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31 .\" @(#)atc.6 8.1 (Berkeley) 5/31/93
32 .\" $FreeBSD: src/games/atc/atc.6,v 1.6.2.1 2001/07/22 11:32:34 dd Exp $
33 .\" $DragonFly: src/games/atc/atc.6,v 1.5 2008/05/02 02:05:03 swildner Exp $
35 .\" Copyright (c) 1986 Ed James. All rights reserved.
42 .Nd air traffic controller game
50 lets you try your hand at the nerve wracking duties of the air traffic
51 controller without endangering the lives of millions of travelers each year.
52 Your responsibilities require you to direct the flight of jets
53 and prop planes into and out of the flight arena and airports.
54 The speed (update time) and frequency of the planes depend on the
55 difficulty of the chosen arena.
57 .Bl -tag -width ".Fl u"
59 Print the usage line and exit.
64 Print a list of available games and exit.
65 The first game name printed is the default game.
67 Print the score list (formerly the Top Ten list).
72 Print the path to the special directory where
74 expects to find its private files.
75 This is used during the installation of the program.
78 If the game listed is not one of the ones printed from the
80 option, the default game is played.
86 The purpose of this flag is questionable.
91 is to keep the game going as long as possible.
92 There is no winning state, except to beat the times of other players.
93 You will need to: launch planes at airports (by instructing them to
94 increase their altitude); land planes at airports (by instructing them to
95 go to altitude zero when exactly over the airport); and maneuver planes
98 Several things will cause the end of the game.
99 Each plane has a destination (see information area), and
100 sending a plane to the wrong destination is an error.
101 Planes can run out of fuel, or can collide.
102 Collision is defined as adjacency in all three dimensions.
103 A plane leaving the arena
104 in any other way than through its destination exit is an error as well.
106 Scores are sorted in order of the number of planes safe.
107 The other statistics are provided merely for fun.
108 There is no penalty for
109 taking longer than another player (except in the case of ties).
111 Suspending a game is not permitted.
112 If you get a talk message, tough.
113 When was the last time an Air Traffic Controller got called away to the phone?
115 Depending on the terminal you run
117 on, the screen will be divided into 4 areas.
118 It should be stressed that the terminal driver portion of the
119 game was designed to be reconfigurable, so the display format can vary
120 depending on the version you are playing.
121 The descriptions here are based on the ASCII version of the game.
122 The game rules and input format, however, should remain consistent.
123 Control-L redraws the screen, should it become muddled.
125 The first screen area is the radar display, showing the relative locations
126 of the planes, airports, standard entry/exit points, radar
127 beacons, and ``lines'' which simply serve to aid you in guiding
130 Planes are shown as a single letter with an altitude.
131 If the numerical altitude is a single digit, then it represents
133 Some distinction is made between the prop planes and the jets.
134 On ASCII terminals, prop planes are
135 represented by an upper case letter, jets by a lower case letter.
137 Airports are shown as a number and some indication of the direction
138 planes must be going to land at the airport.
139 On ASCII terminals, this is one of '^', '\*[Gt]', '\*[Lt]', and 'v', to indicate
140 north (0 degrees), east (90), west (270) and south (180), respectively.
141 The planes will also take off in this direction.
143 Beacons are represented as circles or asterisks and a number.
144 Their purpose is to offer a place of easy reference to the plane pilots.
146 .Sx THE DELAY COMMAND
149 Entry/exit points are displayed as numbers along the border of the
151 Planes will enter the arena from these points without warning.
152 These points have a direction associated with them, and
153 planes will always enter the arena from this direction.
154 On the ASCII version of
156 this direction is not displayed.
157 It will become apparent what this direction is as the game progresses.
159 Incoming planes will always enter at the same altitude: 7000 feet.
160 For a plane to successfully depart through an entry/exit point,
161 it must be flying at 9000 feet.
162 It is not necessary for the planes to be flying in any particular
163 direction when they leave the arena (yet).
165 The second area of the display is the information area, which lists
166 the time (number of updates since start), and the number of planes you
167 have directed safely out of the arena.
168 Below this is a list of planes currently in the air, followed by a
169 blank line, and then a list of planes on the ground (at airports).
170 Each line lists the plane name and its current altitude,
171 an optional asterisk indicating low fuel, the plane's destination,
172 and the plane's current command.
173 Changing altitude is not considered
174 to be a command and is therefore not displayed.
