7 #define DOC_NAME "sst.doc"
13 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
14 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
15 were in the original non-"super" version of UT FORTRAN Star Trek.
17 Tholians weren't in the original. Dave is dubious about their merits.
18 (They are now controlled by OPTION_THOLIAN and turned off if the game
21 Planets and dilithium crystals weren't in the original. Dave is OK
22 with this idea. (It's now controlled by OPTION_PLANETS and turned
23 off if the game type is "plain".)
25 Dave says the bit about the Galileo getting turned into a
26 McDonald's is "consistant with our original vision". (This has been
27 left permanently enabled, as it can only happen if OPTION_PLANETS
30 Dave also says the Space Thingy should not be preserved across saved
31 games, so you can't prove to others that you've seen it. He says it
32 shouldn't fire back, either. It should do nothing except scream and
33 disappear when hit by photon torpedos. It's OK that it may move
34 when attacked, but it didn't in the original. (Whether the Thingy
35 can fire back is now controlled by OPTION_THINGY and turned off if the
36 game type is "plain" or "almy". The no-save behavior has been restored.)
38 The Faerie Queen, black holes, and time warping were in the original.
40 Here are Tom Almy's changes:
42 In early 1997, I got the bright idea to look for references to
43 "Super Star Trek" on the World Wide Web. There weren't many hits,
44 but there was one that came up with 1979 Fortran sources! This
45 version had a few additional features that mine didn't have,
46 however mine had some feature it didn't have. So I merged its
47 features that I liked. I also took a peek at the DECUS version (a
48 port, less sources, to the PDP-10), and some other variations.
50 1, Compared to the original UT version, I've changed the "help" command to
51 "call" and the "terminate" command to "quit" to better match
52 user expectations. The DECUS version apparently made those changes
53 as well as changing "freeze" to "save". However I like "freeze".
54 (Both "freeze" and "save" work in SST2K.)
56 2. The experimental deathray originally had only a 5% chance of
57 success, but could be used repeatedly. I guess after a couple
58 years of use, it was less "experimental" because the 1979
59 version had a 70% success rate. However it was prone to breaking
60 after use. I upgraded the deathray, but kept the original set of
61 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
62 and turned off if game type is "plain".)
64 3. The 1979 version also mentions srscan and lrscan working when
65 docked (using the starbase's scanners), so I made some changes here
66 to do this (and indicating that fact to the player), and then realized
67 the base would have a subspace radio as well -- doing a Chart when docked
68 updates the star chart, and all radio reports will be heard. The Dock
69 command will also give a report if a base is under attack.
71 4. Tholian Web from the 1979 version. (Now controlled by
72 OPTION_THOLIAN and turned off if game type is "plain".)
74 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
75 and turned off if game type is "plain".)
77 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
78 This code could use improvement. (Now controlled by OPTION_MVBADDY
79 and turned off if game type is "plain".)
81 7. The deep-space probe feature from the DECUS version. (Now controlled
82 by OPTION_PROBE and turned off if game type is "plain").
84 8. 'emexit' command from the 1979 version.
86 9. Bugfix: Klingon commander movements are no longer reported if long-range
89 10. Bugfix: Better base positioning at startup (more spread out).
90 That made sense to add because most people abort games with
93 In June 2002, I fixed two known bugs and a documentation typo.
94 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
95 numbers, 2) manual phasers when SR scan is damaged and commander is
96 present, 3) time warping into the future, 4) hang when moving
97 klingons in crowded quadrants. (These fixes are in SST2K.)
99 Here are Stas Sergeev's changes:
101 1. The Space Thingy can be shoved, if you ram it, and can fire back if
102 fired upon. (Now controlled by OPTION_THINGY and turned off if game
103 type is "plain" or "almy".)
105 2. When you are docked, base covers you with an almost invincible shield.
106 (A commander can still ram you, or a Romulan can destroy the base,
107 or a SCom can even succeed with direct attack IIRC, but this rarely
108 happens.) (Now controlled by OPTION_BASE and turned off if game
109 type is "plain" or "almy".)
111 3. Ramming a black hole is no longer instant death. There is a
112 chance you might get timewarped instead. (Now controlled by
113 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
115 4. The Tholian can be hit with phasers.
117 5. SCom can't escape from you if no more enemies remain
118 (without this, chasing SCom can take an eternity).
120 6. Probe target you enter is now the destination quadrant. Before I don't
121 remember what it was, but it was something I had difficulty using.
123 7. Secret password is now autogenerated.
125 8. "Plaque" is adjusted for A4 paper :-)
127 9. Phasers now tells you how much energy needed, but only if the computer
130 10. Planets are auto-scanned when you enter the quadrant.
132 11. Mining or using crystals in presense of enemy now yields an attack.
