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-rw-r--r--games/atc/atc.6254
1 files changed, 153 insertions, 101 deletions
diff --git a/games/atc/atc.6 b/games/atc/atc.6
index 43595f9bbed..fa03018c75c 100644
--- a/games/atc/atc.6
+++ b/games/atc/atc.6
@@ -1,4 +1,4 @@
-.\" $OpenBSD: atc.6,v 1.6 2001/02/04 02:15:28 pjanzen Exp $
+.\" $OpenBSD: atc.6,v 1.7 2001/08/18 03:27:17 pjanzen Exp $
.\"
.\" Copyright (c) 1990, 1993
.\" The Regents of the University of California. All rights reserved.
@@ -56,7 +56,9 @@ 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
+The speed
+.Pq update time
+and frequency of the planes depend on the
difficulty of the chosen arena.
.Sh OPTIONS
.Bl -tag -width "-g gamex"
@@ -69,7 +71,8 @@ Same as
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).
+Print the score list
+.Pq formerly the Top Ten list .
The scoring information is the game time in
.Dq radar updates ,
the wall-clock game time, and the number of planes that were
@@ -80,44 +83,52 @@ Same as
.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.
+expects to find its private files.
+This is used during the installation of the program.
.It Fl q
-Play quietly (no bells).
+Play quietly
+.Pq no bells .
.It Fl g Ar game
-Play the named game. If the game listed is not one of the
-ones printed from the
+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.
+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.
+You will need to: launch planes at airports
+.Po
+by instructing them to increase their altitude
+.Pc ;
+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, horizontal or vertical. A plane leaving the arena
-in any other way than through its correct destination exit is an error
-as well.
+Each plane has a destination
+.Pq 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, horizontal or vertical.
+A plane leaving the arena in any other way than through its correct
+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).
+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
+.Pq except in the case of ties .
.Pp
-Suspending a game is not permitted. If you get a talk message, tough.
+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"
@@ -126,9 +137,9 @@ Depending on the terminal used, 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.
+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.
.Ss RADAR
The first screen area is the radar display, showing the relative locations
@@ -138,11 +149,11 @@ beacons, and
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
+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
+Some distinction 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.
.Pp
Airports are shown as a number and some indication of the direction
@@ -154,9 +165,16 @@ On ASCII terminals, this is one of
or
.Sq v ,
to indicate
-north (0 degrees), east (90), west (270) and south (180), respectively.
-The planes will also
-take off in this direction.
+north
+.Pq 0 degrees ,
+east
+.Pq 90 ,
+west
+.Pq 270 ,
+and south
+.Pq 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.
@@ -165,30 +183,36 @@ See
under the input section of this manual.
.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
+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 atc ,
-this direction is not displayed. It will become apparent
-what this direction is as the game progresses.
+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 depart successfully 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).
+direction when they leave the arena
+.Pq 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
+the time
+.Pq 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).
+blank line, and then a list of planes on the ground
+.Pq 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:
+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
.Dl B4*A0: Circle @ b1
.Pp
@@ -197,7 +221,8 @@ some possible information lines:
The first example shows a prop plane named
.Sq B
that is flying at 4000
-feet. It is low on fuel (note the
+feet.
+It is low on fuel (note the
.Sq * ) .
Its destination is
Airport #0.
@@ -206,24 +231,31 @@ to do is circle when it reaches Beacon #1.
The second example shows a jet named
.Sq g
at 7000 feet, destined for
-Exit #4. It is just now executing a turn to 225 degrees (Southwest).
+Exit #4.
+It is just now executing a turn to 225 degrees
+.Pq Southwest .
.Ss "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.
+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.
.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
+the game.
+At any time, typing
.Sq ?
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
+Typing a backspace
+.Pq 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
-(somewhat) descriptive message will be printed under it.
+.Pq somewhat
+descriptive message will be printed under it.
.Pp
The command syntax is broken into two parts:
.Em Immediate Only
@@ -258,8 +290,9 @@ refers to \-45 degrees or 45 degrees left, and
.Sq 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.
+All commands start with a plane letter.
+This indicates the recipient of the command.
+Case is ignored.
