From: Eric S. Raymond Date: Tue, 17 Oct 2006 15:09:45 +0000 (+0000) Subject: Imprive documentation, fix a typo, add the hacking guide. X-Git-Tag: 2.0~60 X-Git-Url: https://jxself.org/git/?p=super-star-trek.git;a=commitdiff_plain;h=22f7cb3bfdf2e4759470f5decce4dba8c306e139 Imprive documentation, fix a typo, add the hacking guide. --- diff --git a/TODO b/TODO index 3513a09..6caae01 100644 --- a/TODO +++ b/TODO @@ -9,9 +9,12 @@ Short-term items: * Add the attacked inhabited planets to the status report - Long-term items: +* Python's random module supports the von Mises distribution (circular + equivalent of the Gaussian). Tweak the code that handles dispersion + in torpedos and explosion displacements to use it. + * Wrap a GUI around it. * Wandering planet-killer as in "The Doomsday Machine"; diff --git a/doc/HACKING b/doc/HACKING new file mode 100644 index 0000000..ef0ddb9 --- /dev/null +++ b/doc/HACKING @@ -0,0 +1,247 @@ +This is the hackers' guide to SST2K. Read it before messing with the code. + +It consists of an introduction, a history, suggestions for regression testing, +some notes on the Python translation. For a to-do list, see TODO in the +top-level directory. + +INTRODUCTION: + +SST2K is a Python translation of a C translation of a FORTRAN +original dating back to 1973. Beautiful Python it is not, but it +works. + +The intention of SST2K is to be able to replicate precisely the +experience of the original game, while allowing new features to be +added under option control. Therefore, be very conservative about +what changes are visible under the 'plain' option. + +HISTORY: + +Dave Matuszek, one of the two original authors, says: + +SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON, +LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE +were in the original non-"super" version of UT FORTRAN Star Trek. + +Tholians were not in the original. Dave is dubious about their merits. +(They are now controlled by OPTION_THOLIAN and turned off if the game +type is "plain".) + +Planets and dilithium crystals were not in the original. Dave is OK +with this idea. (It's now controlled by OPTION_PLANETS and turned +off if the game type is "plain".) + +Dave says the bit about the Galileo getting turned into a +McDonald's is "consistant with our original vision". (This has been +left permanently enabled, as it can only happen if OPTION_PLANETS +is on.) + +Dave also says the Space Thingy should not be preserved across saved +games, so you can't prove to others that you've seen it. He says it +shouldn't fire back, either. It should do nothing except scream and +disappear when hit by photon torpedos. It's OK that it may move +when attacked, but it didn't in the original. (Whether the Thingy +can fire back is now controlled by OPTION_THINGY and turned off if the +game type is "plain" or "almy". The no-save behavior has been restored.) + +The Faerie Queen, black holes, and time warping were in the original. + +Here are Tom Almy's changes: + +In early 1997, I got the bright idea to look for references to +"Super Star Trek" on the World Wide Web. There weren't many hits, +but there was one that came up with 1979 Fortran sources! This +version had a few additional features that mine didn't have, +however mine had some feature it didn't have. So I merged its +features that I liked. I also took a peek at the DECUS version (a +port, less sources, to the PDP-10), and some other variations. + +1, Compared to the original UT version, I've changed the "help" +command to "call" and the "terminate" command to "quit" to better +match user expectations. The DECUS version apparently made those +changes as well as changing "freeze" to "save". However I like +"freeze". (Both "freeze" and "save" work in SST2K.) + +2. The experimental deathray originally had only a 5% chance of +success, but could be used repeatedly. I guess after a couple +years of use, it was less "experimental" because the 1979 +version had a 70% success rate. However it was prone to breaking +after use. I upgraded the deathray, but kept the original set of +failure modes (great humor!). (Now controlled by OPTION_DEATHRAY +and turned off if game type is "plain".) + +3. The 1979 version also mentions srscan and lrscan working when +docked (using the starbase's scanners), so I made some changes here +to do this (and indicating that fact to the player), and then realized +the base would have a subspace radio as well -- doing a Chart when docked +updates the star chart, and all radio reports will be heard. The Dock +command will also give a report if a base is under attack. + +4. Tholian Web from the 1979 version. (Now controlled by +OPTION_THOLIAN and turned off if game type is "plain".) + +5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING +and turned off if game type is "plain".) + +6. Regular Klingons and Romulans can move in Expert and Emeritus games. +This code could use improvement. (Now controlled by OPTION_MVBADDY +and turned off if game type is "plain".) + +7. The deep-space probe feature from the DECUS version. (Now controlled +by OPTION_PROBE and turned off if game type is "plain"). + +8. 