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 *device[NDEVICES] = {
214 unsigned long option;
219 {"SRSCAN", SRSCAN, OPTION_TTY},
221 {"STATUS", STATUS, OPTION_TTY},
223 {"REQUEST", REQUEST, OPTION_TTY},
225 {"LRSCAN", LRSCAN, OPTION_TTY},
227 {"PHASERS", PHASERS, 0},
229 {"TORPEDO", TORPEDO, 0},
230 {"PHOTONS", TORPEDO, 0},
234 {"SHIELDS", SHIELDS, 0},
238 {"DAMAGES", DAMAGES, 0},
242 {"IMPULSE", IMPULSE, 0},
250 {"SENSORS", SENSORS, OPTION_PLANETS},
252 {"ORBIT", ORBIT, OPTION_PLANETS},
254 {"TRANSPORT", TRANSPORT, OPTION_PLANETS},
256 {"MINE", MINE, OPTION_PLANETS},
258 {"CRYSTALS", CRYSTALS, OPTION_PLANETS},
260 {"SHUTTLE", SHUTTLE, OPTION_PLANETS},
262 {"PLANETS", PLANETS, OPTION_PLANETS},
264 {"REPORT", REPORT, 0},
266 {"COMPUTER", COMPUTER, 0},
268 {"COMMANDS", COMMANDS, 0},
270 {"EMEXIT", EMEXIT, 0},
272 {"PROBE", PROBE, OPTION_PROBE},
277 {"ABANDON", ABANDON, 0},
279 {"DESTRUCT", DESTRUCT, 0},
281 {"DEATHRAY", DEATHRAY, 0},
283 {"DEBUG", DEBUGCMD, 0},
285 {"MAYDAY", MAYDAY, 0},
286 //{"SOS", MAYDAY, 0},
287 //{"CALL", MAYDAY, 0},
296 {"VISUAL", VISUAL, 0},
300 #define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
301 #define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
303 static void listCommands(void)
304 /* generate a list of legal commands */
307 proutn("LEGAL COMMANDS ARE:");
308 for (i = 0; i < NUMCOMMANDS; i++) {
313 proutn("%-12s ", commands[i].name);
319 static void helpme(void)
320 /* browse on-line help */
323 char cmdbuf[32], *cp;
326 /* Give help on commands */
331 setwnd(prompt_window);
332 proutn("Help on what command? ");
335 setwnd(message_window);
336 if (key == IHEOL) return;
337 for (i = 0; i < NUMCOMMANDS; i++) {
338 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
339 i = commands[i].value;
343 if (i != NUMCOMMANDS) break;
345 prout("Valid commands:");
352 strcpy(cmdbuf, " ABBREV");
355 for (j = 0; commands[i].name[j]; j++)
356 cmdbuf[j] = toupper(commands[i].name[j]);
359 fp = fopen(SSTDOC, "r");
361 fp = fopen(DOC_NAME, "r");
363 prout("Spock- \"Captain, that information is missing from the");
364 prout(" computer. You need to find "DOC_NAME" and put it in the");
365 prout(" current directory or to "SSTDOC".\"");
367 * This used to continue: "You need to find SST.DOC and put
368 * it in the current directory."
