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.
173 /* the input queue */
174 static char line[128], *linep = line;
178 bool iqhere, iqengry;
179 int iscore, iskill; // Common PLAQ
183 int seed; // the random-number seed
184 bool idebug; // debug mode
185 FILE *logfp, *replayfp;
187 char *device[NDEVICES] = {
208 unsigned long option;
213 {"SRSCAN", SRSCAN, OPTION_TTY},
215 {"STATUS", STATUS, OPTION_TTY},
217 {"REQUEST", REQUEST, OPTION_TTY},
219 {"LRSCAN", LRSCAN, OPTION_TTY},
221 {"PHASERS", PHASERS, 0},
223 {"TORPEDO", TORPEDO, 0},
224 {"PHOTONS", TORPEDO, 0},
228 {"SHIELDS", SHIELDS, 0},
232 {"DAMAGES", DAMAGES, 0},
236 {"IMPULSE", IMPULSE, 0},
244 {"SENSORS", SENSORS, OPTION_PLANETS},
246 {"ORBIT", ORBIT, OPTION_PLANETS},
248 {"TRANSPORT", TRANSPORT, OPTION_PLANETS},
250 {"MINE", MINE, OPTION_PLANETS},
252 {"CRYSTALS", CRYSTALS, OPTION_PLANETS},
254 {"SHUTTLE", SHUTTLE, OPTION_PLANETS},
256 {"PLANETS", PLANETS, OPTION_PLANETS},
258 {"REPORT", REPORT, 0},
260 {"COMPUTER", COMPUTER, 0},
262 {"COMMANDS", COMMANDS, 0},
264 {"EMEXIT", EMEXIT, 0},
266 {"PROBE", PROBE, OPTION_PROBE},
271 {"ABANDON", ABANDON, 0},
273 {"DESTRUCT", DESTRUCT, 0},
275 {"DEATHRAY", DEATHRAY, 0},
277 {"DEBUG", DEBUGCMD, 0},
279 {"MAYDAY", MAYDAY, 0},
280 //{"SOS", MAYDAY, 0},
281 //{"CALL", MAYDAY, 0},
290 #define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
291 #define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
293 static void listCommands(void)
294 /* generate a list of legal commands */
297 proutn("LEGAL COMMANDS ARE:");
298 for (i = 0; i < NUMCOMMANDS; i++) {
303 proutn("%-12s ", commands[i].name);
309 static void helpme(void)
310 /* browse on-line help */
313 char cmdbuf[32], *cp;
316 /* Give help on commands */
321 setwnd(prompt_window);
322 proutn("Help on what command? ");
325 setwnd(message_window);
326 if (key == IHEOL) return;
327 for (i = 0; i < NUMCOMMANDS; i++) {
328 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
329 i = commands[i].value;
333 if (i != NUMCOMMANDS) break;
335 prout("Valid commands:");
342 strcpy(cmdbuf, " ABBREV");
345 for (j = 0; commands[i].name[j]; j++)
346 cmdbuf[j] = toupper(commands[i].name[j]);
349 fp = fopen(SSTDOC, "r");
351 fp = fopen(DOC_NAME, "r");
353 prout("Spock- \"Captain, that information is missing from the");
354 prout(" computer. You need to find "DOC_NAME" and put it in the");
355 prout(" current directory or to "SSTDOC".\"");
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)) {
382 if (strstr(linebuf, "******"))
389 void enqueue(char *s)
390 /* enqueue input for the command parser */
395 static void makemoves(void)
396 /* command-interpretation loop */
401 setwnd(message_window);
402 for(;;) { /* command loop */
404 for(;;) { /* get a command */
410 setwnd(prompt_window);
413 if (scan() == IHEOL) {
419 setwnd(message_window);
421 for (i=0; i < ABANDON; i++)
422 if (ACCEPT(i) && isit(commands[i].name)) {
423 v = commands[i].value;
426 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
428 for (; i < NUMCOMMANDS; i++)
429 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
430 v = commands[i].value;
433 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
437 commandhook(commands[i].name, true);
438 switch (v) { /* command switch */
439 case SRSCAN: // srscan
442 case STATUS: // status
445 case REQUEST: // status request
446 srscan(SCAN_REQUEST);
448 case LRSCAN: // lrscan
451 case PHASERS: // phasers
453 if (game.ididit) hitme = true;
455 case TORPEDO: // photons
457 if (game.ididit) hitme = true;
462 case SHIELDS: // shields
471 if (game.ididit) attack(0);
473 case DAMAGES: // damages
479 case IMPULSE: // impulse
484 if (game.ididit) hitme = true;
492 case SENSORS: // sensors
497 if (game.ididit) hitme = true;
499 case TRANSPORT: // transport "beam"
504 if (game.ididit) hitme = true;
506 case CRYSTALS: // crystals
508 if (game.ididit) hitme = true;
510 case SHUTTLE: // shuttle
512 if (game.ididit) hitme = true;
514 case PLANETS: // Planet list
517 case REPORT: // Game Report
520 case COMPUTER: // use COMPUTER!
