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;
167 int thingx, thingy, iqhere, iqengry;
168 int iscore, iskill; // Common PLAQ
173 char *device[NDEVICES] = {
194 unsigned long option;
199 {"SRSCAN", SRSCAN, OPTION_TTY},
201 {"STATUS", STATUS, OPTION_TTY},
203 {"REQUEST", REQUEST, OPTION_TTY},
205 {"LRSCAN", LRSCAN, OPTION_TTY},
207 {"PHASERS", PHASERS, 0},
209 {"TORPEDO", TORPEDO, 0},
210 {"PHOTONS", TORPEDO, 0},
214 {"SHIELDS", SHIELDS, 0},
218 {"DAMAGES", DAMAGES, 0},
222 {"IMPULSE", IMPULSE, 0},
230 {"SENSORS", SENSORS, OPTION_PLANETS},
232 {"ORBIT", ORBIT, OPTION_PLANETS},
234 {"TRANSPORT", TRANSPORT, OPTION_PLANETS},
236 {"MINE", MINE, OPTION_PLANETS},
238 {"CRYSTALS", CRYSTALS, OPTION_PLANETS},
240 {"SHUTTLE", SHUTTLE, OPTION_PLANETS},
242 {"PLANETS", PLANETS, OPTION_PLANETS},
244 {"REPORT", REPORT, 0},
246 {"COMPUTER", COMPUTER, 0},
248 {"COMMANDS", COMMANDS, 0},
250 {"EMEXIT", EMEXIT, 0},
252 {"PROBE", PROBE, OPTION_PROBE},
257 {"ABANDON", ABANDON, 0},
259 {"DESTRUCT", DESTRUCT, 0},
261 {"DEATHRAY", DEATHRAY, 0},
263 {"DEBUG", DEBUGCMD, 0},
265 {"MAYDAY", MAYDAY, 0},
266 //{"SOS", MAYDAY, 0},
267 //{"CALL", MAYDAY, 0},
274 #define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
275 #define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
277 static void listCommands(void) {
279 proutn("LEGAL COMMANDS ARE:");
280 for (i = 0; i < NUMCOMMANDS; i++) {
285 proutn("%-12s ", commands[i].name);
291 static void helpme(void)
294 char cmdbuf[32], *cp;
297 /* Give help on commands */
302 setwnd(prompt_window);
303 proutn("Help on what command? ");
306 setwnd(message_window);
307 if (key == IHEOL) return;
308 for (i = 0; i < NUMCOMMANDS; i++) {
309 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
310 i = commands[i].value;
314 if (i != NUMCOMMANDS) break;
316 prout("Valid commands:");
323 strcpy(cmdbuf, " ABBREV");
326 for (j = 0; commands[i].name[j]; j++)
327 cmdbuf[j] = toupper(commands[i].name[j]);
330 fp = fopen(SSTDOC, "r");
332 fp = fopen(DOC_NAME, "r");
334 prout("Spock- \"Captain, that information is missing from the");
335 prout(" computer. You need to find "DOC_NAME" and put it in the");
336 prout(" current directory or to "SSTDOC".\"");
338 * This used to continue: "You need to find SST.DOC and put
339 * it in the current directory."
