Annotation of 43BSDTahoe/man/man6/atc.6, revision 1.1

1.1     ! root        1: .       \" XP - exdented paragraph
        !             2: .de XP
        !             3: .RT
        !             4: .if \\n(1T .sp \\n(PDu
        !             5: .ne 1.1
        !             6: .if !\\n(IP .nr IP +1
        !             7: .in +\\n(I\\n(IRu
        !             8: .ti -\\n(I\\n(IRu
        !             9: ..
        !            10: .\" Copyright (c) 1986 Ed James. All rights reserved. 
        !            11: .\"
        !            12: .TH ATC 6 "January 1, 1986"
        !            13: .UC
        !            14: .SH NAME
        !            15: atc \- Air Traffic Controller Game
        !            16: .SH SYNOPSIS
        !            17: .B atc
        !            18: -[u?lstp] [-[gf] game_name] [-r random seed]
        !            19: .SH DESCRIPTION
        !            20: .LP
        !            21: .I Atc
        !            22: lets you try your hand at the nerve wracking duties of the air traffic
        !            23: controller without endangering the lives of millions of
        !            24: travelers each year.
        !            25: Your responsibilities require you to direct the flight of jets
        !            26: and prop planes into and out of the flight arena and airports.
        !            27: The speed (update time) and frequency of the planes depend on the
        !            28: difficulty of the chosen arena.
        !            29: .SH OPTIONS
        !            30: .LP
        !            31: .TP 8
        !            32: .B \-u
        !            33: Print the usage line and exit.
        !            34: .TP
        !            35: .B \-?
        !            36: Same as
        !            37: .B \-u.
        !            38: .TP
        !            39: .B \-l
        !            40: Print a list of available games and exit.
        !            41: The first game name printed is the default game.
        !            42: .TP
        !            43: .B \-s
        !            44: Print the score list (formerly the Top Ten list).
        !            45: .TP
        !            46: .B \-t
        !            47: Same as
        !            48: .B \-s.
        !            49: .TP
        !            50: .B \-p
        !            51: Print the path to the special directory where 
        !            52: .I atc
        !            53: expects to find its private files.  This is used during the
        !            54: installation of the program.
        !            55: .TP
        !            56: .B "\-g game"
        !            57: Play the named game.  If the game listed is not one of the
        !            58: ones printed from the 
        !            59: .B \-l
        !            60: option, the default game is played.
        !            61: .TP
        !            62: .B "\-f game"
        !            63: Same as
        !            64: .B \-g.
        !            65: .TP
        !            66: .B "\-r seed"
        !            67: Set the random seed.  The purpose of this flag is questionable.
        !            68: .SH GOALS
        !            69: .LP
        !            70: Your goal in 
        !            71: .I atc
        !            72: is to keep the game going as long as possible.  
        !            73: There is no winning state, except to beat the times of other players.
        !            74: You will need to: launch planes at airports (by instructing them to
        !            75: increase their altitude); land planes at airports (by instructing them to
        !            76: go to altitude zero when exactly over the airport); and maneuver planes
        !            77: out of exit points.  
        !            78: .LP
        !            79: Several things will cause the end of the game.
        !            80: Each plane has a destination (see information area), and 
        !            81: sending a plane to the wrong destination is an error.
        !            82: Planes can run out of fuel, or can collide.  Collision is defined as
        !            83: adjacency in any of the three dimensions.  A plane leaving the arena
        !            84: in any other way than through its destination exit is an error as well.
        !            85: .LP
        !            86: Scores are sorted in order of the number of planes safe.  The other
        !            87: statistics are provided merely for fun.  There is no penalty for 
        !            88: taking longer than another player (except in the case of ties).
        !            89: .LP
        !            90: Suspending a game is not permitted.  If you get a talk message, tough.
        !            91: When was the last time an Air Traffic Controller got called away to
        !            92: the phone? 
        !            93: .SH "THE DISPLAY"
        !            94: .LP
        !            95: Depending on the terminal you run 
        !            96: .I atc
        !            97: on, the screen will be divided into 4 areas. 
        !            98: It should be stressed that the terminal driver portion of the
        !            99: game was designed to be reconfigurable, so the display format can vary
        !           100: depending the version you are playing.  The descriptions here are based 
        !           101: on the ascii version
        !           102: of the game.  The game rules and input format, however,
        !           103: should remain consistent.
        !           104: Control-L redraws the screen, should it become muddled.
        !           105: .SS RADAR
        !           106: .IP
        !           107: The first screen area is the radar display, showing the relative locations
        !           108: of the planes, airports, standard entry/exit points, radar
        !           109: beacons, and "lines" which simply serve to aid you in guiding
        !           110: the planes. 
