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;
169 int iscore, iskill; // Common PLAQ
174 char *device[NDEVICES] = {
195 unsigned long option;
200 {"SRSCAN", SRSCAN, OPTION_TTY},
202 {"STATUS", STATUS, OPTION_TTY},
204 {"REQUEST", REQUEST, OPTION_TTY},
206 {"LRSCAN", LRSCAN, OPTION_TTY},
208 {"PHASERS", PHASERS, 0},
210 {"TORPEDO", TORPEDO, 0},
211 {"PHOTONS", TORPEDO, 0},
215 {"SHIELDS", SHIELDS, 0},
219 {"DAMAGES", DAMAGES, 0},
223 {"IMPULSE", IMPULSE, 0},
231 {"SENSORS", SENSORS, OPTION_PLANETS},
233 {"ORBIT", ORBIT, OPTION_PLANETS},
235 {"TRANSPORT", TRANSPORT, OPTION_PLANETS},
237 {"MINE", MINE, OPTION_PLANETS},
239 {"CRYSTALS", CRYSTALS, OPTION_PLANETS},
241 {"SHUTTLE", SHUTTLE, OPTION_PLANETS},
243 {"PLANETS", PLANETS, OPTION_PLANETS},
245 {"REPORT", REPORT, 0},
247 {"COMPUTER", COMPUTER, 0},
249 {"COMMANDS", COMMANDS, 0},
251 {"EMEXIT", EMEXIT, 0},
253 {"PROBE", PROBE, OPTION_PROBE},
258 {"ABANDON", ABANDON, 0},
260 {"DESTRUCT", DESTRUCT, 0},
262 {"DEATHRAY", DEATHRAY, 0},
264 {"DEBUG", DEBUGCMD, 0},
266 {"MAYDAY", MAYDAY, 0},
267 //{"SOS", MAYDAY, 0},
268 //{"CALL", MAYDAY, 0},
275 #define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
276 #define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
278 static void listCommands(void) {
280 proutn("LEGAL COMMANDS ARE:");
281 for (i = 0; i < NUMCOMMANDS; i++) {
286 proutn("%-12s ", commands[i].name);
292 static void helpme(void)
295 char cmdbuf[32], *cp;
298 /* Give help on commands */
303 setwnd(prompt_window);
304 proutn("Help on what command? ");
307 setwnd(message_window);
308 if (key == IHEOL) return;
309 for (i = 0; i < NUMCOMMANDS; i++) {
310 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
311 i = commands[i].value;
315 if (i != NUMCOMMANDS) break;
317 prout("Valid commands:");
324 strcpy(cmdbuf, " ABBREV");
327 for (j = 0; commands[i].name[j]; j++)
328 cmdbuf[j] = toupper(commands[i].name[j]);
331 fp = fopen(SSTDOC, "r");
333 fp = fopen(DOC_NAME, "r");
335 prout("Spock- \"Captain, that information is missing from the");
336 prout(" computer. You need to find "DOC_NAME" and put it in the");
337 prout(" current directory or to "SSTDOC".\"");
339 * This used to continue: "You need to find SST.DOC and put
340 * it in the current directory."
345 if (fgets(linebuf, sizeof(linebuf), fp) == NULL) {
346 prout("Spock- \"Captain, there is no information on that command.\"");
350 if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') {
351 for (cp = linebuf+3; isspace(*cp); cp++)
353 linebuf[strlen(linebuf)-1] = '\0';
354 if (strcasecmp(cp, cmdbuf) == 0)
360 prout("Spock- \"Captain, I've found the following information:\"");
363 while (fgets(linebuf, sizeof(linebuf),fp)) {
364 if (strstr(linebuf, "******"))
371 void enqueue(char *s)
376 static void makemoves(void)
380 setwnd(message_window);
381 while (TRUE) { /* command loop */
383 while (TRUE) { /* get a command */
389 setwnd(prompt_window);
392 if (scan() == IHEOL) {
398 setwnd(message_window);
400 for (i=0; i < ABANDON; i++)
401 if (ACCEPT(i) && isit(commands[i].name)) {
402 v = commands[i].value;
405 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
407 for (; i < NUMCOMMANDS; i++)
408 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
409 v = commands[i].value;
412 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
416 commandhook(commands[i].name, TRUE);
417 switch (v) { /* command switch */
418 case SRSCAN: // srscan
421 case STATUS: // status
424 case REQUEST: // status request
425 srscan(SCAN_REQUEST);
427 case LRSCAN: // lrscan
430 case PHASERS: // phasers
432 if (game.ididit) hitme = TRUE;
434 case TORPEDO: // photons
436 if (game.ididit) hitme = TRUE;
441 case SHIELDS: // shields
450 if (game.ididit) attack(0);
452 case DAMAGES: // damages
458 case IMPULSE: // impulse
463 if (game.ididit) hitme = TRUE;
471 case SENSORS: // sensors
476 if (game.ididit) hitme = TRUE;
478 case TRANSPORT: // transport "beam"
483 if (game.ididit) hitme = TRUE;
485 case CRYSTALS: // crystals
487 if (game.ididit) hitme = TRUE;
489 case SHUTTLE: // shuttle
491 if (game.ididit) hitme = TRUE;
493 case PLANETS: // Planet list
496 case REPORT: // Game Report
499 case COMPUTER: // use COMPUTER!
