riley@mipsdal.mips.com (Riley Rainey) (10/08/90)
Submitted-by: riley@mipsdal.mips.com (Riley Rainey) Posting-number: Volume 9, Issue 72 Archive-name: acm/part04 echo x - ./fsim/acm.1 sed 's/^X//' >./fsim/acm.1 <<'*-*-END-of-./fsim/acm.1-*-*' X.TH ACM l "4 September 1990" X.SH NAME Xacm \- an aerial combat simulator for X X.SH SYNOPSIS X.B acm [ server ] [ options \] X.LP X X.SH DESCRIPTION X Xacm is an air combat simulator that runs under the X window system. Up to Xeight players can engage in simultaneous air combat. Players fly jet aircraft Xequipped with radar, heat seeking missiles and cannon. X XThe program, "acm", calls a deamon already running on the specified Xserver_hostname and requests that your enter the game. The shell variable X"ACMSERVER" optionally specifies the name of the server host. X XEach player flies something close to either an F-16C Falcon or MIG-23. X X X.SH USAGE REFERENCE X XTo begin play, the flight simulator server must be started manually on a Xsystem that is accessible to all players. X XThe following command line will do that: X X.LP X.TP X % acms X XThe following command line options are recognized by acm: X.LP X.TP X-geometry geometry_spec XAn X compatible window geometry specification X.TP X-team <1 or 2> XSpecifies the starting airfield. Airfields are about 50 nm apart. XTeam 1 flies F-16's, team 2 flies MIG-23's. X X X.SH HOW TO TAKE-OFF X X XYour mouse is the control stick. The neutral position is the center of your Xview display -- denoted by the dot in the center of your heads-up-display (HUD). XMoving the mouse away from you pitches the plane down, moving it back Xpitches the plane up. Left and right inputs roll the aircraft in the Xcorresponding direction. On the ground at speeds up to 100 kts, nose Xwheel steering guides the aircraft. X XTo take off for the first time, select 20 degrees of flaps (press H twice), Xthen press the full throttle key (the 4 key on the main keyboard). Keep the Xmouse in the neutral position until you are moving at about 140 kts, then pull Xthe mouse about two-thirds of the way down the view window. You should pitch Xup and lift off the ground fairly easily. Gradually move the stick closer Xto the neutral position and let your airspeed build -- don't move it back to Xneutral too quickly or you will end up back on the ground again! As your Xairspeed passes about 250 kts, raise the flaps (press Y twice). Congratulations, Xyou're flying a multi-million dollar jet. X X X.SH ENGINE CONTROLS X X XThe following keys control your engine thrust: X X.LP X 4 Full Power X.LP X 3 Increase Power (about 2 percent) X.LP X 2 Decrease Power (about the same amount) X.LP X 1 Idle Power X.LP X A Toggle Afterburner X XYour engine gauge displays the power that you are generating. Below that, Xyou have displays showing your total fuel remaining as well as your current Xfuel consumption rate. The afterburner uses fuel at an amazing rate; use it Xwisely. X X X.SH LOOKING AROUND X X XThe keys of the numeric keypad control which direction you're looking outside Xof the cockpit: X X.LP X 8 Forward X.LP X 4 Left 5 Up 6 Right X.LP X 2 Aft X XIt pays to look around when you're in a combat environment. Your chances Xof staying alive increase remarkably. X X X.SH THE HEADS UP DISPLAY (HUD) X X XOn the left side of the HUD is a ladder showing your current airspeed in Xnautical miles per hour (it displays true airspeed). Above that, in the Xupper left corner, is a G-meter. X XThe right ladder shows altitude; above that Xis a readout of your current angle-of-attack in degrees ("a=X.X"). XYour Xjet will stall at a 30 degrees positive angle of attack and negative 16 Xdegrees. X XThe airplane symbol (something like "-O-") shows the direction Xthat the relative wind is coming from. The relative wind combines your Xcurrent angles of attack and sideslip. A ladder in the center of the XHUD show your aircraft's current attitude. X XThe lower, horizontal ladder shows your current heading. Discretes in the Xlower left-hand corner show the state of your weapons systems. Slightly Xabove them is a readout of your current thrust percentage as well as the Xstate of your engine's afterburner -- the "AB" symbol means the Xafterburner is on. X X X.SH USING YOUR RADAR DISPLAY X X XThe radar system has a field of view of 130 degrees vertically and side-to-side. XRadar automatically locks onto the closest threat in its field of view. A Xlocked target is displayed as a solid block. Other hostile targets are Xdisplayed as hollow squares. X XTargetting information is displayed in the lower right corner of the display. XThe top number is the heading of the locked target, the next number is the Xrelative heading you should steer to intercept the target (displayed as X"ddd R", and the third number is the rate that you are closing with this Xtarget, expressed in knots. X XYou can lock onto other targets by pressing the target designator key (Q). X X X.SH WHO'S GUNNING FOR ME? X X XRadar sets that are tracking your aircraft can be detected. Your Threat XEarly Warning System (TEWS) display warns you of potential threats. This Xcircular display shows the relative direction of radars (other aircraft) Xthat are looking at you. X X.SH ARMAMENTS X X XYour aircraft is equipped with heat-seeking