mirror of
https://git.FreeBSD.org/src.git
synced 2024-12-21 11:13:30 +00:00
9713f575e4
PR: docs/6003
587 lines
16 KiB
Groff
587 lines
16 KiB
Groff
.\" Copyright (c) 1990, 1993
|
|
.\" The Regents of the University of California. All rights reserved.
|
|
.\"
|
|
.\" This code is derived from software contributed to Berkeley by
|
|
.\" Ed James.
|
|
.\"
|
|
.\" Redistribution and use in source and binary forms, with or without
|
|
.\" modification, are permitted provided that the following conditions
|
|
.\" are met:
|
|
.\" 1. Redistributions of source code must retain the above copyright
|
|
.\" notice, this list of conditions and the following disclaimer.
|
|
.\" 2. Redistributions in binary form must reproduce the above copyright
|
|
.\" notice, this list of conditions and the following disclaimer in the
|
|
.\" documentation and/or other materials provided with the distribution.
|
|
.\" 3. All advertising materials mentioning features or use of this software
|
|
.\" must display the following acknowledgement:
|
|
.\" This product includes software developed by the University of
|
|
.\" California, Berkeley and its contributors.
|
|
.\" 4. Neither the name of the University nor the names of its contributors
|
|
.\" may be used to endorse or promote products derived from this software
|
|
.\" without specific prior written permission.
|
|
.\"
|
|
.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
|
|
.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
|
.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
|
|
.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
|
.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
|
|
.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
|
|
.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
|
|
.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
|
|
.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
|
.\" SUCH DAMAGE.
|
|
.\"
|
|
.\" @(#)atc.6 8.1 (Berkeley) 5/31/93
|
|
.\"
|
|
. \" XP - exdented paragraph
|
|
.de XP
|
|
.RT
|
|
.if \\n(1T .sp \\n(PDu
|
|
.ne 1.1
|
|
.if !\\n(IP .nr IP +1
|
|
.in +\\n(I\\n(IRu
|
|
.ti -\\n(I\\n(IRu
|
|
..
|
|
.\" Copyright (c) 1986 Ed James. All rights reserved.
|
|
.\"
|
|
.TH ATC 6 "May 31, 1993"
|
|
.UC
|
|
.SH NAME
|
|
atc \- air traffic controller game
|
|
.SH SYNOPSIS
|
|
.B atc
|
|
-[u?lstp] [-[gf] game_name] [-r random seed]
|
|
.SH DESCRIPTION
|
|
.LP
|
|
.I Atc
|
|
lets you try your hand at the nerve wracking duties of the air traffic
|
|
controller without endangering the lives of millions of
|
|
travelers each year.
|
|
Your responsibilities require you to direct the flight of jets
|
|
and prop planes into and out of the flight arena and airports.
|
|
The speed (update time) and frequency of the planes depend on the
|
|
difficulty of the chosen arena.
|
|
.SH OPTIONS
|
|
.LP
|
|
.TP 8
|
|
.B \-u
|
|
Print the usage line and exit.
|
|
.TP
|
|
.B \-?
|
|
Same as
|
|
.B \-u.
|
|
.TP
|
|
.B \-l
|
|
Print a list of available games and exit.
|
|
The first game name printed is the default game.
|
|
.TP
|
|
.B \-s
|
|
Print the score list (formerly the Top Ten list).
|
|
.TP
|
|
.B \-t
|
|
Same as
|
|
.B \-s.
|
|
.TP
|
|
.B \-p
|
|
Print the path to the special directory where
|
|
.I atc
|
|
expects to find its private files. This is used during the
|
|
installation of the program.
|
|
.TP
|
|
.B "\-g game"
|
|
Play the named game. If the game listed is not one of the
|
|
ones printed from the
|
|
.B \-l
|
|
option, the default game is played.
|
|
.TP
|
|
.B "\-f game"
|
|
Same as
|
|
.B \-g.
|
|
.TP
|
|
.B "\-r seed"
|
|
Set the random seed. The purpose of this flag is questionable.
|
|
.SH GOALS
|
|
.LP
|
|
Your goal in
|
|
.I atc
|
|
is to keep the game going as long as possible.
|
|
There is no winning state, except to beat the times of other players.
|
|
You will need to: launch planes at airports (by instructing them to
|
|
increase their altitude); land planes at airports (by instructing them to
|
|
go to altitude zero when exactly over the airport); and maneuver planes
|
|
out of exit points.
|
|
.LP
|
|
Several things will cause the end of the game.
