[BACK]Return to atc.6 CVS log [TXT][DIR] Up to [cvs.NetBSD.org] / src / games / atc

Annotation of src/games/atc/atc.6, Revision 1.24

1.24    ! wiz         1: .\"    $NetBSD: atc.6,v 1.23 2015/07/23 01:19:20 pgoyette Exp $
1.3       cgd         2: .\"
                      3: .\" Copyright (c) 1990, 1993
                      4: .\"    The Regents of the University of California.  All rights reserved.
1.1       cgd         5: .\"
                      6: .\" This code is derived from software contributed to Berkeley by
                      7: .\" Ed James.
                      8: .\"
                      9: .\" Redistribution and use in source and binary forms, with or without
                     10: .\" modification, are permitted provided that the following conditions
                     11: .\" are met:
                     12: .\" 1. Redistributions of source code must retain the above copyright
                     13: .\"    notice, this list of conditions and the following disclaimer.
                     14: .\" 2. Redistributions in binary form must reproduce the above copyright
                     15: .\"    notice, this list of conditions and the following disclaimer in the
                     16: .\"    documentation and/or other materials provided with the distribution.
1.19      agc        17: .\" 3. Neither the name of the University nor the names of its contributors
1.1       cgd        18: .\"    may be used to endorse or promote products derived from this software
                     19: .\"    without specific prior written permission.
                     20: .\"
                     21: .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
                     22: .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
                     23: .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
                     24: .\" ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
                     25: .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
                     26: .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
                     27: .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
                     28: .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
                     29: .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
                     30: .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
                     31: .\" SUCH DAMAGE.
                     32: .\"
1.3       cgd        33: .\"    @(#)atc.6       8.1 (Berkeley) 5/31/93
1.1       cgd        34: .\"
1.10      wiz        35: .\" Copyright (c) 1986 Ed James. All rights reserved.
1.1       cgd        36: .\"
1.21      wiz        37: .Dd January 1, 2004
1.5       sommerfe   38: .Dt ATC 6
1.11      wiz        39: .Os
1.5       sommerfe   40: .Sh NAME
                     41: .Nm atc
                     42: .Nd air traffic controller game
                     43: .Sh SYNOPSIS
                     44: .Nm atc
                     45: .Op Fl u?lstp
                     46: .Op Fl gf Ar "game name"
                     47: .Op Fl r Ar "random seed"
                     48: .Sh DESCRIPTION
1.9       lukem      49: .Nm
1.1       cgd        50: lets you try your hand at the nerve wracking duties of the air traffic
1.15      wiz        51: controller without endangering the lives of millions of travelers each year.
1.1       cgd        52: Your responsibilities require you to direct the flight of jets
                     53: and prop planes into and out of the flight arena and airports.
                     54: The speed (update time) and frequency of the planes depend on the
                     55: difficulty of the chosen arena.
1.5       sommerfe   56: .Sh OPTIONS
                     57: .Bl -tag -width flag
                     58: .It Fl u
1.1       cgd        59: Print the usage line and exit.
1.15      wiz        60: .It Fl \&?
1.1       cgd        61: Same as
1.10      wiz        62: .Fl u .
1.5       sommerfe   63: .It Fl l
1.1       cgd        64: Print a list of available games and exit.
                     65: The first game name printed is the default game.
1.5       sommerfe   66: .It Fl s
1.1       cgd        67: Print the score list (formerly the Top Ten list).
1.5       sommerfe   68: .It Fl t
1.1       cgd        69: Same as
1.10      wiz        70: .Fl s .
1.5       sommerfe   71: .It Fl p
1.10      wiz        72: Print the path to the special directory where
1.9       lukem      73: .Nm
1.13      wiz        74: expects to find its private files.
                     75: This is used during the installation of the program.
1.5       sommerfe   76: .It Fl g Ar game
1.13      wiz        77: Play the named game.
                     78: If the game listed is not one of the ones printed from the
1.5       sommerfe   79: .Fl l
1.1       cgd        80: option, the default game is played.
1.5       sommerfe   81: .It Fl f Ar game
1.1       cgd        82: Same as
1.10      wiz        83: .Fl g .
1.5       sommerfe   84: .It Fl r Ar seed
1.13      wiz        85: Set the random seed.
                     86: The purpose of this flag is questionable.
