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). Right now this is just color, but
159 eventually we'll fold in BSD-Trek-like logic for Klingons to attack
160 and enslave inhabited worlds.
163 /* the input queue */
164 static char line[128], *linep = line;
169 int iscore, iskill; // Common PLAQ
174 char *device[NDEVICES] = {
195 unsigned long option;
200 {"SRSCAN", SRSCAN, OPTION_TTY},
202 {"STATUS", STATUS, OPTION_TTY},
204 {"REQUEST", REQUEST, OPTION_TTY},
206 {"LRSCAN", LRSCAN, OPTION_TTY},
208 {"PHASERS", PHASERS, 0},
210 {"TORPEDO", TORPEDO, 0},
211 {"PHOTONS", TORPEDO, 0},
215 {"SHIELDS", SHIELDS, 0},
219 {"DAMAGES", DAMAGES, 0},
223 {"IMPULSE", IMPULSE, 0},
231 {"SENSORS", SENSORS, OPTION_PLANETS},
233 {"ORBIT", ORBIT, OPTION_PLANETS},
235 {"TRANSPORT", TRANSPORT, OPTION_PLANETS},
237 {"MINE", MINE, OPTION_PLANETS},
239 {"CRYSTALS", CRYSTALS, OPTION_PLANETS},
241 {"SHUTTLE", SHUTTLE, OPTION_PLANETS},
243 {"PLANETS", PLANETS, OPTION_PLANETS},
245 {"REPORT", REPORT, 0},
247 {"COMPUTER", COMPUTER, 0},
249 {"COMMANDS", COMMANDS, 0},
251 {"EMEXIT", EMEXIT, 0},
253 {"PROBE", PROBE, OPTION_PROBE},
258 {"ABANDON", ABANDON, 0},
260 {"DESTRUCT", DESTRUCT, 0},
262 {"DEATHRAY", DEATHRAY, 0},
264 {"DEBUG", DEBUGCMD, 0},
266 {"MAYDAY", MAYDAY, 0},
267 //{"SOS", MAYDAY, 0},
268 //{"CALL", MAYDAY, 0},
275 #define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
276 #define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
278 static void listCommands(void) {
280 proutn("LEGAL COMMANDS ARE:");
281 for (i = 0; i < NUMCOMMANDS; i++) {
286 proutn("%-12s ", commands[i].name);
292 static void helpme(void)
295 char cmdbuf[32], *cp;
298 /* Give help on commands */
303 setwnd(prompt_window);
304 proutn("Help on what command? ");
307 setwnd(message_window);
308 if (key == IHEOL) return;
309 for (i = 0; i < NUMCOMMANDS; i++) {
310 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
311 i = commands[i].value;
315 if (i != NUMCOMMANDS) break;
317 prout("Valid commands:");
324 strcpy(cmdbuf, " ABBREV");
327 for (j = 0; commands[i].name[j]; j++)
328 cmdbuf[j] = toupper(commands[i].name[j]);
331 fp = fopen(SSTDOC, "r");
333 fp = fopen(DOC_NAME, "r");
335 prout("Spock- \"Captain, that information is missing from the");
336 prout(" computer. You need to find "DOC_NAME" and put it in the");
337 prout(" current directory or to "SSTDOC".\"");
339 * This used to continue: "You need to find SST.DOC and put
340 * it in the current directory."
345 if (fgets(linebuf, sizeof(linebuf), fp) == NULL) {
346 prout("Spock- \"Captain, there is no information on that command.\"");
350 if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') {
351 for (cp = linebuf+3; isspace(*cp); cp++)
353 linebuf[strlen(linebuf)-1] = '\0';
354 if (strcasecmp(cp, cmdbuf) == 0)
360 prout("Spock- \"Captain, I've found the following information:\"");
363 while (fgets(linebuf, sizeof(linebuf),fp)) {
364 if (strstr(linebuf, "******"))
371 void enqueue(char *s)
376 static void makemoves(void)
381 setwnd(message_window);
382 for(;;) { /* command loop */
384 for(;;) { /* get a command */
390 setwnd(prompt_window);
393 if (scan() == IHEOL) {
399 setwnd(message_window);
401 for (i=0; i < ABANDON; i++)
402 if (ACCEPT(i) && isit(commands[i].name)) {
403 v = commands[i].value;
406 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
408 for (; i < NUMCOMMANDS; i++)
409 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
410 v = commands[i].value;
413 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
417 commandhook(commands[i].name, true);
418 switch (v) { /* command switch */
419 case SRSCAN: // srscan
422 case STATUS: // status
425 case REQUEST: // status request
426 srscan(SCAN_REQUEST);
428 case LRSCAN: // lrscan
431 case PHASERS: // phasers
433 if (game.ididit) hitme = true;
435 case TORPEDO: // photons
437 if (game.ididit) hitme = true;
442 case SHIELDS: // shields
451 if (game.ididit) attack(0);
453 case DAMAGES: // damages
459 case IMPULSE: // impulse
464 if (game.ididit) hitme = true;
472 case SENSORS: // sensors
477 if (game.ididit) hitme = true;
479 case TRANSPORT: // transport "beam"
484 if (game.ididit) hitme = true;
486 case CRYSTALS: // crystals
488 if (game.ididit) hitme = true;
490 case SHUTTLE: // shuttle
492 if (game.ididit) hitme = true;
494 case PLANETS: // Planet list
497 case REPORT: // Game Report
500 case COMPUTER: // use COMPUTER!
