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 #define NUMCOMMANDS sizeof(commands)/sizeof(commands[0])
297 #define ACCEPT(i) (!commands[i].option || (commands[i].option & game.options))
299 static void listCommands(void)
300 /* generate a list of legal commands */
303 proutn("LEGAL COMMANDS ARE:");
304 for (i = 0; i < NUMCOMMANDS; i++) {
309 proutn("%-12s ", commands[i].name);
315 static void helpme(void)
316 /* browse on-line help */
319 char cmdbuf[32], *cp;
322 /* Give help on commands */
327 setwnd(prompt_window);
328 proutn("Help on what command? ");
331 setwnd(message_window);
332 if (key == IHEOL) return;
333 for (i = 0; i < NUMCOMMANDS; i++) {
334 if (ACCEPT(i) && strcasecmp(commands[i].name, citem)==0) {
335 i = commands[i].value;
339 if (i != NUMCOMMANDS) break;
341 prout("Valid commands:");
348 strcpy(cmdbuf, " ABBREV");
351 for (j = 0; commands[i].name[j]; j++)
352 cmdbuf[j] = toupper(commands[i].name[j]);
355 fp = fopen(SSTDOC, "r");
357 fp = fopen(DOC_NAME, "r");
359 prout("Spock- \"Captain, that information is missing from the");
360 prout(" computer. You need to find "DOC_NAME" and put it in the");
361 prout(" current directory or to "SSTDOC".\"");
363 * This used to continue: "You need to find SST.DOC and put
364 * it in the current directory."
369 if (fgets(linebuf, sizeof(linebuf), fp) == NULL) {
370 prout("Spock- \"Captain, there is no information on that command.\"");
374 if (linebuf[0] == '%' && linebuf[1] == '%'&& linebuf[2] == ' ') {
375 for (cp = linebuf+3; isspace(*cp); cp++)
377 linebuf[strlen(linebuf)-1] = '\0';
378 if (strcasecmp(cp, cmdbuf) == 0)
384 prout("Spock- \"Captain, I've found the following information:\"");
387 while (fgets(linebuf, sizeof(linebuf),fp)) {
388 if (strstr(linebuf, "******"))
395 void enqueue(char *s)
396 /* enqueue input for the command parser */
401 static void makemoves(void)
402 /* command-interpretation loop */
407 setwnd(message_window);
408 for(;;) { /* command loop */
410 for(;;) { /* get a command */
416 setwnd(prompt_window);
419 if (scan() == IHEOL) {
425 setwnd(message_window);
427 for (i=0; i < ABANDON; i++)
428 if (ACCEPT(i) && isit(commands[i].name)) {
429 v = commands[i].value;
432 if (i < ABANDON && (!commands[i].option || (commands[i].option & game.options)))
434 for (; i < NUMCOMMANDS; i++)
435 if (ACCEPT(i) && strcasecmp(commands[i].name, citem) == 0) {
436 v = commands[i].value;
439 if (i < NUMCOMMANDS && (!commands[i].option || (commands[i].option & game.options)))
443 commandhook(commands[i].name, true);
444 switch (v) { /* command switch */
445 case SRSCAN: // srscan
448 case STATUS: // status
451 case REQUEST: // status request
452 srscan(SCAN_REQUEST);
454 case LRSCAN: // lrscan
457 case PHASERS: // phasers
459 if (game.ididit) hitme = true;
461 case TORPEDO: // photons
463 if (game.ididit) hitme = true;
468 case SHIELDS: // shields
472 game.shldchg = false;
477 if (game.ididit) attack(0);
479 case DAMAGES: // damages
485 case IMPULSE: // impulse
490 if (game.ididit) hitme = true;
498 case SENSORS: // sensors
503 if (game.ididit) hitme = true;
505 case TRANSPORT: // transport "beam"
510 if (game.ididit) hitme = true;
512 case CRYSTALS: // crystals
514 if (game.ididit) hitme = true;
516 case SHUTTLE: // shuttle
518 if (game.ididit) hitme = true;
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
539 if (game.ididit) hitme = true;
541 case ABANDON: // Abandon Ship
544 case DESTRUCT: // Self Destruct
547 case SAVE: // Save Game
550 if (game.skill > SKILL_GOOD)
551 prout("WARNING--Saved games produce no plaques!");
553 case DEATHRAY: // Try a desparation measure
555 if (game.ididit) hitme = true;
557 case DEBUGCMD: // What do we want for debug???
560 case MAYDAY: // Call for help
562 if (game.ididit) hitme = true;
565 game.alldone = true; // quit the game
568 helpme(); // get help
570 case SEED: // set random-number seed
576 commandhook(commands[i].name, false);
578 if (game.alldone) break; // Game has ended
579 if (game.optime != 0.0) {
581 if (game.alldone) break; // Events did us in
583 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // Galaxy went Nova!
587 if (hitme && !game.justin) {
589 if (game.alldone) break;
590 if (game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova) { // went NOVA!
