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ATC(6)									ATC(6)

NAME
       atc - air traffic controller game

SYNOPSIS
       atc -[u?lstp] [-[gf] game_name] [-r random 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 travel‐
       ers  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 dif‐
       ficulty of the chosen 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 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.

       Several things will cause the end of the game.  Each plane has a desti‐
       nation (see information area), and sending a plane to the wrong	desti‐
       nation  is an error.  Planes can run out of fuel, or can collide.  Col‐
       lision is defined as adjacency in any of the three dimensions.  A plane
       leaving the arena in any other way than through its destination exit is
       an error as well.

       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).

       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 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 altitude is a single digit, then it  represents	 thou‐
	      sands 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.

	      Airports are shown as a number and some indication of the direc‐
	      tion planes must be going to land at the airport.	 On ascii ter‐
	      minals, this is one of '^', '>', '<', and 'v', to indicate north
	      (0 degrees), east (90), west  (270)  and	south  (180),  respec‐
	      tively.  The planes will also take off in this direction.

	      Beacons  are  represented	 as circles or asterisks and a number.
	      Their purpose is to offer a place of easy reference to the plane
	      pilots.  See 'the delay command' under the input section of this
	      manual.

	      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 direc‐
	      tion.  On the ascii version of atc, this direction is  not  dis‐
	      played.	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 particular 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 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 con‐
	      sidered 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 '*').  It's  destination
	      is Airport #0.  The next command it expects to do is circle when
	      it reaches Beacon #1.  The second example shows a jet named  'g'
	      at  7000 feet, destined for Exit #4.  It is just now executing a
	      turn to 225 degrees (South-West).

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

   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 check‐
       ing 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 fol‐
       lowed by an optional predicate called the Delay command.

       In the following tables, the syntax [0-9] means any single  digit,  and
       <dir>  refers  to the keys around the 's' key, namely ``wedcxzaq''.  In
       absolute references, 'q' refers to North-West or 315 degrees,  and  'w'
       refers  to  North, or 0 degrees.	 In relative references, 'q' refers to
       -45 degrees or 45 degrees left, and 'w' refers  to  0  degrees,	or  no
       change in direction.

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

   IMMEDIATE ONLY COMMANDS
	      - a Altitude:
		     Affect a plane's altitude (and take off).
		     - [0-9] Number:
			    Go to the given altitude (thousands of feet).
		     - c/+ Climb:
			    Relative altitude change.
			    - [0-9] Number:
				   Difference in thousands of feet.
		     - d/- Descend:
			    Relative altitude change.
			    - [0-9] Number:
				   Difference in thousands of feet.
	      - m Mark:
		     Display in highlighted mode.  Command is  displayed  nor‐
		     mally.
	      - 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 Circle:
		     Have the plane circle (clockwise by default).
		     - l Left:
			    Circle counterclockwise.
		     - r Right:
			    Circle clockwise.
	      - t Turn:
		     Change direction.
		     - l Left:
			    Turn counterclockwise (45 degrees by default).
			    - <dir> Direction:
				   Turn ccw the given number of degrees.  Zero
				   degrees is no turn.	 A  ccw	 turn  of  -45
				   degrees is 45 cw.
		     - r Right:
			    Turn clockwise (45 degrees by default).
			    - <dir> Direction:
				   Same as turn left <dir>.
		     - L Left 90:
			    Turn counterclockwise 90 degrees.
		     - R Right 90:
			    Turn clockwise 90 degrees.
		     - <dir> Direction:
			    Turn  to  the absolute compass heading given.  The
			    shortest turn will be taken.
		     - t Towards:
			    Turn towards a beacon, airport or exit.  The  turn
			    is just an estimate.
			    - b/* Beacon:
				   Turn towards the beacon.
				   - [0-9] Number:
					  The beacon number.
			    - e Exit:
				   Turn towards the exit.
				   - [0-9] Number:
					  The exit number.
			    - a Airport:
				   Turn towards the airport.
				   - [0-9] Number:
					  The airport number.

   THE DELAY COMMAND
       The  Delay  (a/@) command may be appended to any 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 ver‐
       sions).

	      - a/@ At:
		     Do the given delayable command when the plane reaches the
		     given beacon.
		     - b/* Beacon:
			    This is redundant to allow for expansion.
			    - [0-9] Number:
				   The beacon number.

   MARKING, UNMARKING AND IGNORING
       Planes  are marked when they enter the arena.  This means they are dis‐
       played in highlighted mode on the radar display.	 A plane may  also  be
       either  unmarked	 or  ignored.	An  unmarked plane is drawn in unhigh‐
       lighted 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 com‐
       mand has been issued.  Any other command will be issued, but  the  com‐
       mand  line  will	 return	 to  a line of dashes when the command is com‐
       pleted.

       An ignored plane is treated the same as an unmarked 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
       effect at the beginning of the next update.  Do not be surprised if the
       plane does not immediately switch to unhighlighted mode.

   EXAMPLES
	      atlab1	      a: turn left at beacon #1

	      cc	      C: circle

	      gtte4ab2	      g: turn towards exit #4 at beacon #2

	      ma+2	      m: altitude: climb 2000 feet

	      stq	      S: turn to 315

	      xi	      x: ignore

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

       All planes turn a 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).

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; and 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 follows:

	      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 paren‐
       thesis).	 Airports and exits require a third value, a direction,	 which
       is  one	of  wedcxzaq.  For airports, this is the direction that planes
       must be going to take off and land, and for exits, this is  the	direc‐
       tion  that  planes  will going when they 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.

       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 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  for  a  way  to
       print this path out.

       ATC_score       Where the scores are kept.

       Game_List       The list of playable games.

AUTHOR
       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.

       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  win‐
       dow.

3rd Berkeley Distribution	 May 31, 1993				ATC(6)
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