ATC(6)ATC(6)NAMEatc - air traffic controller game
SYNOPSISatc -[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)