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.
167 /* the input queue */
168 static char line[128], *linep = line;
173 int iscore, iskill; // Common PLAQ
177 int seed; // the random-number seed
178 bool idebug; // debug mode
179 bool randready; // Has the random-number generator initialized?
182 char *device[NDEVICES] = {
203 unsigned long option;
208 {"SRSCAN", SRSCAN, OPTION_TTY},
210 {"STATUS", STATUS, OPTION_TTY},
212 {"REQUEST", REQUEST, OPTION_TTY},
214 {"LRSCAN", LRSCAN, OPTION_TTY},
216 {"PHASERS", PHASERS, 0},
218 {"TORPEDO", TORPEDO, 0},
219 {"PHOTONS", TORPEDO, 0},
223 {"SHIELDS", SHIELDS, 0},
227 {"DAMAGES", DAMAGES, 0},
231 {"IMPULSE", IMPULSE, 0},
239 {"SENSORS", SENSORS, OPTION_PLANETS},
241 {"ORBIT", ORBIT, OPTION_PLANETS},
243 {"TRANSPORT", TRANSPORT, OPTION_PLANETS},
245 {"MINE", MINE, OPTION_PLANETS},
247 {"CRYSTALS", CRYSTALS, OPTION_PLANETS},
249 {"SHUTTLE", SHUTTLE, OPTION_PLANETS},
251 {"PLANETS", PLANETS, OPTION_PLANETS},
253 {"REPORT", REPORT, 0},
255 {"COMPUTER", COMPUTER, 0},
257 {"COMMANDS", COMMANDS, 0},
259 {"EMEXIT", EMEXIT, 0},
261 {"PROBE", PROBE, OPTION_PROBE},
266 {"ABANDON", ABANDON, 0},
268 {"DESTRUCT", DESTRUCT, 0},
270 {"DEATHRAY", DEATHRAY, 0},
272 {"DEBUG", DEBUGCMD, 0},
274 {"MAYDAY", MAYDAY, 0},
275 //{"SOS", MAYDAY, 0},
276 //{"CALL", MAYDAY, 0},
285 #define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
286 #define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
288 static void listCommands(void) {
290 proutn("LEGAL COMMANDS ARE:");
291 for (i = 0; i < NUMCOMMANDS; i++) {
296 proutn("%-12s ", commands[i].name);
302 static void helpme(void)
305 char cmdbuf[32], *cp;
308 /* Give help on commands */
313 setwnd(prompt_window);
314 proutn("Help on what command? ");
317 setwnd(message_window);
318 if (key == IHEOL) return;
319 for (i = 0; i < NUMCOMMANDS; i++) {
320 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
321 i = commands[i].value;
325 if (i != NUMCOMMANDS) break;
327 prout("Valid commands:");
334 strcpy(cmdbuf, " ABBREV");
337 for (j = 0; commands[i].name[j]; j++)
338 cmdbuf[j] = toupper(commands[i].name[j]);
341 fp = fopen(SSTDOC, "r");
343 fp = fopen(DOC_NAME, "r");
345 prout("Spock- \"Captain, that information is missing from the");
346 prout(" computer. You need to find "DOC_NAME" and put it in the");
347 prout(" current directory or to "SSTDOC".\"");
349 * This used to continue: "You need to find SST.DOC and put
350 * it in the current directory."
