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+.TH ATC 6
+.CT 1 games
+.SH NAME
+atc \- air traffic controller
+.SH SYNOPSIS
+.B /usr/games/atc
+.SH DESCRIPTION
+.I Atc
+presents air traffic on a cursor-controlled screen.
+As the controller, you must shepherd it safely through the air space.
+At the beginning of the game
+.I atc
+displays the takeoff/landing direction for each airport and
+prompts for the game duration with:
+.LR "< >" .
+Enter a number from 16 simulated minutes (hard) to 99 (easier)
+.PP
+Options are
+.TP "\w'-m=file 'u"
+.BI \-u= file
+Take airspace description from
+.I file.
+.PD0
+.TP
+.BI \-a= name
+use the named airspace; default is
+.LR Apple1 .
+.TP
+.BI \-s= seed
+for a 32-bit random number generator
+.TP
+.BI \-t= time
+Preset the game duration.
+.TP
+.BI \-p= file
+save the play of the game in the named file
+.TP
+.BI \-m= file
+play a `movie' of the saved game
+.PD
+.PP
+In the display of the airspace
+.ig
+.ne24
+.IP
+.ta +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC +1vC
+.EX
+\&. 0 . . . . . . 1 . . . . . . . . . . . . . .
+\&. . , . . . . . , . . . . . . . . . . . . . .
+\&. . . , . . . . , . . . . . . . . . . . . . 2
+\&. . . . , . . . , . . . . . . . . . . . . , .
+\&. . . . . , . . , . . . . . . . . . . . , . .
+\&. . . . . . , . , . . . . . . . . . . , . . .
+\&. . . . . . . , , . . . . . . . . . , . . . .
+\&6 , , , , , , , * , , , , , , , , , , , , , 3
+\&. . . . . . . . , , . . . . . . , . . . . . .
+\&. . . . . . . . , . , . . . . , . . . . . . .
+\&. . . . . . . . , . . , . . % . . . . . . . .
+\&. . . . . . . . , . . . , , . . . . . . . . .
+\&. . . . . . . . , . . . , , . . . . . . . . .
+\&. . . . . . . . , . . , . . , . . . . . . . .
+\&. . . . . . . . , . , . . . . , . . . . . . .
+\&. . . . . . . . , , . . . . . . , . . . . . .
+\&4 , , , , , , , * , , , , , # , , , , , , , 5
+\&. . . . . . . , , . . . . . . . . . , . . . .
+\&. . . . . . , . , . . . . . . . . . . , . . .
+\&. . . . . , . . , . . . . . . . . . . . , . .
+\&. . . . , . . . , . . . . . . . . . . . . , .
+\&. . . , . . . . , . . . . . . . . . . . . . 9
+\&. . 7 . . . . . 8 . . . . . . . . . . . . . .
+.EE
+.DT
+.tc
+.LP
+..
+.B % and
+.B #
+denote airports;
+.B *
+and
+.B !
+denote navigational aids (navaids); and
+commas denote airways that link numbered entry/exit `fixes',
+airports, and navaids.
+Dots are separated by one mile, horizontally, vertically, and diagonally.
+An airplane appears as a letter followed by its height in thousands of feet.
+.PP
+There are two kinds of planes: jets flying 1 mile per tick (15 seconds)
+and props flying 1/2 mile per tick.
+.PP
+You must prevent various misfortunes.
+Running out of fuel is serious.
+So is a close encounter \- less than 3 miles horizontal separation
+at a given altitude.
+A plane
+changing altitude is considered to be at both its old and new
+altitudes.
+A `boundary error',
+leaving the airspace at the wrong place, not on an airway, or
+at the wrong height, is also serious, but not as likely to be fatal.
+.PP
+The right side of the screen shows flight plans.
+A typical
+flight strip looks like:
+.br
+.B " Fj 7\->3 4 NE +"
+.br
+The first letter is the aircraft name,
+the next letter is
+.L j
+for jet or
+.L p
+for prop.