175 The following are some possible information lines:
176 .Bd -literal -offset indent
181 The first example shows a prop plane named `B' that is flying at 4000 feet.
182 It is low on fuel (note the `*').
183 Its destination is Airport #0.
184 The next command it expects to do is circle when it reaches Beacon #1.
185 The second example shows a jet named `g' at 7000 feet, destined for
187 It is just now executing a turn to 225 degrees (South-West).
189 The third area of the display is the input area.
190 It is here that your input is reflected.
193 heading of this manual for more details.
195 This area is used simply to give credit where credit is due. :-)
197 A command completion interface is built into the game.
198 At any time, typing `?' will list possible input characters.
199 Typing a backspace (your erase character) backs up, erasing the last part
201 When a command is complete, a return enters it, and
202 any semantic checking is done at that time.
203 If no errors are detected, the command is sent to the appropriate plane.
204 If an error is discovered
205 during the check, the offending statement will be underscored and a
206 (hopefully) descriptive message will be printed under it.
208 The command syntax is broken into two parts:
214 commands happen on the next update.
216 commands also happen on the next update unless they
217 are followed by an optional predicate called the
221 In the following tables, the syntax
223 means any single digit, and
225 refers to a direction, given by the keys around the `s' key: ``wedcxzaq''.
226 In absolute references, `q' refers to North-West or 315 degrees, and `w'
227 refers to North, or 0 degrees.
228 In relative references, `q' refers to \-45 degrees or 45 degrees left, and `w'
229 refers to 0 degrees, or no change in direction.
231 All commands start with a plane letter.
232 This indicates the recipient of the command.
234 .Ss IMMEDIATE ONLY COMMANDS
235 .Bl -tag -width "aaaa"
236 .It "a [ cd+- ]" Em number
237 Altitude: Change a plane's altitude, possibly requesting takeoff.
238 `+' and `-' are the same as `c' and `d'.
239 .Bl -tag -width "aaaaaaaaaa" -compact
241 Climb or descend to the given altitude (in thousands of feet).
243 Climb: relative altitude change.
245 Descend: relative altitude change.
248 Mark: Display in highlighted mode.
249 Plane and command information is displayed normally.
251 Ignore: Do not display highlighted.
252 Command is displayed as a line of dashes if there is no command.
254 Unmark: Same as ignore, but if a delayed command is processed,
255 the plane will become marked.
256 This is useful if you want to forget about a plane during part,
257 but not all, of its journey.
259 .Ss DELAYABLE COMMANDS
260 .Bl -tag -width "aaaa"
262 Circle: Have the plane circle.
263 .Bl -tag -width "aaaaaaaaaa" -compact
265 Left: Circle counterclockwise.
267 Right: Circle clockwise (default).
269 .It "t [ l-r+LR ] [ dir ] or tt [ abe* ]" Em number
270 Turn: Change direction.
271 .Bl -tag -width "aaaaaaaaaa" -compact
272 .It "t\*[Lt]dir\*[Gt]"
273 Turn to direction: Turn to the absolute compass heading given.
274 The shortest turn will be taken.
276 Left: Turn counterclockwise: 45 degrees by default, or the amount
282 `w' (0 degrees) is no turn.
283 `e' is 45 degrees; `q' gives \-45 degrees counterclockwise, that is,
284 45 degrees clockwise.
288 Right: Turn clockwise, 45 degrees by default, or the amount specified in
293 Hard left: Turn counterclockwise 90 degrees.
295 Hard right: Turn clockwise 90 degrees.
297 Towards: Turn towards a beacon, airport or exit.
298 The turn is just an estimate.
300 Turn towards the given airport.
302 Turn towards the specified beacon.
304 Turn towards an exit.
309 .Ss THE DELAY COMMAND
312 (a/@) command may be appended to any
315 It allows the controller to instruct a plane to do an action when the
316 plane reaches a particular beacon (or other objects in future versions).
317 .Bl -tag -width "aaaa"
319 Do the delayable command when the plane reaches the specified beacon.
320 The `b' for ``beacon'' is redundant to allow for expansion.
321 `@' can be used instead of `a'.
323 .Ss MARKING, UNMARKING AND IGNORING
326 by default when they enter the arena.
327 This means they are displayed in highlighted mode on the radar display.
328 A plane may also be either
334 plane is drawn in unhighlighted mode, and a line of dashes is displayed in
335 the command field of the information area.
