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 *systnames[NINHAB + 1];
193 char *device[NDEVICES];
199 unsigned long option;
204 {"SRSCAN", SRSCAN, OPTION_TTY},
206 {"STATUS", STATUS, OPTION_TTY},
208 {"REQUEST", REQUEST, OPTION_TTY},
210 {"LRSCAN", LRSCAN, OPTION_TTY},
212 {"PHASERS", PHASERS, 0},
214 {"TORPEDO", TORPEDO, 0},
215 {"PHOTONS", TORPEDO, 0},
219 {"SHIELDS", SHIELDS, 0},
223 {"DAMAGES", DAMAGES, 0},
227 {"IMPULSE", IMPULSE, 0},
235 {"SENSORS", SENSORS, OPTION_PLANETS},
237 {"ORBIT", ORBIT, OPTION_PLANETS},
239 {"TRANSPORT", TRANSPORT, OPTION_PLANETS},
241 {"MINE", MINE, OPTION_PLANETS},
243 {"CRYSTALS", CRYSTALS, OPTION_PLANETS},
245 {"SHUTTLE", SHUTTLE, OPTION_PLANETS},
247 {"PLANETS", PLANETS, OPTION_PLANETS},
249 {"REPORT", REPORT, 0},
251 {"COMPUTER", COMPUTER, 0},
253 {"COMMANDS", COMMANDS, 0},
255 {"EMEXIT", EMEXIT, 0},
257 {"PROBE", PROBE, OPTION_PROBE},
262 {"ABANDON", ABANDON, 0},
264 {"DESTRUCT", DESTRUCT, 0},
266 {"DEATHRAY", DEATHRAY, 0},
268 {"DEBUG", DEBUGCMD, 0},
270 {"MAYDAY", MAYDAY, 0},
271 //{"SOS", MAYDAY, 0},
272 //{"CALL", MAYDAY, 0},
281 {"VISUAL", VISUAL, 0},
285 #define NUMCOMMANDS ARRAY_SIZE(commands)
286 #define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
288 static void listCommands(void)
289 /* generate a list of legal commands */
292 proutn(_("LEGAL COMMANDS ARE:"));
293 for (i = 0; i < NUMCOMMANDS; i++) {
298 proutn("%-12s ", commands[i].name);
304 static void helpme(void)
305 /* browse on-line help */
308 char cmdbuf[32], *cp;
311 /* Give help on commands */
316 setwnd(prompt_window);
317 proutn(_("Help on what command? "));
320 setwnd(message_window);
323 for (i = 0; i < NUMCOMMANDS; i++) {
324 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
325 i = commands[i].value;
329 if (i != NUMCOMMANDS)
338 strcpy(cmdbuf, " ABBREV");
341 for (j = 0; commands[i].name[j]; j++)
342 cmdbuf[j] = toupper(commands[i].name[j]);
345 fp = fopen(SSTDOC, "r");
347 fp = fopen(DOC_NAME, "r");
349 prout(_("Spock- \"Captain, that information is missing from the"));
350 proutn(_(" computer. You need to find "));
352 prout(_(" and put it in the"));
353 proutn(_(" current directory or to "));
357 * This used to continue: "You need to find SST.DOC and put
358 * it in the current directory."