|
|
Each plane has a destination (see information area), and
|
|
sending a plane to the wrong destination is an error.
|
|
Planes can run out of fuel, or can collide. Collision is defined as
|
|
adjacency in any of the three dimensions. A plane leaving the arena
|
|
in any other way than through its destination exit is an error as well.
|
|
.LP
|
|
Scores are sorted in order of the number of planes safe. The other
|
|
statistics are provided merely for fun. There is no penalty for
|
|
taking longer than another player (except in the case of ties).
|
|
.LP
|
|
Suspending a game is not permitted. If you get a talk message, tough.
|
|
When was the last time an Air Traffic Controller got called away to
|
|
the phone?
|
|
.SH "THE DISPLAY"
|
|
.LP
|
|
Depending on the terminal you run
|
|
.I atc
|
|
on, the screen will be divided into 4 areas.
|
|
It should be stressed that the terminal driver portion of the
|
|
game was designed to be reconfigurable, so the display format can vary
|
|
depending the version you are playing. The descriptions here are based
|
|
on the ascii version
|
|
of the game. The game rules and input format, however,
|
|
should remain consistent.
|
|
Control-L redraws the screen, should it become muddled.
|
|
.SS RADAR
|
|
.IP
|
|
The first screen area is the radar display, showing the relative locations
|
|
of the planes, airports, standard entry/exit points, radar
|
|
beacons, and "lines" which simply serve to aid you in guiding
|
|
the planes.
|
|
.IP
|
|
Planes are shown as a single letter with an altitude. If
|
|
the numerical altitude is a single digit, then it represents
|
|
thousands of feet.
|
|
Some distinction is made between the prop
|
|
planes and the jets. On ascii terminals, prop planes are
|
|
represented by a upper case letter, jets by a lower case letter.
|
|
.IP
|
|
Airports are shown as a number and some indication of the direction
|
|
planes must be going to land at the airport.
|
|
On ascii terminals, this is one of '^', '>', '<', and 'v', to indicate
|
|
north (0 degrees), east (90), west (270) and south (180), respectively.
|
|
The planes will also
|
|
take off in this direction.
|
|
.IP
|
|
Beacons are represented as circles or asterisks and a number.
|
|
Their purpose is to offer a place of easy reference to the plane pilots.
|
|
See 'the delay command' under the input section of this manual.
|
|
.IP
|
|
Entry/exit points are displayed as numbers along the border of the
|
|
radar screen. Planes will enter the arena from these points without
|
|
warning. These points have a direction associated with them, and
|
|
planes will always enter the arena from this direction. On the
|
|
ascii version of
|
|
.I atc,
|
|
this direction is not displayed. It will become apparent
|
|
what this direction is as the game progresses.
|
|
.IP
|
|
Incoming planes will always enter at the same altitude: 7000 feet.
|
|
For a plane to successfully depart through an entry/exit point,
|
|
it must be flying at 9000 feet.
|
|
It is not necessary for the planes to be flying in any particular
|
|
direction when they leave the arena (yet).
|
|
.SS "INFORMATION AREA"
|
|
.IP
|
|
The second area of the display is the information area, which lists
|
|
the time (number of updates since start), and the number of planes you
|
|
have directed safely out of the arena.
|
|
Below this is a list of planes currently in the air, followed by a
|
|
blank line, and then a list of planes on the ground (at airports).
|
|
Each line lists the plane name and its current altitude,
|
|
an optional asterisk indicating low fuel, the plane's destination,
|
|
and the plane's current command. Changing altitude is not considered
|
|
to be a command and is therefore not displayed. The following are
|
|
some possible information lines:
|
|
.IP
|
|
B4*A0: Circle @ b1
|
|
.br
|
|
g7 E4: 225
|
|
.IP
|
|
The first example shows a prop plane named 'B' that is flying at 4000
|
|
feet. It is low on fuel (note the '*'). It's destination is
|
|
Airport #0.
|
|
The next command it expects
|
|
to do is circle when it reaches Beacon #1.
|
|
The second example shows a jet named 'g' at 7000 feet, destined for
|
|
Exit #4. It is just now executing a turn to 225 degrees (South-West).
|
|
.SS "INPUT AREA"
|
|
.IP
|
|
The third area of the display is the input area. It is here that
|
|
your input is reflected. See the INPUT heading of this manual
|
|
for more details.
|
|
.SS "AUTHOR AREA"
|
|
.IP
|
|
This area is used simply to give credit where credit is due. :-)
|
|
.SH INPUT
|
|
.LP
|
|
A command completion interface is built into
|
|
the game. At any time, typing '?' will list possible input characters.