missiles and a 20 millimeter Xcannon. Weapon information is displayed in the lower left-hand corner of Xyour HUD. Different weapons may be selected by pressing mouse button 3. X XThe missiles are patterned after U.S. AIM-9M Sidewinders. They can Xdetect infared (IR) targets at any aspect (not just from the rear). Their Xrange varies dramatically with the altitude and closure rate. The Xmissile subsystem couples with your radar set to provide time-to-impact Xinformation when AIM-9's are selected. X X X.SH EXAMPLES X X acm bismarck X X acm bismarck -geometry 1000x500 X X.SH KEYBOARD COMMAND LIST X X X XEngine Controls X X.LP X4 -- Full Power X.LP X3 -- Increase Power X.LP X2 -- Decrease Power X.LP X1 -- Idle X.LP XA -- Toggle Afterburner State X X X XRadar Controls X X.LP XR -- Toggle Radar State (On/Standby) X.LP XQ -- Target Designator X X X XFlaps X X.LP XH -- Extend 10 degrees X.LP XY -- Retract 10 degrees X X X XSpeed Brakes X X.LP XS -- Extend X.LP XW -- Retract X X X XOther Controls X X.LP XP -- Self-Destruct (Quit the game) X.LP XL -- Launch a target drone X X X XView Controls (Numeric Keypad) X X.LP X8 -- Forward X.LP X2 -- Aft X.LP X4 -- Left X.LP X6 -- Right X.LP X5 -- Up X X X.SH NOTES FOR THE ADVANCED USER X XIf you turn your radar set to standby (the R key toggles your radar sets XON/STANDBY state), you don't emit radar signals, and, hence "disappear" from Xeveryone elses TEWS display. It's harder to acquire targets visually, but it Xmay allow you to close in for the kill without alerting an opponent. X X X X.SH AUTHOR XRiley Rainey, riley@mips.com *-*-END-of-./fsim/acm.1-*-* echo x - ./fsim/manifest.h sed 's/^X//' >./fsim/manifest.h <<'*-*-END-of-./fsim/manifest.h-*-*' X/* X * UPDATE_INTERVAL define the number of microseconds between X * each position update when the game is running. X */ X X#define UPDATE_INTERVAL 125000 X X/* X * REDRAW_EVERY defines the number of update intervals between each X * redraw of player screens. X */ X X#define REDRAW_EVERY 4 X X/* X * ACM_PORT define the internet port number to be used in the game X * startup handshaking. X */ X X#define ACM_PORT 3232 X X/* X * ACM becomes the name used to lookup X resources on a particular X * X server. X */ X X#define ACM "acm" X X/* X * Linear response to control stick inputs can make the plane harder X * to fly. X */ X X/* #define LINEAR_CONTROL_RESPONSE */ *-*-END-of-./fsim/manifest.h-*-* echo x - ./fsim/newPlayer.c sed 's/^X//' >./fsim/newPlayer.c <<'*-*-END-of-./fsim/newPlayer.c-*-*' X/* X * xflight : an aerial combat simulator for X X * X * Written by Riley Rainey, riley@mips.com X * X * Permission to use, copy, modify and distribute (without charge) this X * software, documentation, images, etc. is granted, provided that this X * comment and the author's name is retained. X * X */ X X#include "pm.h" X#include <stdio.h> X#include <X11/Xutil.h> X X#define BORDER 1 X#define FONT "*courier-bold-r-normal--17*" X#define ARG_FONT "font" X#define ARG_RADAR_FONT "radarFont" X#define ARG_BORDER_COLOR "borderColor" X#define ARG_BORDER "borderWidth" X#define ARG_GEOMETRY "geometry" X#define DEFAULT_BACKGROUND "#93bde4" /* my version of sky blue */ X#define DEFAULT_BORDER "black" X#define DEFAULT_RADAR_FONT "fixed" X X#define SW_BORDER 1 X#define SW_BACKGROUND 2 X#define SW_HUDFONT 3 X#define SW_GEOM 4 X#define SW_RADARFONT 5 X#define SW_TEAM 6 X Xstruct { X char *sw; X int value; X } swt[] = { X "-bw", SW_BORDER, X "-skycolor", SW_BACKGROUND, X "-hudfont", SW_HUDFONT, X "-radarfont",SW_RADARFONT, X "-geometry", SW_GEOM, X "-team", SW_TEAM, X NULL, 0}, *swp; X XXWMHints xwmh = { X (InputHint|StateHint), /* flags */ X False, /* input */ X NormalState, /* initial_state */ X 0, /* icon pixmap */ X 0, /* icon window */ X 0, 0, /* icon location */ X 0, /* icon mask */ X 0, /* Window group */ X}; X Xvoid recoverAcmArgv (args, argc, argv) Xchar *args; Xint *argc; Xchar *argv[]; { X X char *s; X X argv[0] = ACM; X argv[1] = args; X X if (*args == '\0') { X *argc = 1; X argv[1] = (char *) NULL; X return; X } X else X *argc = 2; X X for (s=args; *s;) { X if (*s == '|') { X *s = '\0'; X argv[(*argc)++] = ++s; X } X else X ++s; X } X X argv[*argc] = (char *) NULL; X} X Xint newPlayer(s, display, logname, switches) Xint s; Xchar *display; Xchar *logname; Xchar *switches; { X X char *fontName; /* Name of font for string */ X XSizeHints xsh; /* Size hints for window manager */ X Colormap cmap; X GC curGC; X XGCValues gcv; X unsigned long pad; /* Font size parameters */ X unsigned long bd; /* Pixel values */ X unsigned long bw; /* Border width */ X char *tempstr; /* Temporary string */ X XColor color; /* Temporary color */ X char *geomSpec; /* Window geometry string */ X XSetWindowAttributes xswa; /* Temporary Set Window Attribute struct */ X char **c; X char err[64]; X static char *background = NULL; X int borderWidth = 1; X int i, player; X int width, height; X viewer *u; X craft *cf; X double scale; X int argc; X char *argv[32]; X int screen, mono; X char *hudfont = NULL, *radarfont = NULL; X int team = 1; X char *plane; /* name of plane type */ X X recoverAcmArgv (switches, &argc, argv); X X X geomSpec = NULL; X u = (viewer *) malloc (sizeof(viewer)); X X/* X * Parse command line X */ X X for (c = &argv[1]; *c != (char *) NULL; ++c) X if (**c == '-') { X for (swp = &swt[0]; swp->value != 0; ++swp) X if (strcmp (swp->sw, *c) == 0) { X X switch (swp->value) { X X case SW_GEOM: X geomSpec = *(++c); X break; X X case SW_BORDER: X borderWidth = atoi (*(++c)); X break; X X case SW_BACKGROUND: X background = *(++c); X break; X X case SW_HUDFONT: X hudfont = *(++c); X break; X X case SW_RADARFONT: X radarfont = *(++c); X break; X X case SW_TEAM: X team = atoi (*(++c)); X break; X } X break; X } X if (swp->value == 0) { X free ((char *) u); X ptbl[player].type = CT_FREE; X sprintf (err, "%s: invalid switch %s", ACM, *c); X write (s, err, strlen(err)); X exit (1); X } X } X X if (team == 1) X plane = "f-16c"; X else X plane = "mig-23"; X X if ((player = newPlane (plane)) < 0) { X sprintf (err, "Sorry, acm is popular -- no room for \ Xany more players at this moment.\n"); X write (s, err, strlen(err)); X return -1; X } X X/* X * assign a (kludged) team location. X */ X X if (team == 2) { X ptbl[player].Sg.x = -0.6 * NM + 50.0; X ptbl[player].Sg.y = 49.0 * NM; X } X X if ((u->dpy = XOpenDisplay(display)) == (Display *) NULL) { X free ((char *) u); X ptbl[player].type = CT_FREE; X sprintf(err, "%s: can't open %s\n", ACM, display); X write (s, err, strlen(err)); X return -1; X } X screen = DefaultScreen (u->dpy); X mono = (DisplayPlanes (u->dpy, screen) == 1) ? 1 : 0; X X if ((fontName = XGetDefault(u->dpy, ACM, ARG_FONT)) == NULL) { X fontName = FONT; X } X if ((u->font = XLoadQueryFont(u->dpy, fontName)) == NULL) { X XCloseDisplay (u->dpy); X free ((char *) u); X ptbl[player].type = CT_FREE; X sprintf(err, "%s: display %s doesn't know font %s\n", X ACM, display, fontName); X write (s, err, strlen(err)); X return -1; X } X u->fth = u->font->max_bounds.ascent + u->font->max_bounds.descent; X u->ftw = u->font->max_bounds.width; X X if ((fontName = XGetDefault(u->dpy, ACM, ARG_RADAR_FONT)) == NULL) { X fontName = DEFAULT_RADAR_FONT; X } X if ((u->rfont = XLoadQueryFont(u->dpy, fontName)) == NULL) { X XCloseDisplay (u->dpy); X free ((char *) u); X ptbl[player].type = CT_FREE; X sprintf(err, "%s: display %s doesn't know font %s\n", X ACM, display, fontName); X write (s, err, strlen(err)); X return -1; X } X u->rfth = u->rfont->max_bounds.ascent + u->rfont->max_bounds.descent; X u->rftw = u->rfont->max_bounds.width; X X/* X * Select colors for the border, the window background, and the X * foreground. We use the default colormap to allocate the colors in. X */ X X cmap = DefaultColormap(u->dpy, screen); X X if (background == NULL) X background = DEFAULT_BACKGROUND; X X if ((tempstr = XGetDefault(u->dpy, ACM, ARG_BORDER_COLOR)) == NULL) X tempstr = DEFAULT_BORDER; X if (XParseColor(u->dpy, cmap, tempstr, &color) == 0) { X XCloseDisplay (u->dpy); X free ((char *) u); X ptbl[player].type = CT_FREE; X sprintf (err, "Can't get border color %s\n", tempstr); X write (s, err, strlen(err)); X return -1; X } X X if (mono) X bd = BlackPixel (u->dpy, screen); X else { X if (XAllocColor(u->dpy, cmap, &color) == 0) { X XCloseDisplay (u->dpy); X free ((char *) u); X ptbl[player].type = CT_FREE; X sprintf (err, "Cannot allocate color cells\n"); X write (s, err, strlen(err)); X return -1; X } X bd = color.pixel; X } X X/* X * Set the border width of the window, and the gap between the text X * and the edge of the window, "pad". X */ X X pad = BORDER; X if ((tempstr = XGetDefault(u->dpy, ACM, ARG_BORDER)) == NULL) X bw = 1; X else X bw = atoi(tempstr); X X/* X * Deal with providing the window with an initial position & size. X * Fill out the XSizeHints struct to inform the window manager. X */ X X if (geomSpec == NULL) X geomSpec = XGetDefault(u->dpy, ACM, ARG_GEOMETRY); X X/* X * If the defaults database doesn't contain a specification of the X * initial size & position - fit the window to the text and locate X * it in the center of the screen. X */ X X if (geomSpec == NULL) { X xsh.flags = PPosition | PSize; X xsh.height = FS_WINDOW_HEIGHT; X xsh.width = FS_WINDOW_WIDTH; X xsh.x = (DisplayWidth(u->dpy, screen) - xsh.width) / 2; X xsh.y = (DisplayHeight(u->dpy, screen) - xsh.height) / 2; X } X else { X int bitmask; X X bzero((char *) &xsh, sizeof(xsh)); X bitmask = XGeometry(u->dpy, screen, geomSpec, geomSpec, X bw, u->ftw, u->fth, pad, pad, &(xsh.x), &(xsh.y), X &(xsh.width), &(xsh.height)); X if (bitmask & (XValue | YValue)) { X xsh.flags |= USPosition; X } X if (bitmask & (WidthValue | HeightValue)) { X xsh.flags |= USSize; X } X } X X/* X * Create the Window with the information in the XSizeHints, the X * border width, and the border & background pixels. X */ X X u->win = XCreateSimpleWindow(u->dpy, DefaultRootWindow(u->dpy), X xsh.x, xsh.y, xsh.width, xsh.height, X bw, bd, 1); X X scale = (double) xsh.width / (double) FS_WINDOW_WIDTH; X width = xsh.width; X height = xsh.height; X X/* X * Create a pixmap of the engine RPM gauge and flap indicators. X */ X X u->eng = XCreateBitmapFromData (u->dpy, u->win, eng_bits, eng_width, X eng_height); X u->flap[0] = XCreateBitmapFromData (u->dpy, u->win, flaps0_bits, X flaps0_width, flaps0_height); X u->flap[1] = XCreateBitmapFromData (u->dpy, u->win, flaps1_bits, X flaps1_width, flaps1_height); X u->flap[2] = XCreateBitmapFromData (u->dpy, u->win, flaps2_bits, X flaps2_width, flaps2_height); X u->flap[3] = XCreateBitmapFromData (u->dpy, u->win, flaps3_bits, X flaps3_width, flaps3_height); X X/* X * Set the standard properties for the window managers. X */ X X XSetStandardProperties(u->dpy, u->win, ACM, ACM, None, argv, argc, &xsh); X XSetWMHints(u->dpy, u->win, &xwmh); X X xsh.width = RADAR_WINDOW_WIDTH * scale; X xsh.height = RADAR_WINDOW_HEIGHT * scale; X xsh.x = RADAR_X * scale; X xsh.y = RADAR_Y * scale; X u->rwin = XCreateWindow (u->dpy, u->win, xsh.x, xsh.y, xsh.width, X xsh.height, 0, CopyFromParent, CopyFromParent, CopyFromParent, X 0, NULL); X X/* X * Ensure that the window's colormap field points to the default X * colormap, so that the window manager knows the correct colormap to X * use for the window. Also, set the window's Bit X * Gravity to reduce Expose events. X */ X X xswa.colormap = DefaultColormap(u->dpy, screen); X xswa.bit_gravity = NorthWestGravity; X XChangeWindowAttributes(u->dpy, u->win, (CWColormap | CWBitGravity), &xswa); X X/* X * Create the GC for drawing the picture. X */ X X gcv.font = u->font->fid; X curGC = XCreateGC(u->dpy, u->win, GCFont, &gcv); X XSelectInput(u->dpy, u->win, KeyPressMask | ButtonPressMask | X StructureNotifyMask | ButtonReleaseMask); X X/* X * Fill-in the viewer structure X */ X X cf = &ptbl[player]; X cf->team = player; X cf->vl = u; X strncpy (cf->name, logname, sizeof (cf->name)); X strncpy (cf->display, display, sizeof (cf->display)); X u->next = (viewer *) NULL; X u->width = VIEW_WINDOW_WIDTH * scale; X u->height = VIEW_WINDOW_HEIGHT * scale; X u->xCenter = u->width / 2; X u->yCenter = u->height / 2; X X u->radarWidth = RADAR_WINDOW_WIDTH * scale; X u->radarHeight = RADAR_WINDOW_HEIGHT * scale; X u->gc = curGC; X X u->TEWSx = TEWS_X * scale; X u->TEWSy = TEWS_Y * scale; X u->TEWSSize = TEWS_SIZE * scale; X X u->v = VOpenViewport (u->dpy, screen, u->win, X 12.0*25.4/1000.0, 0.5, scale * 0.70, u->width, u->height); X X if (VBindColors (u->v, background) < 0) { X XCloseDisplay (u->dpy); X free ((char *) u); X ptbl[player].type = CT_FREE; X sprintf (err, "Error in binding colors.\n"); X write (s, err, strlen(err)); X return -1; X } X X/* X * Fill in the scale structures for the airspeed/altitude HUD scales. X */ X X u->altScale.xorg = ALT_ORG_X * scale; X u->altScale.yorg = ALT_ORG_Y * scale; X u->altScale.length = ALT_LENGTH * scale; X u->altScale.orientation = ALT_ORIENT; X u->altScale.scale = ALT_SCALE / scale; X u->altScale.minorInterval = ALT_MIN_INTERVAL; X u->altScale.minorSize = ALT_MIN_SIZE * scale; X u->altScale.majorInterval = ALT_MAJ_INTERVAL; X u->altScale.majorSize = ALT_MAJ_SIZE * scale; X u->altScale.indexSize = ALT_INDEX_SIZE * scale; X u->altScale.divisor = ALT_DIVISOR; X u->altScale.format = ALT_FORMAT; X X u->velScale.xorg = VEL_ORG_X * scale; X u->velScale.yorg = VEL_ORG_Y * scale; X u->velScale.length = VEL_LENGTH * scale; X u->velScale.orientation = VEL_ORIENT; X u->velScale.scale = VEL_SCALE / scale; X u->velScale.minorInterval = VEL_MIN_INTERVAL; X u->velScale.minorSize = VEL_MIN_SIZE * scale; X u->velScale.majorInterval = VEL_MAJ_INTERVAL; X u->velScale.majorSize = VEL_MAJ_SIZE * scale; X u->velScale.indexSize = VEL_INDEX_SIZE * scale; X u->velScale.divisor = VEL_DIVISOR; X u->velScale.format = VEL_FORMAT; X X u->hdgScale.xorg = HDG_ORG_X * scale; X u->hdgScale.yorg = HDG_ORG_Y * scale; X u->hdgScale.length = HDG_LENGTH * scale; X u->hdgScale.orientation = HDG_ORIENT; X u->hdgScale.scale = HDG_SCALE / scale; X u->hdgScale.minorInterval = HDG_MIN_INTERVAL; X u->hdgScale.minorSize = HDG_MIN_SIZE * scale; X u->hdgScale.majorInterval = HDG_MAJ_INTERVAL; X u->hdgScale.majorSize = HDG_MAJ_SIZE * scale; X u->hdgScale.indexSize = HDG_INDEX_SIZE * scale; X u->hdgScale.divisor = HDG_DIVISOR; X u->hdgScale.format = HDG_FORMAT; X X/* X * Map the window to make it visible. X */ X X XMapWindow(u->dpy, u->win); X XMapWindow(u->dpy, u->rwin); X VExposeBuffer (u->v, u->gc); X X whitePixel = whiteColor->index; X blackPixel = blackColor->index; X HUDPixel = HUDColor->index; X X return 0; X X} X Xint killPlayer (c) Xcraft *c; { X X viewer *v, *vn; X int i; X X/* X * Erase our radar emissions X */ X X for (i=0; i<MAXPLAYERS; ++i) X ptbl[i].rval[c->index] = 0.0; X X/* X * Free HUD string storage X */ X X if (c->leftHUD[0] != (char *) NULL) X for (i=0; i<3; ++i) { X free (c->leftHUD[i]); X free (c->rightHUD[i]); X } X X/* X * Close viewers' display X */ X X for (v=c->vl; v != (viewer *) NULL;) { X XCloseDisplay (v->dpy); X vn = (viewer *) v->next; X free ((char *) v); X v = vn; X } X X if (c->flags && FL_RECORD) X -- recordCount; X X c->type = CT_FREE; X return 0; X} *-*-END-of-./fsim/newPlayer.c-*-* echo x - ./fsim/missile.c sed 's/^X//' >./fsim/missile.c <<'*-*-END-of-./fsim/missile.c-*-*' X/* X * xflight : an aerial combat simulator for X X * X * Written by Riley Rainey, riley@mips.com X * X * Permission to use, copy, modify and distribute (without charge) this X * software, documentation, images, etc. is granted, provided that this X * comment and the author's name is retained. X * X */ X X#include "pm.h" X#include <math.h> X Xtypedef struct _entry { X double time; X double min; X craft *c; X struct _entry *next; X } entry; X X Xextern craftType *lookupCraft(); Xextern int mdebug; X Xint fireMissile (c) Xcraft *c; { X X register craft *m; X register