exit. The turn is
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just an estimate.
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.It "tta" Em number
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Turn towards the given airport.
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.It "ttb" Em number
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Turn towards the specified beacon.
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.It "tte" Em number
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Turn towards an exit.
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.It "tt*" Em number
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Same as ttb.
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.El
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.El
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.Ss THE DELAY COMMAND
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The
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.Em Delay
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(a/@)
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command may be appended to any
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.Em Delayable
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command. It allows the controller to instruct a plane to do an action
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when the plane reaches a particular beacon (or other objects in future
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versions).
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.Bl -tag -width "aaaa"
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.It ab Em number
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Do the delayable command when the plane reaches the specified
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beacon. The `b' for ``beacon'' is redundant to allow for expansion.
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`@' can be used instead of `a'.
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.El
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.Ss "MARKING, UNMARKING AND IGNORING"
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Planes are
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.Em marked
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by default when they enter the arena. This means they are displayed
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in highlighted mode on the radar display. A plane may also be either
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.Em unmarked
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or
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.Em ignored .
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An
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.Em ignored
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plane is drawn in unhighlighted mode, and a line of dashes is displayed in
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the command field of the information area. The plane will remain this
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way until a mark command has been issued. Any other command will be issued,
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but the command line will return to a line of dashes when the command
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is completed.
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.Pp
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An
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.Em unmarked
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plane is treated the same as an
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.Em ignored
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plane, except that it will automatically switch to
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.Em marked
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status when a delayed command has been processed. This is useful if
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you want to forget about a plane for a while, but its flight path has
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not yet been completely set.
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.Pp
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As with all of the commands, marking, unmarking and ignoring will take effect
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at the beginning of the next update. Do not be surprised if the plane does
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not immediately switch to unhighlighted mode.
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.Ss EXAMPLES
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.Bl -tag -width gtte4ab2 -offset indent
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.It atlab1
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Plane A: turn left at beacon #1
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.It cc
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Plane C: circle
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.It gtte4ab2
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Plane G: turn towards exit #4 at beacon #2
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.It ma+2
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Plane M: altitude: climb 2000 feet
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.It stq
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Plane S: turn to 315
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.It xi
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Plane X: ignore
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.El
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.Sh "OTHER INFORMATION"
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.Bl -bullet
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.It
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Jets move every update; prop planes move every other update.
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.It
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All planes turn a most 90 degrees per movement.
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.It
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Planes enter at 7000 feet and leave at 9000 feet.
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.It
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Planes flying at an altitude of 0 crash if they are not over an airport.
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.It
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Planes waiting at airports can only be told to take off (climb in altitude).
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.El
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.Sh "NEW GAMES"
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The
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.Pa Game_List
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file lists the currently available play fields. New field description
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file names must be placed in this file to be playable. If a player
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specifies a game not in this file, his score will not be logged.
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.Pp
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The game field description files are broken into two parts. The first
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part is the definition section. Here, the four tunable game parameters
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must be set. These variables are set with the syntax:
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.Pp
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.Dl "variable = number;"
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.Pp
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Variable may be one of:
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.Li update ,
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indicating the number of seconds between forced updates;
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.Li newplane ,
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indicating (about) the number of updates between new plane entries;
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.Li width ,
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indicating the width of the play field; or
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.Li height ,
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indicating the height of the play field.
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.Pp
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The second part of the field description files describes the locations
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of the exits, the beacons, the airports and the lines.
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The syntax is as follows:
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.Pp
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.Bd -literal -offset indent
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.Bl -tag -width airport: -compact
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.It beacon :
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(x y) ... ;
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.It airport :
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(x y direction) ... ;
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.It exit :
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(x y direction) ... ;
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.It line :
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[ (x1 y1) (x2 y2) ] ... ;
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.El
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.Ed
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.Pp
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For beacons, a simple x, y coordinate pair is used (enclosed in
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parenthesis). Airports and exits require a third value, which is one
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of the directions
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.Em wedcxzaq .
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For airports, this is the direction that planes must be going to take
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off and land, and for exits, this is the direction that planes will going
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when they
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.Em enter
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the arena. This may not seem intuitive, but as there is no restriction on
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direction of exit, this is appropriate.
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Lines are slightly different, since they need two coordinate pairs to
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specify the line endpoints. These endpoints must be enclosed in
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square brackets.
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.Pp
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All statements are semi-colon (;) terminated. Multiple item statements
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accumulate. Each definition must occur exactly once, before any
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item statements. Comments begin with a hash (#) symbol
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and terminate with a newline.
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The coordinates are between zero and width-1 and height-1
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inclusive. All of the exit coordinates must lie on the borders, and
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all of the beacons and airports must lie inside of the borders.
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Line endpoints may be anywhere within the field, so long as
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the lines are horizontal, vertical or
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.Em exactly
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diagonal.
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.Ss "FIELD FILE EXAMPLE"
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.Bd -literal -unfilled
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# This is the default game.
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update = 5;
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newplane = 5;
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width = 30;
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height = 21;
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exit: ( 12 0 x ) ( 29 0 z ) ( 29 7 a ) ( 29 17 a )
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( 9 20 e ) ( 0 13 d ) ( 0 7 d ) ( 0 0 c ) ;
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beacon: ( 12 7 ) ( 12 17 ) ;
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airport: ( 20 15 w ) ( 20 18 d ) ;
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line: [ ( 1 1 ) ( 6 6 ) ]
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[ ( 12 1 ) ( 12 6 ) ]
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[ ( 13 7 ) ( 28 7 ) ]
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[ ( 28 1 ) ( 13 16 ) ]
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[ ( 1 13 ) ( 11 13 ) ]
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[ ( 12 8 ) ( 12 16 ) ]
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[ ( 11 18 ) ( 10 19 ) ]
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[ ( 13 17 ) ( 28 17 ) ]
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[ ( 1 7 ) ( 11 7 ) ] ;
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.Ed
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.Sh FILES
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Files are kept in a special directory. See the OPTIONS for a way to
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print this path out. It is normally
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.Pa /usr/share/games/atc .
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.Pp
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This directory contains the file
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.Pa Game_List ,
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which holds the list of playable games, as well as the games
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themselves.
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.Pp
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The scores are kept in
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.Pa /var/games/atc_score .
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.Sh AUTHOR
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Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames
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.Pp
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This game is based on someone's description of the overall flavor
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of a game written for some unknown PC many years ago, maybe.
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.Sh BUGS
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The screen sometimes refreshes after you have quit.
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.Pp
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Yet Another Curses Bug was discovered during the development of this game.
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If your curses library clrtobot.o is version 5.1 or earlier,
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you will have erase problems with the backspace operator in the input
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window.
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