        !           111: .IP
        !           112: Planes are shown as a single letter with an altitude.  If
        !           113: the numerical altitude is a single digit, then it represents
        !           114: thousands of feet.
        !           115: Some distinction is made between the prop
        !           116: planes and the jets.  On ascii terminals, prop planes are
        !           117: represented by a upper case letter, jets by a lower case letter.
        !           118: .IP
        !           119: Airports are shown as a number and some indication of the direction
        !           120: planes must be going to land at the airport.  
        !           121: On ascii terminals, this is one of '^', '>', '<', and 'v', to indicate
        !           122: north (0 degrees), east (90), west (270) and south (180), respectively.
        !           123: The planes will also
        !           124: take off in this direction.
        !           125: .IP
        !           126: Beacons are represented as circles or asterisks and a number.
        !           127: Their purpose is to offer a place of easy reference to the plane pilots.
        !           128: See 'the delay command' under the input section of this manual.
        !           129: .IP
        !           130: Entry/exit points are displayed as numbers along the border of the 
        !           131: radar screen.  Planes will enter the arena from these points without
        !           132: warning.  These points have a direction associated with them, and 
        !           133: planes will always enter the arena from this direction.  On the
        !           134: ascii version of
        !           135: .I atc,
        !           136: this direction is not displayed.  It will become apparent
        !           137: what this direction is as the game progresses.
        !           138: .IP
        !           139: Incoming planes will always enter at the same altitude: 7000 feet.
        !           140: For a plane to successfully depart through an entry/exit point, 
        !           141: it must be flying at 9000 feet.
        !           142: It is not necessary for the planes to be flying in any particular
        !           143: direction when they leave the arena (yet).
        !           144: .SS "INFORMATION AREA"
        !           145: .IP
        !           146: The second area of the display is the information area, which lists
        !           147: the time (number of updates since start), and the number of planes you
        !           148: have directed safely out of the arena.
        !           149: Below this is a list of planes currently in the air, followed by a 
        !           150: blank line, and then a list of planes on the ground (at airports).
        !           151: Each line lists the plane name and its current altitude, 
        !           152: an optional asterisk indicating low fuel, the plane's destination,
        !           153: and the plane's current command.  Changing altitude is not considered
        !           154: to be a command and is therefore not displayed.  The following are 
        !           155: some possible information lines:
        !           156: .IP
        !           157:        B4*A0: Circle @ b1
        !           158: .br
        !           159:        g7 E4: 225
        !           160: .IP
        !           161: The first example shows a prop plane named 'B' that is flying at 4000
        !           162: feet.  It is low on fuel (note the '*').  It's destination is
        !           163: Airport #0.
        !           164: The next command it expects
        !           165: to do is circle when it reaches Beacon #1.
        !           166: The second example shows a jet named 'g' at 7000 feet, destined for 
        !           167: Exit #4.  It is just now executing a turn to 225 degrees (South-West).
        !           168: .SS "INPUT AREA"
        !           169: .IP
        !           170: The third area of the display is the input area.  It is here that 
        !           171: your input is reflected.  See the INPUT heading of this manual
        !           172: for more details.
        !           173: .SS "AUTHOR AREA"
        !           174: .IP
        !           175: This area is used simply to give credit where credit is due. :-)
        !           176: .SH INPUT
        !           177: .LP
        !           178: A command completion interface is built into
        !           179: the game.  At any time, typing '?' will list possible input characters.
        !           180: Typing a backspace (your erase character) backs up, erasing the last part
        !           181: of the command.  When a command is complete, a return enters it, and 
        !           182: any semantic checking is done at that time.  If no errors are detected,
        !           183: the command is sent to the appropriate plane.  If an error is discovered
        !           184: during the check, the offending statement will be underscored and a
        !           185: (hopefully) descriptive message will be printed under it.
        !           186: .LP
        !           187: The command syntax is broken into two parts:
        !           188: .I "Immediate Only"
        !           189: and 
        !           190: .I Delayable
        !           191: commands.
        !           192: .I "Immediate Only"
        !           193: commands happen on the next
        !           194: update.  
        !           195: .I Delayable
        !           196: commands also happen on the next update unless they
        !           197: are followed by an optional predicate called the 
        !           198: .I Delay 
        !           199: command.
        !           200: .LP
        !           201: In the following tables, the syntax 
        !           202: .B [0\-9]
        !           203: means any single digit, and 
        !           204: .B <dir>
        !           205: refers to the keys around the 's' key, namely ``wedcxzaq''.