int i; X VPoint s; X X for ((i=0, m= &mtbl[0]); i<MAXPROJECTILES; (++i, ++m)) X if (m->type == CT_FREE) { X m->type = CT_MISSILE; X break; X } X X if (i == MAXPROJECTILES) X return -1; X X m->cinfo = lookupCraft ("aim-9m"); X m->fuel = m->cinfo->maxFuel; X m->curThrust = m->cinfo->maxThrust; X m->trihedral = c->trihedral; X m->Itrihedral = c->Itrihedral; X m->curRoll = c->curRoll; X m->curPitch = c->curPitch; X m->curHeading = c->curHeading; X m->Cg = c->Cg; X VTransform (&(c->cinfo->wStation[1]), &(c->trihedral), &s); X m->Sg.x = c->Sg.x + s.x; X m->Sg.y = c->Sg.y + s.y; X m->Sg.z = c->Sg.z + s.z; X m->armFuse = (int) (m->cinfo->armDelay / deltaT); X m->flags = FL_HAS_GYRO; X X/* X * kludge X */ X X m->curRadarTarget = c->curRadarTarget; X X return 0; X} X Xint killMissile (c) Xcraft *c; { X X c->type = CT_FREE; X return 0; X} X Xint lookForImpacts () { X X craft *c, *m; X entry p[MAXPLAYERS], *list, *q, *r, *rprev; X VPoint v, s0; X double t, d; X int i, j; X X for (m=mtbl, i=0; i<MAXPROJECTILES; ++i, ++m) { X X if (m->type != CT_MISSILE || m->armFuse > 0) X continue; X X list = (entry *) NULL; X for (c=ptbl, j=0; j<MAXPLAYERS; ++j, ++c) { X X if (c->type == CT_FREE) X continue; X X/* X * Reduce the relative motion of this object to a the parametric system X * of equations: X * x(t) = vx * t + s0x X * y(t) = vy * t + s0y X * z(t) = vz * t + s0z X * X * We can then compute the time of perigee (closest pass) along with X * the associated minimum distance. X */ X X v.x = c->Sg.x - c->prevSg.x - m->Sg.x + m->prevSg.x; X v.y = c->Sg.y - c->prevSg.y - m->Sg.y + m->prevSg.y; X v.z = c->Sg.z - c->prevSg.z - m->Sg.z + m->prevSg.z; X s0.x = c->prevSg.x - m->prevSg.x; X s0.y = c->prevSg.y - m->prevSg.y; X s0.z = c->prevSg.z - m->prevSg.z; X X/* X * Compute time of minimum distance between the two objects (note that units X * here are UPDATE_INTERVAL seconds). X */ X X t = - (v.x * s0.x + v.y * s0.y + v.z * s0.z) / X (v.x * v.x + v.y * v.y + v.z * v.z); X X if (mdebug) X printf ("perigee in %g seconds with player %d\n", t*8.0, j); X X/* X * If the closest pass occurs during this update interval, check for a hit. X * We'll build a linked list of all craft that this projectile may strike X * during this period, arranged in ascending order by time of "perigee" X * (closest pass). We'll then test for strikes. If a projectile misses X * the first object, then it may have struck subsequent objects in the X * list ... X */ X X/* X * One special case occurs when a target or missile's turn suddenly X * changes the perigee time from positive to negative. If the missile X * is within hitting range at t=0 and the time of perigee is negative, X * then zap 'em. X */ X X if (t < 0.0) { X d = sqrt (s0.x *s0.x + s0.y * s0.y + X s0.z * s0.z); X if (isMissileHit (d, c)) { X printf ("detected a \"curve hit\"\n"); X t = 0.0; X } X } X X if (t >= 0.0 && t <= 1.0) { X q = &p[i]; X if (list == (entry *) NULL) { X q->next = list; X list = q; X } X else if (list->time > t) { X q->next = list; X list = q; X } X else { X for (rprev=list, r=list->next; r != (entry *) NULL;) { X if (r->time > t) break; X rprev = r; X r = r->next; X } X if (rprev != list) X rprev->next = q; X q->next = r; X } X q->time = t; X q->c = c; X q->min = sqrt (pow(v.x * t + s0.x, 2.0) + X pow (v.y * t + s0.y, 2.0) + X pow (v.z * t + s0.z, 2.0) ); X if (mdebug) X printf ("perigee %g feet; craft %d.\n", X q->min, j); X } X } X X/* X * Now look for missile hits in the list of perigees. X */ X X for (r=list; r != (entry *) NULL; r=r->next) X if (isMissileHit (r->min, r->c)) { X killMissile (m); X killPlayer (r->c); X break; X } X } X} X Xint isMissileHit (min, c) Xdouble min; Xcraft *c; { X X return (min < 50.0) ? 1 : 0; X} X X#define IRScanSlope 0.57735 X Xint isIRVisible (c, m, t) Xcraft *c; XVMatrix *m; XVPoint *t; { X X VPoint relPos; X X VTransform (&(c->Sg), m, t); X X if (t->z < 0.0) X return 0; X X relPos.x = t->x / (t->z * IRScanSlope); X relPos.y = t->y / (t->z * IRScanSlope); X X return (sqrt(relPos.x*relPos.x + relPos.y*relPos.y) > 1.0) ? 0 : 1; X} X Xint getIRTarget (c, m, t) Xcraft *c; XVMatrix *m; XVPoint *t; { X X int i, n; X craft *p; X VPoint tNew, tMin; X double m1, min; X X if (c->curRadarTarget != -1 && isIRVisible(&ptbl[c->curRadarTarget], m, t)) X return c->curRadarTarget; X X/* X * Look for a target. Designate the closest one as a new target. X */ X X min = 1000000.0; X n = -1; X for (i=0, p=ptbl; i<MAXPLAYERS; ++i, ++p) { X if (p == c) X continue; X if (p->type != CT_FREE) X if (isIRVisible (p, m, &tNew)) { X m1 = mag(tNew); X if (m1 < min) { X n = i; X min = m1; X tMin = tNew; X } X } X } X X *t = tMin; X return n; X} X Xvoid createMissileEyeSpace (c, eyeSpace) Xcraft *c; XVMatrix *eyeSpace; { X X VPoint CntrInt, up, C1, C2; X VMatrix mtx, es; X double Hypotenuse, h1, SinA, CosA; X X/* X * Create an eyeSpace transformation matrix to convert from global to X * local coordinates. X */ X X CntrInt.x = c->Sg.x + c->trihedral.m[0][0]; X CntrInt.y = c->Sg.y + c->trihedral.m[1][0]; X CntrInt.z = c->Sg.z + c->trihedral.m[2][0]; X X/* X * If the missile has a gyroscope, then it can determine which way "down" is X * and, hence, compensate for gravity. Here, we'll compensate by pointing X * the nose of the missile up by a maximum of 12 degrees at all