1.5       sommerfe   87: .El
                     88: .Sh GOALS
1.10      wiz        89: Your goal in
1.9       lukem      90: .Nm
1.10      wiz        91: is to keep the game going as long as possible.
1.1       cgd        92: There is no winning state, except to beat the times of other players.
                     93: You will need to: launch planes at airports (by instructing them to
                     94: increase their altitude); land planes at airports (by instructing them to
                     95: go to altitude zero when exactly over the airport); and maneuver planes
1.10      wiz        96: out of exit points.
1.5       sommerfe   97: .Pp
1.1       cgd        98: Several things will cause the end of the game.
1.10      wiz        99: Each plane has a destination (see information area), and
1.1       cgd       100: sending a plane to the wrong destination is an error.
1.13      wiz       101: Planes can run out of fuel, or can collide.
                    102: Collision is defined as adjacency in all three dimensions.
                    103: A plane leaving the arena
1.1       cgd       104: in any other way than through its destination exit is an error as well.
1.5       sommerfe  105: .Pp
1.13      wiz       106: Scores are sorted in order of the number of planes safe.
                    107: The other statistics are provided merely for fun.
                    108: There is no penalty for
1.1       cgd       109: taking longer than another player (except in the case of ties).
1.5       sommerfe  110: .Pp
1.13      wiz       111: Suspending a game is not permitted.
                    112: If you get a talk message, tough.
1.15      wiz       113: When was the last time an Air Traffic Controller got called away to the phone?
1.14      wiz       114: .Sh THE DISPLAY
1.10      wiz       115: Depending on the terminal you run
1.9       lukem     116: .Nm
1.10      wiz       117: on, the screen will be divided into 4 areas.
1.1       cgd       118: It should be stressed that the terminal driver portion of the
                    119: game was designed to be reconfigurable, so the display format can vary
1.17      wiz       120: depending on the version you are playing.
1.13      wiz       121: The descriptions here are based on the ascii version of the game.
                    122: The game rules and input format, however, should remain consistent.
1.1       cgd       123: Control-L redraws the screen, should it become muddled.
1.5       sommerfe  124: .Ss RADAR
1.1       cgd       125: The first screen area is the radar display, showing the relative locations
                    126: of the planes, airports, standard entry/exit points, radar
1.5       sommerfe  127: beacons, and ``lines'' which simply serve to aid you in guiding
1.10      wiz       128: the planes.
1.5       sommerfe  129: .Pp
1.13      wiz       130: Planes are shown as a single letter with an altitude.
                    131: If the numerical altitude is a single digit, then it represents
1.1       cgd       132: thousands of feet.
1.13      wiz       133: Some distinction is made between the prop planes and the jets.
                    134: On ascii terminals, prop planes are
1.1       cgd       135: represented by a upper case letter, jets by a lower case letter.
1.5       sommerfe  136: .Pp
1.1       cgd       137: Airports are shown as a number and some indication of the direction
1.10      wiz       138: planes must be going to land at the airport.
1.12      ross      139: On ascii terminals, this is one of `^', `\*[Gt]', `\*[Lt]', and `v', to indicate
1.1       cgd       140: north (0 degrees), east (90), west (270) and south (180), respectively.
1.15      wiz       141: The planes will also take off in this direction.
1.5       sommerfe  142: .Pp
1.1       cgd       143: Beacons are represented as circles or asterisks and a number.
                    144: Their purpose is to offer a place of easy reference to the plane pilots.
1.15      wiz       145: See
                    146: .Sx THE DELAY COMMAND
                    147: section below.
1.5       sommerfe  148: .Pp
1.10      wiz       149: Entry/exit points are displayed as numbers along the border of the
1.13      wiz       150: radar screen.
                    151: Planes will enter the arena from these points without warning.
                    152: These points have a direction associated with them, and
                    153: planes will always enter the arena from this direction.
                    154: On the ascii version of
1.16      wiz       155: .Nm ,
1.13      wiz       156: this direction is not displayed.
                    157: It will become apparent what this direction is as the game progresses.
1.5       sommerfe  158: .Pp
1.1       cgd       159: Incoming planes will always enter at the same altitude: 7000 feet.
1.10      wiz       160: For a plane to successfully depart through an entry/exit point,
1.1       cgd       161: it must be flying at 9000 feet.
                    162: It is not necessary for the planes to be flying in any particular
                    163: direction when they leave the arena (yet).