373 if (fgets(linebuf, sizeof(linebuf), fp) == NULL) {
374 prout("Spock- \"Captain, there is no information on that command.\"");
378 if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') {
379 for (cp = linebuf+3; isspace(*cp); cp++)
381 linebuf[strlen(linebuf)-1] = '\0';
382 if (strcasecmp(cp, cmdbuf) == 0)
388 prout("Spock- \"Captain, I've found the following information:\"");
391 while (fgets(linebuf, sizeof(linebuf),fp)) {
392 if (strstr(linebuf, "******"))
399 void enqueue(char *s)
400 /* enqueue input for the command parser */
405 static void makemoves(void)
406 /* command-interpretation loop */
411 setwnd(message_window);
412 for(;;) { /* command loop */
414 for(;;) { /* get a command */
420 setwnd(prompt_window);
423 if (scan() == IHEOL) {
429 setwnd(message_window);
431 for (i=0; i < ABANDON; i++)
432 if (ACCEPT(i) && isit(commands[i].name)) {
433 v = commands[i].value;
436 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
438 for (; i < NUMCOMMANDS; i++)
439 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
440 v = commands[i].value;
443 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
447 commandhook(commands[i].name, true);
448 switch (v) { /* command switch */
449 case SRSCAN: // srscan
452 case STATUS: // status
455 case REQUEST: // status request
456 srscan(SCAN_REQUEST);
458 case LRSCAN: // lrscan
461 case PHASERS: // phasers
463 if (game.ididit) hitme = true;
465 case TORPEDO: // photons
467 if (game.ididit) hitme = true;
472 case SHIELDS: // shields
476 game.shldchg = false;
481 if (game.ididit) attack(0);
483 case DAMAGES: // damages
489 case IMPULSE: // impulse
494 if (game.ididit) hitme = true;
502 case SENSORS: // sensors
507 if (game.ididit) hitme = true;
509 case TRANSPORT: // transport "beam"
514 if (game.ididit) hitme = true;
516 case CRYSTALS: // crystals
518 if (game.ididit) hitme = true;
520 case SHUTTLE: // shuttle
522 if (game.ididit) hitme = true;
524 case PLANETS: // Planet list
527 case REPORT: // Game Report
530 case COMPUTER: // use COMPUTER!
536 case EMEXIT: // Emergency exit
537 clrscr(); // Hide screen
538 freeze(true); // forced save
539 exit(1); // And quick exit
542 probe(); // Launch probe
543 if (game.ididit) hitme = true;
545 case ABANDON: // Abandon Ship
548 case DESTRUCT: // Self Destruct
551 case SAVE: // Save Game
554 if (game.skill > SKILL_GOOD)
555 prout("WARNING--Saved games produce no plaques!");
557 case DEATHRAY: // Try a desparation measure
559 if (game.ididit) hitme = true;
561 case DEBUGCMD: // What do we want for debug???
564 case MAYDAY: // Call for help
566 if (game.ididit) hitme = true;
569 game.alldone = true; // quit the game
572 helpme(); // get help
574 case SEED: // set random-number seed
581 visual(); // perform visual scan
585 commandhook(commands[i].name, false);
587 if (game.alldone) break; // Game has ended
588 if (game.optime != 0.0) {
590 if (game.alldone) break; // Events did us in
592 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova!
596 if (hitme && !game.justin) {
598 if (game.alldone) break;
599 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
607 if (game.alldone) break;
609 if (idebug) prout("=== Ending");
613 int main(int argc, char **argv)
617 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
619 game.options |= OPTION_CURSES | OPTION_SHOWME;
621 game.options |= OPTION_TTY;
623 seed = (int)time(NULL);
624 while ((option = getopt(argc, argv, "r:tx")) != -1) {
627 replayfp = fopen(optarg, "r");
628 if (replayfp == NULL) {
629 fprintf(stderr, "sst: can't open replay file %s\n", optarg);
632 if (fscanf(replayfp, "seed %d\n", &seed) != 1) {
633 fprintf(stderr, "sst: replay file %s is ill-formed\n", optarg);
638 game.options |= OPTION_TTY;
639 game.options &=~ OPTION_CURSES;
645 fprintf(stderr, "usage: sst [-t] [-x] [startcommand...].\n");
649 /* where to save the input in case of bugs */
650 logfp = fopen("sst-input.log", "w");
652 fprintf(logfp, "seed %d\n", seed);
659 for (i = optind; i < argc; i++) {
660 strcat(line, argv[i]);
663 for(;;) { /* Play a game */
664 setwnd(fullscreen_window);
667 setup(line[0] == '\0');
670 game.alldone = false;
677 if (game.tourn && game.alldone) {
678 proutn("Do you want your score recorded?");