'emexit' command from the 1979 version. + +9. Bugfix: Klingon commander movements are no longer reported if long-range +sensors are damaged. + +10. Bugfix: Better base positioning at startup (more spread out). +That made sense to add because most people abort games with +bad base placement. + +In June 2002, I fixed two known bugs and a documentation typo. +In June 2004 I fixed a number of bugs involving: 1) parsing invalid +numbers, 2) manual phasers when SR scan is damaged and commander is +present, 3) time warping into the future, 4) hang when moving +klingons in crowded quadrants. (These fixes are in SST2K.) + +Here are Stas Sergeev's changes: + +1. The Space Thingy can be shoved, if you ram it, and can fire back if +fired upon. (Now controlled by OPTION_THINGY and turned off if game +type is "plain" or "almy".) + +2. When you are docked, base covers you with an almost invincible shield. +(A commander can still ram you, or a Romulan can destroy the base, +or a SCom can even succeed with direct attack IIRC, but this rarely +happens.) (Now controlled by OPTION_BASE and turned off if game +type is "plain" or "almy".) + +3. Ramming a black hole is no longer instant death. There is a +chance you might get timewarped instead. (Now controlled by +OPTION_BLKHOLE and turned off if game type is "plain" or "almy".) + +4. The Tholian can be hit with phasers. + +5. SCom can't escape from you if no more enemies remain +(without this, chasing SCom can take an eternity). + +6. Probe target you enter is now the destination quadrant. Before I don't +remember what it was, but it was something I had difficulty using. + +7. Secret password is now autogenerated. + +8. "Plaque" is adjusted for A4 paper :-) + +9. Phasers now tells you how much energy needed, but only if the computer +is alive. + +10. Planets are auto-scanned when you enter the quadrant. + +11. Mining or using crystals in presense of enemy now yields an attack. +There are other minor adjustments to what yields an attack +and what does not. + +12. "freeze" command reverts to "save", most people will understand this +better anyway. (SST2K recognizes both.) + +13. Screen-oriented interface, with sensor scans always up. (SST2K +supports both screen-oriented and TTY modes.) + +Eric Raymond's changes: + +Mainly, I translated this C code out of FORTRAN into C -- created #defines +for a lot of magic numbers and refactored the heck out of it. + +1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good. + +2. Status report now indicates when dilithium crystals are on board. + +3. Per Dave Matuszek's remarks, Thingy state is never saved across games. + +4. Added game option selection so you can play a close (but not bug-for- +bug identical) approximation of older versions. + +5. Half the quadrants now have inhabited planets, from which one +cannot mine dilithium (there will still be the same additional number +of dilithium-bearing planets). Torpedoing an inhabited world is *bad*. +There is BSD-Trek-like logic for Klingons to attack and enslave +inhabited worlds, producing more ships (only is skill is 'good' or +better). (Controlled by OPTION_WORLDS and turned off if game +type is "plain" or "almy".) + +6. User input is now logged so we can do regression testing. + +7. More BSD-Trek features: You can now lose if your entire crew +dies in battle. When abandoning ship in a game with inhabited +worlds enabled, they must have one in the quadrant to beam down +to; otherwise they die in space and this counts heavily against +your score. Docking at a starbase replenishes your crew. + +8. Still more BSD-Trek: we now have a weighted damage table. +Also, the nav subsystem (enabling automatic course +setting) can be damaged separately from the main computer (which +handles weapons targeting, ETA calculation, and self-destruct). + +After these features were added, I translated this into Python and added +more: + +9. A long-range scan is done silently whenever you call CHART; thus +the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN +and turned off if game type is "plain" or "almy".) + +TESTING: + +This code has been designed to be tested. A simple shellscript +included in the