505 case EMEXIT: // Emergency exit
506 clrscr(); // Hide screen
507 freeze(TRUE); // forced save
508 exit(1); // And quick exit
511 probe(); // Launch probe
512 if (game.ididit) hitme = TRUE;
514 case ABANDON: // Abandon Ship
517 case DESTRUCT: // Self Destruct
520 case SAVE: // Save Game
523 if (game.skill > SKILL_GOOD)
524 prout("WARNING--Saved games produce no plaques!");
526 case DEATHRAY: // Try a desparation measure
528 if (game.ididit) hitme = TRUE;
530 case DEBUGCMD: // What do we want for debug???
535 case MAYDAY: // Call for help
537 if (game.ididit) hitme = TRUE;
540 game.alldone = 1; // quit the game
542 if (game.idebug) score();
546 helpme(); // get help
549 commandhook(commands[i].name, FALSE);
551 if (game.alldone) break; // Game has ended
553 if (game.idebug) prout("2500");
555 if (game.optime != 0.0) {
557 if (game.alldone) break; // Events did us in
559 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova!
563 if (hitme && game.justin==0) {
565 if (game.alldone) break;
566 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
574 if (game.alldone) break;
579 int main(int argc, char **argv)
583 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
585 game.options |= OPTION_CURSES | OPTION_SHOWME;
587 game.options |= OPTION_TTY;
589 while ((option = getopt(argc, argv, "t")) != -1) {
592 game.options |= OPTION_TTY;
593 game.options &=~ OPTION_CURSES;
596 fprintf(stderr, "usage: sst [-t] [startcommand...].\n");
605 for (i = optind; i < argc; i++) {
606 strcat(line, argv[i]);
609 while (TRUE) { /* Play a game */
610 setwnd(fullscreen_window);
612 prout("INITIAL OPTIONS: %0lx", game.options);
616 setup(line[0] == '\0');
626 if (game.tourn && game.alldone) {
627 proutn("Do you want your score recorded?");
633 proutn("Do you want to play again? ");
637 prout("May the Great Bird of the Galaxy roost upon your home planet.");
644 /* return an enemy */
648 case IHR: s = "Romulan"; break;
649 case IHK: s = "Klingon"; break;
650 case IHC: s = "Commander"; break;
651 case IHS: s = "Super-commander"; break;
652 case IHSTAR: s = "Star"; break;
653 case IHP: s = "Planet"; break;
654 case IHB: s = "Starbase"; break;
655 case IHBLANK: s = "Black hole"; break;
656 case IHT: s = "Tholian"; break;
657 case IHWEB: s = "Tholian web"; break;
658 case IHQUEST: s = "Stranger"; break;
659 default: s = "Unknown??"; break;
664 char *cramlc(enum loctype key, coord w)
668 if (key == quadrant) strcpy(buf, "Quadrant ");
669 else if (key == sector) strcpy(buf, "Sector ");
670 sprintf(buf+strlen(buf), "%d - %d", w.x, w.y);
674 void crmena(int i, int enemy, int key, coord w)
676 if (i == 1) proutn("***");
679 proutn(cramlc(key, w));
686 case IHE: s = "Enterprise"; break;
687 case IHF: s = "Faerie Queene"; break;
688 default: s = "Ship???"; break;
695 prouts("******************************************************");
699 double expran(double avrage)
701 return -avrage*log(1e-7 + Rand());
705 return rand()/(1.0 + (double)RAND_MAX);
708 void iran(int size, int *i, int *j)
710 *i = Rand()*(size*1.0) + 1.0;
711 *j = Rand()*(size*1.0) + 1.0;
722 /* return IHEOL next time */
736 // Read a line if nothing here
742 cgetline(line, sizeof(line));
744 if (curwnd==prompt_window){
746 setwnd(message_window);
751 // Skip leading white space
752 while (*linep == ' ') linep++;
758 if (isdigit(*linep) || *linep=='+' || *linep=='-' || *linep=='.') {
761 if (sscanf(linep, "%lf%n", &aaitem, &i) < 1) {
762 linep = line; // Invalid numbers are ignored
774 while (*linep && *linep!=' ') {
775 if ((cp - citem) < 9) *cp++ = tolower(*linep);
788 if (*citem == 'y') return TRUE;
789 if (*citem == 'n') return FALSE;
790 proutn("Please answer with \"Y\" or \"N\": ");
798 prout("Beg your pardon, Captain?");
803 /* New function -- compares s to scanned citem and returns true if it
804 matches to the length of s */
806 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
813 proutn("Reset levels? ");
815 if (energy < game.inenrg) energy = game.inenrg;
816 shield = game.inshld;
817 torps = game.intorps;
818 game.lsupres = game.inlsr;
820 proutn("Reset damage? ");
823 for (i=0; i < NDEVICES; i++)
824 if (game.damage[i] > 0.0)
825 game.damage[i] = 0.0;
827 proutn("Toggle game.idebug? ");
829 game.idebug = !game.idebug;
830 if (game.idebug) prout("Debug output ON");
831 else prout("Debug output OFF");
833 proutn("Cause selective damage? ");
836 for (i=0; i < NDEVICES; i++) {
842 if (key == IHALPHA && isit("y")) {
843 game.damage[i] = 10.0;
847 proutn("Examine/change events? ");
850 for (i = 1; i < NEVENTS; i++) {
852 if (!is_scheduled(i)) continue;
854 case FSNOVA: proutn("Supernova "); break;
855 case FTBEAM: proutn("T Beam "); break;
856 case FSNAP: proutn("Snapshot "); break;
857 case FBATTAK: proutn("Base Attack "); break;
858 case FCDBAS: proutn("Base Destroy "); break;
859 case FSCMOVE: proutn("SC Move "); break;
860 case FSCDBAS: proutn("SC Base Destroy "); break;
862 proutn("%.2f", scheduled(i)-game.state.date);
872 proutn("Induce supernova here? ");
874 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = TRUE;