1.14      wiz       164: .Ss INFORMATION AREA
1.1       cgd       165: The second area of the display is the information area, which lists
                    166: the time (number of updates since start), and the number of planes you
                    167: have directed safely out of the arena.
1.10      wiz       168: Below this is a list of planes currently in the air, followed by a
1.1       cgd       169: blank line, and then a list of planes on the ground (at airports).
1.10      wiz       170: Each line lists the plane name and its current altitude,
1.1       cgd       171: an optional asterisk indicating low fuel, the plane's destination,
1.13      wiz       172: and the plane's current command.
                    173: Changing altitude is not considered
                    174: to be a command and is therefore not displayed.
                    175: The following are some possible information lines:
1.5       sommerfe  176: .Pp
1.18      wiz       177: .Bd -literal -offset indent
1.5       sommerfe  178: B4*A0: Circle @ b1
                    179: g7 E4: 225
                    180: .Ed
                    181: .Pp
1.13      wiz       182: The first example shows a prop plane named `B' that is flying at 4000 feet.
                    183: It is low on fuel (note the `*').
                    184: Its destination is Airport #0.
                    185: The next command it expects to do is circle when it reaches Beacon #1.
1.10      wiz       186: The second example shows a jet named `g' at 7000 feet, destined for
1.13      wiz       187: Exit #4.
                    188: It is just now executing a turn to 225 degrees (South-West).
1.14      wiz       189: .Ss INPUT AREA
1.13      wiz       190: The third area of the display is the input area.
                    191: It is here that your input is reflected.
1.15      wiz       192: See the
                    193: .Sx INPUT
                    194: heading of this manual for more details.
1.14      wiz       195: .Ss AUTHOR AREA
1.1       cgd       196: This area is used simply to give credit where credit is due. :-)
1.5       sommerfe  197: .Sh INPUT
1.13      wiz       198: A command completion interface is built into the game.
                    199: At any time, typing `?' will list possible input characters.
1.1       cgd       200: Typing a backspace (your erase character) backs up, erasing the last part
1.13      wiz       201: of the command.
                    202: When a command is complete, a return enters it, and
                    203: any semantic checking is done at that time.
                    204: If no errors are detected, the command is sent to the appropriate plane.
                    205: If an error is discovered
1.1       cgd       206: during the check, the offending statement will be underscored and a
                    207: (hopefully) descriptive message will be printed under it.
1.5       sommerfe  208: .Pp
1.1       cgd       209: The command syntax is broken into two parts:
1.15      wiz       210: .Em Immediate Only
1.10      wiz       211: and
1.5       sommerfe  212: .Em Delayable
1.1       cgd       213: commands.
1.15      wiz       214: .Em Immediate Only
1.13      wiz       215: commands happen on the next update.
1.5       sommerfe  216: .Em Delayable
1.1       cgd       217: commands also happen on the next update unless they
1.10      wiz       218: are followed by an optional predicate called the
                    219: .Em Delay
1.1       cgd       220: command.
1.5       sommerfe  221: .Pp
1.10      wiz       222: In the following tables, the syntax
1.5       sommerfe  223: .Em [0\-9]
1.10      wiz       224: means any single digit, and
1.15      wiz       225: .Aq Em dir
1.5       sommerfe  226: refers to a direction, given by the keys around the `s' key: ``wedcxzaq''.
                    227: In absolute references, `q' refers to North-West or 315 degrees, and `w'
1.10      wiz       228: refers to North, or 0 degrees.
1.15      wiz       229: In relative references, `q' refers to \-45 degrees or 45 degrees left, and `w'
1.1       cgd       230: refers to 0 degrees, or no change in direction.
1.5       sommerfe  231: .Pp
1.13      wiz       232: All commands start with a plane letter.
1.15      wiz       233: This indicates the recipient of the command.
1.13      wiz       234: Case is ignored.
1.14      wiz       235: .Ss IMMEDIATE ONLY COMMANDS
1.5       sommerfe  236: .Bl -tag -width "aaaa"
                    237: .It "a [ cd+- ]" Em number
                    238: Altitude: Change a plane's altitude, possibly requesting takeoff.
                    239: `+' and `-' are the same as `c' and `d'.
                    240: .Bl -tag -width "aaaaaaaaaa" -compact
                    241: .It a Em number
                    242: Climb or descend to the given altitude (in thousands of feet).
                    243: .It ac Em number
                    244: Climb: relative altitude change.