times. X */ X X if (c->flags & FL_HAS_GYRO) X if (c->curThrust > 0.0) X CntrInt.z += 0.208; X else X CntrInt.z += 0.30; X X up.x = c->Sg.x - c->trihedral.m[0][2]; X up.y = c->Sg.y - c->trihedral.m[1][2]; X up.z = c->Sg.z - c->trihedral.m[2][2]; X X VIdentMatrix (eyeSpace); X eyeSpace->m[0][3] = -c->Sg.x; X eyeSpace->m[1][3] = -c->Sg.y; X eyeSpace->m[2][3] = -c->Sg.z; X VTransform(&CntrInt, eyeSpace, &C1); X X VIdentMatrix (&mtx); X Hypotenuse = sqrt(C1.x * C1.x + C1.y * C1.y); X if (Hypotenuse > 0.0) { X CosA = C1.y / Hypotenuse; X SinA = C1.x / Hypotenuse; X mtx.m[0][0] = CosA; X mtx.m[1][0] = SinA; X mtx.m[0][1] = -SinA; X mtx.m[1][1] = CosA; X es = *eyeSpace; X VMatrixMult(&es, &mtx, eyeSpace); X } X X VTransform(&CntrInt, eyeSpace, &C2); X VIdentMatrix (&mtx); X Hypotenuse = sqrt(C2.y * C2.y + C2.z * C2.z); X if (Hypotenuse > 0.0) { X CosA = C2.y / Hypotenuse; X SinA = -C2.z / Hypotenuse; X mtx.m[1][1] = CosA; X mtx.m[2][1] = SinA; X mtx.m[1][2] = -SinA; X mtx.m[2][2] = CosA; X es = *eyeSpace; X VMatrixMult(&es, &mtx, eyeSpace); X } X X VTransform (&up, eyeSpace, &C2); X VIdentMatrix (&mtx); X h1 = sqrt (C2.y * C2.y + C2.z * C2.z); X Hypotenuse = sqrt(C2.x * C2.x + h1 * h1); X if (Hypotenuse > 0.0) { X CosA = h1 / Hypotenuse; X SinA = C2.x / Hypotenuse; X if (C2.z < 0.0) { X CosA = -CosA; X } X mtx.m[0][0] = CosA; X mtx.m[2][0] = SinA; X mtx.m[0][2] = -SinA; X mtx.m[2][2] = CosA; X es = *eyeSpace; X VMatrixMult(&es, &mtx, eyeSpace); X } X X VIdentMatrix (&mtx); X mtx.m[1][1] = 0.0; X mtx.m[2][1] = 1.0; X mtx.m[1][2] = 1.0; X mtx.m[2][2] = 0.0; X es = *eyeSpace; X VMatrixMult(&es, &mtx, eyeSpace); X X} X Xvoid trackTarget (c) Xcraft *c; { X X VMatrix eyeSpace, mtx; X VPoint t, t1; X double v, h, m, maxTurnSlope, aMax = 30.0 * a; X double deltaRoll, deltaPitch, deltaYaw; X double cosR, sinR; X X createMissileEyeSpace (c, &eyeSpace); X X/* X * Now let's get to target tracking; first, if we don't already have a X * target designated, get one. X */ X X/* if (c->armFuse > 0) { X t.x = 0.0; X t.y = 0.0; X t.z = 1.0; X } X else */if ((c->curRadarTarget = getIRTarget(c, &eyeSpace, &t)) == -1) { X if (mdebug) X printf ("Missile elects to self-destruct\n"); X killMissile (c); X return; X } X X t.x = t.x / t.z; X t.y = t.y / t.z; X X h = sqrt (t.x*t.x + t.y*t.y); X v = mag (c->Cg); X X/* X * We'll constrain missile turns to a 20 degree/second unless it's velocity X * would make that greater than 30g's. X */ X X if ((m=(v*v - aMax*aMax/4.0)) > 0.0) X maxTurnSlope = aMax / (2.0 * sqrt (m)) * deltaT; X X else X maxTurnSlope = 0.3639 * deltaT; X X if (mdebug) X printf ("slope = %g; maxTurnSlope = %g\n", h, maxTurnSlope); X X if (h > maxTurnSlope) { X t.x = t.x * maxTurnSlope / h; X t.y = t.y * maxTurnSlope / h; X } X X cosR = cos (c->curRoll); X sinR = sin (c->curRoll); X X deltaRoll = 0.0; X deltaPitch = atan (t.y); X deltaYaw = atan (t.x); X X/* X * Re-orient the velocity vector towards our new direction. X */ X X VIdentMatrix (&mtx); X if (deltaPitch != 0.0) X VRotate (&mtx, YRotation, - deltaPitch); X if (deltaYaw != 0.0) X VRotate (&mtx, ZRotation, deltaYaw); X VTransform (&(c->Cg), &(c->Itrihedral), &t); X VTransform (&t, &mtx, &t1); X VTransform (&t1, &(c->trihedral), &(c->Cg)); X X if (mdebug) X printf ("Missile changes: pitch: %g, yaw: %g.\n", X RADtoDEG(deltaPitch), RADtoDEG(deltaYaw)); X X c->curRoll += deltaRoll; X c->curHeading += sinR * deltaPitch + cosR * deltaYaw; X c->curPitch += cosR * deltaPitch - sinR * deltaYaw; X X} *-*-END-of-./fsim/missile.c-*-* echo x - ./fsim/m61a1.c sed 's/^X//' >./fsim/m61a1.c <<'*-*-END-of-./fsim/m61a1.c-*-*' X/* X * xflight : an aerial combat simulator for X X * X * Written by Riley Rainey, riley@mips.com X * X * Permission to use, copy, modify and distribute (without charge) this X * software, documentation, images, etc. is granted, provided that this X * comment and the author's name is retained. X * X */ X X#include "pm.h" X#include <stdio.h> X#include <string.h> X#include <math.h> X X#define BORE_CROSS_SIZE 7 X#define MUZZLE_VELOCITY (3.2808 * 1036.0) X#define TRACER_MOD 10 X#define OFFSET_ANGLE (DEGtoRAD(3.0)) /* the gun points up at this angle */ X#define RATE_OF_FIRE (3000.0 / 60.0) /* rounds per second */ X#define FUZZ (DEGtoRAD(1.0)) /* distribution due to vibration */ X Xint select_m61a1(); Xint display_m61a1(); Xint update_m61a1(); Xint press_m61a1(); Xint release_m61a1(); Xextern craftType * lookupCraft(); X XweaponDesc m61a1Desc = { X WK_M61A1, X select_m61a1, /* select */ X update_m61a1, /* update */ X display_m61a1, /* display procedure */ X press_m61a1, /* fire */ X release_m61a1, /* fire button release */ X }; X X/* X * m61a1 selection function X * X * A selection function normally determines whether there are any weapons X * of this type on-board. If so, and the weapon system is functional X * (in other words, undamaged) then return 1; otherwise return 0. X */ X Xint select_m61a1 (c) Xcraft *c; { X X if (c->station[0].type == WK_M61A1 && c->station[0].info > 0) X return 1; X else X return 0; X X} X X/* X * m61a1 display function X * X * Update the HUD display strings associated with this weapon system. X */ X Xint display_m61a1 (c, w, u) Xcraft *c; XcraftType *w; Xviewer *u; { X X char s[16]; X register int tx, ty, m; X VPoint tmp; X XSegment