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ATC(6)				   Games Manual 			  ATC(6)

NAME
     atc -- air traffic controller game

SYNOPSIS
     atc [-u?lstp] [-gf game] [-r seed]

DESCRIPTION
     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  (up-
     date time) and frequency of the planes depend on the difficulty of the cho-
     sen arena.

OPTIONS
     -u  Print the usage line and exit.

     -?  Same as -u.

     -l  Print	a list of available games and exit.  The first game name printed
	 is the default game.

     -s  Print the score list (formerly the Top Ten list).

     -t  Same as -s.

     -p  Print the path to the special directory where atc expects to  find  its
	 private files.  This is used during the installation of the program.

     -g game
	 Play the named game.  If the game listed is not one of the ones printed
	 from the -l option, the default game is played.

     -f game
	 Same as -g.

     -r seed
	 Set the random seed.  The purpose of this flag is questionable.

GOALS
     Your  goal  in 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  alti-
     tude);  land planes at airports (by instructing them to go to altitude zero
     when exactly over the airport); and maneuver planes out of exit points.

     Several things will cause the end of the game.  Each plane has  a	destina-
     tion  (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 de-
     fined 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.

     Scores are sorted in order of the number of planes safe.  The other statis-
     tics  are	provided  merely for fun.  There is no penalty for taking longer
     than another player (except in the case of ties).

     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?

THE DISPLAY
     Depending on the terminal you run 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
     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.

   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.

     Planes are shown as a single letter with an altitude.  If the numerical al-
     titude is a single digit, then it represents thousands of feet.  Some  dis-
     tinction is made between the prop planes and the jets.  On ASCII terminals,
     prop  planes  are represented by an upper case letter, jets by a lower case
     letter.

     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.

     Beacons  are  represented as circles or asterisks and a number.  Their pur-
     pose is to offer a place of easy reference to the plane pilots.   See  "THE
     DELAY COMMAND" section below.

     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 atc, this di-
     rection is not displayed.	It will become apparent what this  direction  is
     as the game progresses.

     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  par-
     ticular direction when they leave the arena (yet).

   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 di-
     rected 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 alti-
     tude, 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:

	   B4*A0: Circle @ b1
	   g7 E4: 225

     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).

   INPUT AREA
     The third area of the display is the input area.  It is here that your  in-
     put is reflected.	See the "INPUT" heading of this manual for more details.

   AUTHOR AREA
     This area is used simply to give credit where credit is due. :-)

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.

     The command syntax is broken into two parts: Immediate Only  and  Delayable
     commands.	 Immediate  Only  commands happen on the next update.  Delayable
     commands also happen on the next update unless they are followed by an  op-
     tional predicate called the Delay command.

     In the following tables, the syntax [0-9] means any single digit, and <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.

     All  commands  start  with a plane letter.  This indicates the recipient of
     the command.  Case is ignored.

   IMMEDIATE ONLY COMMANDS
     a [ cd+- ] number
	   Altitude: Change a plane's  altitude,  possibly  requesting	takeoff.
	   `+' and `-' are the same as `c' and `d'.
	   a number    Climb  or  descend to the given altitude (in thousands of
		       feet).
	   ac number   Climb: relative altitude change.
	   ad number   Descend: relative altitude change.

     m	   Mark: Display in highlighted mode.  Plane and command information  is
	   displayed normally.

     i	   Ignore:  Do	not display highlighted.  Command is displayed as a line
	   of dashes if there is no command.

     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.

   DELAYABLE COMMANDS
     c [ lr ]
	   Circle: Have the plane circle.
	   cl	       Left: Circle counterclockwise.
	   cr	       Right: Circle clockwise (default).