133 There are other minor adjustments to what yields an attack
136 12. "freeze" command reverts to "save", most people will understand this
137 better anyway. (SST2K recognizes both.)
139 13. Screen-oriented interface, with sensor scans always up. (SST2K
140 supports both screen-oriented and TTY modes.)
142 Eric Raymond's changes:
144 Mainly, I translated this C code out of FORTRAN into C -- created #defines
145 for a lot of magic numbers and refactored the heck out of it.
147 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
149 2. Status report now indicates when dilithium crystals are on board.
151 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
153 4. Added game option selection so you can play a close (but not bug-for-
154 bug identical) approximation of older versions.
156 5. Half the quadrants now have inhabited planets, from which one
157 cannot mine dilithium (there will still be the same additional number
158 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
159 There is BSD-Trek-like logic for Klingons to attack and enslave
160 inhabited worlds, producing more ships (only is skill is 'good' or
161 better). (Controlled by OPTION_WORLDS and turned off if game
162 type is "plain" or "almy".)
164 6. User input is now logged so we can do regression testing.
166 7. More BSD-Trek features: You can now lose if your entire crew
167 dies in battle. When abandoning ship in a game with inhabited
168 worlds enabled, they must have one in the quadrant to beam down
169 to; otherwise they die in space and this counts heavily against
170 your score. Docking at a starbase replenishes your crew.
172 8. Still more BSD-Trek: we now have a weighted damage table.
173 Also, the nav subsystem (enabling automatic course
174 setting) can be damaged separately from the main computer (which
175 handles weapons targeting, ETA calculation, and self-destruct).
178 /* the input queue */
179 static char line[128], *linep = line;
183 bool iqhere, iqengry;
184 int iscore, iskill; // Common PLAQ
188 int seed; // the random-number seed
189 bool idebug; // debug mode
190 FILE *logfp, *replayfp;
192 char *systnames[NINHAB];
193 char *device[NDEVICES];
199 unsigned long option;
204 {"SRSCAN", SRSCAN, OPTION_TTY},
206 {"STATUS", STATUS, OPTION_TTY},
208 {"REQUEST", REQUEST, OPTION_TTY},
210 {"LRSCAN", LRSCAN, OPTION_TTY},
212 {"PHASERS", PHASERS, 0},
214 {"TORPEDO", TORPEDO, 0},
215 {"PHOTONS", TORPEDO, 0},
219 {"SHIELDS", SHIELDS, 0},
223 {"DAMAGES", DAMAGES, 0},
227 {"IMPULSE", IMPULSE, 0},
235 {"SENSORS", SENSORS, OPTION_PLANETS},
237 {"ORBIT", ORBIT, OPTION_PLANETS},
239 {"TRANSPORT", TRANSPORT, OPTION_PLANETS},
241 {"MINE", MINE, OPTION_PLANETS},
243 {"CRYSTALS", CRYSTALS, OPTION_PLANETS},
245 {"SHUTTLE", SHUTTLE, OPTION_PLANETS},
247 {"PLANETS", PLANETS, OPTION_PLANETS},
249 {"REPORT", REPORT, 0},
251 {"COMPUTER", COMPUTER, 0},
253 {"COMMANDS", COMMANDS, 0},
255 {"EMEXIT", EMEXIT, 0},
257 {"PROBE", PROBE, OPTION_PROBE},
262 {"ABANDON", ABANDON, 0},
264 {"DESTRUCT", DESTRUCT, 0},
266 {"DEATHRAY", DEATHRAY, 0},
268 {"DEBUG", DEBUGCMD, 0},
270 {"MAYDAY", MAYDAY, 0},
271 //{"SOS", MAYDAY, 0},
272 //{"CALL", MAYDAY, 0},
279 #ifdef BSD_BUG_FOR_BUG
281 {"VISUAL", VISUAL, 0},
285 #define NUMCOMMANDS ARRAY_SIZE(commands)
286 #define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
288 static void listCommands(void)
289 /* generate a list of legal commands */
292 proutn(_("LEGAL COMMANDS ARE:"));
293 for (i = 0; i < NUMCOMMANDS; i++) {
298 proutn("%-12s ", commands[i].name);
304 static void helpme(void)
305 /* browse on-line help */
308 char cmdbuf[32], *cp;
311 /* Give help on commands */
316 setwnd(prompt_window);
317 proutn(_("Help on what command? "));
320 setwnd(message_window);
323 for (i = 0; i < NUMCOMMANDS; i++) {
324 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
325 i = commands[i].value;
329 if (i != NUMCOMMANDS)
338 strcpy(cmdbuf, " ABBREV");
341 for (j = 0; commands[i].name[j]; j++)
342 cmdbuf[j] = toupper(commands[i].name[j]);
345 fp = fopen(SSTDOC, "r");
347 fp = fopen(DOC_NAME, "r");
349 prout(_("Spock- \"Captain, that information is missing from the"));
350 proutn(_(" computer. You need to find "));
352 prout(_(" and put it in the"));
353 proutn(_(" current directory or to "));
357 * This used to continue: "You need to find SST.DOC and put
358 * it in the current directory."