+The next field gives the plane's intentions: this one is
+entering at (or is now at) fix 7 and leaving at fix 3.
+The origin character tells where
+the plane is (or will be when it enters), the destination is a fix
+it wishes to go to.
+(It will, however, continue on a straight path unless instructed
+otherwise.)
+Next is the altitude, in this case 4000 feet.
+The bearing is a compass direction:
+.LR N ,
+.LR NE ,
+etc.
+The final character is the amount of fuel left,
+.L +
+for more than 10 minutes, otherwise
+the number of minutes of fuel remaining.
+Jets begin with 15 minutes of fuel, props 21.
+.PP
+At the top of the flight plans are listed planes that will
+appear in the next minute, preceded by how many ticks (0-4)
+they are away.
+Planes may be
+cleared for takeoff as soon as they are listed.
+.PP
+Commands are terminated by newline.
+Backspace may be used to correct errors.
+The following kinds of commands can be issued.
+.IP $ \n()Mu
+End the game (game normally ends after 26 planes)
+.PD0
+.TP "\w'ALNW 'u"
+.B W
+Print flight plan for airplane
+.B W
+.TP
+.B XA3
+.B X
+will change altitude to 3000 feet
+.TP
+QA0
+.B Q
+will land (go to 0 feet altitude)
+.Tp
+.B HRE
+.B H
+will turn right until it is heading east
+.TP
+.B ALNW
+.B A
+will turn left until it is heading northwest
+.TP
+.B CTS
+.B C
+will turn south through the smallest angle
+.TP
+.B T*7
+.B T
+will take exit bearing for fix 7 at next navaid
+.TP
+.B P*%
+.B P
+will take landing bearing for
+.B %
+at next navaid
+.TP
+.B DH
+.B D
+will circle (hold) at next navaid
+.TP
+.B MR0
+Abort pending hold, clearance, or turn for plane
+.B M
+.TP
+.B J?
+Cancel delayed commands for
+.B J
+.TP
+space
+Speed up the game by advancing 15 seconds
+.PD
+.PP
+.I Climbing/descending.
+Planes climb or descend 1000 feet per mile.
+Climbing from 0 is a takeoff; descending to 0 is a landing.
+The takeoff/landing direction for each airport is given.
+A landing airplane must reach altitude 0 headed in the right
+direction 1 mile before the runway.
+No further commands may be given after a descent to 0,
+as control then
+rests with the tower.
+If a plane lands
+from the wrong direction, it will climb to 1000 feet
+and issue a `go around' error.
+While changing altitude, a flight strip reads like
+.br
+.B " Dp :\->2 7v3 S 9"
+.br
+which means at 7000 feet descending to 3000.
+.PP
+.I Turning.
+Planes turn 45 degrees per mile.
+Turns may be left
+.L L
+right
+.L R
+or to a specified direction
+.LR T .
+Thus
+.L ULNE
+tells plane
+.B U
+to turn to his left until it is heading
+northeast.
+Changes of direction are indicated in the flight strip:
+.br
+.B " Nj :\->5 5 S r W +"
+.br
+indicates that jet
+.B N
+is heading south, and will turn 90 degrees to the
+right.
+To cancel the remaining part of this turn, give the command
+N)
+.LR NR0 .
+.ig
+The Ann Arbor keypad used for +/- PAGE, cursor motion, etc., may be used to
+supply the new bearing. The usual N/S/E/W correspondence is used:
+ ----------------
+ |-PAG|HOME|+PAG|
+ | NW | N | NE |
+ |----+----+----|
+ |-SCH| UP |+SCH|
+ | W |STRT| E |
+ |----+----+----|
+ |LEFT|DOWN|RGHT|
+ | SW | S | SE |
+ ----------------
+..
+.PP
+.I Navaids.
+A plane may be directed to turn at a navaid or hold (circle) there,
+Thus command `AH' holds plane A at the next navaid.
+The flight strip for a plane that is to hold looks like
+.br
+.B " Ap :\->2 5 S * 7"
+.br
+During the hold, the
+.B *
+will become
+.LR h .