363 if (fgets(linebuf, sizeof(linebuf), fp) == NULL) {
364 prout(_("Spock- \"Captain, there is no information on that command.\""));
368 if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') {
369 for (cp = linebuf+3; isspace(*cp); cp++)
371 linebuf[strlen(linebuf)-1] = '\0';
372 if (strcasecmp(cp, cmdbuf) == 0)
378 prout(_("Spock- \"Captain, I've found the following information:\""));
381 while (fgets(linebuf, sizeof(linebuf), fp)) {
383 if (strstr(linebuf, "******"))
385 if ((eol = strpbrk(linebuf, "\r\n")))
392 static void makemoves(void)
393 /* command-interpretation loop */
398 setwnd(message_window);
399 for(;;) { /* command loop */
401 for(;;) { /* get a command */
407 setwnd(prompt_window);
410 if (scan() == IHEOL) {
411 if (game.options & OPTION_CURSES)
417 setwnd(message_window);
419 for (i=0; i < ABANDON; i++)
420 if (ACCEPT(i) && isit(commands[i].name)) {
421 v = commands[i].value;
424 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
426 for (; i < NUMCOMMANDS; i++)
427 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
428 v = commands[i].value;
431 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
435 commandhook(commands[i].name, true);
436 switch (v) { /* command switch */
437 case SRSCAN: // srscan
440 case STATUS: // status
443 case REQUEST: // status request
446 case LRSCAN: // lrscan
449 case PHASERS: // phasers
454 case TORPEDO: // photons
462 case SHIELDS: // shields
466 game.shldchg = false;
474 case DAMAGES: // damages
480 case IMPULSE: // impulse
494 case SENSORS: // sensors
502 case TRANSPORT: // transport "beam"
510 case CRYSTALS: // crystals
515 case SHUTTLE: // shuttle
520 case PLANETS: // Planet list
523 case REPORT: // Game Report
526 case COMPUTER: // use COMPUTER!
532 case EMEXIT: // Emergency exit
533 clrscr(); // Hide screen
534 freeze(true); // forced save
535 exit(1); // And quick exit
538 probe(); // Launch probe
542 case ABANDON: // Abandon Ship
545 case DESTRUCT: // Self Destruct
548 case SAVE: // Save Game
551 if (game.skill > SKILL_GOOD)
552 prout(_("WARNING--Saved games produce no plaques!"));
554 case DEATHRAY: // Try a desparation measure
559 case DEBUGCMD: // What do we want for debug???
562 case MAYDAY: // Call for help
568 game.alldone = true; // quit the game
571 helpme(); // get help
573 case SEED: // set random-number seed
580 visual(); // perform visual scan
584 commandhook(commands[i].name, false);
586 if (game.alldone) break; // Game has ended
587 if (game.optime != 0.0) {
589 if (game.alldone) break; // Events did us in
591 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova!
595 if (hitme && !game.justin) {
599 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
615 int main(int argc, char **argv)
619 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
621 game.options |= OPTION_CURSES | OPTION_SHOWME;
623 game.options |= OPTION_TTY;
625 seed = (int)time(NULL);
626 while ((option = getopt(argc, argv, "r:tx")) != -1) {
629 replayfp = fopen(optarg, "r");
630 if (replayfp == NULL) {
631 fprintf(stderr, "sst: can't open replay file %s\n", optarg);
634 if (fscanf(replayfp, "seed %d\n", &seed) != 1) {
635 fprintf(stderr, "sst: replay file %s is ill-formed\n", optarg);
640 game.options |= OPTION_TTY;
641 game.options &=~ OPTION_CURSES;
647 fprintf(stderr, "usage: sst [-t] [-x] [startcommand...].\n");
651 /* where to save the input in case of bugs */
652 logfp = fopen("/usr/tmp/sst-input.log", "w");
655 fprintf(logfp, "seed %d\n", seed);
662 for (i = optind; i < argc; i++) {
663 strcat(line, argv[i]);
666 for(;;) { /* Play a game */
667 setwnd(fullscreen_window);
670 setup(line[0] == '\0');
673 game.alldone = false;
681 if (game.tourn && game.alldone) {
682 proutn(_("Do you want your score recorded?"));
688 proutn(_("Do you want to play again? "));
693 prout(_("May the Great Bird of the Galaxy roost upon your home planet."));
698 void cramen(feature i)
699 /* print the name of an enemy */
701 /* return an enemy */
