xref: /netbsd-src/games/atc/atc.6 (revision 66d1cd0cb56b2911520e2e78fbadf5580841c328)
1.\"	$NetBSD: atc.6,v 1.24 2015/07/26 22:22:24 wiz Exp $
2.\"
3.\" Copyright (c) 1990, 1993
4.\"	The Regents of the University of California.  All rights reserved.
5.\"
6.\" This code is derived from software contributed to Berkeley by
7.\" Ed James.
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10.\" modification, are permitted provided that the following conditions
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21.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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33.\"	@(#)atc.6	8.1 (Berkeley) 5/31/93
34.\"
35.\" Copyright (c) 1986 Ed James. All rights reserved.
36.\"
37.Dd January 1, 2004
38.Dt ATC 6
39.Os
40.Sh NAME
41.Nm atc
42.Nd air traffic controller game
43.Sh SYNOPSIS
44.Nm atc
45.Op Fl u?lstp
46.Op Fl gf Ar "game name"
47.Op Fl r Ar "random seed"
48.Sh DESCRIPTION
49.Nm
50lets you try your hand at the nerve wracking duties of the air traffic
51controller without endangering the lives of millions of travelers each year.
52Your responsibilities require you to direct the flight of jets
53and prop planes into and out of the flight arena and airports.
54The speed (update time) and frequency of the planes depend on the
55difficulty of the chosen arena.
56.Sh OPTIONS
57.Bl -tag -width flag
58.It Fl u
59Print the usage line and exit.
60.It Fl \&?
61Same as
62.Fl u .
63.It Fl l
64Print a list of available games and exit.
65The first game name printed is the default game.
66.It Fl s
67Print the score list (formerly the Top Ten list).
68.It Fl t
69Same as
70.Fl s .
71.It Fl p
72Print the path to the special directory where
73.Nm
74expects to find its private files.
75This is used during the installation of the program.
76.It Fl g Ar game
77Play the named game.
78If the game listed is not one of the ones printed from the
79.Fl l
80option, the default game is played.
81.It Fl f Ar game
82Same as
83.Fl g .
84.It Fl r Ar seed
85Set the random seed.
86The purpose of this flag is questionable.
87.El
88.Sh GOALS
89Your goal in
90.Nm
91is to keep the game going as long as possible.
92There is no winning state, except to beat the times of other players.
93You will need to: launch planes at airports (by instructing them to
94increase their altitude); land planes at airports (by instructing them to
95go to altitude zero when exactly over the airport); and maneuver planes
96out of exit points.
97.Pp
98Several things will cause the end of the game.
99Each plane has a destination (see information area), and
100sending a plane to the wrong destination is an error.
101Planes can run out of fuel, or can collide.
102Collision is defined as adjacency in all three dimensions.
103A plane leaving the arena
104in any other way than through its destination exit is an error as well.
105.Pp
106Scores are sorted in order of the number of planes safe.
107The other statistics are provided merely for fun.
108There is no penalty for
109taking longer than another player (except in the case of ties).
110.Pp
111Suspending a game is not permitted.
112If you get a talk message, tough.
113When was the last time an Air Traffic Controller got called away to the phone?
114.Sh THE DISPLAY
115Depending on the terminal you run
116.Nm
117on, the screen will be divided into 4 areas.
118It should be stressed that the terminal driver portion of the
119game was designed to be reconfigurable, so the display format can vary
120depending on the version you are playing.
121The descriptions here are based on the ascii version of the game.
122The game rules and input format, however, should remain consistent.
123Control-L redraws the screen, should it become muddled.
124.Ss RADAR
125The first screen area is the radar display, showing the relative locations
126of the planes, airports, standard entry/exit points, radar
127beacons, and ``lines'' which simply serve to aid you in guiding
128the planes.
129.Pp
130Planes are shown as a single letter with an altitude.
131If the numerical altitude is a single digit, then it represents
132thousands of feet.
133Some distinction is made between the prop planes and the jets.
134On ascii terminals, prop planes are
135represented by a upper case letter, jets by a lower case letter.
136.Pp
137Airports are shown as a number and some indication of the direction
138planes must be going to land at the airport.
