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-
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- ATC(6) ATC(6)
-
-
- NNAAMMEE
- atc - Air Traffic Controller Game
-
- SSYYNNOOPPSSIISS
- aattcc -[u?lstp] [-[gf] game_name] [-r random seed]
-
- DDEESSCCRRIIPPTTIIOONN
- _A_t_c 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.
-
- OOPPTTIIOONNSS
- --uu Print the usage line and exit.
-
- --?? Same as --uu..
-
- --ll Print a list of available games and exit. The
- first game name printed is the default game.
-
- --ss Print the score list (formerly the Top Ten list).
-
- --tt Same as --ss..
-
- --pp Print the path to the special directory where _a_t_c
- expects to find its private files. This is used
- during the installation of the program.
-
- --gg ggaammee Play the named game. If the game listed is not
- one of the ones printed from the --ll option, the
- default game is played.
-
- --ff ggaammee Same as --gg..
-
- --rr sseeeedd Set the random seed. The purpose of this flag is
- questionable.
-
- GGOOAALLSS
- Your goal in _a_t_c is to keep the game going as long as pos-
- sible. 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 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 any of the three dimensions. A plane leaving
-
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- 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?
-
- TTHHEE DDIISSPPLLAAYY
- Depending on the terminal you run _a_t_c 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. Con-
- trol-L redraws the screen, should it become muddled.
-
- RRAADDAARR
- 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 alti-
- tude. If the numerical altitude 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 repre-
- sented by a 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 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
-
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- planes will always enter the arena from this direc-
- tion. On the ascii version of _a_t_c_, this direction
- is not displayed. It will become apparent what
- this direction is as the game progresses.
-
- Incoming planes will always enter at the same alti-
- tude: 7000 feet. For a plane to successfully
- depart through an entry/exit point, it must be fly-
- ing at 9000 feet. It is not necessary for the
- planes to be flying in any particular direction
- when they leave the arena (yet).
-
- IINNFFOORRMMAATTIIOONN AARREEAA
- 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 consid-
- ered to be a command and is therefore not dis-
- played. The following are some possible informa-
- tion 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).
-
- IINNPPUUTT AARREEAA
- 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.
-
- AAUUTTHHOORR AARREEAA
- This area is used simply to give credit where
- credit is due. :-)
-
- IINNPPUUTT
- 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, eras-
- ing the last part of the command. When a command is com-
- plete, a return enters it, and any semantic checking is
-
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- done at that time. If no errors are detected, the command
- is sent to the appropriate plane. If an error is discov-
- ered 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: _I_m_m_e_d_i_a_t_e
- _O_n_l_y and _D_e_l_a_y_a_b_l_e commands. _I_m_m_e_d_i_a_t_e _O_n_l_y commands hap-
- pen on the next update. _D_e_l_a_y_a_b_l_e commands also happen on
- the next update unless they are followed by an optional
- predicate called the _D_e_l_a_y command.
-
- In the following tables, the syntax [[00--99]] means any single
- digit, and <<ddiirr>> 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.
-
- IIMMMMEEDDIIAATTEE OONNLLYY CCOOMMMMAANNDDSS
- -- aa AAllttiittuuddee::
- Affect a plane's altitude (and take off).
- -- [[00--99]] NNuummbbeerr::
- Go to the given altitude (thousands
- of feet).
- -- cc//++ CClliimmbb::
- Relative altitude change.
- -- [[00--99]] NNuummbbeerr::
- Difference in thousands of
- feet.
- -- dd//-- DDeesscceenndd::
- Relative altitude change.
- -- [[00--99]] NNuummbbeerr::
- Difference in thousands of
- feet.
- -- mm MMaarrkk::
- Display in highlighted mode. Command is
- displayed normally.
- -- ii IIggnnoorree::
- Do not display highlighted. Command is dis-
- played as a line of dashes if there is no
- command.
- -- uu UUnnmmaarrkk::
- 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 jour-
- ney.
-
-
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- DDEELLAAYYAABBLLEE CCOOMMMMAANNDDSS
- -- cc CCiirrccllee::
- Have the plane circle (clockwise by
- default).
