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authormarkm <markm@FreeBSD.org>2002-10-21 07:40:27 +0000
committermarkm <markm@FreeBSD.org>2002-10-21 07:40:27 +0000
commite41bd31debce476e2f6ae864651c7380bea2cdbb (patch)
treeb90261e8ce260fee190d0f359aa2884ddf2510de /games/atc/atc.6
parent1cdc4d3dd3997f7f78a4a0ff9c52006837b0b5c4 (diff)
downloadFreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.zip
FreeBSD-src-e41bd31debce476e2f6ae864651c7380bea2cdbb.tar.gz
Deorbit complete. We dont build these anymore, so into the attic they go.
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-.\" Copyright (c) 1990, 1993
-.\" The Regents of the University of California. All rights reserved.
-.\"
-.\" This code is derived from software contributed to Berkeley by
-.\" Ed James.
-.\"
-.\" Redistribution and use in source and binary forms, with or without
-.\" modification, are permitted provided that the following conditions
-.\" are met:
-.\" 1. Redistributions of source code must retain the above copyright
-.\" notice, this list of conditions and the following disclaimer.
-.\" 2. Redistributions in binary form must reproduce the above copyright
-.\" notice, this list of conditions and the following disclaimer in the
-.\" documentation and/or other materials provided with the distribution.
-.\" 3. All advertising materials mentioning features or use of this software
-.\" must display the following acknowledgement:
-.\" This product includes software developed by the University of
-.\" California, Berkeley and its contributors.
-.\" 4. Neither the name of the University nor the names of its contributors
-.\" may be used to endorse or promote products derived from this software
-.\" without specific prior written permission.
-.\"
-.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
-.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
-.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
-.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
-.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
-.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
-.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
-.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
-.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
-.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
-.\" SUCH DAMAGE.
-.\"
-.\" @(#)atc.6 8.1 (Berkeley) 5/31/93
-.\" $FreeBSD$
-.\"
-. \" XP - exdented paragraph
-.de XP
-.RT
-.if \\n(1T .sp \\n(PDu
-.ne 1.1
-.if !\\n(IP .nr IP +1
-.in +\\n(I\\n(IRu
-.ti -\\n(I\\n(IRu
-..
-.\" Copyright (c) 1986 Ed James. All rights reserved.
-.\"
-.TH ATC 6 "May 31, 1993"
-.UC
-.SH NAME
-atc \- air traffic controller game
-.SH SYNOPSIS
-.B atc
--[u?lstp] [-[gf] game_name] [-r random seed]
-.SH DESCRIPTION
-.LP
-.I Atc
-lets you try your hand at the nerve wracking duties of the air traffic
-controller without endangering the lives of millions of
-travelers each year.
-Your responsibilities require you to direct the flight of jets
-and prop planes into and out of the flight arena and airports.
-The speed (update time) and frequency of the planes depend on the
-difficulty of the chosen arena.
-.SH OPTIONS
-.LP
-.TP 8
-.B \-u
-Print the usage line and exit.
-.TP
-.B \-?
-Same as
-.B \-u.
-.TP
-.B \-l
-Print a list of available games and exit.
-The first game name printed is the default game.
-.TP
-.B \-s
-Print the score list (formerly the Top Ten list).
-.TP
-.B \-t
-Same as
-.B \-s.
-.TP
-.B \-p
-Print the path to the special directory where
-.I atc
-expects to find its private files. This is used during the
-installation of the program.
-.TP
-.B "\-g game"
-Play the named game. If the game listed is not one of the
-ones printed from the
-.B \-l
-option, the default game is played.
-.TP
-.B "\-f game"
-Same as
-.B \-g.
-.TP
-.B "\-r seed"
-Set the random seed. The purpose of this flag is questionable.
-.SH GOALS
-.LP
-Your goal in
-.I atc
-is to keep the game going as long as possible.
-There is no winning state, except to beat the times of other players.
-You will need to: launch planes at airports (by instructing them to
-increase their altitude); land planes at airports (by instructing them to
-go to altitude zero when exactly over the airport); and maneuver planes
-out of exit points.
-.LP
-Several things will cause the end of the game.
-Each plane has a destination (see information area), and
-sending a plane to the wrong destination is an error.
-Planes can run out of fuel, or can collide. Collision is defined as
-adjacency in any of the three dimensions. A plane leaving the arena
-in any other way than through its destination exit is an error as well.
-.LP
-Scores are sorted in order of the number of planes safe. The other
-statistics are provided merely for fun. There is no penalty for
-taking longer than another player (except in the case of ties).
-.LP
-Suspending a game is not permitted. If you get a talk message, tough.
-When was the last time an Air Traffic Controller got called away to
-the phone?