139On ascii terminals, this is one of `^', `\*[Gt]', `\*[Lt]', and `v', to indicate
140north (0 degrees), east (90), west (270) and south (180), respectively.
141The planes will also take off in this direction.
142.Pp
143Beacons are represented as circles or asterisks and a number.
144Their purpose is to offer a place of easy reference to the plane pilots.
145See
146.Sx THE DELAY COMMAND
147section below.
148.Pp
149Entry/exit points are displayed as numbers along the border of the
150radar screen.
151Planes will enter the arena from these points without warning.
152These points have a direction associated with them, and
153planes will always enter the arena from this direction.
154On the ascii version of
155.Nm ,
156this direction is not displayed.
157It will become apparent what this direction is as the game progresses.
158.Pp
159Incoming planes will always enter at the same altitude: 7000 feet.
160For a plane to successfully depart through an entry/exit point,
161it must be flying at 9000 feet.
162It is not necessary for the planes to be flying in any particular
163direction when they leave the arena (yet).
164.Ss INFORMATION AREA
165The second area of the display is the information area, which lists
166the time (number of updates since start), and the number of planes you
167have directed safely out of the arena.
168Below this is a list of planes currently in the air, followed by a
169blank line, and then a list of planes on the ground (at airports).
170Each line lists the plane name and its current altitude,
171an optional asterisk indicating low fuel, the plane's destination,
172and the plane's current command.
173Changing altitude is not considered
174to be a command and is therefore not displayed.
175The following are some possible information lines:
176.Pp
177.Bd -literal -offset indent
178B4*A0: Circle @ b1
179g7 E4: 225
180.Ed
181.Pp
182The first example shows a prop plane named `B' that is flying at 4000 feet.
183It is low on fuel (note the `*').
184Its destination is Airport #0.
185The next command it expects to do is circle when it reaches Beacon #1.
186The second example shows a jet named `g' at 7000 feet, destined for
187Exit #4.
188It is just now executing a turn to 225 degrees (South-West).
189.Ss INPUT AREA
190The third area of the display is the input area.
191It is here that your input is reflected.
192See the
193.Sx INPUT
194heading of this manual for more details.
195.Ss AUTHOR AREA
196This area is used simply to give credit where credit is due. :-)
197.Sh INPUT
198A command completion interface is built into the game.
199At any time, typing `?' will list possible input characters.
200Typing a backspace (your erase character) backs up, erasing the last part
201of the command.
202When a command is complete, a return enters it, and
203any semantic checking is done at that time.
204If no errors are detected, the command is sent to the appropriate plane.
205If an error is discovered
206during the check, the offending statement will be underscored and a
207(hopefully) descriptive message will be printed under it.
208.Pp
209The command syntax is broken into two parts:
210.Em Immediate Only
211and
212.Em Delayable
213commands.
214.Em Immediate Only
215commands happen on the next update.
216.Em Delayable
217commands also happen on the next update unless they
218are followed by an optional predicate called the
219.Em Delay
220command.
221.Pp
222In the following tables, the syntax
223.Em [0\-9]
224means any single digit, and
225.Aq Em dir
226refers to a direction, given by the keys around the `s' key: ``wedcxzaq''.
227In absolute references, `q' refers to North-West or 315 degrees, and `w'
228refers to North, or 0 degrees.
229In relative references, `q' refers to \-45 degrees or 45 degrees left, and `w'
230refers to 0 degrees, or no change in direction.
231.Pp
232All commands start with a plane letter.
233This indicates the recipient of the command.
234Case is ignored.
235.Ss IMMEDIATE ONLY COMMANDS
236.Bl -tag -width "aaaa"
237.It "a [ cd+- ]" Em number
238Altitude: Change a plane's altitude, possibly requesting takeoff.
239`+' and `-' are the same as `c' and `d'.
240.Bl -tag -width "aaaaaaaaaa" -compact
241.It a Em number
242Climb or descend to the given altitude (in thousands of feet).
243.It ac Em number
244Climb: relative altitude change.
245.It ad Em number
246Descend: relative altitude change.
247.El
248.It m
249Mark: Display in highlighted mode.
250Plane and command information is displayed normally.
251.It i
252Ignore: Do not display highlighted.
253Command is displayed as a line of dashes if there is no command.
