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. 8.\" 9.\" Redistribution and use in source and binary forms, with or without 10.\" modification, are permitted provided that the following conditions 11.\" are met: 12.\" 1. Redistributions of source code must retain the above copyright 13.\" notice, this list of conditions and the following disclaimer. 14.\" 2. Redistributions in binary form must reproduce the above copyright 15.\" notice, this list of conditions and the following disclaimer in the 16.\" documentation and/or other materials provided with the distribution. 17.\" 3. Neither the name of the University nor the names of its contributors 18.\" may be used to endorse or promote products derived from this software 19.\" without specific prior written permission. 20.\" 21.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 22.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 23.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 24.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 25.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 26.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 27.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 28.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 29.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 30.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 31.\" SUCH DAMAGE. 32.\" 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