        !           206: In absolute references, 'q' refers to North-West or 315 degrees, and 'w'
        !           207: refers to North, or 0 degrees.  
        !           208: In relative references, 'q' refers to -45 degrees or 45 degrees left, and 'w'
        !           209: refers to 0 degrees, or no change in direction.
        !           210: .LP
        !           211: All commands start with a plane letter.  This indicates the recipient
        !           212: of the command.  Case is ignored.
        !           213: .SS "IMMEDIATE ONLY COMMANDS"
        !           214: .RS
        !           215: .B "\- a Altitude:"
        !           216: .RS
        !           217: Affect a plane's altitude (and take off).
        !           218: .RE
        !           219: .RS
        !           220: .B "\- [0\-9] Number:"
        !           221: .RS
        !           222: Go to the given altitude (thousands of feet).
        !           223: .RE
        !           224: .B "\- c/+ Climb:"
        !           225: .RS
        !           226: Relative altitude change.
        !           227: .RE
        !           228: .RS
        !           229: .B "\- [0\-9] Number:"
        !           230: .RS
        !           231: Difference in thousands of feet.
        !           232: .RE
        !           233: .RE
        !           234: .B "\- d/\- Descend:"
        !           235: .RS
        !           236: Relative altitude change.
        !           237: .RE
        !           238: .RS
        !           239: .B "\- [0\-9] Number:"
        !           240: .RS
        !           241: Difference in thousands of feet.
        !           242: .RE
        !           243: .RE
        !           244: .RE
        !           245: .B "\- m Mark:"
        !           246: .RS
        !           247: Display in highlighted mode.  Command is displayed normally.
        !           248: .RE
        !           249: .B "\- i Ignore:"
        !           250: .RS
        !           251: Do not display highlighted.  Command is displayed as a
        !           252: line of dashes if there is no command.
        !           253: .RE
        !           254: .B "\- u Unmark:"
        !           255: .RS
        !           256: Same as ignore, but if a delayed command is processed, 
        !           257: the plane will become marked.  This is useful if you want
        !           258: to forget about a plane during part, but not all, of its
        !           259: journey.
        !           260: .RE
        !           261: .RE
        !           262: .SS "DELAYABLE COMMANDS"
        !           263: .RS
        !           264: .B "\- c Circle:"
        !           265: .RS
        !           266: Have the plane circle (clockwise by default).
        !           267: .RE
        !           268: .RS
        !           269: .B "\- l Left:"
        !           270: .RS
        !           271: Circle counterclockwise.
        !           272: .RE
        !           273: .B "\- r Right:"
        !           274: .RS
        !           275: Circle clockwise.
        !           276: .RE
        !           277: .RE
        !           278: .B "\- t Turn:"
        !           279: .RS
        !           280: Change direction.
        !           281: .RE
        !           282: .RS
        !           283: .B "\- l Left:"
        !           284: .RS
        !           285: Turn counterclockwise (45 degrees by default).
        !           286: .RE
        !           287: .RS
        !           288: .B "\- <dir> Direction:"
        !           289: .RS
        !           290: Turn ccw the given number of degrees.
        !           291: Zero degrees is no turn.  A ccw turn
        !           292: of -45 degrees is 45 cw.
        !           293: .RE
        !           294: .RE
        !           295: .B "\- r Right:"
        !           296: .RS
        !           297: Turn clockwise (45 degrees by default).
        !           298: .RE
        !           299: .RS
        !           300: .B "\- <dir> Direction:"
        !           301: .RS
        !           302: Same as turn left <dir>.
        !           303: .RE
        !           304: .RE
        !           305: .B "\- L Left 90:"
        !           306: .RS
        !           307: Turn counterclockwise 90 degrees.
        !           308: .RE
        !           309: .B "\- R Right 90:"
        !           310: .RS
        !           311: Turn clockwise 90 degrees.
        !           312: .RE
        !           313: .B "\- <dir> Direction:"
        !           314: .RS
        !           315: Turn to the absolute compass heading given.
        !           316: The shortest turn will be taken.
        !           317: .RE
        !           318: .B "\- t Towards:"
        !           319: .RS
        !           320: Turn towards a beacon, airport or exit.  The turn is
        !           321: just an estimate.
        !           322: .RE
        !           323: .RS
        !           324: .B "\- b/* Beacon:"
        !           325: .RS
        !           326: Turn towards the beacon.
        !           327: .RE
        !           328: .RS
        !           329: .B "\- [0-9] Number:"
        !           330: .RS
        !           331: The beacon number.