506 case EMEXIT: // Emergency exit
507 clrscr(); // Hide screen
508 freeze(true); // forced save
509 exit(1); // And quick exit
512 probe(); // Launch probe
513 if (game.ididit) hitme = true;
515 case ABANDON: // Abandon Ship
518 case DESTRUCT: // Self Destruct
521 case SAVE: // Save Game
524 if (game.skill > SKILL_GOOD)
525 prout("WARNING--Saved games produce no plaques!");
527 case DEATHRAY: // Try a desparation measure
529 if (game.ididit) hitme = true;
531 case DEBUGCMD: // What do we want for debug???
536 case MAYDAY: // Call for help
538 if (game.ididit) hitme = true;
541 game.alldone = 1; // quit the game
543 if (game.idebug) score();
547 helpme(); // get help
550 commandhook(commands[i].name, false);
552 if (game.alldone) break; // Game has ended
554 if (game.idebug) prout("2500");
556 if (game.optime != 0.0) {
558 if (game.alldone) break; // Events did us in
560 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova!
564 if (hitme && game.justin==0) {
566 if (game.alldone) break;
567 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
575 if (game.alldone) break;
580 int main(int argc, char **argv)
584 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
586 game.options |= OPTION_CURSES | OPTION_SHOWME;
588 game.options |= OPTION_TTY;
590 while ((option = getopt(argc, argv, "t")) != -1) {
593 game.options |= OPTION_TTY;
594 game.options &=~ OPTION_CURSES;
597 fprintf(stderr, "usage: sst [-t] [startcommand...].\n");
606 for (i = optind; i < argc; i++) {
607 strcat(line, argv[i]);
610 for(;;) { /* Play a game */
611 setwnd(fullscreen_window);
613 prout("INITIAL OPTIONS: %0lx", game.options);
617 setup(line[0] == '\0');
627 if (game.tourn && game.alldone) {
628 proutn("Do you want your score recorded?");
634 proutn("Do you want to play again? ");
638 prout("May the Great Bird of the Galaxy roost upon your home planet.");
645 /* return an enemy */
649 case IHR: s = "Romulan"; break;
650 case IHK: s = "Klingon"; break;
651 case IHC: s = "Commander"; break;
652 case IHS: s = "Super-commander"; break;
653 case IHSTAR: s = "Star"; break;
654 case IHP: s = "Planet"; break;
655 case IHB: s = "Starbase"; break;
656 case IHBLANK: s = "Black hole"; break;
657 case IHT: s = "Tholian"; break;
658 case IHWEB: s = "Tholian web"; break;
659 case IHQUEST: s = "Stranger"; break;
660 default: s = "Unknown??"; break;
665 char *cramlc(enum loctype key, coord w)
669 if (key == quadrant) strcpy(buf, "Quadrant ");
670 else if (key == sector) strcpy(buf, "Sector ");
671 sprintf(buf+strlen(buf), "%d - %d", w.x, w.y);
675 void crmena(int i, int enemy, int key, coord w)
677 if (i == 1) proutn("***");
680 proutn(cramlc(key, w));
687 case IHE: s = "Enterprise"; break;
688 case IHF: s = "Faerie Queene"; break;
689 default: s = "Ship???"; break;
696 prouts("******************************************************");
700 double expran(double avrage)
702 return -avrage*log(1e-7 + Rand());
706 return rand()/(1.0 + (double)RAND_MAX);
709 void iran(int size, int *i, int *j)
711 *i = Rand()*(size*1.0) + 1.0;
712 *j = Rand()*(size*1.0) + 1.0;
723 /* return IHEOL next time */
737 // Read a line if nothing here
743 cgetline(line, sizeof(line));
745 if (curwnd==prompt_window){
747 setwnd(message_window);
752 // Skip leading white space
753 while (*linep == ' ') linep++;
759 if (isdigit(*linep) || *linep=='+' || *linep=='-' || *linep=='.') {
762 if (sscanf(linep, "%lf%n", &aaitem, &i) < 1) {
763 linep = line; // Invalid numbers are ignored
775 while (*linep && *linep!=' ') {
776 if ((cp - citem) < 9) *cp++ = tolower(*linep);
789 if (*citem == 'y') return true;
790 if (*citem == 'n') return false;
791 proutn("Please answer with \"Y\" or \"N\": ");
799 prout("Beg your pardon, Captain?");
804 /* New function -- compares s to scanned citem and returns true if it
805 matches to the length of s */
807 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
814 proutn("Reset levels? ");
816 if (energy < game.inenrg) energy = game.inenrg;
817 shield = game.inshld;
818 torps = game.intorps;
819 game.lsupres = game.inlsr;
821 proutn("Reset damage? ");
824 for (i=0; i < NDEVICES; i++)
825 if (game.damage[i] > 0.0)
826 game.damage[i] = 0.0;
828 proutn("Toggle game.idebug? ");
830 game.idebug = !game.idebug;
831 if (game.idebug) prout("Debug output ON");
832 else prout("Debug output OFF");
834 proutn("Cause selective damage? ");
837 for (i=0; i < NDEVICES; i++) {
843 if (key == IHALPHA && isit("y")) {
844 game.damage[i] = 10.0;
848 proutn("Examine/change events? ");
851 for (i = 1; i < NEVENTS; i++) {
853 if (!is_scheduled(i)) continue;
855 case FSNOVA: proutn("Supernova "); break;
856 case FTBEAM: proutn("T Beam "); break;
857 case FSNAP: proutn("Snapshot "); break;
858 case FBATTAK: proutn("Base Attack "); break;
859 case FCDBAS: proutn("Base Destroy "); break;
860 case FSCMOVE: proutn("SC Move "); break;
861 case FSCDBAS: proutn("SC Base Destroy "); break;
863 proutn("%.2f", scheduled(i)-game.state.date);
873 proutn("Induce supernova here? ");
875 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;