-.SH "THE DISPLAY"
-.LP
-Depending on the terminal you run
-.I atc
-on, the screen will be divided into 4 areas.
-It should be stressed that the terminal driver portion of the
-game was designed to be reconfigurable, so the display format can vary
-depending the version you are playing. The descriptions here are based
-on the ASCII version
-of the game. The game rules and input format, however,
-should remain consistent.
-Control-L redraws the screen, should it become muddled.
-.SS RADAR
-.IP
-The first screen area is the radar display, showing the relative locations
-of the planes, airports, standard entry/exit points, radar
-beacons, and "lines" which simply serve to aid you in guiding
-the planes.
-.IP
-Planes are shown as a single letter with an altitude. If
-the numerical altitude is a single digit, then it represents
-thousands of feet.
-Some distinction is made between the prop
-planes and the jets. On ASCII terminals, prop planes are
-represented by a upper case letter, jets by a lower case letter.
-.IP
-Airports are shown as a number and some indication of the direction
-planes must be going to land at the airport.
-On ASCII terminals, this is one of '^', '>', '<', and 'v', to indicate
-north (0 degrees), east (90), west (270) and south (180), respectively.
-The planes will also
-take off in this direction.
-.IP
-Beacons are represented as circles or asterisks and a number.
-Their purpose is to offer a place of easy reference to the plane pilots.
-See 'the delay command' under the input section of this manual.
-.IP
-Entry/exit points are displayed as numbers along the border of the
-radar screen. Planes will enter the arena from these points without
-warning. These points have a direction associated with them, and
-planes will always enter the arena from this direction. On the
-ASCII version of
-.I atc,
-this direction is not displayed. It will become apparent
-what this direction is as the game progresses.
-.IP
-Incoming planes will always enter at the same altitude: 7000 feet.
-For a plane to successfully depart through an entry/exit point,
-it must be flying at 9000 feet.
-It is not necessary for the planes to be flying in any particular
-direction when they leave the arena (yet).
-.SS "INFORMATION AREA"
-.IP
-The second area of the display is the information area, which lists
-the time (number of updates since start), and the number of planes you
-have directed safely out of the arena.
-Below this is a list of planes currently in the air, followed by a
-blank line, and then a list of planes on the ground (at airports).
-Each line lists the plane name and its current altitude,
-an optional asterisk indicating low fuel, the plane's destination,
-and the plane's current command. Changing altitude is not considered
-to be a command and is therefore not displayed. The following are
-some possible information lines:
-.IP
- B4*A0: Circle @ b1
-.br
- g7 E4: 225
-.IP
-The first example shows a prop plane named 'B' that is flying at 4000
-feet. It is low on fuel (note the '*'). It's destination is
-Airport #0.
-The next command it expects
-to do is circle when it reaches Beacon #1.
-The second example shows a jet named 'g' at 7000 feet, destined for
-Exit #4. It is just now executing a turn to 225 degrees (South-West).
-.SS "INPUT AREA"
-.IP
-The third area of the display is the input area. It is here that
-your input is reflected. See the INPUT heading of this manual
-for more details.
-.SS "AUTHOR AREA"
-.IP
-This area is used simply to give credit where credit is due. :-)
-.SH INPUT
-.LP
-A command completion interface is built into
-the game. At any time, typing '?' will list possible input characters.
-Typing a backspace (your erase character) backs up, erasing the last part
-of the command. When a command is complete, a return enters it, and
-any semantic checking is done at that time. If no errors are detected,
-the command is sent to the appropriate plane. If an error is discovered
-during the check, the offending statement will be underscored and a
-(hopefully) descriptive message will be printed under it.
-.LP
-The command syntax is broken into two parts:
-.I "Immediate Only"
-and
-.I Delayable
-commands.
-.I "Immediate Only"
-commands happen on the next
-update.
-.I Delayable
-commands also happen on the next update unless they
-are followed by an optional predicate called the
-.I Delay
-command.
-.LP
-In the following tables, the syntax
-.B [0\-9]
-means any single digit, and
-.B <dir>
-refers to the keys around the 's' key, namely ``wedcxzaq''.
-In absolute references, 'q' refers to North-West or 315 degrees, and 'w'
-refers to North, or 0 degrees.
-In relative references, 'q' refers to -45 degrees or 45 degrees left, and 'w'
-refers to 0 degrees, or no change in direction.
-.LP
-All commands start with a plane letter. This indicates the recipient
-of the command. Case is ignored.
-.SS "IMMEDIATE ONLY COMMANDS"
-.RS
-.B "\- a Altitude:"
-.RS
-Affect a plane's altitude (and take off).