|
|
Typing a backspace (your erase character) backs up, erasing the last part
|
|
of the command. When a command is complete, a return enters it, and
|
|
any semantic checking is done at that time. If no errors are detected,
|
|
the command is sent to the appropriate plane. If an error is discovered
|
|
during the check, the offending statement will be underscored and a
|
|
(hopefully) descriptive message will be printed under it.
|
|
.LP
|
|
The command syntax is broken into two parts:
|
|
.I "Immediate Only"
|
|
and
|
|
.I Delayable
|
|
commands.
|
|
.I "Immediate Only"
|
|
commands happen on the next
|
|
update.
|
|
.I Delayable
|
|
commands also happen on the next update unless they
|
|
are followed by an optional predicate called the
|
|
.I Delay
|
|
command.
|
|
.LP
|
|
In the following tables, the syntax
|
|
.B [0\-9]
|
|
means any single digit, and
|
|
.B <dir>
|
|
refers to the keys around the 's' key, namely ``wedcxzaq''.
|
|
In absolute references, 'q' refers to North-West or 315 degrees, and 'w'
|
|
refers to North, or 0 degrees.
|
|
In relative references, 'q' refers to -45 degrees or 45 degrees left, and 'w'
|
|
refers to 0 degrees, or no change in direction.
|
|
.LP
|
|
All commands start with a plane letter. This indicates the recipient
|
|
of the command. Case is ignored.
|
|
.SS "IMMEDIATE ONLY COMMANDS"
|
|
.RS
|
|
.B "\- a Altitude:"
|
|
.RS
|
|
Affect a plane's altitude (and take off).
|
|
.RE
|
|
.RS
|
|
.B "\- [0\-9] Number:"
|
|
.RS
|
|
Go to the given altitude (thousands of feet).
|
|
.RE
|
|
.B "\- c/+ Climb:"
|
|
.RS
|
|
Relative altitude change.
|
|
.RE
|
|
.RS
|
|
.B "\- [0\-9] Number:"
|
|
.RS
|
|
Difference in thousands of feet.
|
|
.RE
|
|
.RE
|
|
.B "\- d/\- Descend:"
|
|
.RS
|
|
Relative altitude change.
|
|
.RE
|
|
.RS
|
|
.B "\- [0\-9] Number:"
|
|
.RS
|
|
Difference in thousands of feet.
|
|
.RE
|
|
.RE
|
|
.RE
|
|
.B "\- m Mark:"
|
|
.RS
|
|
Display in highlighted mode. Command is displayed normally.
|
|
.RE
|
|
.B "\- i Ignore:"
|
|
.RS
|
|
Do not display highlighted. Command is displayed as a
|
|
line of dashes if there is no command.
|
|
.RE
|
|
.B "\- u Unmark:"
|
|
.RS
|
|
Same as ignore, but if a delayed command is processed,
|
|
the plane will become marked. This is useful if you want
|
|
to forget about a plane during part, but not all, of its
|
|
journey.
|
|
.RE
|
|
.RE
|
|
.SS "DELAYABLE COMMANDS"
|
|
.RS
|
|
.B "\- c Circle:"
|
|
.RS
|
|
Have the plane circle.
|
|
.RE
|
|
.B "\- t Turn:"
|
|
.RS
|
|
Change direction.
|
|
.RE
|
|
.RS
|
|
.B "\- l Left:"
|
|
.RS
|
|
Turn counterclockwise (45 degrees by default).
|
|
.RE
|
|
.RS
|
|
.B "\- <dir> Direction:"
|
|
.RS
|
|
Turn ccw the given number of degrees.
|
|
Zero degrees is no turn. A ccw turn
|
|
of -45 degrees is 45 cw.
|
|
.RE
|
|
.RE
|
|
.B "\- r Right:"
|
|
.RS
|
|
Turn clockwise (45 degrees by default).
|
|
.RE
|
|
.RS
|
|
.B "\- <dir> Direction:"
|
|
.RS
|
|
Same as turn left <dir>.
|
|
.RE
|
|
.RE
|
|
.B "\- L Left 90:"
|
|
.RS
|
|
Turn counterclockwise 90 degrees.
|
|
.RE
|
|
.B "\- R Right 90:"
|
|
.RS
|
|
Turn clockwise 90 degrees.
|
|
.RE
|
|
.B "\- <dir> Direction:"
|
|
.RS
|
|
Turn to the absolute compass heading given.