526 case EMEXIT: // Emergency exit
527 clrscr(); // Hide screen
528 freeze(true); // forced save
529 exit(1); // And quick exit
532 probe(); // Launch probe
533 if (game.ididit) hitme = true;
535 case ABANDON: // Abandon Ship
538 case DESTRUCT: // Self Destruct
541 case SAVE: // Save Game
544 if (game.skill > SKILL_GOOD)
545 prout("WARNING--Saved games produce no plaques!");
547 case DEATHRAY: // Try a desparation measure
549 if (game.ididit) hitme = true;
551 case DEBUGCMD: // What do we want for debug???
554 case MAYDAY: // Call for help
556 if (game.ididit) hitme = true;
559 game.alldone = true; // quit the game
562 helpme(); // get help
564 case SEED: // set random-number seed
570 commandhook(commands[i].name, false);
572 if (game.alldone) break; // Game has ended
573 if (game.optime != 0.0) {
575 if (game.alldone) break; // Events did us in
577 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova!
581 if (hitme && !game.justin) {
583 if (game.alldone) break;
584 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
592 if (game.alldone) break;
594 if (idebug) prout("=== Ending");
598 int main(int argc, char **argv)
602 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
604 game.options |= OPTION_CURSES | OPTION_SHOWME;
606 game.options |= OPTION_TTY;
608 seed = (int)time(NULL);
609 while ((option = getopt(argc, argv, "r:tx")) != -1) {
612 replayfp = fopen(optarg, "r");
613 if (replayfp == NULL) {
614 fprintf(stderr, "sst: can't open replay file %s\n", optarg);
617 if (fscanf(replayfp, "seed %d\n", &seed) != 1) {
618 fprintf(stderr, "sst: replay file %s is ill-formed\n", optarg);
623 game.options |= OPTION_TTY;
624 game.options &=~ OPTION_CURSES;
630 fprintf(stderr, "usage: sst [-t] [-x] [startcommand...].\n");
634 /* where to save the input in case of bugs */
635 logfp = fopen("sst-input.log", "w");
637 fprintf(logfp, "seed %d\n", seed);
644 for (i = optind; i < argc; i++) {
645 strcat(line, argv[i]);
648 for(;;) { /* Play a game */
649 setwnd(fullscreen_window);
652 setup(line[0] == '\0');
655 game.alldone = false;
662 if (game.tourn && game.alldone) {
663 proutn("Do you want your score recorded?");
669 proutn("Do you want to play again? ");
673 prout("May the Great Bird of the Galaxy roost upon your home planet.");
678 void cramen(feature i)
679 /* print the name of an enemy */
681 /* return an enemy */
685 case IHR: s = "Romulan"; break;
686 case IHK: s = "Klingon"; break;
687 case IHC: s = "Commander"; break;
688 case IHS: s = "Super-commander"; break;
689 case IHSTAR: s = "Star"; break;
690 case IHP: s = "Planet"; break;
691 case IHB: s = "Starbase"; break;
692 case IHBLANK: s = "Black hole"; break;
693 case IHT: s = "Tholian"; break;
694 case IHWEB: s = "Tholian web"; break;
695 case IHQUEST: s = "Stranger"; break;
696 default: s = "Unknown??"; break;
701 char *cramlc(enum loctype key, coord w)
702 /* name a location */
706 if (key == quadrant) strcpy(buf, "Quadrant ");
707 else if (key == sector) strcpy(buf, "Sector ");
708 sprintf(buf+strlen(buf), "%d - %d", w.x, w.y);
712 void crmena(bool stars, feature enemy, enum loctype key, coord w)
713 /* print an enemy and his location */