+Every incoming plane that will be landing holds at a
+navaid unless the controller gives it other instructions.
+.PP
+The command
+.B *
+clears a plane to turn sharply to any known fix
+at the next navaid.
+The flight strip for
+a plane cleared through a navaid (to fix 5, for example) looks like:
+.br
+.B " Hj .->2 5 S *5 +"
+.br
+A holding aircraft given a clearance will continue around to the
+navaid, then immediately assume the specified bearing.
+Turns cancel clearances.
+.ig
+8. Designing new airspaces
+ The system airspaces are stored in /usr/rand/jim/atc/airspaces on the
+VAX, and /mnt/jim/atc/airspaces on the PDP-11/45. Users may define their
+own airspaces and use them (Section 2), or have them included at the end of
+the system airspace file.
+The coordinate system for an MxN screen is:
+ ---------------------
+ |0,0 M,0|
+ | |
+ | |
+ | |
+ | |
+ | |
+ | |
+ | |
+ | |
+ | |
+ | |
+ |0,N M,N|
+ ---------------------
+The different objects on the screen are defined as follows:
+Apple1
+ size: 15x24
+ airway: 1=(0,13) SE 8=(10,23)
+ airway: 0=(4,0) S 9=(4,23)
+ airway: 2=(14,15) NW 7=(0,1)
+ airway: 3=(0,9) NE 6=(9,0)
+ airway: 4=(14,7) SW 5=(0,21)
+ airport: %=(4,11) S
+ airport: #=(10,11) NE
+ navaid: *=(4,5)
+ navaid: *=(4,17)
+The size field is restricted only by the size of the Ann Arbor screen. The
+direction on an airway is the entry direction from the first fix; the
+designer must ensure that each airway connects two entry/exit fixes, and
+that each entry/exit fix is on an airway. If more than 20 entry/exit
+fixes, 5 airports, or 5 navaids are desired, the program must be recompiled
+after the change to EMAX, AMAX, or NMAX respectively in the source file
+"ahdr.h".
+9. Things to come
+ Several additions are planned to the ATC simulation in the near
+future. The most important is definition of the "Clearance Directive
+List," a list of absolute locations on the screen and actions to take at
+the location. The user will use this feature to establish plans for
+airplanes without having to monitor for completion of each part.
+ Another major modification will enable ATC to be run by another
+program, using a data transfer protocol designed to minimize the
+communication requirements.
+ These features will be documented as they are implemented.
+..
+.PP
+.I Delayed commands.
+Commands of the form
+.br
+.BI " @" location , command [, "command ...\fP]"
+.br
+stack up activities.
+A location may be any fix or
+a point offset from a fix, e.g.
+.br
+.B " @#sw3s2,ARE"
+.br
+which means at the point which can be reached by going three
+miles SW from airport
+.BR # ,
+then two miles S, plane
+.B A
+should begin
+a right turn until heading E.
+The information command shows all delayed commands pending for that plane.
+Note that delayed commands allow one to specify actions more
+than one navaid ahead.
+.ig
+Flow control:
+ When a game is started, ATC looks for the file <airspace>.flow
+ in the directory /usr/rand/jim/atc to establish a traffic pattern.
+ For example, if the airspace is Apple3, it uses the file
+ /usr/rand/jim/atc/Apple3.flow .
+ The flow file contains one line for each legal path through the
+ airspace. Each line is left-adjusted, and consists of an origin,
+ the symbol "->" (for "goes to"), the destination, a space, and
+ the relative frequency of this path. The expected frequency for
+ this path is its relative frequency divided by the sum of the
+ relative frequencies for all the paths. Some examples are:
+ 1->5 5
+ 1->8 10
+ 2-># 10
+ 2->% 5
+ 2->6 5
+ %->% 5
+ #->% 10
+ Blank lines are ignored (for spacing).
+ Any path with no relative frequency is assumed to have frequency 0.
+Things to come:
+ (1) There will be a capability for canned procedures.
+..