1.\" Copyright (c) 1990, 1993 2.\" The Regents of the University of California. All rights reserved. 3.\" 4.\" This code is derived from software contributed to Berkeley by 5.\" Ed James. 6.\" 7.\" Redistribution and use in source and binary forms, with or without 8.\" modification, are permitted provided that the following conditions 9.\" are met: 10.\" 1. Redistributions of source code must retain the above copyright 11.\" notice, this list of conditions and the following disclaimer. 12.\" 2. Redistributions in binary form must reproduce the above copyright 13.\" notice, this list of conditions and the following disclaimer in the 14.\" documentation and/or other materials provided with the distribution. 15.\" 3. All advertising materials mentioning features or use of this software 16.\" must display the following acknowledgement: 17.\" This product includes software developed by the University of 18.\" California, Berkeley and its contributors. 19.\" 4. Neither the name of the University nor the names of its contributors 20.\" may be used to endorse or promote products derived from this software 21.\" without specific prior written permission. 22.\" 23.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 24.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 25.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 26.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 27.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 28.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 29.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 30.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 31.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 32.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 33.\" SUCH DAMAGE. 34.\" 35.\" @(#)atc.6 8.1 (Berkeley) 5/31/93 36.\" $FreeBSD: src/games/atc/atc.6,v 1.6.2.1 2001/07/22 11:32:34 dd Exp $ 37.\" $DragonFly: src/games/atc/atc.6,v 1.3 2007/03/11 19:05:30 swildner Exp $ 38.\" 39.\" Copyright (c) 1986 Ed James. All rights reserved. 40.\" 41.Dd May 31, 1993 42.Dt ATC 6 43.Os 44.Sh NAME 45.Nm atc 46.Nd air traffic controller game 47.Sh SYNOPSIS 48.Nm 49.Op Fl u?lstp 50.Op Fl gf Ar game 51.Op Fl r Ar seed 52.Sh DESCRIPTION 53.Nm 54lets you try your hand at the nerve wracking duties of the air traffic 55controller without endangering the lives of millions of travelers each year. 56Your responsibilities require you to direct the flight of jets 57and prop planes into and out of the flight arena and airports. 58The speed (update time) and frequency of the planes depend on the 59difficulty of the chosen arena. 60.Sh OPTIONS 61.Bl -tag -width ".Fl u" 62.It Fl u 63Print the usage line and exit. 64.It Fl \&? 65Same as 66.Fl u . 67.It Fl l 68Print a list of available games and exit. 69The first game name printed is the default game. 70.It Fl s 71Print the score list (formerly the Top Ten list). 72.It Fl t 73Same as 74.Fl s . 75.It Fl p 76Print the path to the special directory where 77.Nm 78expects to find its private files. 79This is used during the installation of the program. 80.It Fl g Ar game 81Play the named game. 82If the game listed is not one of the ones printed from the 83.Fl l 84option, the default game is played. 85.It Fl f Ar game 86Same as 87.Fl g . 88.It Fl r Ar seed 89Set the random seed. 90The purpose of this flag is questionable. 91.El 92.Sh GOALS 93Your goal in 94.Nm 95is to keep the game going as long as possible. 96There is no winning state, except to beat the times of other players. 97You will need to: launch planes at airports (by instructing them to 98increase their altitude); land planes at airports (by instructing them to 99go to altitude zero when exactly over the airport); and maneuver planes 100out of exit points. 101.Pp 102Several things will cause the end of the game. 103Each plane has a destination (see information area), and 104sending a plane to the wrong destination is an error. 105Planes can run out of fuel, or can collide. 106Collision is defined as adjacency in all three dimensions. 107A plane leaving the arena 108in any other way than through its destination exit is an error as well. 109.Pp 110Scores are sorted in order of the number of planes safe. 111The other statistics are provided merely for fun. 112There is no penalty for 113taking longer than another player (except in the case of ties). 114.Pp 115Suspending a game is not permitted. 116If you get a talk message, tough. 117When was the last time an Air Traffic Controller got called away to the phone? 