     t [ l-r+LR ] [ dir ] or tt [ abe* ] number
	   Turn: Change direction.
	   t<dir>      Turn  to  direction: Turn to the absolute compass heading
		       given.  The shortest turn will be taken.
	   tl [ dir ]  Left: Turn counterclockwise: 45 degrees	by  default,  or
		       the amount specified in <dir> (not to <dir>.)  `w' (0 de-
		       grees)  is no turn.  `e' is 45 degrees; `q' gives -45 de-
		       grees counterclockwise, that is, 45 degrees clockwise.
	   t- [ dir ]  Same as left.
	   tr [ dir ]  Right: Turn clockwise, 45  degrees  by  default,  or  the
		       amount specified in <dir>.
	   t+ [ dir ]  Same as right.
	   tL	       Hard left: Turn counterclockwise 90 degrees.
	   tR	       Hard right: Turn clockwise 90 degrees.
	   tt [abe*]   Towards:  Turn  towards	a  beacon, airport or exit.  The
		       turn is just an estimate.
	   tta number  Turn towards the given airport.
	   ttb number  Turn towards the specified beacon.
	   tte number  Turn towards an exit.
	   tt* number  Same as ttb.

   THE DELAY COMMAND
     The Delay (a/@) command may be appended to any Delayable command.	 It  al-
     lows  the	controller  to	instruct  a plane to do an action when the plane
     reaches a particular beacon (or other objects in future versions).

     ab 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'.

   MARKING, UNMARKING AND IGNORING
     Planes  are  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 unmarked or ignored.  An ignored plane is drawn in unhighlighted
     mode, and a line of dashes is displayed in the command field of the  infor-
     mation  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.

     An unmarked plane is treated the same as an ignored plane, except	that  it
     will  automatically switch to 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.

     As with all of the commands, marking, unmarking and ignoring will take  ef-
     fect at the beginning of the next update.	Do not be surprised if the plane
     does not immediately switch to unhighlighted mode.

   EXAMPLES
	   atlab1    Plane A: turn left at beacon #1

	   cc	     Plane C: circle

	   gtte4ab2  Plane G: turn towards exit #4 at beacon #2

	   ma+2      Plane M: altitude: climb 2000 feet

	   stq	     Plane S: turn to 315

	   xi	     Plane X: ignore

OTHER INFORMATION
     *	 Jets move every update; prop planes move every other update.

     *	 All planes turn at most 90 degrees per movement.

     *	 Planes enter at 7000 feet and leave at 9000 feet.

     *	 Planes  flying  at  an altitude of 0 crash if they are not over an air-
	 port.

     *	 Planes waiting at airports can only be told to take off (climb in alti-
	 tude).

     *	 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.

NEW GAMES
     The 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.

     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:

	   variable = number;

     Variable  may  be	one of: update, indicating the number of seconds between
     forced updates; newplane, indicating (about) the number of updates  between
     new  plane  entries;  width,  indicating  the  width  of the play field; or
     height, indicating the height of the play field.

     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 fol-
     lows:

	   beacon:   (x y) ... ;
	   airport:  (x y direction) ... ;
	   exit:     (x y direction) ... ;
	   line:     [ (x1 y1) (x2 y2) ] ... ;

     For beacons, a simple x, y coordinate pair is used (enclosed  in  parenthe-
     sis).  Airports and exits require a third value, which is one of the direc-
     tions  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 enter the arena.  This may not seem intu-
     itive, but as there is no restriction on direction of exit, this is  appro-
     priate.  Lines are slightly different, since they need two coordinate pairs
     to  specify the line endpoints.  These endpoints must be enclosed in square
     brackets.

     All statements are semi-colon (;) terminated.  Multiple item statements ac-
     cumulate.	Each definition must occur exactly once, before any item  state-
     ments.  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 exactly
     diagonal.

   FIELD FILE EXAMPLE
     # 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 ) ] ;

FILES
     Files are kept in a special directory.  See the "OPTIONS" section for a way
     to print this path out.  It is normally /usr/local/share/games/atc.

     This directory contains  the  file  Game_List,  which  holds  the	list  of
     playable games, as well as the games themselves.

     The scores are kept in /var/games/atc_score.

AUTHORS
     Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucbvax!edjames

     This game is based on someone's description of the overall flavor of a game
     written for some unknown PC many years ago, maybe.

BUGS
     The screen sometimes refreshes after you have quit.

FreeBSD ports 15.quarterly	  May 31, 1993				  ATC(6)

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