-.RE
-.RS
-.B "\- [0\-9] Number:"
-.RS
-Go to the given altitude (thousands of feet).
-.RE
-.B "\- c/+ Climb:"
-.RS
-Relative altitude change.
-.RE
-.RS
-.B "\- [0\-9] Number:"
-.RS
-Difference in thousands of feet.
-.RE
-.RE
-.B "\- d/\- Descend:"
-.RS
-Relative altitude change.
-.RE
-.RS
-.B "\- [0\-9] Number:"
-.RS
-Difference in thousands of feet.
-.RE
-.RE
-.RE
-.B "\- m Mark:"
-.RS
-Display in highlighted mode. Command is displayed normally.
-.RE
-.B "\- i Ignore:"
-.RS
-Do not display highlighted. Command is displayed as a
-line of dashes if there is no command.
-.RE
-.B "\- u Unmark:"
-.RS
-Same as ignore, but if a delayed command is processed,
-the plane will become marked. This is useful if you want
-to forget about a plane during part, but not all, of its
-journey.
-.RE
-.RE
-.SS "DELAYABLE COMMANDS"
-.RS
-.B "\- c Circle:"
-.RS
-Have the plane circle.
-.RE
-.B "\- t Turn:"
-.RS
-Change direction.
-.RE
-.RS
-.B "\- l Left:"
-.RS
-Turn counterclockwise (45 degrees by default).
-.RE
-.RS
-.B "\- <dir> Direction:"
-.RS
-Turn ccw the given number of degrees.
-Zero degrees is no turn. A ccw turn
-of -45 degrees is 45 cw.
-.RE
-.RE
-.B "\- r Right:"
-.RS
-Turn clockwise (45 degrees by default).
-.RE
-.RS
-.B "\- <dir> Direction:"
-.RS
-Same as turn left <dir>.
-.RE
-.RE
-.B "\- L Left 90:"
-.RS
-Turn counterclockwise 90 degrees.
-.RE
-.B "\- R Right 90:"
-.RS
-Turn clockwise 90 degrees.
-.RE
-.B "\- <dir> Direction:"
-.RS
-Turn to the absolute compass heading given.
-The shortest turn will be taken.
-.RE
-.B "\- t Towards:"
-.RS
-Turn towards a beacon, airport or exit. The turn is
-just an estimate.
-.RE
-.RS
-.B "\- b/* Beacon:"
-.RS
-Turn towards the beacon.
-.RE
-.RS
-.B "\- [0-9] Number:"
-.RS
-The beacon number.
-.RE
-.RE
-.B "\- e Exit:"
-.RS
-Turn towards the exit.
-.RE
-.RS
-.B "\- [0-9] Number:"
-.RS
-The exit number.
-.RE
-.RE
-.B "\- a Airport:"
-.RS
-Turn towards the airport.
-.RE
-.RS
-.B "\- [0-9] Number:"
-.RS
-The airport number.
-.RE
-.RE
-.RE
-.RE
-.RE
-.SS THE DELAY COMMAND
-.LP
-The
-.B Delay
-(a/@)
-command may be appended to any
-.B Delayable
-command. It allows the controller to instruct a plane to do an action
-when the plane reaches a particular beacon (or other objects in future
-versions).
-.sp
-.RS
-.B "\- a/@ At:"
-.RS
-Do the given delayable command when the plane reaches the given beacon.
-.RE
-.RS
-.B "\- b/* Beacon:"
-.RS
-This is redundant to allow for expansion.
-.RE
-.RS
-.B "\- [0-9] Number:"
-.RS
-The beacon number.
-.RE
-.RE
-.RE
-.RE
-.SS "MARKING, UNMARKING AND IGNORING"
-.LP
-Planes are
-.B marked
-when they enter the arena. This means they are displayed in highlighted
-mode on the radar display. A plane may also be either
-.B unmarked
-or
-.B ignored.
-An
-.B unmarked
-plane is drawn in unhighlighted mode, and a line of dashes is displayed in
-the command field of the information area. The plane will remain this
-way until a mark command has been issued. Any other command will be issued,
-but the command line will return to a line of dashes when the command
-is completed.
-.LP
-An
-.B ignored
-plane is treated the same as an unmarked plane, except that it will
-automatically switch to
-.B marked
-status when a delayed command has been processed. This is useful if
-you want to forget about a plane for a while, but its flight path has
-not yet been completely set.
-.LP
-As with all of the commands, marking, unmarking and ignoring will take effect
-at the beginning of the next update. Do not be surprised if the plane does
-not immediately switch to unhighlighted mode.