118.Sh THE DISPLAY 119Depending on the terminal you run 120.Nm 121on, the screen will be divided into 4 areas. 122It should be stressed that the terminal driver portion of the 123game was designed to be reconfigurable, so the display format can vary 124depending on the version you are playing. 125The descriptions here are based on the ASCII version of the game. 126The game rules and input format, however, should remain consistent. 127Control-L redraws the screen, should it become muddled. 128.Ss RADAR 129The first screen area is the radar display, showing the relative locations 130of the planes, airports, standard entry/exit points, radar 131beacons, and ``lines'' which simply serve to aid you in guiding 132the planes. 133.Pp 134Planes are shown as a single letter with an altitude. 135If the numerical altitude is a single digit, then it represents 136thousands of feet. 137Some distinction is made between the prop planes and the jets. 138On ASCII terminals, prop planes are 139represented by a upper case letter, jets by a lower case letter. 140.Pp 141Airports are shown as a number and some indication of the direction 142planes must be going to land at the airport. 143On ASCII terminals, this is one of '^', '\*[Gt]', '\*[Lt]', and 'v', to indicate 144north (0 degrees), east (90), west (270) and south (180), respectively. 145The planes will also take off in this direction. 146.Pp 147Beacons are represented as circles or asterisks and a number. 148Their purpose is to offer a place of easy reference to the plane pilots. 149See 150.Sx THE DELAY COMMAND 151section below. 152.Pp 153Entry/exit points are displayed as numbers along the border of the 154radar screen. 155Planes will enter the arena from these points without warning. 156These points have a direction associated with them, and 157planes will always enter the arena from this direction. 158On the ASCII version of 159.Nm , 160this direction is not displayed. 161It will become apparent what this direction is as the game progresses. 162.Pp 163Incoming planes will always enter at the same altitude: 7000 feet. 164For a plane to successfully depart through an entry/exit point, 165it must be flying at 9000 feet. 166It is not necessary for the planes to be flying in any particular 167direction when they leave the arena (yet). 168.Ss INFORMATION AREA 169The second area of the display is the information area, which lists 170the time (number of updates since start), and the number of planes you 171have directed safely out of the arena. 172Below this is a list of planes currently in the air, followed by a 173blank line, and then a list of planes on the ground (at airports). 174Each line lists the plane name and its current altitude, 175an optional asterisk indicating low fuel, the plane's destination, 176and the plane's current command. 177Changing altitude is not considered 178to be a command and is therefore not displayed. 179The following are some possible information lines: 180.Pp 181.Bd -literal -offset indent 182B4*A0: Circle @ b1 183g7 E4: 225 184.Ed 185.Pp 186The first example shows a prop plane named `B' that is flying at 4000 feet. 187It is low on fuel (note the `*'). 188Its destination is Airport #0. 189The next command it expects to do is circle when it reaches Beacon #1. 190The second example shows a jet named `g' at 7000 feet, destined for 191Exit #4. 192It is just now executing a turn to 225 degrees (South-West). 193.Ss INPUT AREA 194The third area of the display is the input area. 195It is here that your input is reflected. 196See the 197.Sx INPUT 198heading of this manual for more details. 199.Ss AUTHOR AREA 200This area is used simply to give credit where credit is due. :-) 201.Sh INPUT 202A command completion interface is built into the game. 203At any time, typing `?' will list possible input characters. 204Typing a backspace (your erase character) backs up, erasing the last part 205of the command. 206When a command is complete, a return enters it, and 207any semantic checking is done at that time. 208If no errors are detected, the command is sent to the appropriate plane. 209If an error is discovered 210during the check, the offending statement will be underscored and a 211(hopefully) descriptive message will be printed under it. 212.Pp 213The command syntax is broken into two parts: 214.Em Immediate Only 215and 216.Em Delayable 217commands. 218.Em Immediate Only 219commands happen on the next update. 220.Em Delayable 221commands also happen on the next update unless they 222are followed by an optional predicate called the 223.Em Delay 224command. 