                    245: .It ad Em number
                    246: Descend: relative altitude change.
                    247: .El
                    248: .It m
1.13      wiz       249: Mark: Display in highlighted mode.
1.15      wiz       250: Plane and command information is displayed normally.
1.5       sommerfe  251: .It i
1.13      wiz       252: Ignore: Do not display highlighted.
1.15      wiz       253: Command is displayed as a line of dashes if there is no command.
1.5       sommerfe  254: .It u
1.10      wiz       255: Unmark: Same as ignore, but if a delayed command is processed,
1.13      wiz       256: the plane will become marked.
1.15      wiz       257: This is useful if you want to forget about a plane during part,
                    258: but not all, of its journey.
1.5       sommerfe  259: .El
1.14      wiz       260: .Ss DELAYABLE COMMANDS
1.5       sommerfe  261: .Bl -tag -width "aaaa"
                    262: .It "c [ lr ]"
                    263: Circle: Have the plane circle.
                    264: .Bl -tag -width "aaaaaaaaaa" -compact
                    265: .It cl
                    266: Left: Circle counterclockwise.
                    267: .It cr
                    268: Right: Circle clockwise (default).
                    269: .El
                    270: .It "t [ l-r+LR ] [ dir ] or tt [ abe* ]" Em number
                    271: Turn: Change direction.
                    272: .Bl -tag -width "aaaaaaaaaa" -compact
1.12      ross      273: .It "t\*[Lt]dir\*[Gt]"
1.5       sommerfe  274: Turn to direction: Turn to the absolute compass heading given.
1.1       cgd       275: The shortest turn will be taken.
1.5       sommerfe  276: .It "tl [ dir ]"
                    277: Left: Turn counterclockwise: 45 degrees by default, or the amount
1.15      wiz       278: specified in
                    279: .Aq dir
                    280: (not
1.5       sommerfe  281: .Em to
1.15      wiz       282: .Aq dir . )
                    283: `w' (0 degrees) is no turn.
                    284: `e' is 45 degrees; `q' gives \-45 degrees counterclockwise, that is,
                    285: 45 degrees clockwise.
1.5       sommerfe  286: .It "t- [ dir ]"
1.10      wiz       287: Same as left.
1.5       sommerfe  288: .It "tr [ dir ]"
1.15      wiz       289: Right: Turn clockwise, 45 degrees by default, or the amount specified in
                    290: .Aq dir .
1.5       sommerfe  291: .It "t+ [ dir ]"
                    292: Same as right.
                    293: .It tL
                    294: Hard left: Turn counterclockwise 90 degrees.
                    295: .It tR
                    296: Hard right: Turn clockwise 90 degrees.
                    297: .It "tt [abe*]"
1.13      wiz       298: Towards: Turn towards a beacon, airport or exit.
                    299: The turn is just an estimate.
1.5       sommerfe  300: .It "tta" Em number
                    301: Turn towards the given airport.
                    302: .It "ttb" Em number
                    303: Turn towards the specified beacon.
                    304: .It "tte" Em number
                    305: Turn towards an exit.
                    306: .It "tt*" Em number
                    307: Same as ttb.
                    308: .El
                    309: .El
                    310: .Ss THE DELAY COMMAND
1.10      wiz       311: The
1.5       sommerfe  312: .Em Delay
1.15      wiz       313: (a/@) command may be appended to any
1.10      wiz       314: .Em Delayable
1.13      wiz       315: command.
1.15      wiz       316: It allows the controller to instruct a plane to do an action when the
                    317: plane reaches a particular beacon (or other objects in future versions).
1.5       sommerfe  318: .Bl -tag -width "aaaa"
                    319: .It ab Em number
1.15      wiz       320: Do the delayable command when the plane reaches the specified beacon.
1.13      wiz       321: The `b' for ``beacon'' is redundant to allow for expansion.
1.5       sommerfe  322: `@' can be used instead of `a'.
                    323: .El
1.14      wiz       324: .Ss MARKING, UNMARKING AND IGNORING
1.10      wiz       325: Planes are
1.5       sommerfe  326: .Em marked
1.13      wiz       327: by default when they enter the arena.
                    328: This means they are displayed in highlighted mode on the radar display.
                    329: A plane may also be either
1.5       sommerfe  330: .Em unmarked
1.1       cgd       331: or
1.10      wiz       332: .Em ignored .