254.It u
255Unmark: Same as ignore, but if a delayed command is processed,
256the plane will become marked.
257This is useful if you want to forget about a plane during part,
258but not all, of its journey.
259.El
260.Ss DELAYABLE COMMANDS
261.Bl -tag -width "aaaa"
262.It "c [ lr ]"
263Circle: Have the plane circle.
264.Bl -tag -width "aaaaaaaaaa" -compact
265.It cl
266Left: Circle counterclockwise.
267.It cr
268Right: Circle clockwise (default).
269.El
270.It "t [ l-r+LR ] [ dir ] or tt [ abe* ]" Em number
271Turn: Change direction.
272.Bl -tag -width "aaaaaaaaaa" -compact
273.It "t\*[Lt]dir\*[Gt]"
274Turn to direction: Turn to the absolute compass heading given.
275The shortest turn will be taken.
276.It "tl [ dir ]"
277Left: Turn counterclockwise: 45 degrees by default, or the amount
278specified in
279.Aq dir
280(not
281.Em to
282.Aq dir . )
283`w' (0 degrees) is no turn.
284`e' is 45 degrees; `q' gives \-45 degrees counterclockwise, that is,
28545 degrees clockwise.
286.It "t- [ dir ]"
287Same as left.
288.It "tr [ dir ]"
289Right: Turn clockwise, 45 degrees by default, or the amount specified in
290.Aq dir .
291.It "t+ [ dir ]"
292Same as right.
293.It tL
294Hard left: Turn counterclockwise 90 degrees.
295.It tR
296Hard right: Turn clockwise 90 degrees.
297.It "tt [abe*]"
298Towards: Turn towards a beacon, airport or exit.
299The turn is just an estimate.
300.It "tta" Em number
301Turn towards the given airport.
302.It "ttb" Em number
303Turn towards the specified beacon.
304.It "tte" Em number
305Turn towards an exit.
306.It "tt*" Em number
307Same as ttb.
308.El
309.El
310.Ss THE DELAY COMMAND
311The
312.Em Delay
313(a/@) command may be appended to any
314.Em Delayable
315command.
316It allows the controller to instruct a plane to do an action when the
317plane reaches a particular beacon (or other objects in future versions).
318.Bl -tag -width "aaaa"
319.It ab Em number
320Do the delayable command when the plane reaches the specified beacon.
321The `b' for ``beacon'' is redundant to allow for expansion.
322`@' can be used instead of `a'.
323.El
324.Ss MARKING, UNMARKING AND IGNORING
325Planes are
326.Em marked
327by default when they enter the arena.
328This means they are displayed in highlighted mode on the radar display.
329A plane may also be either
330.Em unmarked
331or
332.Em ignored .
333An
334.Em ignored
335plane is drawn in unhighlighted mode, and a line of dashes is displayed in
336the command field of the information area.
337The plane will remain this way until a mark command has been issued.
338Any other command will be issued, but the command line will return to a
339line of dashes when the command is completed.
340.Pp
341An
342.Em unmarked
343plane is treated the same as an
344.Em ignored
345plane, except that it will automatically switch to
346.Em marked
347status when a delayed command has been processed.
348This is useful if you want to forget about a plane for a while, but its
349flight path has not yet been completely set.
350.Pp
351As with all of the commands, marking, unmarking and ignoring will take effect
352at the beginning of the next update.
353Do not be surprised if the plane does
354not immediately switch to unhighlighted mode.
355.Ss EXAMPLES
356.Bl -tag -width gtte4ab2 -offset indent
357.It atlab1
358Plane A: turn left at beacon #1
359.It cc
360Plane C: circle
361.It gtte4ab2
362Plane G: turn towards exit #4 at beacon #2
363.It ma+2
364Plane M: altitude: climb 2000 feet
365.It stq
366Plane S: turn to 315
367.It xi
368Plane X: ignore
369.El
370.Sh OTHER INFORMATION
371.Bl -bullet
372.It
373Jets move every update; prop planes move every other update.
374.It
375All planes turn at most 90 degrees per movement.
376.It
377Planes enter at 7000 feet and leave at 9000 feet.
378.It
379Planes flying at an altitude of 0 crash if they are not over an airport.
380.It
381Planes waiting at airports can only be told to take off (climb in altitude).