225.Pp 226In the following tables, the syntax 227.Em [0\-9] 228means any single digit, and 229.Aq Em dir 230refers to a direction, given by the keys around the `s' key: ``wedcxzaq''. 231In absolute references, `q' refers to North-West or 315 degrees, and `w' 232refers to North, or 0 degrees. 233In relative references, `q' refers to \-45 degrees or 45 degrees left, and `w' 234refers to 0 degrees, or no change in direction. 235.Pp 236All commands start with a plane letter. 237This indicates the recipient of the command. 238Case is ignored. 239.Ss IMMEDIATE ONLY COMMANDS 240.Bl -tag -width "aaaa" 241.It "a [ cd+- ]" Em number 242Altitude: Change a plane's altitude, possibly requesting takeoff. 243`+' and `-' are the same as `c' and `d'. 244.Bl -tag -width "aaaaaaaaaa" -compact 245.It a Em number 246Climb or descend to the given altitude (in thousands of feet). 247.It ac Em number 248Climb: relative altitude change. 249.It ad Em number 250Descend: relative altitude change. 251.El 252.It m 253Mark: Display in highlighted mode. 254Plane and command information is displayed normally. 255.It i 256Ignore: Do not display highlighted. 257Command is displayed as a line of dashes if there is no command. 258.It u 259Unmark: Same as ignore, but if a delayed command is processed, 260the plane will become marked. 261This is useful if you want to forget about a plane during part, 262but not all, of its journey. 263.El 264.Ss DELAYABLE COMMANDS 265.Bl -tag -width "aaaa" 266.It "c [ lr ]" 267Circle: Have the plane circle. 268.Bl -tag -width "aaaaaaaaaa" -compact 269.It cl 270Left: Circle counterclockwise. 271.It cr 272Right: Circle clockwise (default). 273.El 274.It "t [ l-r+LR ] [ dir ] or tt [ abe* ]" Em number 275Turn: Change direction. 276.Bl -tag -width "aaaaaaaaaa" -compact 277.It "t\*[Lt]dir\*[Gt]" 278Turn to direction: Turn to the absolute compass heading given. 279The shortest turn will be taken. 280.It "tl [ dir ]" 281Left: Turn counterclockwise: 45 degrees by default, or the amount 282specified in 283.Aq dir 284(not 285.Em to 286.Aq dir . ) 287`w' (0 degrees) is no turn. 288`e' is 45 degrees; `q' gives \-45 degrees counterclockwise, that is, 28945 degrees clockwise. 290.It "t- [ dir ]" 291Same as left. 292.It "tr [ dir ]" 293Right: Turn clockwise, 45 degrees by default, or the amount specified in 294.Aq dir . 295.It "t+ [ dir ]" 296Same as right. 297.It tL 298Hard left: Turn counterclockwise 90 degrees. 299.It tR 300Hard right: Turn clockwise 90 degrees. 301.It "tt [abe*]" 302Towards: Turn towards a beacon, airport or exit. 303The turn is just an estimate. 304.It "tta" Em number 305Turn towards the given airport. 306.It "ttb" Em number 307Turn towards the specified beacon. 308.It "tte" Em number 309Turn towards an exit. 310.It "tt*" Em number 311Same as ttb. 312.El 313.El 314.Ss THE DELAY COMMAND 315The 316.Em Delay 317(a/@) command may be appended to any 318.Em Delayable 319command. 320It allows the controller to instruct a plane to do an action when the 321plane reaches a particular beacon (or other objects in future versions). 322.Bl -tag -width "aaaa" 323.It ab Em number 324Do the delayable command when the plane reaches the specified beacon. 325The `b' for ``beacon'' is redundant to allow for expansion. 326`@' can be used instead of `a'. 327.El 328.Ss MARKING, UNMARKING AND IGNORING 329Planes are 330.Em marked 331by default when they enter the arena. 332This means they are displayed in highlighted mode on the radar display. 333A plane may also be either 334.Em unmarked 335or 336.Em ignored . 337An 338.Em ignored 339plane is drawn in unhighlighted mode, and a line of dashes is displayed in 340the command field of the information area. 341The plane will remain this way until a mark command has been issued. 342Any other command will be issued, but the command line will return to a 343line of dashes when the command is completed. 344.Pp 345An 346.Em unmarked 347plane is treated the same as an 348.Em ignored 349plane, except that it will automatically switch to 350.Em marked 351status when a delayed command has been processed. 352This is useful if you want to forget about a plane for a while, but its 353flight path has not yet been completely set. 354.Pp 355As with all of the commands, marking, unmarking and ignoring will take effect 356at the beginning of the next update. 