1.1       cgd       333: An
1.7       jhawk     334: .Em ignored
1.1       cgd       335: plane is drawn in unhighlighted mode, and a line of dashes is displayed in
1.13      wiz       336: the command field of the information area.
                    337: The plane will remain this way until a mark command has been issued.
                    338: Any other command will be issued, but the command line will return to a
                    339: line of dashes when the command is completed.
1.5       sommerfe  340: .Pp
1.1       cgd       341: An
1.7       jhawk     342: .Em unmarked
                    343: plane is treated the same as an
1.5       sommerfe  344: .Em ignored
1.7       jhawk     345: plane, except that it will automatically switch to
1.5       sommerfe  346: .Em marked
1.13      wiz       347: status when a delayed command has been processed.
                    348: This is useful if you want to forget about a plane for a while, but its
                    349: flight path has not yet been completely set.
1.5       sommerfe  350: .Pp
1.10      wiz       351: As with all of the commands, marking, unmarking and ignoring will take effect
1.13      wiz       352: at the beginning of the next update.
                    353: Do not be surprised if the plane does
1.1       cgd       354: not immediately switch to unhighlighted mode.
1.5       sommerfe  355: .Ss EXAMPLES
                    356: .Bl -tag -width gtte4ab2 -offset indent
                    357: .It atlab1
                    358: Plane A: turn left at beacon #1
                    359: .It cc
                    360: Plane C: circle
                    361: .It gtte4ab2
                    362: Plane G: turn towards exit #4 at beacon #2
                    363: .It ma+2
                    364: Plane M: altitude: climb 2000 feet
                    365: .It stq
                    366: Plane S: turn to 315
                    367: .It xi
                    368: Plane X: ignore
1.6       hubertf   369: .El
1.14      wiz       370: .Sh OTHER INFORMATION
1.5       sommerfe  371: .Bl -bullet
1.10      wiz       372: .It
1.1       cgd       373: Jets move every update; prop planes move every other update.
1.5       sommerfe  374: .It
1.17      wiz       375: All planes turn at most 90 degrees per movement.
1.5       sommerfe  376: .It
1.1       cgd       377: Planes enter at 7000 feet and leave at 9000 feet.
1.5       sommerfe  378: .It
1.1       cgd       379: Planes flying at an altitude of 0 crash if they are not over an airport.
1.5       sommerfe  380: .It
1.1       cgd       381: Planes waiting at airports can only be told to take off (climb in altitude).
1.20      jsm       382: .It
                    383: Pressing return (that is, entering an empty command) will perform the
                    384: next update immediately.
                    385: This allows you to ``fast forward''
                    386: the game clock if nothing interesting is happening.
1.6       hubertf   387: .El
1.14      wiz       388: .Sh NEW GAMES
1.10      wiz       389: The
1.5       sommerfe  390: .Pa Game_List
1.13      wiz       391: file lists the currently available play fields.
                    392: New field description file names must be placed in this file to be playable.
                    393: If a player specifies a game not in this file, his score will not be logged.
                    394: .Pp
                    395: The game field description files are broken into two parts.
1.15      wiz       396: The first part is the definition section.
1.13      wiz       397: Here, the four tunable game parameters must be set.
                    398: These variables are set with the syntax:
1.5       sommerfe  399: .Pp
                    400: .Dl "variable = number;"
                    401: .Pp
1.10      wiz       402: Variable may be one of:
                    403: .Li update ,
1.1       cgd       404: indicating the number of seconds between forced updates;
1.10      wiz       405: .Li newplane ,
1.1       cgd       406: indicating (about) the number of updates between new plane entries;
1.10      wiz       407: .Li width ,
1.5       sommerfe  408: indicating the width of the play field; or
1.10      wiz       409: .Li height ,
1.1       cgd       410: indicating the height of the play field.
1.5       sommerfe  411: .Pp
1.1       cgd       412: The second part of the field description files describes the locations
                    413: of the exits, the beacons, the airports and the lines.
                    414: The syntax is as follows:
1.5       sommerfe  415: .Pp
                    416: .Bd -literal -offset indent
                    417: .Bl -tag -width airport: -compact
1.10      wiz       418: .It beacon :
1.5       sommerfe  419: (x y) ... ;
1.10      wiz       420: .It airport :
1.5       sommerfe  421: (x y direction) ... ;
1.10      wiz       422: .It exit :
1.5       sommerfe  423: (x y direction) ... ;
1.10      wiz       424: .It line :
1.5       sommerfe  425: [ (x1 y1) (x2 y2) ] ... ;
                    426: .El
                    427: .Ed
                    428: .Pp
1.15      wiz       429: For beacons, a simple x, y coordinate pair is used (enclosed in parenthesis).