363 if (fgets(linebuf, sizeof(linebuf), fp) == NULL) {
364 prout(_("Spock- \"Captain, there is no information on that command.\""));
368 if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') {
369 for (cp = linebuf+3; isspace(*cp); cp++)
371 linebuf[strlen(linebuf)-1] = '\0';
372 if (strcasecmp(cp, cmdbuf) == 0)
378 prout(_("Spock- \"Captain, I've found the following information:\""));
381 while (fgets(linebuf, sizeof(linebuf), fp)) {
383 if (strstr(linebuf, "******"))
385 if ((eol = strpbrk(linebuf, "\r\n")))
392 static void makemoves(void)
393 /* command-interpretation loop */
398 setwnd(message_window);
399 for(;;) { /* command loop */
401 for(;;) { /* get a command */
407 setwnd(prompt_window);
410 if (scan() == IHEOL) {
411 if (game.options & OPTION_CURSES)
417 setwnd(message_window);
419 for (i=0; i < ABANDON; i++)
420 if (ACCEPT(i) && isit(commands[i].name)) {
421 v = commands[i].value;
424 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
426 for (; i < NUMCOMMANDS; i++)
427 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
428 v = commands[i].value;
431 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
435 commandhook(commands[i].name, true);
436 switch (v) { /* command switch */
437 case SRSCAN: // srscan
440 case STATUS: // status
443 case REQUEST: // status request
446 case LRSCAN: // lrscan
449 case PHASERS: // phasers
454 case TORPEDO: // photon torpedoes
462 case SHIELDS: // shields
466 game.shldchg = false;
474 case DAMAGES: // damages
480 case IMPULSE: // impulse
494 case SENSORS: // sensors
502 case TRANSPORT: // transport "beam"
510 case CRYSTALS: // crystals
515 case SHUTTLE: // shuttle
520 case PLANETS: // Planet list
523 case REPORT: // Game Report
526 case COMPUTER: // use COMPUTER!
532 case EMEXIT: // Emergency exit
533 clrscr(); // Hide screen
534 freeze(true); // forced save
535 exit(1); // And quick exit
538 probe(); // Launch probe
542 case ABANDON: // Abandon Ship
545 case DESTRUCT: // Self Destruct
548 case SAVE: // Save Game
551 if (game.skill > SKILL_GOOD)
552 prout(_("WARNING--Saved games produce no plaques!"));
554 case DEATHRAY: // Try a desparation measure
559 case DEBUGCMD: // What do we want for debug???
562 case MAYDAY: // Call for help
568 game.alldone = true; // quit the game
571 helpme(); // get help
573 case SEED: // set random-number seed
578 #ifdef BSD_BUG_FOR_BUG
580 visual(); // perform visual scan
584 commandhook(commands[i].name, false);
587 break; // Game has ended
588 if (game.optime != 0.0) {
591 break; // Events did us in
593 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova!
597 if (hitme && !game.justin) {
601 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
617 int main(int argc, char **argv)
621 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
623 game.options |= OPTION_CURSES | OPTION_SHOWME;
625 game.options |= OPTION_TTY;
627 seed = (int)time(NULL);
628 while ((option = getopt(argc, argv, "r:tx")) != -1) {
631 replayfp = fopen(optarg, "r");
632 if (replayfp == NULL) {
633 fprintf(stderr, "sst: can't open replay file %s\n", optarg);
636 if (fscanf(replayfp, "seed %d\n", &seed) != 1) {
637 fprintf(stderr, "sst: replay file %s is ill-formed\n", optarg);
642 game.options |= OPTION_TTY;
643 game.options &=~ OPTION_CURSES;
649 fprintf(stderr, "usage: sst [-t] [-x] [startcommand...].\n");
653 /* where to save the input in case of bugs */
654 logfp = fopen("/usr/tmp/sst-input.log", "w");
657 fprintf(logfp, "seed %d\n", seed);
664 for (i = optind; i < argc; i++) {
665 strcat(line, argv[i]);
668 for(;;) { /* Play a game */
669 setwnd(fullscreen_window);
672 setup(line[0] == '\0');
675 game.alldone = false;
683 if (game.tourn && game.alldone) {
684 proutn(_("Do you want your score recorded?"));
690 proutn(_("Do you want to play again? "));
695 prout(_("May the Great Bird of the Galaxy roost upon your home planet."));
700 void cramen(feature i)
