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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
599 lines
17 KiB
Groff
599 lines
17 KiB
Groff
.\" Copyright (c) 1990, 1993
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.\" The Regents of the University of California. All rights reserved.
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.\"
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.\" This code is derived from software contributed to Berkeley by
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.\" Ed James.
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.\"
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.\" Redistribution and use in source and binary forms, with or without
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.\" modification, are permitted provided that the following conditions
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.\" are met:
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.\" 1. Redistributions of source code must retain the above copyright
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.\" notice, this list of conditions and the following disclaimer.
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.\" 2. Redistributions in binary form must reproduce the above copyright
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.\" notice, this list of conditions and the following disclaimer in the
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.\" documentation and/or other materials provided with the distribution.
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.\" 3. All advertising materials mentioning features or use of this software
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.\" must display the following acknowledgement:
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.\" This product includes software developed by the University of
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.\" California, Berkeley and its contributors.
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.\" 4. Neither the name of the University nor the names of its contributors
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.\" may be used to endorse or promote products derived from this software
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.\" without specific prior written permission.
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.\"
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.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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.\" SUCH DAMAGE.
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.\"
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.\" @(#)atc.6 8.1 (Berkeley) 5/31/93
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.\"
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. \" XP - exdented paragraph
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.de XP
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.RT
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.if \\n(1T .sp \\n(PDu
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.ne 1.1
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.if !\\n(IP .nr IP +1
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.in +\\n(I\\n(IRu
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.ti -\\n(I\\n(IRu
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..
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.\" Copyright (c) 1986 Ed James. All rights reserved.
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.\"
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.TH ATC 6 "May 31, 1993"
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.UC
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.SH NAME
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atc \- air traffic controller game
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.SH SYNOPSIS
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.B atc
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-[u?lstp] [-[gf] game_name] [-r random seed]
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.SH DESCRIPTION
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.LP
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.I Atc
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lets you try your hand at the nerve wracking duties of the air traffic
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controller without endangering the lives of millions of
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travelers each year.
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Your responsibilities require you to direct the flight of jets
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and prop planes into and out of the flight arena and airports.
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The speed (update time) and frequency of the planes depend on the
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difficulty of the chosen arena.
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.SH OPTIONS
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.LP
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.TP 8
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.B \-u
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Print the usage line and exit.
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.TP
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.B \-?
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Same as
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.B \-u.
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.TP
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.B \-l
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Print a list of available games and exit.
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The first game name printed is the default game.
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.TP
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.B \-s
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Print the score list (formerly the Top Ten list).
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.TP
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.B \-t
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Same as
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.B \-s.
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.TP
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.B \-p
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Print the path to the special directory where
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.I atc
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expects to find its private files. This is used during the
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installation of the program.
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.TP
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.B "\-g game"
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Play the named game. If the game listed is not one of the
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ones printed from the
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.B \-l
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option, the default game is played.
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.TP
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.B "\-f game"
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Same as
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.B \-g.
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.TP
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.B "\-r seed"
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Set the random seed. The purpose of this flag is questionable.
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.SH GOALS
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.LP
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Your goal in
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.I atc
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is to keep the game going as long as possible.
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There is no winning state, except to beat the times of other players.
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You will need to: launch planes at airports (by instructing them to
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increase their altitude); land planes at airports (by instructing them to
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go to altitude zero when exactly over the airport); and maneuver planes
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out of exit points.
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.LP
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Several things will cause the end of the game.
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Each plane has a destination (see information area), and
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sending a plane to the wrong destination is an error.
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Planes can run out of fuel, or can collide. Collision is defined as
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adjacency in any of the three dimensions. A plane leaving the arena
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in any other way than through its destination exit is an error as well.
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.LP
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Scores are sorted in order of the number of planes safe. The other
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statistics are provided merely for fun. There is no penalty for
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taking longer than another player (except in the case of ties).
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.LP
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Suspending a game is not permitted. If you get a talk message, tough.
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When was the last time an Air Traffic Controller got called away to
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the phone?