355 if (fgets(linebuf, sizeof(linebuf), fp) == NULL) {
356 prout("Spock- \"Captain, there is no information on that command.\"");
360 if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') {
361 for (cp = linebuf+3; isspace(*cp); cp++)
363 linebuf[strlen(linebuf)-1] = '\0';
364 if (strcasecmp(cp, cmdbuf) == 0)
370 prout("Spock- \"Captain, I've found the following information:\"");
373 while (fgets(linebuf, sizeof(linebuf),fp)) {
374 if (strstr(linebuf, "******"))
381 void enqueue(char *s)
386 static void makemoves(void)
391 setwnd(message_window);
392 for(;;) { /* command loop */
394 for(;;) { /* get a command */
400 setwnd(prompt_window);
403 if (scan() == IHEOL) {
409 setwnd(message_window);
411 for (i=0; i < ABANDON; i++)
412 if (ACCEPT(i) && isit(commands[i].name)) {
413 v = commands[i].value;
416 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
418 for (; i < NUMCOMMANDS; i++)
419 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
420 v = commands[i].value;
423 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
427 commandhook(commands[i].name, true);
428 switch (v) { /* command switch */
429 case SRSCAN: // srscan
432 case STATUS: // status
435 case REQUEST: // status request
436 srscan(SCAN_REQUEST);
438 case LRSCAN: // lrscan
441 case PHASERS: // phasers
443 if (game.ididit) hitme = true;
445 case TORPEDO: // photons
447 if (game.ididit) hitme = true;
452 case SHIELDS: // shields
461 if (game.ididit) attack(0);
463 case DAMAGES: // damages
469 case IMPULSE: // impulse
474 if (game.ididit) hitme = true;
482 case SENSORS: // sensors
487 if (game.ididit) hitme = true;
489 case TRANSPORT: // transport "beam"
494 if (game.ididit) hitme = true;
496 case CRYSTALS: // crystals
498 if (game.ididit) hitme = true;
500 case SHUTTLE: // shuttle
502 if (game.ididit) hitme = true;
504 case PLANETS: // Planet list
507 case REPORT: // Game Report
510 case COMPUTER: // use COMPUTER!
516 case EMEXIT: // Emergency exit
517 clrscr(); // Hide screen
518 freeze(true); // forced save
519 exit(1); // And quick exit
522 probe(); // Launch probe
523 if (game.ididit) hitme = true;
525 case ABANDON: // Abandon Ship
528 case DESTRUCT: // Self Destruct
531 case SAVE: // Save Game
534 if (game.skill > SKILL_GOOD)
535 prout("WARNING--Saved games produce no plaques!");
537 case DEATHRAY: // Try a desparation measure
539 if (game.ididit) hitme = true;
541 case DEBUGCMD: // What do we want for debug???
544 case MAYDAY: // Call for help
546 if (game.ididit) hitme = true;
549 game.alldone = 1; // quit the game
552 helpme(); // get help
554 case SEED: // set random-number seed
560 commandhook(commands[i].name, false);
562 if (game.alldone) break; // Game has ended
563 if (game.optime != 0.0) {
565 if (game.alldone) break; // Events did us in
567 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova!
571 if (hitme && game.justin==0) {
573 if (game.alldone) break;
574 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
582 if (game.alldone) break;
584 if (idebug) prout("=== Ending");
588 int main(int argc, char **argv)
592 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
594 game.options |= OPTION_CURSES | OPTION_SHOWME;
596 game.options |= OPTION_TTY;
598 while ((option = getopt(argc, argv, "tx")) != -1) {
601 game.options |= OPTION_TTY;
602 game.options &=~ OPTION_CURSES;
608 fprintf(stderr, "usage: sst [-t] [-x] [startcommand...].\n");
612 /* where to save the input in case of bugs */
613 logfp = fopen("sst-input.log", "w");
620 for (i = optind; i < argc; i++) {
621 strcat(line, argv[i]);
624 for(;;) { /* Play a game */
625 setwnd(fullscreen_window);
628 setup(line[0] == '\0');
638 if (game.tourn && game.alldone) {
639 proutn("Do you want your score recorded?");