.Ss "IMMEDIATE ONLY COMMANDS"
.Bd -ragged
.Bl -tag -width "aaaa"
@@ -275,28 +308,31 @@ and
.Sq d .
.Bl -tag -width "aaaaaaaaaa" -compact
.It Sy a [0\-9]
-Go to the given altitude (thousands of feet).
+Go to the given altitude
+.Pq thousands of feet .
.It Sy c [0\-9]
Climb:
-Relative altitude change (thousands of feet).
+Relative altitude change
+.Pq thousands of feet .
.It Sy d [0\-9]
Descend
-Relative altitude change (thousands of feet).
+Relative altitude change
+.Pq thousands of feet .
.El
.It Sy m
Mark:
-Display in highlighted mode. Plane and command information is
-displayed normally.
+Display in highlighted mode.
+Plane and command information is displayed normally.
.It Sy i
Ignore:
-Do not display highlighted. Command information is displayed as a
-line of dashes if there is no command.
+Do not display highlighted.
+Command information is displayed as a line of dashes if there is no command.
.It Sy 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.
+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
.Ed
.Ss "DELAYABLE COMMANDS"
@@ -314,7 +350,8 @@ Turn to the absolute compass heading given.
The shortest turn will be taken.
.It Sy tl
Left:
-Turn counterclockwise (45 degrees by default).
+Turn counterclockwise
+.Pq 45 degrees by default .
.Bl -tag -width "tl <dir>" -compact
.It Sy tl <dir>
Turn ccw the given number of degrees.
@@ -330,7 +367,8 @@ the plane will really turn 45 cw, which takes only one turn.
.El
.It Sy tr
Right:
-Turn clockwise (45 degrees by default).
+Turn clockwise
+.Pq 45 degrees by default .
.Bl -tag -width "tl <dir>" -compact
.It Sy tr <dir>
Analogous to turn left <dir>.
@@ -341,8 +379,8 @@ Turn counterclockwise 90 degrees.
Turn clockwise 90 degrees.
.It Sy "tt [abe*]"
Towards:
-Turn towards a beacon, airport or exit. The turn is
-just an estimate.
+Turn towards a beacon, airport or exit.
+The turn is just an estimate.
.Bl -tag -width "aaaaaaaaaa" -compact
.It Sy ttb Em number
Turn towards the specified beacon.
@@ -363,9 +401,10 @@ The
(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).
+command.
+It allows the controller to instruct a plane to do an action
+when the plane reaches a particular beacon
+.Pq or other objects in future versions .
.Pp
.Bd -ragged -offset indent
.Bl -tag -width indent -compact
@@ -385,16 +424,18 @@ can be used instead of
.Pp
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
+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 unmarked
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,
+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
@@ -403,12 +444,13 @@ An
plane is treated the same as an unmarked 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.
+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
+at the beginning of the next update.
+Do not be surprised if the plane does
not immediately switch to unhighlighted mode.
.Ss EXAMPLES
.Bd -ragged -offset indent
@@ -438,18 +480,21 @@ 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).
+Planes waiting at airports can only be told to take off
+.Pq climb in altitude .
.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.
+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:
+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
@@ -457,7 +502,9 @@ 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;
+indicating
+.Pq about
+the number of updates between new plane entries;
.Li width,
indicating the width of the play field; or
.Li height,
@@ -480,25 +527,30 @@ The syntax is as follows:
.El
.Ed
.Pp
-For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
+For beacons, a simple x, y coordinate pair is used
+.Pq enclosed in parentheses .
Airports and exits require a third value, a direction, which is one
of
.Dq 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 going
when they enter
-the arena. This may not seem intuitive, but as there is no restriction on
+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.
+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
+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
+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
@@ -531,8 +583,8 @@ line: [ ( 1 1 ) ( 6 6 ) ]
[ ( 1 7 ) ( 11 7 ) ] ;
.Ed
.Sh FILES
-Files are kept in a special directory. See the OPTIONS for a way to
-print this path out.
+Files are kept in a special directory.
+See the OPTIONS for a way to print this path out.
.Pp
.Bl -tag -width "/usr/share/games/atc/Game_List" -compact
.It Pa /var/games/atc_score