        !           332: .RE
        !           333: .RE
        !           334: .B "\- e Exit:"
        !           335: .RS
        !           336: Turn towards the exit.
        !           337: .RE
        !           338: .RS
        !           339: .B "\- [0-9] Number:"
        !           340: .RS
        !           341: The exit number.
        !           342: .RE
        !           343: .RE
        !           344: .B "\- a Airport:"
        !           345: .RS
        !           346: Turn towards the airport.
        !           347: .RE
        !           348: .RS
        !           349: .B "\- [0-9] Number:"
        !           350: .RS
        !           351: The airport number.
        !           352: .RE
        !           353: .RE
        !           354: .RE
        !           355: .RE
        !           356: .RE
        !           357: .SS THE DELAY COMMAND
        !           358: .LP
        !           359: The 
        !           360: .B Delay
        !           361: (a/@)
        !           362: command may be appended to any 
        !           363: .B Delayable 
        !           364: command.  It allows the controller to instruct a plane to do an action
        !           365: when the plane reaches a particular beacon (or other objects in future
        !           366: versions).
        !           367: .sp
        !           368: .RS
        !           369: .B "\- a/@ At:"
        !           370: .RS
        !           371: Do the given delayable command when the plane reaches the given beacon.
        !           372: .RE
        !           373: .RS
        !           374: .B "\- b/* Beacon:"
        !           375: .RS
        !           376: This is redundant to allow for expansion.
        !           377: .RE
        !           378: .RS
        !           379: .B "\- [0-9] Number:"
        !           380: .RS
        !           381: The beacon number.
        !           382: .RE
        !           383: .RE
        !           384: .RE
        !           385: .RE
        !           386: .SS "MARKING, UNMARKING AND IGNORING"
        !           387: .LP
        !           388: Planes are 
        !           389: .B marked
        !           390: when they enter the arena.  This means they are displayed in highlighted
        !           391: mode on the radar display.  A plane may also be either 
        !           392: .B unmarked
        !           393: or
        !           394: .B ignored.
        !           395: An
        !           396: .B unmarked
        !           397: plane is drawn in unhighlighted mode, and a line of dashes is displayed in
        !           398: the command field of the information area.  The plane will remain this
        !           399: way until a mark command has been issued.  Any other command will be issued,
        !           400: but the command line will return to a line of dashes when the command
        !           401: is completed.  
        !           402: .LP
        !           403: An
        !           404: .B ignored
        !           405: plane is treated the same as an unmarked plane, except that it will
        !           406: automatically switch to 
        !           407: .B marked
        !           408: status when a delayed command has been processed.  This is useful if
        !           409: you want to forget about a plane for a while, but its flight path has
        !           410: not yet been completely set.
        !           411: .LP
        !           412: As with all of the commands, marking, unmarking and ignoring will take effect 
        !           413: at the beginning of the next update.  Do not be surprised if the plane does
        !           414: not immediately switch to unhighlighted mode.
        !           415: .SS EXAMPLES
        !           416: .RS
        !           417: .TP 16
        !           418: atlab1
        !           419: a: turn left at beacon #1
        !           420: .TP 16
        !           421: cc
        !           422: C: circle
        !           423: .TP 16
        !           424: gtte4ab2
        !           425: g: turn towards exit #4 at beacon #2
        !           426: .TP 16
        !           427: ma+2
        !           428: m: altitude: climb 2000 feet
        !           429: .TP 16
        !           430: stq
        !           431: S: turn to 315
        !           432: .TP 16
        !           433: xi
        !           434: x: ignore
        !           435: .RE
        !           436: .SH "OTHER INFORMATION"
        !           437: .LP
        !           438: Jets move every update; prop planes move every other update.
        !           439: .LP
        !           440: All planes turn a most 90 degrees per movement.
        !           441: .LP
        !           442: Planes enter at 7000 feet and leave at 9000 feet.
        !           443: .LP
        !           444: Planes flying at an altitude of 0 crash if they are not over an airport.
        !           445: .LP
        !           446: Planes waiting at airports can only be told to take off (climb in altitude).
        !           447: .SH "NEW GAMES"
        !           448: .LP
        !           449: The 
        !           450: .B Game_List
        !           451: file lists the currently available play fields.  New field description
        !           452: file names must be placed in this file to be 'playable'.  If a player
        !           453: specifies a game not in this file, his score will not be logged.