344 if (fgets(linebuf, sizeof(linebuf), fp) == NULL) {
345 prout("Spock- \"Captain, there is no information on that command.\"");
349 if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') {
350 for (cp = linebuf+3; isspace(*cp); cp++)
352 linebuf[strlen(linebuf)-1] = '\0';
353 if (strcasecmp(cp, cmdbuf) == 0)
359 prout("Spock- \"Captain, I've found the following information:\"");
362 while (fgets(linebuf, sizeof(linebuf),fp)) {
363 if (strstr(linebuf, "******"))
370 void enqueue(char *s)
375 static void makemoves(void)
379 setwnd(message_window);
380 while (TRUE) { /* command loop */
382 while (TRUE) { /* get a command */
388 setwnd(prompt_window);
391 if (scan() == IHEOL) {
397 setwnd(message_window);
399 for (i=0; i < ABANDON; i++)
400 if (ACCEPT(i) && isit(commands[i].name)) {
401 v = commands[i].value;
404 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
406 for (; i < NUMCOMMANDS; i++)
407 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
408 v = commands[i].value;
411 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
415 commandhook(commands[i].name, TRUE);
416 switch (v) { /* command switch */
417 case SRSCAN: // srscan
420 case STATUS: // status
423 case REQUEST: // status request
424 srscan(SCAN_REQUEST);
426 case LRSCAN: // lrscan
429 case PHASERS: // phasers
431 if (game.ididit) hitme = TRUE;
433 case TORPEDO: // photons
435 if (game.ididit) hitme = TRUE;
440 case SHIELDS: // shields
449 if (game.ididit) attack(0);
451 case DAMAGES: // damages
457 case IMPULSE: // impulse
462 if (game.ididit) hitme = TRUE;
470 case SENSORS: // sensors
475 if (game.ididit) hitme = TRUE;
477 case TRANSPORT: // transport "beam"
482 if (game.ididit) hitme = TRUE;
484 case CRYSTALS: // crystals
486 if (game.ididit) hitme = TRUE;
488 case SHUTTLE: // shuttle
490 if (game.ididit) hitme = TRUE;
492 case PLANETS: // Planet list
495 case REPORT: // Game Report
498 case COMPUTER: // use COMPUTER!
504 case EMEXIT: // Emergency exit
505 clrscr(); // Hide screen
506 freeze(TRUE); // forced save
507 exit(1); // And quick exit
510 probe(); // Launch probe
511 if (game.ididit) hitme = TRUE;
513 case ABANDON: // Abandon Ship
516 case DESTRUCT: // Self Destruct
519 case SAVE: // Save Game
522 if (game.skill > SKILL_GOOD)
523 prout("WARNING--Saved games produce no plaques!");
525 case DEATHRAY: // Try a desparation measure
527 if (game.ididit) hitme = TRUE;
529 case DEBUGCMD: // What do we want for debug???
534 case MAYDAY: // Call for help
536 if (game.ididit) hitme = TRUE;
539 game.alldone = 1; // quit the game
541 if (game.idebug) score();
545 helpme(); // get help
548 commandhook(commands[i].name, FALSE);
550 if (game.alldone) break; // Game has ended
552 if (game.idebug) prout("2500");
554 if (game.optime != 0.0) {
556 if (game.alldone) break; // Events did us in
558 if (game.state.galaxy[game.quadx][game.quady].supernova) { // Galaxy went Nova!
562 if (hitme && game.justin==0) {
564 if (game.alldone) break;
565 if (game.state.galaxy[game.quadx][game.quady].supernova) { // went NOVA!