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.SH "THE DISPLAY"
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.LP
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Depending on the terminal you run
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.I atc
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on, the screen will be divided into 4 areas.
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It should be stressed that the terminal driver portion of the
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game was designed to be reconfigurable, so the display format can vary
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depending the version you are playing. The descriptions here are based
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on the ascii version
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of the game. The game rules and input format, however,
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should remain consistent.
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Control-L redraws the screen, should it become muddled.
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.SS RADAR
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.IP
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The first screen area is the radar display, showing the relative locations
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of the planes, airports, standard entry/exit points, radar
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beacons, and "lines" which simply serve to aid you in guiding
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the planes.
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.IP
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Planes are shown as a single letter with an altitude. If
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the numerical altitude is a single digit, then it represents
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thousands of feet.
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Some distinction is made between the prop
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planes and the jets. On ascii terminals, prop planes are
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represented by a upper case letter, jets by a lower case letter.
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.IP
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Airports are shown as a number and some indication of the direction
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planes must be going to land at the airport.
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On ascii terminals, this is one of '^', '>', '<', and 'v', to indicate
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north (0 degrees), east (90), west (270) and south (180), respectively.
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The planes will also
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take off in this direction.
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.IP
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Beacons are represented as circles or asterisks and a number.
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Their purpose is to offer a place of easy reference to the plane pilots.
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See 'the delay command' under the input section of this manual.
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.IP
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Entry/exit points are displayed as numbers along the border of the
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radar screen. Planes will enter the arena from these points without
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warning. These points have a direction associated with them, and
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planes will always enter the arena from this direction. On the
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ascii version of
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.I atc,
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this direction is not displayed. It will become apparent
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what this direction is as the game progresses.
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.IP
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Incoming planes will always enter at the same altitude: 7000 feet.
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For a plane to successfully depart through an entry/exit point,
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it must be flying at 9000 feet.
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It is not necessary for the planes to be flying in any particular
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direction when they leave the arena (yet).
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.SS "INFORMATION AREA"
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.IP
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The second area of the display is the information area, which lists
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the time (number of updates since start), and the number of planes you
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have directed safely out of the arena.
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Below this is a list of planes currently in the air, followed by a
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blank line, and then a list of planes on the ground (at airports).
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Each line lists the plane name and its current altitude,
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an optional asterisk indicating low fuel, the plane's destination,
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and the plane's current command. Changing altitude is not considered
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to be a command and is therefore not displayed. The following are
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some possible information lines:
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.IP
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B4*A0: Circle @ b1
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.br
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g7 E4: 225
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.IP
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The first example shows a prop plane named 'B' that is flying at 4000
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feet. It is low on fuel (note the '*'). It's destination is
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Airport #0.
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The next command it expects
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to do is circle when it reaches Beacon #1.
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The second example shows a jet named 'g' at 7000 feet, destined for
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Exit #4. It is just now executing a turn to 225 degrees (South-West).
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.SS "INPUT AREA"
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.IP
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The third area of the display is the input area. It is here that
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your input is reflected. See the INPUT heading of this manual
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for more details.
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.SS "AUTHOR AREA"
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.IP
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This area is used simply to give credit where credit is due. :-)
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.SH INPUT
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.LP
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A command completion interface is built into
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the game. At any time, typing '?' will list possible input characters.
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Typing a backspace (your erase character) backs up, erasing the last part
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of the command. When a command is complete, a return enters it, and
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any semantic checking is done at that time. If no errors are detected,
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the command is sent to the appropriate plane. If an error is discovered
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during the check, the offending statement will be underscored and a
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(hopefully) descriptive message will be printed under it.
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.LP
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The command syntax is broken into two parts:
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.I "Immediate Only"
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and
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.I Delayable
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commands.
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.I "Immediate Only"
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commands happen on the next
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update.
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.I Delayable
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commands also happen on the next update unless they
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are followed by an optional predicate called the
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.I Delay
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command.
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.LP
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In the following tables, the syntax
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.B [0\-9]
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means any single digit, and
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.B <dir>
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refers to the keys around the 's' key, namely ``wedcxzaq''.
