-.\" $NetBSD: atc.6,v 1.13 2002/09/26 16:12:39 wiz Exp $
+.\" $NetBSD: atc.6,v 1.16 2003/02/25 10:34:44 wiz Exp $
.\"
.\" Copyright (c) 1990, 1993
.\" The Regents of the University of California. All rights reserved.
.Sh DESCRIPTION
.Nm
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.
+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
.Bl -tag -width flag
.It Fl u
Print the usage line and exit.
-.It Fl ?
+.It Fl \&?
Same as
.Fl u .
.It Fl l
.Pp
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"
+When was the last time an Air Traffic Controller got called away to the phone?
+.Sh THE DISPLAY
.Pp
Depending on the terminal you run
.Nm
planes must be going to land at the airport.
On ascii terminals, this is one of `^', `\*[Gt]', `\*[Lt]', and `v', to indicate
north (0 degrees), east (90), west (270) and south (180), respectively.
-The planes will also
-take off in this direction.
+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.
-See ``the delay command'' under the input section of this manual.
+See
+.Sx THE DELAY COMMAND
+section below.
.Pp
Entry/exit points are displayed as numbers along the border of the
radar screen.
These points have a direction associated with them, and
planes will always enter the arena from this direction.
On the ascii version of
-.Nm "" ,
+.Nm ,
this direction is not displayed.
It will become apparent what this direction is as the game progresses.
.Pp
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).
-.Ss "INFORMATION AREA"
+.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
have directed safely out of the arena.
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).
-.Ss "INPUT AREA"
+.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.
-.Ss "AUTHOR AREA"
+See the
+.Sx 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.
(hopefully) descriptive message will be printed under it.
.Pp
The command syntax is broken into two parts:
-.Em "Immediate Only"
+.Em Immediate Only
and
.Em Delayable
commands.
-.Em "Immediate Only"
+.Em Immediate Only
commands happen on the next update.
.Em Delayable
commands also happen on the next update unless they
In the following tables, the syntax
.Em [0\-9]
means any single digit, and
-.Em \*[Lt]dir\*[Gt]
+.Aq Em 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'
+In relative references, `q' refers to \-45 degrees or 45 degrees left, and `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.
+This indicates the recipient of the command.
Case is ignored.
-.Ss "IMMEDIATE ONLY COMMANDS"
+.Ss IMMEDIATE ONLY COMMANDS
.Bl -tag -width "aaaa"
.It "a [ cd+- ]" Em number
Altitude: Change a plane's altitude, possibly requesting takeoff.
.El
.It m
Mark: Display in highlighted mode.
-Plane and command information
-is displayed normally.
+Plane and command information is displayed normally.
.It i
Ignore: Do not display highlighted.
-Command is displayed as a
-line of dashes if there is no command.
+Command is displayed as a line of dashes if there is no command.
.It 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.
+This is useful if you want to forget about a plane during part,
+but not all, of its journey.
.El
-.Ss "DELAYABLE COMMANDS"
+.Ss DELAYABLE COMMANDS
.Bl -tag -width "aaaa"
.It "c [ lr ]"
Circle: Have the plane circle.
The shortest turn will be taken.
.It "tl [ dir ]"
Left: Turn counterclockwise: 45 degrees by default, or the amount
-specified in \*[Lt]dir\*[Gt] (not
+specified in
+.Aq dir
+(not
.Em to
-\*[Lt]dir\*[Gt].) `w' (0 degrees) is no turn.
-`e' is 45 degrees; `q' gives -45
-degrees counterclockwise, that is, 45 degrees clockwise.
+.Aq dir . )
+`w' (0 degrees) is no turn.
+`e' is 45 degrees; `q' gives \-45 degrees counterclockwise, that is,
+45 degrees clockwise.
.It "t- [ dir ]"
Same as left.
.It "tr [ dir ]"
-Right: Turn clockwise, 45 degrees by default, or the amount specified
-in \*[Lt]dir\*[Gt].
+Right: Turn clockwise, 45 degrees by default, or the amount specified in
+.Aq dir .
.It "t+ [ dir ]"
Same as right.
.It tL
.Ss THE DELAY COMMAND
The
.Em Delay
-(a/@)
-command may be appended to any
+(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).
+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).
.Bl -tag -width "aaaa"
.It ab Em number
-Do the delayable command when the plane reaches the specified
-beacon.
+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'.
.El
-.Ss "MARKING, UNMARKING AND IGNORING"
+.Ss MARKING, UNMARKING AND IGNORING
Planes are
.Em marked
by default when they enter the arena.
.It xi
Plane X: ignore
.El
-.Sh "OTHER INFORMATION"
+.Sh OTHER INFORMATION
.Bl -bullet
.It
Jets move every update; prop planes move every other update.
.It
Planes waiting at airports can only be told to take off (climb in altitude).
.El
-.Sh "NEW GAMES"
+.Sh NEW GAMES
The
.Pa Game_List
file lists the currently available play fields.
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.
+The first part is the definition section.
Here, the four tunable game parameters must be set.
These variables are set with the syntax:
.Pp
.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 (enclosed in parenthesis).
Airports and exits require a third value, which is one of the directions
.Em wedcxzaq .
For airports, this is the direction that planes must be going to take
the lines are horizontal, vertical or
.Em exactly
diagonal.
-.Ss "FIELD FILE EXAMPLE"
+.Ss FIELD FILE EXAMPLE
.Bd -literal -unfilled
# This is the default game.
.Ed
.Sh FILES
Files are kept in a special directory.
-See the OPTIONS for a way to print this path out.
+See the
+.Sx OPTIONS
+section for a way to print this path out.
It is normally
.Pa /usr/share/games/atc .
.Pp
of a game written for some unknown PC many years ago, maybe.
.Sh BUGS
The screen sometimes refreshes after you have quit.
-.Pp
-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
-window.