715 if (stars) proutn("***");
718 proutn(cramlc(key, w));
722 /* print our ship name */
726 case IHE: s = "Enterprise"; break;
727 case IHF: s = "Faerie Queene"; break;
728 default: s = "Ship???"; break;
734 /* print a line of stars */
736 prouts("******************************************************");
740 double expran(double avrage)
742 return -avrage*log(1e-7 + Rand());
747 return rand()/(1.0 + (double)RAND_MAX);
750 coord randplace(int size)
751 /* choose a random location */
754 w.x = Rand()*(size*1.0) + 1.0;
755 w.y = Rand()*(size*1.0) + 1.0;
767 /* return IHEOL next time */
781 // Read a line if nothing here
787 cgetline(line, sizeof(line));
789 if (curwnd==prompt_window){
791 setwnd(message_window);
796 // Skip leading white space
797 while (*linep == ' ') linep++;
803 if (isdigit(*linep) || *linep=='+' || *linep=='-' || *linep=='.') {
806 if (sscanf(linep, "%lf%n", &aaitem, &i) < 1) {
807 linep = line; // Invalid numbers are ignored
819 while (*linep && *linep!=' ') {
820 if ((cp - citem) < 9) *cp++ = tolower(*linep);
828 /* yes-or-no confirmation */
834 if (*citem == 'y') return true;
835 if (*citem == 'n') return false;
836 proutn("Please answer with \"Y\" or \"N\": ");
841 /* complain about unparseable input */
845 prout("Beg your pardon, Captain?");
849 /* compares s to citem and returns true if it matches to the length of s */
851 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
855 /* access to the internals for debugging */
857 proutn("Reset levels? ");
859 if (game.energy < game.inenrg) game.energy = game.inenrg;
860 game.shield = game.inshld;
861 game.torps = game.intorps;
862 game.lsupres = game.inlsr;
864 proutn("Reset damage? ");
867 for (i=0; i < NDEVICES; i++)
868 if (game.damage[i] > 0.0)
869 game.damage[i] = 0.0;
871 proutn("Toggle debug flag? ");
874 if (idebug) prout("Debug output ON");
875 else prout("Debug output OFF");
877 proutn("Cause selective damage? ");
880 for (i=0; i < NDEVICES; i++) {
886 if (key == IHALPHA && isit("y")) {
887 game.damage[i] = 10.0;
891 proutn("Examine/change events? ");
896 for (i = 1; i < NEVENTS; i++) {
899 case FSNOVA: proutn("Supernova "); break;
900 case FTBEAM: proutn("T Beam "); break;
901 case FSNAP: proutn("Snapshot "); break;
902 case FBATTAK: proutn("Base Attack "); break;
903 case FCDBAS: proutn("Base Destroy "); break;
904 case FSCMOVE: proutn("SC Move "); break;
905 case FSCDBAS: proutn("SC Base Destroy "); break;
906 case FDSPROB: proutn("Probe Move "); break;
907 case FDISTR: proutn("Distress Call "); break;
908 case FENSLV: proutn("Enlavement "); break;
909 case FREPRO: proutn("Klingon Build "); break;
911 if (is_scheduled(i)) {
912 proutn("%.2f", scheduled(i)-game.state.date);
913 if (i == FENSLV || i == FREPRO) {
915 proutn(" in %d-%d", ev->quadrant.x,ev->quadrant.y);
925 } else if (key == IHREAL) {
926 ev = schedule(i, aaitem);
927 if (i == FENSLV || i == FREPRO) {
929 proutn("In quadrant- ");
931 /* IHEOL says to leave coordinates as they are */
934 prout("Event %d canceled, no x coordinate.", i);
941 prout("Event %d canceled, no y coordinate.", i);
953 proutn("Induce supernova here? ");
955 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;