seg[2]; X X strcpy (c->leftHUD[0], "LCOS"); X sprintf (s, "%.3d M-61A1", c->station[0].info); X strcpy (c->leftHUD[1], s); X if (c->station[0].info3) X strcpy (c->leftHUD[2], "FIRING"); X else X strcpy (c->leftHUD[2], ""); X X/* X * Draw the boresight cross X */ X X m = (double) BORE_CROSS_SIZE * (double) u->width / X (double) VIEW_WINDOW_WIDTH + 0.5; X X tx = u->xCenter; X ty = u->yCenter - 3 * 9; /* kludged, for now */ X seg[0].x1 = tx - m; X seg[0].x2 = tx + m; X seg[0].y1 = seg[0].y2 = ty; X seg[1].x1 = seg[1].x2 = tx; X seg[1].y1 = ty - m; X seg[1].y2 = ty + m; X XDrawSegments (u->dpy, u->win, u->gc, seg, 2); X X/* X * If we have a radar target designated, then draw a reticle. X */ X/* X if (c->curRadarTarget >= 0) { X VTransform (&(ptbl[c->curRadarTarget].Sg), X &u->v->eyeSpace, &tmp); X tx = u->v->Middl.x + tmp.x * u->v->Scale.x / tmp.z + 0.5; X ty = u->v->Middl.y - tmp.y * u->v->Scale.y / tmp.z + 0.5; X } X*/ X} X Xint press_m61a1 (c) Xcraft *c; { X c->station[0].info3 |= 1; X return 0; X} X Xint release_m61a1 (c) Xcraft *c; { X c->station[0].info3 &= ~1; X return 0; X} X Xextern long random (); X Xint update_m61a1 (c) Xcraft *c; { X X craft *m; X int i; X VPoint tmp, mvel; X int rounds; X double fuzz, fuzzAngle, phiY, phiZ, tm, mv = MUZZLE_VELOCITY; X X if (c->station[0].info3 == 0) X return 0; X X/* X * Got any ammunition ? X */ X X if (c->station[0].info <= 0) X return -1; X X/* X * Allocate a projectile record X */ X X for ((i=0, m= &mtbl[0]); i<MAXPROJECTILES; (++i, ++m)) X if (m->type == CT_FREE) { X m->type = CT_CANNON; X break; X } X X if (i == MAXPROJECTILES) X return -1; X X/* X * Determine how far we're fuzzed off the ideal boresight. X */ X X fuzz = ((double)(random() & 32767) + X (double)(random() & 32767)) / 32768.0 - 1.0; X fuzz = fuzz * FUZZ; X fuzzAngle = 2.0 * pi * (double)(random() & 511) / 512.0; X X/* X * Determine the initial velocity of the projectile stream. X */ X X phiZ = fuzz * sin (fuzzAngle); X phiY = fuzz * cos (fuzzAngle); X tm = mv * cos (OFFSET_ANGLE + phiZ); X X tmp.x = tm * cos (phiY); X tmp.y = tm * sin (phiY); X tmp.z = mv * sin (-OFFSET_ANGLE + phiZ); X VTransform (&tmp, &(c->trihedral), &mvel); X X m->createTime = curTime; X m->Cg = c->Cg; X m->curRoll = c->curRoll; X m->curPitch = c->curPitch; X m->curHeading = c->curHeading; X m->Cg.x += mvel.x; X m->Cg.y += mvel.y; X m->Cg.z += mvel.z; X X/* X * Determine the initial position. X */ X X VTransform (&(c->cinfo->wStation[0]), &(c->trihedral), &tmp); X m->Sg.x = c->Sg.x + tmp.x; X m->Sg.y = c->Sg.y + tmp.y; X m->Sg.z = c->Sg.z + tmp.z; X X/* X * Subtract the number of rounds fired. X */ X X m->rounds = RATE_OF_FIRE * deltaT; X m->rounds = (m->rounds > c->station[0].info) ? c->station[0].info : m->rounds; X m->tracerMod = TRACER_MOD; X m->tracerVal = c->station[0].info2 % m->tracerMod; X c->station[0].info -= m->rounds; X c->station[0].info2 += m->rounds; X X m->cinfo = lookupCraft ("m61a1 cannon"); X X return 0; X X} X Xextern craftType * newCraft (); Xextern char * strdup(); X Xint placeCannon(c, m, poly, cnt) Xcraft *c; XVMatrix *m; XVPolygon **poly; Xint *cnt; { X X double t, intervalT; X VPoint v, s; X int i, j, k, n; X VPoint *q, tmp; X VPolygon **p; X X/* X * Reduce the shell path to a set of parametric equations. X */ X X v.x = c->Sg.x - c->prevSg.x; X v.y = c->Sg.y - c->prevSg.y; X v.z = c->Sg.z - c->prevSg.z; X X/* X * Now add each tracer shell to the view. X */ X X intervalT = 1.0 / c->rounds; X for (t=intervalT*c->tracerVal; t <= 1.0; t += intervalT * TRACER_MOD) { X s.x = -v.x * t; X s.y = -v.y * t; X s.z = -v.z * t; X if (c->Sg.z + s.z > 0.0) /* underground? don't plot it */ X continue; X n = c->cinfo->object->numPolys; X p = c->cinfo->object->polygon; X j = *cnt; X for (i=0; i<n; ++i) { X poly[j] = VCopyPolygon(p[i]); X for ((k=0, q=poly[j]->vertex); k<poly[j]->numVtces; (++k, ++q)) { X VTransform(q, m, &tmp); X tmp.x += s.x; X tmp.y += s.y; X tmp.z += s.z; X *q = tmp; X } X ++j; X } X *cnt = j; X } X X} X Xvoid initm61a1() X{ X X craftType *c; X FILE *f; X X wtbl[1] = m61a1Desc; X X c = newCraft(); X c->name = strdup("m61a1 cannon"); X X c->placeProc = placeCannon; X X f = fopen ("bullet", "r"); X c->object = VReadObject(f); X fclose (f); X X} X Xint cannonCalculations (c) Xcraft *c; { X X X/* X * Kill projectile streams after 10.0 seconds of flight or when X * they strike the ground. X */ X X if (curTime - c->createTime > 10.0) X return 1; X X if (c->Sg.z > 0.0) X return 1; X X c->prevSg = c->Sg; X X c->Sg.x += c->Cg.x * deltaT; X c->Sg.y += c->Cg.y * deltaT; X c->Sg.z += c->Cg.z * deltaT + a * halfDeltaTSquared; X X c->Cg.z += a * deltaT; X return 0; X X} *-*-END-of-./fsim/m61a1.c-*-* echo x - ./fsim/README sed 's/^X//' >./fsim/README <<'*-*-END-of-./fsim/README-*-*' Xacm Flight Simulator version 1.0 X XThis software is divided into two major parts: the 3-D graphics routines Xand the flight simulator itself. The 3-D stuff is contained in the V Xdirectory. V/lib holds the library itself along with imake and make files. XV/test contains a program that can be used to test your port of the XV library. X XFsim contains the remainder of the flight simulator. A makefile for XMips RISC/os is provided. The code has a Berkeley tilt to it in many Xplaces, so people with hybrid OS's will probably