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In absolute references, 'q' refers to North-West or 315 degrees, and 'w'
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refers to North, or 0 degrees.
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In relative references, 'q' refers to -45 degrees or 45 degrees left, and 'w'
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refers to 0 degrees, or no change in direction.
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.LP
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All commands start with a plane letter. This indicates the recipient
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of the command. Case is ignored.
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.SS "IMMEDIATE ONLY COMMANDS"
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.RS
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.B "\- a Altitude:"
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.RS
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Affect a plane's altitude (and take off).
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.RE
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.RS
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.B "\- [0\-9] Number:"
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.RS
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Go to the given altitude (thousands of feet).
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.RE
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.B "\- c/+ Climb:"
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.RS
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Relative altitude change.
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.RE
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.RS
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.B "\- [0\-9] Number:"
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.RS
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Difference in thousands of feet.
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.RE
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.RE
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.B "\- d/\- Descend:"
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.RS
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Relative altitude change.
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.RE
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.RS
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.B "\- [0\-9] Number:"
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.RS
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Difference in thousands of feet.
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.RE
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.RE
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.RE
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.B "\- m Mark:"
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.RS
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Display in highlighted mode. Command is displayed normally.
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.RE
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.B "\- i Ignore:"
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.RS
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Do not display highlighted. Command is displayed as a
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line of dashes if there is no command.
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.RE
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.B "\- u Unmark:"
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.RS
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Same as ignore, but if a delayed command is processed,
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the plane will become marked. This is useful if you want
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to forget about a plane during part, but not all, of its
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journey.
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.RE
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.RE
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.SS "DELAYABLE COMMANDS"
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.RS
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.B "\- c Circle:"
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.RS
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Have the plane circle (clockwise by default).
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.RE
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.RS
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.B "\- l Left:"
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.RS
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Circle counterclockwise.
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.RE
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.B "\- r Right:"
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.RS
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Circle clockwise.
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.RE
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.RE
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.B "\- t Turn:"
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.RS
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Change direction.
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.RE
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.RS
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.B "\- l Left:"
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.RS
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Turn counterclockwise (45 degrees by default).
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.RE
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.RS
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.B "\- <dir> Direction:"
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.RS
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Turn ccw the given number of degrees.
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Zero degrees is no turn. A ccw turn
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of -45 degrees is 45 cw.
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.RE
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.RE
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.B "\- r Right:"
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.RS
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Turn clockwise (45 degrees by default).
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.RE
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.RS
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.B "\- <dir> Direction:"
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.RS
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Same as turn left <dir>.
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.RE
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.RE
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.B "\- L Left 90:"
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.RS
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Turn counterclockwise 90 degrees.
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.RE
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.B "\- R Right 90:"
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.RS
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Turn clockwise 90 degrees.
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.RE
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.B "\- <dir> Direction:"
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.RS
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Turn to the absolute compass heading given.
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The shortest turn will be taken.
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.RE
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.B "\- t Towards:"
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.RS
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Turn towards a beacon, airport or exit. The turn is
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just an estimate.
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.RE
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.RS
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.B "\- b/* Beacon:"
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.RS
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Turn towards the beacon.
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.RE
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.RS
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.B "\- [0-9] Number:"
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.RS
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The beacon number.
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.RE
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.RE
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.B "\- e Exit:"
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.RS
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Turn towards the exit.
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.RE
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.RS
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.B "\- [0-9] Number:"
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.RS
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The exit number.
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.RE
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.RE
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.B "\- a Airport:"
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.RS
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Turn towards the airport.
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.RE
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.RS
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.B "\- [0-9] Number:"
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.RS
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The airport number.
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.RE
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.RE
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.RE
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.RE
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.RE
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.SS THE DELAY COMMAND
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.LP
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The
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.B Delay
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(a/@)
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command may be appended to any
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.B Delayable
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command. It allows the controller to instruct a plane to do an action
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when the plane reaches a particular beacon (or other objects in future
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versions).
