summaryrefslogtreecommitdiffstats
path: root/upstream/opensuse-tumbleweed/man6/atc.6
diff options
context:
space:
mode:
Diffstat (limited to 'upstream/opensuse-tumbleweed/man6/atc.6')
-rw-r--r--upstream/opensuse-tumbleweed/man6/atc.6502
1 files changed, 502 insertions, 0 deletions
diff --git a/upstream/opensuse-tumbleweed/man6/atc.6 b/upstream/opensuse-tumbleweed/man6/atc.6
new file mode 100644
index 00000000..df1b9b53
--- /dev/null
+++ b/upstream/opensuse-tumbleweed/man6/atc.6
@@ -0,0 +1,502 @@
+.\" Automatically generated from atc/atc.6.in. Do not edit.
+.\" $NetBSD: atc.6,v 1.21 2004/01/01 16:31:37 wiz Exp $
+.\"
+.\" 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. 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
+.\"
+.\" Copyright (c) 1986 Ed James. All rights reserved.
+.\"
+.Dd January 1, 2004
+.Dt ATC 6
+.Os
+.Sh NAME
+.Nm atc
+.Nd air traffic controller game
+.Sh SYNOPSIS
+.Nm atc
+.Op Fl u?lstp
+.Op Fl gf Ar "game name"
+.Op Fl r Ar "random seed"
+.Sh DESCRIPTION
+.Nm
+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
+.Bl -tag -width flag
+.It Fl u
+Print the usage line and exit.
+.It Fl \&?
+Same as
+.Fl u .
+.It Fl l
+Print a list of available games and exit.
+The first game name printed is the default game.
+.It Fl s
+Print the score list (formerly the Top Ten list).
+.It Fl t
+Same as
+.Fl s .
+.It Fl p
+Print the path to the special directory where
+.Nm
+expects to find its private files.
+This is used during the installation of the program.
+.It Fl g Ar game
+Play the named game.
+If the game listed is not one of the ones printed from the
+.Fl l
+option, the default game is played.
+.It Fl f Ar game
+Same as
+.Fl g .
+.It Fl r Ar seed
+Set the random seed.
+The purpose of this flag is questionable.
+.El
+.Sh GOALS
+Your goal in
+.Nm
+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.
+.Pp
+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 all three dimensions.
+A plane leaving the arena
+in any other way than through its destination exit is an error as well.
+.Pp
+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).
+.Pp
+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
+Depending on the terminal you run
+.Nm
+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 on 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
+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.
+.Pp
+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.
+.Pp
+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 `^', `\*[Gt]', `\*[Lt]', and `v', to indicate
+north (0 degrees), east (90), west (270) and south (180), respectively.
+The planes will also take off in this direction.
+.Pp
+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
+.Sx THE DELAY COMMAND
+section below.
+.Pp
+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
+.Nm ,
+this direction is not displayed.
+It will become apparent what this direction is as the game progresses.
+.Pp
+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
+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:
+.Pp
+.Bd -literal -offset indent
+B4*A0: Circle @ b1
+g7 E4: 225
+.Ed
+.Pp
+The first example shows a prop plane named `B' that is flying at 4000 feet.
+It is low on fuel (note the `*').
+Its 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
+The third area of the display is the input area.
+It is here that your input is reflected.
+See the
+.Sx INPUT
+heading of this manual for more details.
+.Ss AUTHOR AREA
+This area is used simply to give credit where credit is due. :-)
+.Sh INPUT
+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.
+.Pp
+The command syntax is broken into two parts:
+.Em Immediate Only
+and
+.Em Delayable
+commands.
+.Em Immediate Only
+commands happen on the next update.
+.Em Delayable
+commands also happen on the next update unless they
+are followed by an optional predicate called the
+.Em Delay
+command.
+.Pp
+In the following tables, the syntax
+.Em [0\-9]
+means any single digit, and
+.Aq Em dir
+refers to a direction, given by the keys around the `s' key: ``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.
+.Pp
+All commands start with a plane letter.
+This indicates the recipient of the command.
+Case is ignored.
+.Ss IMMEDIATE ONLY COMMANDS
+.Bl -tag -width "aaaa"
+.It "a [ cd+- ]" Em number
+Altitude: Change a plane's altitude, possibly requesting takeoff.
+`+' and `-' are the same as `c' and `d'.
+.Bl -tag -width "aaaaaaaaaa" -compact
+.It a Em number
+Climb or descend to the given altitude (in thousands of feet).
+.It ac Em number
+Climb: relative altitude change.
+.It ad Em number
+Descend: relative altitude change.
+.El
+.It m
+Mark: Display in highlighted mode.
+Plane and command information is displayed normally.
+.It i
+Ignore: Do not display highlighted.
+Command is displayed as a line of dashes if there is no command.
+.It u
+Unmark: 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.
+.El
+.Ss DELAYABLE COMMANDS
+.Bl -tag -width "aaaa"
+.It "c [ lr ]"
+Circle: Have the plane circle.