|
|
The shortest turn will be taken.
|
|
.RE
|
|
.B "\- t Towards:"
|
|
.RS
|
|
Turn towards a beacon, airport or exit. The turn is
|
|
just an estimate.
|
|
.RE
|
|
.RS
|
|
.B "\- b/* Beacon:"
|
|
.RS
|
|
Turn towards the beacon.
|
|
.RE
|
|
.RS
|
|
.B "\- [0-9] Number:"
|
|
.RS
|
|
The beacon number.
|
|
.RE
|
|
.RE
|
|
.B "\- e Exit:"
|
|
.RS
|
|
Turn towards the exit.
|
|
.RE
|
|
.RS
|
|
.B "\- [0-9] Number:"
|
|
.RS
|
|
The exit number.
|
|
.RE
|
|
.RE
|
|
.B "\- a Airport:"
|
|
.RS
|
|
Turn towards the airport.
|
|
.RE
|
|
.RS
|
|
.B "\- [0-9] Number:"
|
|
.RS
|
|
The airport number.
|
|
.RE
|
|
.RE
|
|
.RE
|
|
.RE
|
|
.RE
|
|
.SS THE DELAY COMMAND
|
|
.LP
|
|
The
|
|
.B Delay
|
|
(a/@)
|
|
command may be appended to any
|
|
.B Delayable
|
|
command. It allows the controller to instruct a plane to do an action
|
|
when the plane reaches a particular beacon (or other objects in future
|
|
versions).
|
|
.sp
|
|
.RS
|
|
.B "\- a/@ At:"
|
|
.RS
|
|
Do the given delayable command when the plane reaches the given beacon.
|
|
.RE
|
|
.RS
|
|
.B "\- b/* Beacon:"
|
|
.RS
|
|
This is redundant to allow for expansion.
|
|
.RE
|
|
.RS
|
|
.B "\- [0-9] Number:"
|
|
.RS
|
|
The beacon number.
|
|
.RE
|
|
.RE
|
|
.RE
|
|
.RE
|
|
.SS "MARKING, UNMARKING AND IGNORING"
|
|
.LP
|
|
Planes are
|
|
.B marked
|
|
when they enter the arena. This means they are displayed in highlighted
|
|
mode on the radar display. A plane may also be either
|
|
.B unmarked
|
|
or
|
|
.B ignored.
|
|
An
|
|
.B unmarked
|
|
plane is drawn in unhighlighted mode, and a line of dashes is displayed in
|
|
the command field of the information area. The plane will remain this
|
|
way until a mark command has been issued. Any other command will be issued,
|
|
but the command line will return to a line of dashes when the command
|
|
is completed.
|
|
.LP
|
|
An
|
|
.B ignored
|
|
plane is treated the same as an unmarked plane, except that it will
|
|
automatically switch to
|
|
.B marked
|
|
status when a delayed command has been processed. This is useful if
|
|
you want to forget about a plane for a while, but its flight path has
|
|
not yet been completely set.
|
|
.LP
|
|
As with all of the commands, marking, unmarking and ignoring will take effect
|
|
at the beginning of the next update. Do not be surprised if the plane does
|
|
not immediately switch to unhighlighted mode.
|
|
.SS EXAMPLES
|
|
.RS
|
|
.TP 16
|
|
atlab1
|
|
a: turn left at beacon #1
|
|
.TP 16
|
|
cc
|
|
C: circle
|
|
.TP 16
|
|
gtte4ab2
|
|
g: turn towards exit #4 at beacon #2
|
|
.TP 16
|
|
ma+2
|
|
m: altitude: climb 2000 feet
|
|
.TP 16
|
|
stq
|
|
S: turn to 315
|
|
.TP 16
|
|
xi
|
|
x: ignore
|
|
.RE
|
|
.SH "OTHER INFORMATION"
|
|
.LP
|
|
Jets move every update; prop planes move every other update.
|
|
.LP
|
|
All planes turn a most 90 degrees per movement.
|
|
.LP
|
|
Planes enter at 7000 feet and leave at 9000 feet.
|
|
.LP
|
|
Planes flying at an altitude of 0 crash if they are not over an airport.
|
|
.LP
|
|
Planes waiting at airports can only be told to take off (climb in altitude).
|
|
.SH "NEW GAMES"
|
|
.LP
|
|
The
|
|
.B Game_List
|
|
file lists the currently available play fields. New field description
|
|
file names must be placed in this file to be 'playable'. If a player
|
|
specifies a game not in this file, his score will not be logged.
