X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=sst-doc.xml;h=b068e7cab6d38467ecb8c0c4c3b5718e1201009a;hb=a67634b9dc32d47cba5f75341bff2349d9ebbbcf;hp=c5863a7e2a99db378747e3ed0eca2339782c5180;hpb=4df73495bbade3ebd8b03d68f838f67dd717db8f;p=super-star-trek.git
diff --git a/sst-doc.xml b/sst-doc.xml
index c5863a7..b068e7c 100644
--- a/sst-doc.xml
+++ b/sst-doc.xml
@@ -20,6 +20,10 @@
Tom
Almy
+
+ Stas
+ Sergeev
+
Eric
Steven
@@ -72,6 +76,12 @@
Resurrected By
Tom Almy
+
+ Curses Interface By
+ Stas Sergeev
+
+ SST 2K polishing by
+ Eric S. Raymond
@@ -284,7 +294,7 @@ abandon ship) must be written out in full. Also, in a few cases two
or more commands begin with the same letter, and in this case that
letter refers to a particular one of the commands; to get the other,
your abbreviation must be two or more characters long. This sounds
-complicated, but you will learn the abbreviations quickly enough.
+complicated, but you will learn the abbreviations qGuickly enough.
What this all boils down to is:
@@ -314,6 +324,11 @@ Full commands: SRSCAN
SRSCAN CHART
+
+If you are using the screen-oriented interface, it should never
+be necessary to call this command explicitly; a short-range scan will
+always be present on the screen.
+
The short-range scan gives you a considerable amount of information
about the quadrant your starship is in. A short-range scan is best
described by an example.
@@ -357,7 +372,6 @@ short-range scan anytime you like.
If your short-range sensors are damaged, this command will only show
the contents of adjacent sectors.
-
Status Report
@@ -475,6 +489,11 @@ Mnemonic: LRSCAN
Shortest abbreviation: L
+
+If you are using the screen-oriented interface, it should never
+be necessary to call this command explicitly; a long-range scan will
+always be present on the screen.
+
A long-range scan gives you general information about where you are
and what is around you. Here is an example output.
@@ -589,7 +608,7 @@ safely even in the midst of battle.
Mnemonic: MOVE
Shortest abbreviation: M
Full command: MOVE MANUAL <displacement>
- MOVE AUTOMATIC <estination*gt;
+ MOVE AUTOMATIC <destination>
This command is the usual way to move from one place to another
@@ -635,7 +654,7 @@ scan shown earlier.
<para>where <qrow> and <qcol> are the row and column
numbers of the destination quadrant, and <srow> and <scol>
-are the row and column numbers of thedestination sector in that
+are the row and column numbers of the destination sector in that
quadrant. This command also moves your ship in a straight line path
to the destination. For moving within a quadrant, <qrow> and
<qcol> may be omitted. For example, to move to sector 2 - 9 in
@@ -1605,6 +1624,67 @@ the algorithm.
The DECUS version had a Deep Space Probe. Looked like a good idea
so I implemented it based on its description.
+
+Stas Sergeev's story
+
+I started from an older Tom Almy version and added features I had
+seen in mainframe variants of the game, I wrote a screen-oriented
+interface for it based on the curses library.
+
+
+
+The Space Thingy can be shoved, if you ram it, and can fire back if
+fired upon.
+
+
+The Tholian can be hit with phasers.
+
+
+When you are docked, base covers you with an almost invincible shields
+ (a commander can still ram you, or a Romulan can destroy the base,
+ or a SCom can even succeed with direct attack IIRC, but this rarely
+ happens).
+
+
+SCom can't escape from you if no more enemies remain (without this,
+ chasing SCom can take an eternity).
+
+
+Probe target you enter is now the destination quadrant. Before I don't
+ remember what it was, but it was something I had difficulty using)
+
+
+Secret password is now autogenerated.
+
+
+Victory plaque is adjusted for A4 paper rather than 132-column greenbar
+:-)
+
+
+Phasers now tells you how much energy needed, but only if the computer
+is alive.
+
+
+Planets are auto-scanned when you enter the quadrant.
+
+
+Mining or using crystals in presense of enemy now yields an attack.
+There are other minor adjustments to what yields an attack
+and what does not.
+
+
+Ramming a black hole is no longer instant death. There is a
+chance you might get timewarped instead.
+
+
+"freeze" command reverts to "save", most people will understand this
+better anyway.
+
+
+Screen-oriented interface, with sensor scans always up.
+
+
+
Eric Raymond's story
@@ -1638,36 +1718,56 @@ quadrants introduced into many BASIC versions.
url='http://developer.berlios.de/projects/sst/'>project
site.
-Here are some good pages on the history of Star Trek games:
+After I launched the Berlios project, Stas Sergeev contacted me
+me. We worked together to merge in his changes.
+
+Modifications I've made:
-http://www.dunnington.u-net.com/public/startrek/
+I converted the flat-text SST.DOC file to XML-Docbook so it can be
+webbed. (That's what you're reading now.)
-http://www3.sympatico.ca/maury/games/space/star_trek.html
+The command-help code needed a rewrite because the flat-text form of
+the documentation is now generated from XML and doesn't have the
+easily recognizable section delimiters it used to. I wrote a script
+to filter that flat-text form into an sst.doc that's easy to parse for
+command descriptions, and changed some logic in sst.c to match.
-http://www.cactus.org/%7Enystrom/startrek.html
+I've cleaned up a lot of grubby FORTRANisms in the code internals --
+used sizeof(), replaced magic numeric constants with #defines,
+that sort of thing.
+
+
+I fixed a surprising number of typos in the code and documentation.
+
+
+All the game state now lives in one big structure that can be
+written to and read from disk as one blob. The write gives it an
+an identifiable magic number and the thaw logic checks for same.
+
+
+I made the internal pager work, nd in the process got rid of a number
+of platform dependencies in the code.
+
+
+The HELP/CALL/SOS command is now MAYDAY. SOS and CALL are still accepted.
-Modifications I made:
+Here are some good pages on the history of Star Trek games:
-I converted the flat-text SST.DOC file to XML-Docbook so it could be webbed.
-(That's what you're reading now.)
-
-
-I cleaned up a lot of grubby FORTRANisms in the code internals.
+http://www.dunnington.u-net.com/public/startrek/
-I fixed a surprising number of typos in the code and documentation.
+http://www3.sympatico.ca/maury/games/space/star_trek.html
-I changed the freeze logic to emit an identifiable magic number and
-the thaw logic to check for it.
+http://www.cactus.org/%7Enystrom/startrek.html