573 if (game.alldone) break;
578 int main(int argc, char **argv)
582 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
584 game.options |= OPTION_CURSES | OPTION_SHOWME;
586 game.options |= OPTION_TTY;
588 while ((option = getopt(argc, argv, "t")) != -1) {
591 game.options |= OPTION_TTY;
592 game.options &=~ OPTION_CURSES;
595 fprintf(stderr, "usage: sst [-t] [startcommand...].\n");
604 for (i = optind; i < argc; i++) {
605 strcat(line, argv[i]);
608 while (TRUE) { /* Play a game */
609 setwnd(fullscreen_window);
611 prout("INITIAL OPTIONS: %0lx", game.options);
615 setup(line[0] == '\0');
625 if (game.tourn && game.alldone) {
626 proutn("Do you want your score recorded?");
632 proutn("Do you want to play again? ");
636 prout("May the Great Bird of the Galaxy roost upon your home planet.");
643 /* return an enemy */
647 case IHR: s = "Romulan"; break;
648 case IHK: s = "Klingon"; break;
649 case IHC: s = "Commander"; break;
650 case IHS: s = "Super-commander"; break;
651 case IHSTAR: s = "Star"; break;
652 case IHP: s = "Planet"; break;
653 case IHB: s = "Starbase"; break;
654 case IHBLANK: s = "Black hole"; break;
655 case IHT: s = "Tholian"; break;
656 case IHWEB: s = "Tholian web"; break;
657 case IHQUEST: s = "Stranger"; break;
658 default: s = "Unknown??"; break;
663 char *cramlc(enum loctype key, int x, int y)
667 if (key == quadrant) strcpy(buf, "Quadrant ");
668 else if (key == sector) strcpy(buf, "Sector ");
669 sprintf(buf+strlen(buf), "%d - %d", x, y);
673 void crmena(int i, int enemy, int key, int x, int y)
675 if (i == 1) proutn("***");
678 proutn(cramlc(key, x, y));
685 case IHE: s = "Enterprise"; break;
686 case IHF: s = "Faerie Queene"; break;
687 default: s = "Ship???"; break;
694 prouts("******************************************************");
698 double expran(double avrage)
700 return -avrage*log(1e-7 + Rand());
704 return rand()/(1.0 + (double)RAND_MAX);
707 void iran(int size, int *i, int *j)
709 *i = Rand()*(size*1.0) + 1.0;
710 *j = Rand()*(size*1.0) + 1.0;
721 /* return IHEOL next time */
735 // Read a line if nothing here
741 cgetline(line, sizeof(line));
743 if (curwnd==prompt_window){
745 setwnd(message_window);
750 // Skip leading white space
751 while (*linep == ' ') linep++;
757 if (isdigit(*linep) || *linep=='+' || *linep=='-' || *linep=='.') {
760 if (sscanf(linep, "%lf%n", &aaitem, &i) < 1) {
761 linep = line; // Invalid numbers are ignored
773 while (*linep && *linep!=' ') {
774 if ((cp - citem) < 9) *cp++ = tolower(*linep);
787 if (*citem == 'y') return TRUE;
788 if (*citem == 'n') return FALSE;
789 proutn("Please answer with \"Y\" or \"N\": ");
797 prout("Beg your pardon, Captain?");
802 /* New function -- compares s to scanned citem and returns true if it
803 matches to the length of s */
805 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
812 proutn("Reset levels? ");
814 if (energy < game.inenrg) energy = game.inenrg;
815 shield = game.inshld;
816 torps = game.intorps;
817 game.lsupres = game.inlsr;
819 proutn("Reset damage? ");
822 for (i=0; i < NDEVICES; i++)
823 if (game.damage[i] > 0.0)
824 game.damage[i] = 0.0;
826 proutn("Toggle game.idebug? ");
828 game.idebug = !game.idebug;
829 if (game.idebug) prout("Debug output ON");
830 else prout("Debug output OFF");
832 proutn("Cause selective damage? ");
835 for (i=0; i < NDEVICES; i++) {
841 if (key == IHALPHA && isit("y")) {
842 game.damage[i] = 10.0;
846 proutn("Examine/change events? ");
849 for (i = 1; i < NEVENTS; i++) {
851 if (game.future[i] == FOREVER) continue;
853 case FSNOVA: proutn("Supernova "); break;
854 case FTBEAM: proutn("T Beam "); break;
855 case FSNAP: proutn("Snapshot "); break;
856 case FBATTAK: proutn("Base Attack "); break;
857 case FCDBAS: proutn("Base Destroy "); break;
858 case FSCMOVE: proutn("SC Move "); break;
859 case FSCDBAS: proutn("SC Base Destroy "); break;
861 proutn("%.2f", game.future[i]-game.state.date);
866 game.future[i] = game.state.date + aaitem;
871 proutn("Induce supernova here? ");
873 game.state.galaxy[game.quadx][game.quady].supernova = TRUE;