+.Bl -tag -width "aaaaaaaaaa" -compact
+.It cl
+Left: Circle counterclockwise.
+.It cr
+Right: Circle clockwise (default).
+.El
+.It "t [ l-r+LR ] [ dir ] or tt [ abe* ]" Em number
+Turn: Change direction.
+.Bl -tag -width "aaaaaaaaaa" -compact
+.It "t\*[Lt]dir\*[Gt]"
+Turn to direction: Turn to the absolute compass heading given.
+The shortest turn will be taken.
+.It "tl [ dir ]"
+Left: Turn counterclockwise: 45 degrees by default, or the amount
+specified in
+.Aq dir
+(not
+.Em to
+.Aq dir . )
+`w' (0 degrees) is no turn.
+`e' is 45 degrees; `q' gives \-45 degrees counterclockwise, that is,
+45 degrees clockwise.
+.It "t- [ dir ]"
+Same as left.
+.It "tr [ dir ]"
+Right: Turn clockwise, 45 degrees by default, or the amount specified in
+.Aq dir .
+.It "t+ [ dir ]"
+Same as right.
+.It tL
+Hard left: Turn counterclockwise 90 degrees.
+.It tR
+Hard right: Turn clockwise 90 degrees.
+.It "tt [abe*]"
+Towards: Turn towards a beacon, airport or exit.
+The turn is just an estimate.
+.It "tta" Em number
+Turn towards the given airport.
+.It "ttb" Em number
+Turn towards the specified beacon.
+.It "tte" Em number
+Turn towards an exit.
+.It "tt*" Em number
+Same as ttb.
+.El
+.El
+.Ss THE DELAY COMMAND
+The
+.Em Delay
+(a/@) command may be appended to any
+.Em 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).
+.Bl -tag -width "aaaa"
+.It ab Em number
+Do the delayable command when the plane reaches the specified beacon.
+The `b' for ``beacon'' is redundant to allow for expansion.
+`@' can be used instead of `a'.
+.El
+.Ss MARKING, UNMARKING AND IGNORING
+Planes are
+.Em marked
+by default when they enter the arena.
+This means they are displayed in highlighted mode on the radar display.
+A plane may also be either
+.Em unmarked
+or
+.Em ignored .
+An
+.Em ignored
+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.
+.Pp
+An
+.Em unmarked
+plane is treated the same as an
+.Em ignored
+plane, except that it will automatically switch to
+.Em 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.
+.Pp
+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
+.Bl -tag -width gtte4ab2 -offset indent
+.It atlab1
+Plane A: turn left at beacon #1
+.It cc
+Plane C: circle
+.It gtte4ab2
+Plane G: turn towards exit #4 at beacon #2
+.It ma+2
+Plane M: altitude: climb 2000 feet
+.It stq
+Plane S: turn to 315
+.It xi
+Plane X: ignore
+.El
+.Sh OTHER INFORMATION
+.Bl -bullet
+.It
+Jets move every update; prop planes move every other update.
+.It
+All planes turn at most 90 degrees per movement.
+.It
+Planes enter at 7000 feet and leave at 9000 feet.
+.It
+Planes flying at an altitude of 0 crash if they are not over an airport.
+.It
+Planes waiting at airports can only be told to take off (climb in altitude).
+.It
+Pressing return (that is, entering an empty command) will perform the
+next update immediately.
+This allows you to ``fast forward''
+the game clock if nothing interesting is happening.
+.El
+.Sh NEW GAMES
+The
+.Pa 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.
+.Pp
+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:
+.Pp
+.Dl "variable = number;"
+.Pp
+Variable may be one of:
+.Li update ,
+indicating the number of seconds between forced updates;
+.Li newplane ,
+indicating (about) the number of updates between new plane entries;
+.Li width ,
+indicating the width of the play field; or
+.Li height ,
+indicating the height of the play field.
+.Pp
+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:
+.Pp
+.Bd -literal -offset indent
+.Bl -tag -width airport: -compact
+.It beacon :
+(x y) ... ;
+.It airport :
+(x y direction) ... ;
+.It exit :
+(x y direction) ... ;
+.It line :
+[ (x1 y1) (x2 y2) ] ... ;
+.El
+.Ed
+.Pp
+For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
+Airports and exits require a third value, which is one of the directions
+.Em 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 be
+going when they
+.Em 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.
+.Pp
+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
+.Em exactly
+diagonal.
+.Ss FIELD FILE EXAMPLE
+.Bd -literal
+# 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 ) ] ;
+
+.Ed
+.Sh FILES
+Files are kept in a special directory.
+See the
+.Sx OPTIONS
+section for a way to print this path out.
+It is normally
+.Pa /usr/share/games/atc .
+.Pp
+This directory contains the file
+.Pa Game_List ,
+which holds the list of playable games, as well as the games themselves.
+.Pp
+The scores are kept in
+.Pa /var/games/atc_score .
+.Sh AUTHOR
+Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames
+.Pp
+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
+The screen sometimes refreshes after you have quit.