want to lean that Xdirection when selecting compiling and linking options. X XThe acm server, acms, must currently be started manually. It's intended Xthat it will eventually be managed automatically by inetd, but that's Xnot in the code yet. I have access to a network that includes a 16+ SPECMark Xserver and 12 to 18 SPECMark workstations (i.e. a MIPS 3260 along with XMIPS 2030 and Magnum workstations) (translate SPECMarks into millions of Xinstructions per second by whatever formula you like ..). I generally Xrlogin to the 3260 and start the acms process on it and leave that xterm Xwindow hanging around; then, from another xterm window, I'll fire off Xthe acm command that starts my flying session. Other players enter the Xgame by simply firing off an "acm servername" command. X XI'm not saying that acm is a particularly accurate flight simulator. I'm Xnot an aero engineer, but I did spend a fair amount of time studying Xseveral college-level texts on the subject while I was designing this Xsoftware. This probably doesn't resemble real-time flight simulators Xtoo much but, again, that's not my line of work. Comments and Xsuggestions to improve this software are welcome. X XSeveral "features" in this revision of the software: X X * landing gear is ignored. Raise it, lower it; it's X not handled by the software. X X * flaps can be lowered at rediculously high speeds. X X * cannon fire will not hit other aircraft. Missiles X sure will, though. X X * you can fly through mountains. X X * engines do not flame-out. Fly really high (and fast enough) X and you can just about get into orbit. Non-afterburning X engine performance does degrade as altitude increases, but X afterburner performance gives the extra kick needed to fly X much higher than you should be able to. X X * A hit kills you instantly. acm does not currently have a X notion of limited aircraft damage. It may in the future. X X XRiley Rainey XOctober 1, 1990 *-*-END-of-./fsim/README-*-* echo x - ./fsim/update.c sed 's/^X//' >./fsim/update.c <<'*-*-END-of-./fsim/update.c-*-*' X/* X * xflight : an aerial combat simulator for X X * X * Written by Riley Rainey, riley@mips.com X * X * Permission to use, copy, modify and distribute (without charge) this X * software, documentation, images, etc. is granted, provided that this X * comment and the author's name is retained. X * X */ X X#include "pm.h" X#include <X11/Xutil.h> X Xextern int flightCalculations(); Xextern int missileCalculations(); Xextern void doEvents(), doViews(), flapControl(); X Xint cur = 0; X Xint redraw () { X X int i, j; X craft *p; X X for ((i=0, p=ptbl); i<MAXPLAYERS; (++i, ++p)) { X if (p->type == CT_PLANE) { X doEvents (p); X if (flightCalculations (p) == 1) X killPlayer (p); X doWeaponUpdate (p); X flapControl (p); X } X else if (p->type == CT_DRONE) X if (droneCalculations (p) == 1) X killPlayer (p); X } X X for ((i=0, p=mtbl); i<MAXPROJECTILES; (++i, ++p)) { X if (p->type == CT_MISSILE) { X if (missileCalculations (p) == 1) X killMissile (p); X } X else if (p->type == CT_CANNON) X if (cannonCalculations (p) == 1) X killMissile (p); X } X X lookForImpacts (); X X if (cur++ % REDRAW_EVERY == 0) X doViews (); X X curTime += deltaT; X X return 0; X X} *-*-END-of-./fsim/update.c-*-* echo x - ./fsim/rwy.old sed 's/^X//' >./fsim/rwy.old <<'*-*-END-of-./fsim/rwy.old-*-*' XRunway X280 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Xwhite 4 13 14 15 16 Xwhite 4 17 18 19 20 Xwhite 4 21 22 23 24 Xwhite 4 25 26 27 28 Xwhite 4 29 30 31 32 Xwhite 4 33 34 35 36 Xwhite 4 37 38 39 40 Xwhite 4 41 42 43 44 Xwhite 4 45 46 47 48 Xwhite 4 49 50 51 52 Xwhite 4 53 54 55 56 Xwhite 4 57 58 59 60 Xwhite 4 61 62 63 64 Xwhite 4 65 66 67 68 Xwhite 4 69 70 71 72 Xwhite 4 73 74 75 76 Xwhite 4 77 78 79 80 Xwhite 4 81 82 83 84 Xwhite 4 85 86 87 88 Xwhite 4 89 90 91 92 Xwhite 4 93 94 95 96 Xwhite 4 97 98 99 100 Xwhite 4 101 102 103 104 Xwhite 4 105 106 107 108 Xwhite 4 109 110 111 112 Xwhite 4 113 114 115 116 Xwhite 4 117 118 119 120 Xwhite 4 121 122 123 124 Xwhite 4 125 126 127 128 Xwhite 4 129 130 131 132 Xwhite 4 133 134 135 136 Xwhite 4 137 138 139 140 Xwhite 4 141 142 143 144 Xwhite 4 145 146 147 148 Xwhite 4 149 150 151 152 Xwhite 4 153 154 155 156 Xwhite 4 157 158 159 160 Xwhite 4 161 162 163 164 Xwhite 4 165 166 167 168 Xwhite 4 169 170 171 172 Xwhite 4 173 174 175 176 Xwhite 4 177 178 179 180 Xwhite 4 181 182 183 184 Xwhite 4 185 186 187 188 Xwhite 4 189 190 191 192 Xwhite 4 193 194 195 196 Xwhite 4 197 198 199 200 Xwhite 4 201 202 203 204 Xwhite 4 205 206 207 208 Xwhite 4 209 210 211 212 Xwhite 4 213 214 215 216 Xwhite 4 217 218 219 220 Xwhite 4 221 222 223 224 Xwhite 4 225 226 227 228 Xwhite 4 229 230 231 232 Xwhite 4 233 234 235 236 Xwhite 4 237 238 239 240 Xwhite 4 241 242 243 244 Xwhite 4 245 246 247 248 Xwhite 4 249 250 251 252 Xwhite 4 253 254 255 256 Xwhite 4 257 258 259 260 Xwhite 4 261 262 263 264 Xwhite 4 265 266 267 268 Xwhite 4 269 270 271 272 Xwhite 4 273 274 275 276 Xwhite 4 277 278 279 280 *-*-END-of-./fsim/rwy.old-*-* -- Riley Rainey Internet: riley@mips.com MIPS Computer Systems Phone: +1 214 770-7979 Dallas, Texas dan ---------------------------------------------------- O'Reilly && Associates argv@sun.com / argv@ora.com Opinions expressed reflect those of the author only.