684 proutn("Do you want to play again? ");
688 prout("May the Great Bird of the Galaxy roost upon your home planet.");
693 void cramen(feature i)
694 /* print the name of an enemy */
696 /* return an enemy */
700 case IHR: s = "Romulan"; break;
701 case IHK: s = "Klingon"; break;
702 case IHC: s = "Commander"; break;
703 case IHS: s = "Super-commander"; break;
704 case IHSTAR: s = "Star"; break;
705 case IHP: s = "Planet"; break;
706 case IHB: s = "Starbase"; break;
707 case IHBLANK: s = "Black hole"; break;
708 case IHT: s = "Tholian"; break;
709 case IHWEB: s = "Tholian web"; break;
710 case IHQUEST: s = "Stranger"; break;
711 default: s = "Unknown??"; break;
716 char *cramlc(enum loctype key, coord w)
717 /* name a location */
721 if (key == quadrant) strcpy(buf, "Quadrant ");
722 else if (key == sector) strcpy(buf, "Sector ");
723 sprintf(buf+strlen(buf), "%d - %d", w.x, w.y);
727 void crmena(bool stars, feature enemy, enum loctype key, coord w)
728 /* print an enemy and his location */
730 if (stars) proutn("***");
733 proutn(cramlc(key, w));
737 /* print our ship name */
741 case IHE: s = "Enterprise"; break;
742 case IHF: s = "Faerie Queene"; break;
743 default: s = "Ship???"; break;
749 /* print a line of stars */
751 prouts("******************************************************");
755 double expran(double avrage)
757 return -avrage*log(1e-7 + Rand());
762 return rand()/(1.0 + (double)RAND_MAX);
765 coord randplace(int size)
766 /* choose a random location */
769 w.x = Rand()*(size*1.0) + 1.0;
770 w.y = Rand()*(size*1.0) + 1.0;
782 /* return IHEOL next time */
796 // Read a line if nothing here
802 cgetline(line, sizeof(line));
804 if (curwnd==prompt_window){
806 setwnd(message_window);
811 // Skip leading white space
812 while (*linep == ' ') linep++;
818 if (isdigit(*linep) || *linep=='+' || *linep=='-' || *linep=='.') {
821 if (sscanf(linep, "%lf%n", &aaitem, &i) < 1) {
822 linep = line; // Invalid numbers are ignored
834 while (*linep && *linep!=' ') {
835 if ((cp - citem) < 9) *cp++ = tolower(*linep);
843 /* yes-or-no confirmation */
849 if (*citem == 'y') return true;
850 if (*citem == 'n') return false;
851 proutn("Please answer with \"Y\" or \"N\": ");
856 /* complain about unparseable input */
860 prout("Beg your pardon, Captain?");
864 /* compares s to citem and returns true if it matches to the length of s */
866 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
870 /* access to the internals for debugging */
872 proutn("Reset levels? ");
874 if (game.energy < game.inenrg) game.energy = game.inenrg;
875 game.shield = game.inshld;
876 game.torps = game.intorps;
877 game.lsupres = game.inlsr;
879 proutn("Reset damage? ");
882 for (i=0; i < NDEVICES; i++)
883 if (game.damage[i] > 0.0)
884 game.damage[i] = 0.0;
886 proutn("Toggle debug flag? ");
889 if (idebug) prout("Debug output ON");
890 else prout("Debug output OFF");
892 proutn("Cause selective damage? ");
895 for (i=0; i < NDEVICES; i++) {
901 if (key == IHALPHA && isit("y")) {
902 game.damage[i] = 10.0;
906 proutn("Examine/change events? ");
911 for (i = 1; i < NEVENTS; i++) {
914 case FSNOVA: proutn("Supernova "); break;
915 case FTBEAM: proutn("T Beam "); break;
916 case FSNAP: proutn("Snapshot "); break;
917 case FBATTAK: proutn("Base Attack "); break;
918 case FCDBAS: proutn("Base Destroy "); break;
919 case FSCMOVE: proutn("SC Move "); break;
920 case FSCDBAS: proutn("SC Base Destroy "); break;
921 case FDSPROB: proutn("Probe Move "); break;
922 case FDISTR: proutn("Distress Call "); break;
923 case FENSLV: proutn("Enlavement "); break;
924 case FREPRO: proutn("Klingon Build "); break;
926 if (is_scheduled(i)) {
927 proutn("%.2f", scheduled(i)-game.state.date);
928 if (i == FENSLV || i == FREPRO) {
930 proutn(" in %d-%d", ev->quadrant.x,ev->quadrant.y);
940 } else if (key == IHREAL) {
941 ev = schedule(i, aaitem);
942 if (i == FENSLV || i == FREPRO) {
944 proutn("In quadrant- ");
946 /* IHEOL says to leave coordinates as they are */
949 prout("Event %d canceled, no x coordinate.", i);
956 prout("Event %d canceled, no y coordinate.", i);
968 proutn("Induce supernova here? ");
970 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;