- -- ll LLeefftt::
- Circle counterclockwise.
- -- rr RRiigghhtt::
- Circle clockwise.
- -- tt TTuurrnn::
- Change direction.
- -- ll LLeefftt::
- Turn counterclockwise (45 degrees by
- default).
- -- <<ddiirr>> DDiirreeccttiioonn::
- Turn ccw the given number of
- degrees. Zero degrees is no
- turn. A ccw turn of -45
- degrees is 45 cw.
- -- rr RRiigghhtt::
- Turn clockwise (45 degrees by
- default).
- -- <<ddiirr>> DDiirreeccttiioonn::
- Same as turn left <dir>.
- -- LL LLeefftt 9900::
- Turn counterclockwise 90 degrees.
- -- RR RRiigghhtt 9900::
- Turn clockwise 90 degrees.
- -- <<ddiirr>> DDiirreeccttiioonn::
- Turn to the absolute compass heading
- given. The shortest turn will be
- taken.
- -- tt TToowwaarrddss::
- Turn towards a beacon, airport or
- exit. The turn is just an estimate.
- -- bb//** BBeeaaccoonn::
- Turn towards the beacon.
- -- [[00--99]] NNuummbbeerr::
- The beacon number.
- -- ee EExxiitt::
- Turn towards the exit.
- -- [[00--99]] NNuummbbeerr::
- The exit number.
- -- aa AAiirrppoorrtt::
- Turn towards the airport.
- -- [[00--99]] NNuummbbeerr::
- The airport number.
-
- TTHHEE DDEELLAAYY CCOOMMMMAANNDD
- The DDeellaayy (a/@) command may be appended to any DDeellaayyaabbllee
- 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).
-
- -- aa//@@ AAtt::
-
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- Do the given delayable command when the
- plane reaches the given beacon.
- -- bb//** BBeeaaccoonn::
- This is redundant to allow for
- expansion.
- -- [[00--99]] NNuummbbeerr::
- The beacon number.
-
- MMAARRKKIINNGG,, UUNNMMAARRKKIINNGG AANNDD IIGGNNOORRIINNGG
- Planes are mmaarrkkeedd when they enter the arena. This means
- they are displayed in highlighted mode on the radar dis-
- play. A plane may also be either uunnmmaarrkkeedd or iiggnnoorreedd.. An
- uunnmmaarrkkeedd 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 iiggnnoorreedd plane is treated the same as an unmarked plane,
- except that it will automatically switch to mmaarrkkeedd 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 ignor-
- ing will take effect at the beginning of the next update.
- Do not be surprised if the plane does not immediately
- switch to unhighlighted mode.
-
- EEXXAAMMPPLLEESS
- 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
-
- OOTTHHEERR IINNFFOORRMMAATTIIOONN
- 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 airport.
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- Planes waiting at airports can only be told to take off
- (climb in altitude).
-
- NNEEWW GGAAMMEESS
- The GGaammee__LLiisstt 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 vari-
- ables are set with the syntax:
-
- variable = number;
-
- Variable may be one of: uuppddaattee,, indicating the number of
- seconds between forced updates; nneewwppllaannee,, indicating
- (about) the number of updates between new plane entries;
- wwiiddtthh,, indicating the width of the play field; and hheeiigghhtt,,
- 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, a direction, which is one of wweeddccxxzzaaqq.. 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 going when they eenntteerr 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 eexxaaccttllyy ddiiaaggoonnaall..
-
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- ATC(6) ATC(6)
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- FFIIEELLDD FFIILLEE EEXXAAMMPPLLEE
- # 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 ) ] ;
-
- FFIILLEESS
- Files are kept in a special directory. See the OPTIONS for
- a way to print this path out.
-
- AATTCC__ssccoorree Where the scores are kept.
-
- GGaammee__LLiisstt The list of playable games.
-
- AAUUTTHHOORR
- Ed James, UC Berkeley: edjames@ucbvax.berkeley.edu, ucb-
- vax!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.
-
- BBUUGGSS
- The screen sometimes refreshes after you have quit.
-
- Yet Another Curses Bug was discovered during the develop-
- ment 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 window.
-
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