357Do not be surprised if the plane does 358not immediately switch to unhighlighted mode. 359.Ss EXAMPLES 360.Bl -tag -width gtte4ab2 -offset indent 361.It atlab1 362Plane A: turn left at beacon #1 363.It cc 364Plane C: circle 365.It gtte4ab2 366Plane G: turn towards exit #4 at beacon #2 367.It ma+2 368Plane M: altitude: climb 2000 feet 369.It stq 370Plane S: turn to 315 371.It xi 372Plane X: ignore 373.El 374.Sh OTHER INFORMATION 375.Bl -bullet 376.It 377Jets move every update; prop planes move every other update. 378.It 379All planes turn at most 90 degrees per movement. 380.It 381Planes enter at 7000 feet and leave at 9000 feet. 382.It 383Planes flying at an altitude of 0 crash if they are not over an airport. 384.It 385Planes waiting at airports can only be told to take off (climb in altitude). 386.It 387Pressing return (that is, entering an empty command) will perform the 388next update immediately. 389This allows you to ``fast forward'' 390the game clock if nothing interesting is happening. 391.El 392.Sh NEW GAMES 393The 394.Pa Game_List 395file lists the currently available play fields. 396New field description file names must be placed in this file to be playable. 397If a player specifies a game not in this file, his score will not be logged. 398.Pp 399The game field description files are broken into two parts. 400The first part is the definition section. 401Here, the four tunable game parameters must be set. 402These variables are set with the syntax: 403.Pp 404.Dl "variable = number;" 405.Pp 406Variable may be one of: 407.Li update , 408indicating the number of seconds between forced updates; 409.Li newplane , 410indicating (about) the number of updates between new plane entries; 411.Li width , 412indicating the width of the play field; or 413.Li height , 414indicating the height of the play field. 415.Pp 416The second part of the field description files describes the locations 417of the exits, the beacons, the airports and the lines. 418The syntax is as follows: 419.Pp 420.Bd -literal -offset indent 421.Bl -tag -width airport: -compact 422.It beacon : 423(x y) ... ; 424.It airport : 425(x y direction) ... ; 426.It exit : 427(x y direction) ... ; 428.It line : 429[ (x1 y1) (x2 y2) ] ... ; 430.El 431.Ed 432.Pp 433For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis). 434Airports and exits require a third value, which is one of the directions 435.Em wedcxzaq . 436For airports, this is the direction that planes must be going to take 437off and land, and for exits, this is the direction that planes will be 438going when they 439.Em enter 440the arena. 441This may not seem intuitive, but as there is no restriction on 442direction of exit, this is appropriate. 443Lines are slightly different, since they need two coordinate pairs to 444specify the line endpoints. 445These endpoints must be enclosed in square brackets. 446.Pp 447All statements are semi-colon (;) terminated. 448Multiple item statements accumulate. 449Each definition must occur exactly once, before any item statements. 450Comments begin with a hash (#) symbol and terminate with a newline. 451The coordinates are between zero and width-1 and height-1 inclusive. 452All of the exit coordinates must lie on the borders, and 453all of the beacons and airports must lie inside of the borders. 454Line endpoints may be anywhere within the field, so long as 455the lines are horizontal, vertical or 456.Em exactly 457diagonal. 458.Ss FIELD FILE EXAMPLE 459.Bd -literal 460# This is the default game. 461 462update = 5; 463newplane = 5; 464width = 30; 465height = 21; 466 467exit: ( 12 0 x ) ( 29 0 z ) ( 29 7 a ) ( 29 17 a ) 468 ( 9 20 e ) ( 0 13 d ) ( 0 7 d ) ( 0 0 c ) ; 469 470beacon: ( 12 7 ) ( 12 17 ) ; 471 472airport: ( 20 15 w ) ( 20 18 d ) ; 473 474line: [ ( 1 1 ) ( 6 6 ) ] 475 [ ( 12 1 ) ( 12 6 ) ] 476 [ ( 13 7 ) ( 28 7 ) ] 477 [ ( 28 1 ) ( 13 16 ) ] 478 [ ( 1 13 ) ( 11 13 ) ] 479 [ ( 12 8 ) ( 12 16 ) ] 480 [ ( 11 18 ) ( 10 19 ) ] 481 [ ( 13 17 ) ( 28 17 ) ] 482 [ ( 1 7 ) ( 11 7 ) ] ; 483 484.Ed 485.Sh FILES 486Files are kept in a special directory. 487See the 488.Sx OPTIONS 489section for a way to print this path out. 490It is normally 491.Pa /usr/share/games/atc . 492.Pp 493This directory contains the file 494.Pa Game_List , 495which holds the list of playable games, as well as the games themselves. 496.Pp 497The scores are kept in 498.Pa /var/games/atc_score . 499.Sh AUTHORS 500Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames 501.Pp 502This game is based on someone's description of the overall flavor 503of a game written for some unknown PC many years ago, maybe. 504.Sh BUGS 505The screen sometimes refreshes after you have quit. 506