705 case IHR: s = _("Romulan"); break;
706 case IHK: s = _("Klingon"); break;
707 case IHC: s = _("Commander"); break;
708 case IHS: s = _("Super-commander"); break;
709 case IHSTAR: s = _("Star"); break;
710 case IHP: s = _("Planet"); break;
711 case IHB: s = _("Starbase"); break;
712 case IHBLANK: s = _("Black hole"); break;
713 case IHT: s = _("Tholian"); break;
714 case IHWEB: s = _("Tholian web"); break;
715 case IHQUEST: s = _("Stranger"); break;
716 case IHW: s = _("Inhabited World"); break;
717 default: s = "Unknown??"; break;
722 char *cramlc(enum loctype key, coord w)
723 /* name a location */
728 strcpy(buf, _("Quadrant "));
729 else if (key == sector)
730 strcpy(buf, _("Sector "));
731 sprintf(buf+strlen(buf), "%d - %d", w.x, w.y);
735 void crmena(bool stars, feature enemy, enum loctype key, coord w)
736 /* print an enemy and his location */
742 proutn(cramlc(key, w));
746 /* print our ship name */
750 case IHE: s = _("Enterprise"); break;
751 case IHF: s = _("Faerie Queene"); break;
752 default: s = "Ship???"; break;
758 /* print a line of stars */
760 prouts("******************************************************");
764 double expran(double avrage)
766 return -avrage*log(1e-7 + Rand());
771 return rand()/(1.0 + (double)RAND_MAX);
774 coord randplace(int size)
775 /* choose a random location */
778 w.x = Rand()*(size*1.0) + 1.0;
779 w.y = Rand()*(size*1.0) + 1.0;
791 /* return IHEOL next time */
805 // Read a line if nothing here
811 cgetline(line, sizeof(line));
813 if (curwnd==prompt_window){
815 setwnd(message_window);
820 // Skip leading white space
821 while (*linep == ' ') linep++;
827 if (isdigit(*linep) || *linep=='+' || *linep=='-' || *linep=='.') {
830 if (sscanf(linep, "%lf%n", &aaitem, &i) < 1) {
831 linep = line; // Invalid numbers are ignored
843 while (*linep && *linep!=' ') {
844 if ((cp - citem) < 9)
845 *cp++ = tolower(*linep);
853 /* yes-or-no confirmation */
863 proutn(_("Please answer with \"y\" or \"n\": "));
868 /* complain about unparseable input */
872 prout(_("Beg your pardon, Captain?"));
876 /* compares s to citem and returns true if it matches to the length of s */
878 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
882 /* access to the internals for debugging */
884 proutn("Reset levels? ");
886 if (game.energy < game.inenrg)
887 game.energy = game.inenrg;
888 game.shield = game.inshld;
889 game.torps = game.intorps;
890 game.lsupres = game.inlsr;
892 proutn("Reset damage? ");
895 for (i=0; i < NDEVICES; i++)
896 if (game.damage[i] > 0.0)
897 game.damage[i] = 0.0;
899 proutn("Toggle debug flag? ");
903 prout("Debug output ON");
905 prout("Debug output OFF");
907 proutn("Cause selective damage? ");
910 for (i=0; i < NDEVICES; i++) {
916 if (key == IHALPHA && isit("y")) {
917 game.damage[i] = 10.0;
921 proutn("Examine/change events? ");
926 for (i = 1; i < NEVENTS; i++) {
929 case FSNOVA: proutn("Supernova "); break;
930 case FTBEAM: proutn("T Beam "); break;
931 case FSNAP: proutn("Snapshot "); break;
932 case FBATTAK: proutn("Base Attack "); break;
933 case FCDBAS: proutn("Base Destroy "); break;
934 case FSCMOVE: proutn("SC Move "); break;
935 case FSCDBAS: proutn("SC Base Destroy "); break;
936 case FDSPROB: proutn("Probe Move "); break;
937 case FDISTR: proutn("Distress Call "); break;
938 case FENSLV: proutn("Enlavement "); break;
939 case FREPRO: proutn("Klingon Build "); break;
941 if (is_scheduled(i)) {
942 proutn("%.2f", scheduled(i)-game.state.date);
943 if (i == FENSLV || i == FREPRO) {
945 proutn(" in %d-%d", ev->quadrant.x,ev->quadrant.y);
955 } else if (key == IHREAL) {
956 ev = schedule(i, aaitem);
957 if (i == FENSLV || i == FREPRO) {
959 proutn("In quadrant- ");
961 /* IHEOL says to leave coordinates as they are */
964 prout("Event %d canceled, no x coordinate.", i);
971 prout("Event %d canceled, no y coordinate.", i);
983 proutn("Induce supernova here? ");
985 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;