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;
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) {
295 proutn("LEGAL COMMANDS ARE:");
296 for (i = 0; i < NUMCOMMANDS; i++) {
301 proutn("%-12s ", commands[i].name);
307 static void helpme(void)
310 char cmdbuf[32], *cp;
313 /* Give help on commands */
318 setwnd(prompt_window);
319 proutn("Help on what command? ");
322 setwnd(message_window);
323 if (key == IHEOL) return;
324 for (i = 0; i < NUMCOMMANDS; i++) {
325 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
326 i = commands[i].value;
330 if (i != NUMCOMMANDS) break;
332 prout("Valid commands:");
339 strcpy(cmdbuf, " ABBREV");
342 for (j = 0; commands[i].name[j]; j++)
343 cmdbuf[j] = toupper(commands[i].name[j]);
346 fp = fopen(SSTDOC, "r");
348 fp = fopen(DOC_NAME, "r");
350 prout("Spock- \"Captain, that information is missing from the");
351 prout(" computer. You need to find "DOC_NAME" and put it in the");
352 prout(" current directory or to "SSTDOC".\"");
354 * This used to continue: "You need to find SST.DOC and put
355 * it in the current directory."
360 if (fgets(linebuf, sizeof(linebuf), fp) == NULL) {
361 prout("Spock- \"Captain, there is no information on that command.\"");
365 if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') {
366 for (cp = linebuf+3; isspace(*cp); cp++)
368 linebuf[strlen(linebuf)-1] = '\0';
369 if (strcasecmp(cp, cmdbuf) == 0)
375 prout("Spock- \"Captain, I've found the following information:\"");
378 while (fgets(linebuf, sizeof(linebuf),fp)) {
379 if (strstr(linebuf, "******"))
386 void enqueue(char *s)
391 static void makemoves(void)
396 setwnd(message_window);
397 for(;;) { /* command loop */
399 for(;;) { /* get a command */
405 setwnd(prompt_window);
408 if (scan() == IHEOL) {
414 setwnd(message_window);
416 for (i=0; i < ABANDON; i++)
417 if (ACCEPT(i) && isit(commands[i].name)) {
418 v = commands[i].value;
421 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
423 for (; i < NUMCOMMANDS; i++)
424 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
425 v = commands[i].value;
428 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
432 commandhook(commands[i].name, true);
433 switch (v) { /* command switch */
434 case SRSCAN: // srscan
437 case STATUS: // status
440 case REQUEST: // status request
441 srscan(SCAN_REQUEST);
443 case LRSCAN: // lrscan
446 case PHASERS: // phasers
448 if (game.ididit) hitme = true;
450 case TORPEDO: // photons
452 if (game.ididit) hitme = true;
457 case SHIELDS: // shields
466 if (game.ididit) attack(0);
468 case DAMAGES: // damages
474 case IMPULSE: // impulse
479 if (game.ididit) hitme = true;
487 case SENSORS: // sensors
492 if (game.ididit) hitme = true;
494 case TRANSPORT: // transport "beam"
499 if (game.ididit) hitme = true;
501 case CRYSTALS: // crystals
503 if (game.ididit) hitme = true;
505 case SHUTTLE: // shuttle
507 if (game.ididit) hitme = true;
509 case PLANETS: // Planet list
512 case REPORT: // Game Report
515 case COMPUTER: // use COMPUTER!
521 case EMEXIT: // Emergency exit
522 clrscr(); // Hide screen
523 freeze(true); // forced save
524 exit(1); // And quick exit
527 probe(); // Launch probe
528 if (game.ididit) hitme = true;
530 case ABANDON: // Abandon Ship
533 case DESTRUCT: // Self Destruct
536 case SAVE: // Save Game
539 if (game.skill > SKILL_GOOD)
540 prout("WARNING--Saved games produce no plaques!");
542 case DEATHRAY: // Try a desparation measure
544 if (game.ididit) hitme = true;
546 case DEBUGCMD: // What do we want for debug???
549 case MAYDAY: // Call for help
551 if (game.ididit) hitme = true;
554 game.alldone = 1; // quit the game
557 helpme(); // get help
559 case SEED: // set random-number seed
565 commandhook(commands[i].name, false);
567 if (game.alldone) break; // Game has ended
568 if (game.optime != 0.0) {
570 if (game.alldone) break; // Events did us in
572 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova!