645 proutn("Do you want to play again? ");
649 prout("May the Great Bird of the Galaxy roost upon your home planet.");
656 /* return an enemy */
660 case IHR: s = "Romulan"; break;
661 case IHK: s = "Klingon"; break;
662 case IHC: s = "Commander"; break;
663 case IHS: s = "Super-commander"; break;
664 case IHSTAR: s = "Star"; break;
665 case IHP: s = "Planet"; break;
666 case IHB: s = "Starbase"; break;
667 case IHBLANK: s = "Black hole"; break;
668 case IHT: s = "Tholian"; break;
669 case IHWEB: s = "Tholian web"; break;
670 case IHQUEST: s = "Stranger"; break;
671 default: s = "Unknown??"; break;
676 char *cramlc(enum loctype key, coord w)
680 if (key == quadrant) strcpy(buf, "Quadrant ");
681 else if (key == sector) strcpy(buf, "Sector ");
682 sprintf(buf+strlen(buf), "%d - %d", w.x, w.y);
686 void crmena(int i, int enemy, int key, coord w)
688 if (i == 1) proutn("***");
691 proutn(cramlc(key, w));
698 case IHE: s = "Enterprise"; break;
699 case IHF: s = "Faerie Queene"; break;
700 default: s = "Ship???"; break;
707 prouts("******************************************************");
711 double expran(double avrage)
713 return -avrage*log(1e-7 + Rand());
720 seed = (unsigned)time(NULL);
722 fprintf(logfp, "seed %d\n", seed);
726 return rand()/(1.0 + (double)RAND_MAX);
729 void iran(int size, int *i, int *j)
731 *i = Rand()*(size*1.0) + 1.0;
732 *j = Rand()*(size*1.0) + 1.0;
743 /* return IHEOL next time */
757 // Read a line if nothing here
763 cgetline(line, sizeof(line));
765 if (curwnd==prompt_window){
767 setwnd(message_window);
772 // Skip leading white space
773 while (*linep == ' ') linep++;
779 if (isdigit(*linep) || *linep=='+' || *linep=='-' || *linep=='.') {
782 if (sscanf(linep, "%lf%n", &aaitem, &i) < 1) {
783 linep = line; // Invalid numbers are ignored
795 while (*linep && *linep!=' ') {
796 if ((cp - citem) < 9) *cp++ = tolower(*linep);
809 if (*citem == 'y') return true;
810 if (*citem == 'n') return false;
811 proutn("Please answer with \"Y\" or \"N\": ");
819 prout("Beg your pardon, Captain?");
824 /* New function -- compares s to scanned citem and returns true if it
825 matches to the length of s */
827 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
833 proutn("Reset levels? ");
835 if (game.energy < game.inenrg) game.energy = game.inenrg;
836 game.shield = game.inshld;
837 game.torps = game.intorps;
838 game.lsupres = game.inlsr;
840 proutn("Reset damage? ");
843 for (i=0; i < NDEVICES; i++)
844 if (game.damage[i] > 0.0)
845 game.damage[i] = 0.0;
847 proutn("Toggle debug flag? ");
850 if (idebug) prout("Debug output ON");
851 else prout("Debug output OFF");
853 proutn("Cause selective damage? ");
856 for (i=0; i < NDEVICES; i++) {
862 if (key == IHALPHA && isit("y")) {
863 game.damage[i] = 10.0;
867 proutn("Examine/change events? ");
872 for (i = 1; i < NEVENTS; i++) {
874 if (!is_scheduled(i)) continue;
876 case FSNOVA: proutn("Supernova "); break;
877 case FTBEAM: proutn("T Beam "); break;
878 case FSNAP: proutn("Snapshot "); break;
879 case FBATTAK: proutn("Base Attack "); break;
880 case FCDBAS: proutn("Base Destroy "); break;
881 case FSCMOVE: proutn("SC Move "); break;
882 case FSCDBAS: proutn("SC Base Destroy "); break;
883 //case FDSPROB:proutn("Probe Move "); break;
884 case FDISTR: proutn("Distress Call "); break;
885 case FENSLV: proutn("Enlavement "); break;
886 case FREPRO: proutn("Klingon Build "); break;
888 proutn("%.2f", scheduled(i)-game.state.date);
893 ev = schedule(i, aaitem);
894 if (i == FENSLV || i == FREPRO) {
896 proutn("In quadrant- ");
899 prout("Event %d canceled, no y coordinate.", i);
906 prout("Event %d canceled, no x coordinate.", i);
917 proutn("Induce supernova here? ");
919 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;