701 /* print the name of an enemy */
703 /* return an enemy */
707 case IHR: s = _("Romulan"); break;
708 case IHK: s = _("Klingon"); break;
709 case IHC: s = _("Commander"); break;
710 case IHS: s = _("Super-commander"); break;
711 case IHSTAR: s = _("Star"); break;
712 case IHP: s = _("Planet"); break;
713 case IHB: s = _("Starbase"); break;
714 case IHBLANK: s = _("Black hole"); break;
715 case IHT: s = _("Tholian"); break;
716 case IHWEB: s = _("Tholian web"); break;
717 case IHQUEST: s = _("Stranger"); break;
718 case IHW: s = _("Inhabited World"); break;
719 default: s = "Unknown??"; break;
724 char *cramlc(enum loctype key, coord w)
725 /* name a location */
730 strcpy(buf, _("Quadrant "));
731 else if (key == sector)
732 strcpy(buf, _("Sector "));
733 sprintf(buf+strlen(buf), "%d - %d", w.x, w.y);
737 void crmena(bool stars, feature enemy, enum loctype key, coord w)
738 /* print an enemy and his location */
744 proutn(cramlc(key, w));
748 /* print our ship name */
752 case IHE: s = _("Enterprise"); break;
753 case IHF: s = _("Faerie Queene"); break;
754 default: s = "Ship???"; break;
760 /* print a line of stars */
762 prouts("******************************************************");
766 double expran(double avrage)
768 return -avrage*log(1e-7 + Rand());
773 return rand()/(1.0 + (double)RAND_MAX);
776 coord randplace(int size)
777 /* choose a random location */
780 w.x = Rand()*(size*1.0) + 1.0;
781 w.y = Rand()*(size*1.0) + 1.0;
793 /* return IHEOL next time */
807 // Read a line if nothing here
813 cgetline(line, sizeof(line));
815 if (curwnd==prompt_window){
817 setwnd(message_window);
822 // Skip leading white space
823 while (*linep == ' ') linep++;
831 if (sscanf(linep, "%lf%n", &aaitem, &i) > 0) {
838 while (*linep && *linep!=' ') {
839 if ((cp - citem) < 9)
840 *cp++ = tolower(*linep);
848 /* yes-or-no confirmation */
858 proutn(_("Please answer with \"y\" or \"n\": "));
863 /* complain about unparseable input */
867 prout(_("Beg your pardon, Captain?"));
871 /* compares s to citem and returns true if it matches to the length of s */
873 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
877 /* access to the internals for debugging */
879 proutn("Reset levels? ");
881 if (game.energy < game.inenrg)
882 game.energy = game.inenrg;
883 game.shield = game.inshld;
884 game.torps = game.intorps;
885 game.lsupres = game.inlsr;
887 proutn("Reset damage? ");
890 for (i=0; i < NDEVICES; i++)
891 if (game.damage[i] > 0.0)
892 game.damage[i] = 0.0;
894 proutn("Toggle debug flag? ");
898 prout("Debug output ON");
900 prout("Debug output OFF");
902 proutn("Cause selective damage? ");
905 for (i=0; i < NDEVICES; i++) {
911 if (key == IHALPHA && isit("y")) {
912 game.damage[i] = 10.0;
916 proutn("Examine/change events? ");
921 for (i = 1; i < NEVENTS; i++) {
924 case FSNOVA: proutn("Supernova "); break;
925 case FTBEAM: proutn("T Beam "); break;
926 case FSNAP: proutn("Snapshot "); break;
927 case FBATTAK: proutn("Base Attack "); break;
928 case FCDBAS: proutn("Base Destroy "); break;
929 case FSCMOVE: proutn("SC Move "); break;
930 case FSCDBAS: proutn("SC Base Destroy "); break;
931 case FDSPROB: proutn("Probe Move "); break;
932 case FDISTR: proutn("Distress Call "); break;
933 case FENSLV: proutn("Enlavement "); break;
934 case FREPRO: proutn("Klingon Build "); break;
936 if (is_scheduled(i)) {
937 proutn("%.2f", scheduled(i)-game.state.date);
938 if (i == FENSLV || i == FREPRO) {
940 proutn(" in %d-%d", ev->quadrant.x,ev->quadrant.y);
950 } else if (key == IHREAL) {
951 ev = schedule(i, aaitem);
952 if (i == FENSLV || i == FREPRO) {
954 proutn("In quadrant- ");
956 /* IHEOL says to leave coordinates as they are */
959 prout("Event %d canceled, no x coordinate.", i);
966 prout("Event %d canceled, no y coordinate.", i);
978 proutn("Induce supernova here? ");
980 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;