1.13      wiz       430: Airports and exits require a third value, which is one of the directions
1.10      wiz       431: .Em wedcxzaq .
1.1       cgd       432: For airports, this is the direction that planes must be going to take
1.17      wiz       433: off and land, and for exits, this is the direction that planes will be
                    434: going when they
1.5       sommerfe  435: .Em enter
1.13      wiz       436: the arena.
                    437: This may not seem intuitive, but as there is no restriction on
1.1       cgd       438: direction of exit, this is appropriate.
                    439: Lines are slightly different, since they need two coordinate pairs to
1.13      wiz       440: specify the line endpoints.
                    441: These endpoints must be enclosed in square brackets.
1.5       sommerfe  442: .Pp
1.13      wiz       443: All statements are semi-colon (;) terminated.
                    444: Multiple item statements accumulate.
                    445: Each definition must occur exactly once, before any item statements.
                    446: Comments begin with a hash (#) symbol and terminate with a newline.
                    447: The coordinates are between zero and width-1 and height-1 inclusive.
                    448: All of the exit coordinates must lie on the borders, and
1.1       cgd       449: all of the beacons and airports must lie inside of the borders.
1.10      wiz       450: Line endpoints may be anywhere within the field, so long as
                    451: the lines are horizontal, vertical or
1.5       sommerfe  452: .Em exactly
                    453: diagonal.
1.14      wiz       454: .Ss FIELD FILE EXAMPLE
1.18      wiz       455: .Bd -literal
1.1       cgd       456: # This is the default game.
                    457:
                    458: update = 5;
1.23      pgoyette  459: newplane = 10;
1.1       cgd       460: width = 30;
                    461: height = 21;
                    462:
                    463: exit:          ( 12  0 x ) ( 29  0 z ) ( 29  7 a ) ( 29 17 a )
                    464:                (  9 20 e ) (  0 13 d ) (  0  7 d ) (  0  0 c ) ;
                    465:
                    466: beacon:                ( 12  7 ) ( 12 17 ) ;
                    467:
                    468: airport:       ( 20 15 w ) ( 20 18 d ) ;
                    469:
                    470: line:          [ (  1  1 ) (  6  6 ) ]
                    471:                [ ( 12  1 ) ( 12  6 ) ]
                    472:                [ ( 13  7 ) ( 28  7 ) ]
                    473:                [ ( 28  1 ) ( 13 16 ) ]
                    474:                [ (  1 13 ) ( 11 13 ) ]
                    475:                [ ( 12  8 ) ( 12 16 ) ]
                    476:                [ ( 11 18 ) ( 10 19 ) ]
                    477:                [ ( 13 17 ) ( 28 17 ) ]
                    478:                [ (  1  7 ) ( 11  7 ) ] ;
1.5       sommerfe  479:
                    480: .Ed
                    481: .Sh FILES
1.13      wiz       482: Files are kept in a special directory.
1.15      wiz       483: See the
                    484: .Sx OPTIONS
                    485: section for a way to print this path out.
1.13      wiz       486: It is normally
1.10      wiz       487: .Pa /usr/share/games/atc .
1.5       sommerfe  488: .Pp
                    489: This directory contains the file
1.10      wiz       490: .Pa Game_List ,
1.13      wiz       491: which holds the list of playable games, as well as the games themselves.
1.5       sommerfe  492: .Pp
1.10      wiz       493: The scores are kept in
                    494: .Pa /var/games/atc_score .
1.22      wiz       495: .Sh AUTHORS
1.24    ! wiz       496: .An Ed James ,
        !           497: UC Berkeley:
        !           498: .Aq Mt edjames@ucbvax.berkeley.edu ,
        !           499: ucbvax!edjames
1.5       sommerfe  500: .Pp
1.1       cgd       501: This game is based on someone's description of the overall flavor
                    502: of a game written for some unknown PC many years ago, maybe.
1.5       sommerfe  503: .Sh BUGS
1.1       cgd       504: The screen sometimes refreshes after you have quit.

CVSweb <webmaster@jp.NetBSD.org>