|
|
.LP
|
|
The game field description files are broken into two parts. The first
|
|
part is the definition section. Here, the four tunable game parameters
|
|
must be set. These variables are set with the syntax:
|
|
.IP
|
|
variable = number;
|
|
.LP
|
|
Variable may be one of:
|
|
.B update,
|
|
indicating the number of seconds between forced updates;
|
|
.B newplane,
|
|
indicating (about) the number of updates between new plane entries;
|
|
.B width,
|
|
indicating the width of the play field; and
|
|
.B height,
|
|
indicating the height of the play field.
|
|
.LP
|
|
The second part of the field description files describes the locations
|
|
of the exits, the beacons, the airports and the lines.
|
|
The syntax is as follows:
|
|
.IP
|
|
beacon: (x y) ... ;
|
|
.br
|
|
airport: (x y direction) ... ;
|
|
.br
|
|
exit: (x y direction) ... ;
|
|
.br
|
|
line: [ (x1 y1) (x2 y2) ] ... ;
|
|
.LP
|
|
For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
|
|
Airports and exits require a third value, a direction, which is one
|
|
of
|
|
.B wedcxzaq.
|
|
For airports, this is the direction that planes must be going to take
|
|
off and land, and for exits, this is the direction that planes will going
|
|
when they
|
|
.B enter
|
|
the arena. This may not seem intuitive, but as there is no restriction on
|
|
direction of exit, this is appropriate.
|
|
Lines are slightly different, since they need two coordinate pairs to
|
|
specify the line endpoints. These endpoints must be enclosed in
|
|
square brackets.
|
|
.LP
|
|
All statements are semi-colon (;) terminated. Multiple item statements
|
|
accumulate. Each definition must occur exactly once, before any
|
|
item statements. Comments begin with a hash (#) symbol
|
|
and terminate with a newline.
|
|
The coordinates are between zero and width-1 and height-1
|
|
inclusive. All of the exit coordinates must lie on the borders, and
|
|
all of the beacons and airports must lie inside of the borders.
|
|
Line endpoints may be anywhere within the field, so long as
|
|
the lines are horizontal, vertical or
|
|
.B "exactly diagonal."
|
|
.SS "FIELD FILE EXAMPLE"
|
|
.RS
|
|
.sp
|
|
.nf
|
|
.TA 1i 1i
|
|
.ta 1i 1i
|
|
# This is the default game.
|
|
|
|
update = 5;
|
|
newplane = 5;
|
|
width = 30;
|
|
height = 21;
|
|
|
|
exit: ( 12 0 x ) ( 29 0 z ) ( 29 7 a ) ( 29 17 a )
|
|
( 9 20 e ) ( 0 13 d ) ( 0 7 d ) ( 0 0 c ) ;
|
|
|
|
beacon: ( 12 7 ) ( 12 17 ) ;
|
|
|
|
airport: ( 20 15 w ) ( 20 18 d ) ;
|
|
|
|
line: [ ( 1 1 ) ( 6 6 ) ]
|
|
[ ( 12 1 ) ( 12 6 ) ]
|
|
[ ( 13 7 ) ( 28 7 ) ]
|
|
[ ( 28 1 ) ( 13 16 ) ]
|
|
[ ( 1 13 ) ( 11 13 ) ]
|
|
[ ( 12 8 ) ( 12 16 ) ]
|
|
[ ( 11 18 ) ( 10 19 ) ]
|
|
[ ( 13 17 ) ( 28 17 ) ]
|
|
[ ( 1 7 ) ( 11 7 ) ] ;
|
|
.fi
|
|
.RE
|
|
.SH FILES
|
|
.LP
|
|
Files are kept in a special directory. See the OPTIONS for a way to
|
|
print this path out.
|
|
.TP 16
|
|
/var/games/atc_score Where the scores are kept.
|
|
.TP 16
|
|
/usr/share/games/atc/Game_List The list of playable games.
|
|
.SH AUTHOR
|
|
.LP
|
|
Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames
|
|
.LP
|
|
This game is based on someone's description of the overall flavor
|
|
of a game written for some unknown PC many years ago, maybe.
|
|
.SH BUGS
|
|
.LP
|
|
The screen sometimes refreshes after you have quit.
|
|
.LP
|
|
Yet Another Curses Bug was discovered during the development of this game.
|
|
If your curses library clrtobot.o is version 5.1 or earlier,
|
|
you will have erase problems with the backspace operator in the input
|
|
window.
|
|
|