        !           454: .LP
        !           455: The game field description files are broken into two parts.  The first
        !           456: part is the definition section.  Here, the four tunable game parameters
        !           457: must be set.  These variables are set with the syntax:
        !           458: .IP
        !           459: variable = number;
        !           460: .LP
        !           461: Variable may be one of: 
        !           462: .B update,
        !           463: indicating the number of seconds between forced updates;
        !           464: .B newplane,
        !           465: indicating (about) the number of updates between new plane entries;
        !           466: .B width,
        !           467: indicating the width of the play field; and
        !           468: .B height,
        !           469: indicating the height of the play field.
        !           470: .LP
        !           471: The second part of the field description files describes the locations
        !           472: of the exits, the beacons, the airports and the lines.
        !           473: The syntax is as follows:
        !           474: .IP
        !           475: beacon:        (x y) ... ;
        !           476: .br
        !           477: airport:       (x y direction) ... ;
        !           478: .br
        !           479: exit:  (x y direction) ... ;
        !           480: .br
        !           481: line:  [ (x1 y1) (x2 y2) ] ... ;
        !           482: .LP
        !           483: For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
        !           484: Airports and exits require a third value, a direction, which is one
        !           485: of 
        !           486: .B wedcxzaq.
        !           487: For airports, this is the direction that planes must be going to take
        !           488: off and land, and for exits, this is the direction that planes will going
        !           489: when they
        !           490: .B enter
        !           491: the arena.  This may not seem intuitive, but as there is no restriction on
        !           492: direction of exit, this is appropriate.
        !           493: Lines are slightly different, since they need two coordinate pairs to
        !           494: specify the line endpoints.  These endpoints must be enclosed in 
        !           495: square brackets.
        !           496: .LP
        !           497: All statements are semi-colon (;) terminated.  Multiple item statements
        !           498: accumulate.  Each definition must occur exactly once, before any
        !           499: item statements.  Comments begin with a hash (#) symbol
        !           500: and terminate with a newline.
        !           501: The coordinates are between zero and width-1 and height-1
        !           502: inclusive.  All of the exit coordinates must lie on the borders, and
        !           503: all of the beacons and airports must lie inside of the borders.
        !           504: Line endpoints may be anywhere within the field, so long as 
        !           505: the lines are horizontal, vertical or 
        !           506: .B "exactly diagonal."
        !           507: .SS "FIELD FILE EXAMPLE"
        !           508: .RS
        !           509: .sp
        !           510: .nf
        !           511: .TA 1i 1i
        !           512: .ta 1i 1i
        !           513: # This is the default game.
        !           514: 
        !           515: update = 5;
        !           516: newplane = 5;
        !           517: width = 30;
        !           518: height = 21;
        !           519: 
        !           520: exit:          ( 12  0 x ) ( 29  0 z ) ( 29  7 a ) ( 29 17 a )
        !           521:                (  9 20 e ) (  0 13 d ) (  0  7 d ) (  0  0 c ) ;
        !           522: 
        !           523: beacon:                ( 12  7 ) ( 12 17 ) ;
        !           524: 
        !           525: airport:       ( 20 15 w ) ( 20 18 d ) ;
        !           526: 
        !           527: line:          [ (  1  1 ) (  6  6 ) ]
        !           528:                [ ( 12  1 ) ( 12  6 ) ]
        !           529:                [ ( 13  7 ) ( 28  7 ) ]
        !           530:                [ ( 28  1 ) ( 13 16 ) ]
        !           531:                [ (  1 13 ) ( 11 13 ) ]
        !           532:                [ ( 12  8 ) ( 12 16 ) ]
        !           533:                [ ( 11 18 ) ( 10 19 ) ]
        !           534:                [ ( 13 17 ) ( 28 17 ) ]
        !           535:                [ (  1  7 ) ( 11  7 ) ] ;
        !           536: .fi
        !           537: .RE
        !           538: .SH FILES
        !           539: .LP
        !           540: Files are kept in a special directory. See the OPTIONS for a way to 
        !           541: print this path out.
        !           542: .TP 16
        !           543: .B ATC_score
        !           544: Where the scores are kept.
        !           545: .TP 16
        !           546: .B Game_List
        !           547: The list of playable games.
        !           548: .SH AUTHOR
        !           549: .LP
        !           550: Ed James, UC Berkeley: [email protected], ucbvax!edjames
        !           551: .LP
        !           552: This game is based on someone's description of the overall flavor
        !           553: of a game written for some unknown PC many years ago, maybe.
        !           554: .SH BUGS
        !           555: .LP
        !           556: The screen sometimes refreshes after you have quit.
        !           557: .LP
        !           558: Yet Another Curses Bug was discovered during the development of this game.
        !           559: If your curses library clrtobot.o is version 5.1 or earlier, 
        !           560: you will have erase problems with the backspace operator in the input
        !           561: window.
        !           562: 

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