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.sp
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.RS
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.B "\- a/@ At:"
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.RS
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Do the given delayable command when the plane reaches the given beacon.
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.RE
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.RS
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.B "\- b/* Beacon:"
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.RS
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This is redundant to allow for expansion.
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.RE
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.RS
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.B "\- [0-9] Number:"
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.RS
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The beacon number.
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.RE
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.RE
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.RE
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.RE
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.SS "MARKING, UNMARKING AND IGNORING"
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.LP
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Planes are
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.B marked
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when they enter the arena. This means they are displayed in highlighted
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mode on the radar display. A plane may also be either
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.B unmarked
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or
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.B ignored.
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An
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.B unmarked
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plane is drawn in unhighlighted mode, and a line of dashes is displayed in
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the command field of the information area. The plane will remain this
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way until a mark command has been issued. Any other command will be issued,
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but the command line will return to a line of dashes when the command
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is completed.
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.LP
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An
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.B ignored
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plane is treated the same as an unmarked plane, except that it will
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automatically switch to
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.B marked
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status when a delayed command has been processed. This is useful if
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you want to forget about a plane for a while, but its flight path has
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not yet been completely set.
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.LP
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As with all of the commands, marking, unmarking and ignoring will take effect
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at the beginning of the next update. Do not be surprised if the plane does
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not immediately switch to unhighlighted mode.
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.SS EXAMPLES
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.RS
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.TP 16
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atlab1
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a: turn left at beacon #1
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.TP 16
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cc
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C: circle
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.TP 16
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gtte4ab2
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g: turn towards exit #4 at beacon #2
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.TP 16
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ma+2
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m: altitude: climb 2000 feet
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.TP 16
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stq
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S: turn to 315
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.TP 16
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xi
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x: ignore
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.RE
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.SH "OTHER INFORMATION"
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.LP
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Jets move every update; prop planes move every other update.
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.LP
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All planes turn a most 90 degrees per movement.
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.LP
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Planes enter at 7000 feet and leave at 9000 feet.
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.LP
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Planes flying at an altitude of 0 crash if they are not over an airport.
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.LP
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Planes waiting at airports can only be told to take off (climb in altitude).
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.SH "NEW GAMES"
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.LP
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The
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.B Game_List
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file lists the currently available play fields. New field description
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file names must be placed in this file to be 'playable'. If a player
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specifies a game not in this file, his score will not be logged.
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.LP
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The game field description files are broken into two parts. The first
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part is the definition section. Here, the four tunable game parameters
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must be set. These variables are set with the syntax:
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.IP
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variable = number;
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.LP
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Variable may be one of:
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.B update,
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indicating the number of seconds between forced updates;
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.B newplane,
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indicating (about) the number of updates between new plane entries;
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.B width,
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indicating the width of the play field; and
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.B height,
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indicating the height of the play field.
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.LP
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The second part of the field description files describes the locations
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of the exits, the beacons, the airports and the lines.
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The syntax is as follows:
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.IP
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beacon: (x y) ... ;
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.br
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airport: (x y direction) ... ;
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.br
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exit: (x y direction) ... ;
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.br
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line: [ (x1 y1) (x2 y2) ] ... ;
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.LP
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For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
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Airports and exits require a third value, a direction, which is one
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of
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.B wedcxzaq.
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For airports, this is the direction that planes must be going to take
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off and land, and for exits, this is the direction that planes will going
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when they
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.B enter
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the arena. This may not seem intuitive, but as there is no restriction on
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direction of exit, this is appropriate.
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Lines are slightly different, since they need two coordinate pairs to
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specify the line endpoints. These endpoints must be enclosed in
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square brackets.
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.LP
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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 1i 1i
|
|
.ta 1i 1i
|
|
# 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 ) ] ;
|
|
.fi
|
|
.RE
|
|
.SH FILES
|
|
.LP
|
|
Files are kept in a special directory. See the OPTIONS for a way to
|
|
print this path out.
|
|
.TP 16
|
|
.B ATC_score
|
|
Where the scores are kept.
|
|
.TP 16
|
|
.B 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.
|
|
|