-.SS EXAMPLES
-.RS
-.TP 16
-atlab1
-a: turn left at beacon #1
-.TP 16
-cc
-C: circle
-.TP 16
-gtte4ab2
-g: turn towards exit #4 at beacon #2
-.TP 16
-ma+2
-m: altitude: climb 2000 feet
-.TP 16
-stq
-S: turn to 315
-.TP 16
-xi
-x: ignore
-.RE
-.SH "OTHER INFORMATION"
-.LP
-Jets move every update; prop planes move every other update.
-.LP
-All planes turn a most 90 degrees per movement.
-.LP
-Planes enter at 7000 feet and leave at 9000 feet.
-.LP
-Planes flying at an altitude of 0 crash if they are not over an airport.
-.LP
-Planes waiting at airports can only be told to take off (climb in altitude).
-.SH "NEW GAMES"
-.LP
-The
-.B Game_List
-file lists the currently available play fields. New field description
-file names must be placed in this file to be 'playable'. If a player
-specifies a game not in this file, his score will not be logged.
-.LP
-The game field description files are broken into two parts. The first
-part is the definition section. Here, the four tunable game parameters
-must be set. These variables are set with the syntax:
-.IP
-variable = number;
-.LP
-Variable may be one of:
-.B update,
-indicating the number of seconds between forced updates;
-.B newplane,
-indicating (about) the number of updates between new plane entries;
-.B width,
-indicating the width of the play field; and
-.B height,
-indicating the height of the play field.
-.LP
-The second part of the field description files describes the locations
-of the exits, the beacons, the airports and the lines.
-The syntax is as follows:
-.IP
-beacon: (x y) ... ;
-.br
-airport: (x y direction) ... ;
-.br
-exit: (x y direction) ... ;
-.br
-line: [ (x1 y1) (x2 y2) ] ... ;
-.LP
-For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
-Airports and exits require a third value, a direction, which is one
-of
-.B wedcxzaq.
-For airports, this is the direction that planes must be going to take
-off and land, and for exits, this is the direction that planes will going
-when they
-.B enter
-the arena. This may not seem intuitive, but as there is no restriction on
-direction of exit, this is appropriate.
-Lines are slightly different, since they need two coordinate pairs to
-specify the line endpoints. These endpoints must be enclosed in
-square brackets.
-.LP
-All statements are semi-colon (;) terminated. Multiple item statements
-accumulate. Each definition must occur exactly once, before any
-item statements. Comments begin with a hash (#) symbol
-and terminate with a newline.
-The coordinates are between zero and width-1 and height-1
-inclusive. All of the exit coordinates must lie on the borders, and
-all of the beacons and airports must lie inside of the borders.
-Line endpoints may be anywhere within the field, so long as
-the lines are horizontal, vertical or
-.B "exactly diagonal."
-.SS "FIELD FILE EXAMPLE"
-.RS
-.sp
-.nf
-.ta \w'airport:\ \ \ 'u
-# This is the default game.
-
-update = 5;
-newplane = 5;
-width = 30;
-height = 21;
-
-exit: ( 12 0 x ) ( 29 0 z ) ( 29 7 a ) ( 29 17 a )
- ( 9 20 e ) ( 0 13 d ) ( 0 7 d ) ( 0 0 c ) ;
-
-beacon: ( 12 7 ) ( 12 17 ) ;
-
-airport: ( 20 15 w ) ( 20 18 d ) ;
-
-line: [ ( 1 1 ) ( 6 6 ) ]
- [ ( 12 1 ) ( 12 6 ) ]
- [ ( 13 7 ) ( 28 7 ) ]
- [ ( 28 1 ) ( 13 16 ) ]
- [ ( 1 13 ) ( 11 13 ) ]
- [ ( 12 8 ) ( 12 16 ) ]
- [ ( 11 18 ) ( 10 19 ) ]
- [ ( 13 17 ) ( 28 17 ) ]
- [ ( 1 7 ) ( 11 7 ) ] ;
-.DT
-.fi
-.RE
-.SH FILES
-.LP
-Files are kept in a special directory. See the OPTIONS for a way to
-print this path out.
-.TP \w'/usr/share/games/atc/Game_List\ \ \ 'u
-/var/games/atc_score
-Where the scores are kept.
-.TP
-/usr/share/games/atc/Game_List
-The list of playable games.
-.SH AUTHOR
-.LP
-Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames
-.LP
-This game is based on someone's description of the overall flavor
-of a game written for some unknown PC many years ago, maybe.
-.SH BUGS
-.LP
-The screen sometimes refreshes after you have quit.
-.LP
-Yet Another Curses Bug was discovered during the development of this game.
-If your curses library clrtobot.o is version 5.1 or earlier,
-you will have erase problems with the backspace operator in the input
-window.
-
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