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ATC(6)					 BSD Games Manual				   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 with-
     out 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 air-
     ports.  The speed (update time) and frequency of the planes depend on the difficulty 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 destination (see informa-
     tion 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.

     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 reconfig-
     urable, 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 for-
     mat, however, should remain consistent.  Control-L redraws the screen, should it become mud-
     dled.

   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 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 let-
     ter, 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 purpose 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 asso-
     ciated with them, and planes will always enter the arena from this direction.  On the ascii
     version of atc, this direction is not displayed.  It will become apparent what this direc-
     tion is as the game progresses.

     Incoming planes will always enter at the same altitude: 7000 feet.  For a plane to success-
     fully depart through an entry/exit point, it must be flying at 9000 feet.	It is not neces-
     sary 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 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 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
     checking is done at that time.  If no errors are detected, the command is sent to the appro-
     priate 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 optional 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 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 [ 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 short-
		       est turn will be taken.
	   tl [ dir ]  Left: Turn counterclockwise: 45 degrees by default, or the amount speci-
		       fied in <dir> (not to <dir>.)  `w' (0 degrees) is no turn.  `e' is 45
		       degrees; `q' gives -45 degrees 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 allows 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 com-
     mand 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.

     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 effect at the begin-
     ning 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
     o	 Jets move every update; prop planes move every other update.

     o	 All planes turn at most 90 degrees per movement.

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

     o	 Planes flying at an altitude of 0 crash if they are not over an airport.

     o	 Planes waiting at airports can only be told to take off (climb in altitude).

     o	 Pressing return (that is, entering an empty command) will perform the next update imme-
	 diately.  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 defini-
     tion 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, indi-
     cating 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 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 parenthesis).  Airports and
     exits require a third value, which is one of the directions 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 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 section for a way to print this path
     out.  It is normally /usr/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.

BSD					 January 1, 2004				      BSD
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