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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. |