598 if (game.alldone) break;
600 if (idebug) prout("=== Ending");
604 int main(int argc, char **argv)
608 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY);
610 game.options |= OPTION_CURSES | OPTION_SHOWME;
612 game.options |= OPTION_TTY;
614 seed = (int)time(NULL);
615 while ((option = getopt(argc, argv, "r:tx")) != -1) {
618 replayfp = fopen(optarg, "r");
619 if (replayfp == NULL) {
620 fprintf(stderr, "sst: can't open replay file %s\n", optarg);
623 if (fscanf(replayfp, "seed %d\n", &seed) != 1) {
624 fprintf(stderr, "sst: replay file %s is ill-formed\n", optarg);
629 game.options |= OPTION_TTY;
630 game.options &=~ OPTION_CURSES;
636 fprintf(stderr, "usage: sst [-t] [-x] [startcommand...].\n");
640 /* where to save the input in case of bugs */
641 logfp = fopen("sst-input.log", "w");
643 fprintf(logfp, "seed %d\n", seed);
650 for (i = optind; i < argc; i++) {
651 strcat(line, argv[i]);
654 for(;;) { /* Play a game */
655 setwnd(fullscreen_window);
658 setup(line[0] == '\0');
661 game.alldone = false;
668 if (game.tourn && game.alldone) {
669 proutn("Do you want your score recorded?");
675 proutn("Do you want to play again? ");
679 prout("May the Great Bird of the Galaxy roost upon your home planet.");
684 void cramen(feature i)
685 /* print the name of an enemy */
687 /* return an enemy */
691 case IHR: s = "Romulan"; break;
692 case IHK: s = "Klingon"; break;
693 case IHC: s = "Commander"; break;
694 case IHS: s = "Super-commander"; break;
695 case IHSTAR: s = "Star"; break;
696 case IHP: s = "Planet"; break;
697 case IHB: s = "Starbase"; break;
698 case IHBLANK: s = "Black hole"; break;
699 case IHT: s = "Tholian"; break;
700 case IHWEB: s = "Tholian web"; break;
701 case IHQUEST: s = "Stranger"; break;
702 default: s = "Unknown??"; break;
707 char *cramlc(enum loctype key, coord w)
708 /* name a location */
712 if (key == quadrant) strcpy(buf, "Quadrant ");
713 else if (key == sector) strcpy(buf, "Sector ");
714 sprintf(buf+strlen(buf), "%d - %d", w.x, w.y);
718 void crmena(bool stars, feature enemy, enum loctype key, coord w)
719 /* print an enemy and his location */
721 if (stars) proutn("***");
724 proutn(cramlc(key, w));
728 /* print our ship name */
732 case IHE: s = "Enterprise"; break;
733 case IHF: s = "Faerie Queene"; break;
734 default: s = "Ship???"; break;
740 /* print a line of stars */
742 prouts("******************************************************");
746 double expran(double avrage)
748 return -avrage*log(1e-7 + Rand());
753 return rand()/(1.0 + (double)RAND_MAX);
756 coord randplace(int size)
757 /* choose a random location */
760 w.x = Rand()*(size*1.0) + 1.0;
761 w.y = Rand()*(size*1.0) + 1.0;
773 /* return IHEOL next time */
787 // Read a line if nothing here
793 cgetline(line, sizeof(line));
795 if (curwnd==prompt_window){
797 setwnd(message_window);
802 // Skip leading white space
803 while (*linep == ' ') linep++;
809 if (isdigit(*linep) || *linep=='+' || *linep=='-' || *linep=='.') {
812 if (sscanf(linep, "%lf%n", &aaitem, &i) < 1) {
813 linep = line; // Invalid numbers are ignored
825 while (*linep && *linep!=' ') {
826 if ((cp - citem) < 9) *cp++ = tolower(*linep);
834 /* yes-or-no confirmation */
840 if (*citem == 'y') return true;
841 if (*citem == 'n') return false;
842 proutn("Please answer with \"Y\" or \"N\": ");
847 /* complain about unparseable input */
851 prout("Beg your pardon, Captain?");
855 /* compares s to citem and returns true if it matches to the length of s */
857 return strncasecmp(s, citem, max(1, strlen(citem))) == 0;
861 /* access to the internals for debugging */
863 proutn("Reset levels? ");
865 if (game.energy < game.inenrg) game.energy = game.inenrg;
866 game.shield = game.inshld;
867 game.torps = game.intorps;
868 game.lsupres = game.inlsr;
870 proutn("Reset damage? ");
873 for (i=0; i < NDEVICES; i++)
874 if (game.damage[i] > 0.0)
875 game.damage[i] = 0.0;
877 proutn("Toggle debug flag? ");
880 if (idebug) prout("Debug output ON");
881 else prout("Debug output OFF");
883 proutn("Cause selective damage? ");
886 for (i=0; i < NDEVICES; i++) {
892 if (key == IHALPHA && isit("y")) {
893 game.damage[i] = 10.0;
897 proutn("Examine/change events? ");
902 for (i = 1; i < NEVENTS; i++) {
905 case FSNOVA: proutn("Supernova "); break;
906 case FTBEAM: proutn("T Beam "); break;
907 case FSNAP: proutn("Snapshot "); break;
908 case FBATTAK: proutn("Base Attack "); break;
909 case FCDBAS: proutn("Base Destroy "); break;
910 case FSCMOVE: proutn("SC Move "); break;
911 case FSCDBAS: proutn("SC Base Destroy "); break;
912 case FDSPROB: proutn("Probe Move "); break;
913 case FDISTR: proutn("Distress Call "); break;
914 case FENSLV: proutn("Enlavement "); break;
915 case FREPRO: proutn("Klingon Build "); break;
917 if (is_scheduled(i)) {
918 proutn("%.2f", scheduled(i)-game.state.date);
919 if (i == FENSLV || i == FREPRO) {
921 proutn(" in %d-%d", ev->quadrant.x,ev->quadrant.y);
931 } else if (key == IHREAL) {
932 ev = schedule(i, aaitem);
933 if (i == FENSLV || i == FREPRO) {
935 proutn("In quadrant- ");
937 /* IHEOL says to leave coordinates as they are */
940 prout("Event %d canceled, no x coordinate.", i);
947 prout("Event %d canceled, no y coordinate.", i);
959 proutn("Induce supernova here? ");
961 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = true;