576 if (hitme && !game.justin) {
578 if (game.alldone) break;
579 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
587 if (game.alldone) break;
589 if (idebug) prout("=== Ending");
593 int main(int argc, char **argv)
597 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
599 game.options |= OPTION_CURSES | OPTION_SHOWME;
601 game.options |= OPTION_TTY;
603 seed = (int)time(NULL);
604 while ((option = getopt(argc, argv, "r:tx")) != -1) {
607 replayfp = fopen(optarg, "r");
608 if (replayfp == NULL) {
609 fprintf(stderr, "sst: can't open replay file %s\n", optarg);
612 if (fscanf(replayfp, "seed %d\n", &seed) != 1) {
613 fprintf(stderr, "sst: replay file %s is ill-formed\n", optarg);
618 game.options |= OPTION_TTY;
619 game.options &=~ OPTION_CURSES;
625 fprintf(stderr, "usage: sst [-t] [-x] [startcommand...].\n");
629 /* where to save the input in case of bugs */
630 logfp = fopen("sst-input.log", "w");
632 fprintf(logfp, "seed %d\n", seed);
639 for (i = optind; i < argc; i++) {
640 strcat(line, argv[i]);
643 for(;;) { /* Play a game */
644 setwnd(fullscreen_window);
647 setup(line[0] == '\0');
657 if (game.tourn && game.alldone) {
658 proutn("Do you want your score recorded?");
664 proutn("Do you want to play again? ");
668 prout("May the Great Bird of the Galaxy roost upon your home planet.");
675 /* return an enemy */
679 case IHR: s = "Romulan"; break;
680 case IHK: s = "Klingon"; break;
681 case IHC: s = "Commander"; break;
682 case IHS: s = "Super-commander"; break;
683 case IHSTAR: s = "Star"; break;
684 case IHP: s = "Planet"; break;
685 case IHB: s = "Starbase"; break;
686 case IHBLANK: s = "Black hole"; break;
687 case IHT: s = "Tholian"; break;
688 case IHWEB: s = "Tholian web"; break;
689 case IHQUEST: s = "Stranger"; break;
690 default: s = "Unknown??"; break;
695 char *cramlc(enum loctype key, coord w)
699 if (key == quadrant) strcpy(buf, "Quadrant ");
700 else if (key == sector) strcpy(buf, "Sector ");
701 sprintf(buf+strlen(buf), "%d - %d", w.x, w.y);
705 void crmena(bool stars, int enemy, enum loctype key, coord w)
707 if (stars) proutn("***");
710 proutn(cramlc(key, w));
717 case IHE: s = "Enterprise"; break;
718 case IHF: s = "Faerie Queene"; break;
719 default: s = "Ship???"; break;
726 prouts("******************************************************");
730 double expran(double avrage)
732 return -avrage*log(1e-7 + Rand());
737 return rand()/(1.0 + (double)RAND_MAX);
740 void iran(int size, int *i, int *j)
742 *i = Rand()*(size*1.0) + 1.0;
743 *j = Rand()*(size*1.0) + 1.0;
754 /* return IHEOL next time */
768 // Read a line if nothing here
774 cgetline(line, sizeof(line));
776 if (curwnd==prompt_window){
778 setwnd(message_window);
783 // Skip leading white space
784 while (*linep == ' ') linep++;
790 if (isdigit(*linep) || *linep=='+' || *linep=='-' || *linep=='.') {
793 if (sscanf(linep, "%lf%n", &aaitem, &i) < 1) {
794 linep = line; // Invalid numbers are ignored
806 while (*linep && *linep!=' ') {
807 if ((cp - citem) < 9) *cp++ = tolower(*linep);
820 if (*citem == 'y') return true;
821 if (*citem == 'n') return false;
822 proutn("Please answer with \"Y\" or \"N\": ");
830 prout("Beg your pardon, Captain?");
835 /* New function -- compares s to scanned citem and returns true if it
836 matches to the length of s */
838 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
844 proutn("Reset levels? ");
846 if (game.energy < game.inenrg) game.energy = game.inenrg;
847 game.shield = game.inshld;
848 game.torps = game.intorps;
849 game.lsupres = game.inlsr;
851 proutn("Reset damage? ");
854 for (i=0; i < NDEVICES; i++)
855 if (game.damage[i] > 0.0)
856 game.damage[i] = 0.0;
858 proutn("Toggle debug flag? ");
861 if (idebug) prout("Debug output ON");
862 else prout("Debug output OFF");
864 proutn("Cause selective damage? ");
867 for (i=0; i < NDEVICES; i++) {
873 if (key == IHALPHA && isit("y")) {
874 game.damage[i] = 10.0;
878 proutn("Examine/change events? ");
883 for (i = 1; i < NEVENTS; i++) {
886 case FSNOVA: proutn("Supernova "); break;
887 case FTBEAM: proutn("T Beam "); break;
888 case FSNAP: proutn("Snapshot "); break;
889 case FBATTAK: proutn("Base Attack "); break;
890 case FCDBAS: proutn("Base Destroy "); break;
891 case FSCMOVE: proutn("SC Move "); break;
892 case FSCDBAS: proutn("SC Base Destroy "); break;
893 case FDSPROB: proutn("Probe Move "); break;
894 case FDISTR: proutn("Distress Call "); break;
895 case FENSLV: proutn("Enlavement "); break;
896 case FREPRO: proutn("Klingon Build "); break;
898 if (is_scheduled(i)) {
899 proutn("%.2f", scheduled(i)-game.state.date);
900 if (i == FENSLV || i == FREPRO) {
902 proutn(" in %d-%d", ev->quadrant.x,ev->quadrant.y);
912 } else if (key == IHREAL) {
913 ev = schedule(i, aaitem);
914 if (i == FENSLV || i == FREPRO) {
916 proutn("In quadrant- ");
918 /* IHEOL says to leave coordinates as they are */
921 prout("Event %d canceled, no x coordinate.", i);
928 prout("Event %d canceled, no y coordinate.", i);
940 proutn("Induce supernova here? ");
942 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;