336 The plane will remain this way until a mark command has been issued.
337 Any other command will be issued, but the command line will return to a
338 line of dashes when the command is completed.
342 plane is treated the same as an
344 plane, except that it will automatically switch to
346 status when a delayed command has been processed.
347 This is useful if you want to forget about a plane for a while, but its
348 flight path has not yet been completely set.
350 As with all of the commands, marking, unmarking and ignoring will take effect
351 at the beginning of the next update.
352 Do not be surprised if the plane does
353 not immediately switch to unhighlighted mode.
355 .Bl -tag -width gtte4ab2 -offset indent
357 Plane A: turn left at beacon #1
361 Plane G: turn towards exit #4 at beacon #2
363 Plane M: altitude: climb 2000 feet
369 .Sh OTHER INFORMATION
372 Jets move every update; prop planes move every other update.
374 All planes turn at most 90 degrees per movement.
376 Planes enter at 7000 feet and leave at 9000 feet.
378 Planes flying at an altitude of 0 crash if they are not over an airport.
380 Planes waiting at airports can only be told to take off (climb in altitude).
382 Pressing return (that is, entering an empty command) will perform the
383 next update immediately.
384 This allows you to ``fast forward''
385 the game clock if nothing interesting is happening.
390 file lists the currently available play fields.
391 New field description file names must be placed in this file to be playable.
392 If a player specifies a game not in this file, his score will not be logged.
394 The game field description files are broken into two parts.
395 The first part is the definition section.
396 Here, the four tunable game parameters must be set.
397 These variables are set with the syntax:
399 .Dl "variable = number;"
401 Variable may be one of:
403 indicating the number of seconds between forced updates;
405 indicating (about) the number of updates between new plane entries;
407 indicating the width of the play field; or
409 indicating the height of the play field.
411 The second part of the field description files describes the locations
412 of the exits, the beacons, the airports and the lines.
413 The syntax is as follows:
414 .Bd -literal -offset indent
415 .Bl -tag -width airport: -compact
419 (x y direction) ... ;
421 (x y direction) ... ;
423 [ (x1 y1) (x2 y2) ] ... ;
427 For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
428 Airports and exits require a third value, which is one of the directions
430 For airports, this is the direction that planes must be going to take
431 off and land, and for exits, this is the direction that planes will be
435 This may not seem intuitive, but as there is no restriction on
436 direction of exit, this is appropriate.
437 Lines are slightly different, since they need two coordinate pairs to
438 specify the line endpoints.
439 These endpoints must be enclosed in square brackets.
441 All statements are semi-colon (;) terminated.
442 Multiple item statements accumulate.
443 Each definition must occur exactly once, before any item statements.
444 Comments begin with a hash (#) symbol and terminate with a newline.
445 The coordinates are between zero and width-1 and height-1 inclusive.
446 All of the exit coordinates must lie on the borders, and
447 all of the beacons and airports must lie inside of the borders.
448 Line endpoints may be anywhere within the field, so long as
449 the lines are horizontal, vertical or
452 .Ss FIELD FILE EXAMPLE
454 # This is the default game.
461 exit: ( 12 0 x ) ( 29 0 z ) ( 29 7 a ) ( 29 17 a )
462 ( 9 20 e ) ( 0 13 d ) ( 0 7 d ) ( 0 0 c ) ;
464 beacon: ( 12 7 ) ( 12 17 ) ;
466 airport: ( 20 15 w ) ( 20 18 d ) ;
468 line: [ ( 1 1 ) ( 6 6 ) ]
469 [ ( 12 1 ) ( 12 6 ) ]
470 [ ( 13 7 ) ( 28 7 ) ]
471 [ ( 28 1 ) ( 13 16 ) ]
472 [ ( 1 13 ) ( 11 13 ) ]
473 [ ( 12 8 ) ( 12 16 ) ]
474 [ ( 11 18 ) ( 10 19 ) ]
475 [ ( 13 17 ) ( 28 17 ) ]
476 [ ( 1 7 ) ( 11 7 ) ] ;
480 Files are kept in a special directory.
483 section for a way to print this path out.
485 .Pa /usr/share/games/atc .
487 This directory contains the file
489 which holds the list of playable games, as well as the games themselves.
491 The scores are kept in
492 .Pa /var/games/atc_score .
494 Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames
496 This game is based on someone's description of the overall flavor
497 of a game written for some unknown PC many years ago, maybe.
499 The screen sometimes refreshes after you have quit.