382.It
383Pressing return (that is, entering an empty command) will perform the
384next update immediately.
385This allows you to ``fast forward''
386the game clock if nothing interesting is happening.
387.El
388.Sh NEW GAMES
389The
390.Pa Game_List
391file lists the currently available play fields.
392New field description file names must be placed in this file to be playable.
393If a player specifies a game not in this file, his score will not be logged.
394.Pp
395The game field description files are broken into two parts.
396The first part is the definition section.
397Here, the four tunable game parameters must be set.
398These variables are set with the syntax:
399.Pp
400.Dl "variable = number;"
401.Pp
402Variable may be one of:
403.Li update ,
404indicating the number of seconds between forced updates;
405.Li newplane ,
406indicating (about) the number of updates between new plane entries;
407.Li width ,
408indicating the width of the play field; or
409.Li height ,
410indicating the height of the play field.
411.Pp
412The second part of the field description files describes the locations
413of the exits, the beacons, the airports and the lines.
414The syntax is as follows:
415.Pp
416.Bd -literal -offset indent
417.Bl -tag -width airport: -compact
418.It beacon :
419(x y) ... ;
420.It airport :
421(x y direction) ... ;
422.It exit :
423(x y direction) ... ;
424.It line :
425[ (x1 y1) (x2 y2) ] ... ;
426.El
427.Ed
428.Pp
429For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
430Airports and exits require a third value, which is one of the directions
431.Em wedcxzaq .
432For airports, this is the direction that planes must be going to take
433off and land, and for exits, this is the direction that planes will be
434going when they
435.Em enter
436the arena.
437This may not seem intuitive, but as there is no restriction on
438direction of exit, this is appropriate.
439Lines are slightly different, since they need two coordinate pairs to
440specify the line endpoints.
441These endpoints must be enclosed in square brackets.
442.Pp
443All statements are semi-colon (;) terminated.
444Multiple item statements accumulate.
445Each definition must occur exactly once, before any item statements.
446Comments begin with a hash (#) symbol and terminate with a newline.
447The coordinates are between zero and width-1 and height-1 inclusive.
448All of the exit coordinates must lie on the borders, and
449all of the beacons and airports must lie inside of the borders.
450Line endpoints may be anywhere within the field, so long as
451the lines are horizontal, vertical or
452.Em exactly
453diagonal.
454.Ss FIELD FILE EXAMPLE
455.Bd -literal
456# This is the default game.
457
458update = 5;
459newplane = 10;
460width = 30;
461height = 21;
462
463exit:		( 12  0 x ) ( 29  0 z ) ( 29  7 a ) ( 29 17 a )
464		(  9 20 e ) (  0 13 d ) (  0  7 d ) (  0  0 c ) ;
465
466beacon:		( 12  7 ) ( 12 17 ) ;
467
468airport:	( 20 15 w ) ( 20 18 d ) ;
469
470line:		[ (  1  1 ) (  6  6 ) ]
471		[ ( 12  1 ) ( 12  6 ) ]
472		[ ( 13  7 ) ( 28  7 ) ]
473		[ ( 28  1 ) ( 13 16 ) ]
474		[ (  1 13 ) ( 11 13 ) ]
475		[ ( 12  8 ) ( 12 16 ) ]
476		[ ( 11 18 ) ( 10 19 ) ]
477		[ ( 13 17 ) ( 28 17 ) ]
478		[ (  1  7 ) ( 11  7 ) ] ;
479
480.Ed
481.Sh FILES
482Files are kept in a special directory.
483See the
484.Sx OPTIONS
485section for a way to print this path out.
486It is normally
487.Pa /usr/share/games/atc .
488.Pp
489This directory contains the file
490.Pa Game_List ,
491which holds the list of playable games, as well as the games themselves.
492.Pp
493The scores are kept in
494.Pa /var/games/atc_score .
495.Sh AUTHORS
496.An Ed James ,
497UC Berkeley:
498.Aq Mt edjames@ucbvax.berkeley.edu ,
499ucbvax!edjames
500.Pp
501This game is based on someone's description of the overall flavor
502of a game written for some unknown PC many years ago, maybe.
503.Sh BUGS
504The screen sometimes refreshes after you have quit.
505