distribution, 'replay', automatically reruns the +last game you played. + +Here are some interesting seeds for debugging and regression testing +For each one, I list the seed, the options, and the last svn revision +for which it is known to have given the described behavior. + +1160647745 regular short good fancy (r769) + +Starts you in a quadrant with the Super-Commander in it. Slamming three +torps at him will kill him. You can use this to regression-test both +torpedo tracks and the Deep Space Probe. Known bug: "probe aut 2 8" +triggers manual navigation. + +1160707235 regular short good fancy (r769) + +Do sr/mov aut 5 4/sr/sensors/orbit/transport; you'll get a transporter +failure. + +NOTES ON THE PYTHON TRANSLATION: + +The Python translation was done with a regexp-based C-to-Python +translator I wrote for the purpose (I expect to release this as a +separate project). I then hand-tuned and refactored the result. + +The LOC count dropped by almost exactly 20% during this process, from +a bit over 8100 lines to a bit over 6500 lines. If the code is still +shorter than that when you read thism, it's because this file comtains +nost of what used to be a huge header comment. + +SST is not a data-structure- intensive program, so it compresses less +under translation to Python than the 50% drop in LOC I've found to be +more typical. The gain in readability, though impossible to quantify, +is much greater than the drop in line count would suggest. + +Some parts of the code, such as the finish() and score() functions, +have barely been touched. Code in the general category of report +generators has tended to change little, especially since we've tried +to preserve the look and feel of the original. + +On the other hand, the vector-arithmetic code around navigation and +torpedos, and deep-space-probe handling changed a lot. All that +stuff is now centralized in a 'course' object that hides the +trigonometric calculations. + +The course object builds on a 'coord' object, which I actually had +introduced while refactoring the C version. Large parts of SST2K are, +perforce, an exercise in 2D vector arithmetic. In the original +FORTRAN all the vector representation was done with parallel arrays; +in C, I introduced a struct; in Python, the class has a complete +repertoire of vector-algebra operations. + diff --git a/doc/sst-doc.xml b/doc/sst-doc.xml index ecb52aa..185b67e 100644 --- a/doc/sst-doc.xml +++ b/doc/sst-doc.xml @@ -2004,7 +2004,7 @@ shops. Setting the Wayback Machine -SSTK and its ancestors have a long history. One of the +SST2K and its ancestors have a long history. One of the objectives of this project is to make that history available. Accordingly, here is a timeline of the development of SST2K and its ancestors, as closely as we can reconstruct it. Someday this @@ -2029,7 +2029,7 @@ child. version to PDP-11 FORTRAN. 21 September 1978 — This was the date on the -first version Tom Almy saw, on which he based his C +first version Tom Almy saw, on which he based his later C translation. 1979 — Marc Newman adds Tholians, black holes, @@ -2038,7 +2038,7 @@ super-commanders, and Emeritus mode. 1995-1996 — Tom Almy translates his FORTRAN port to ANSI C. -1997 — Tom Almy finds the sources for the UT +1997 — Tom Almy finds the sources for UT FORTRAN on the Web and merges in features new since the 1978 version: EMEXIT, Tholian Web, improved death ray. He adds deep-space probes from the DECUS version. @@ -2056,6 +2056,9 @@ Sergeev. The curses interface is added. September 2006 — BSD features merged in. Inhabited-worlds features and weighted critical hits date from this time. + +9 October 2006 — Translation to +Python. One as-yet unanswered question is when the code changed from diff --git a/src/io.c b/src/io.c index 6c312bf..416649f 100644 --- a/src/io.c +++ b/src/io.c @@ -92,7 +92,7 @@ void waitfor(void) void announce(void) { skip(1); - prouts(_("[ANOUNCEMENT ARRIVING...]")); + prouts(_("[ANNOUNCEMENT ARRIVING...]")); skip(1); } diff --git a/src/sst.py b/src/sst.py index 7ca3fb7..3f37ea3 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1,183 +1,15 @@ #!/usr/bin/env python """ -sst.py =-- Super Star Trek in Python - -This code is a Python translation of a C translation of a FORTRAN -original dating back to 1973. Beautiful Python it is not. But it -works. - -Dave Matuszek says: - -SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON, -LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE -were in the original non-"super" version of UT FORTRAN Star Trek. - -Tholians were not in the original. Dave is dubious about their merits. -(They are now controlled by OPTION_THOLIAN and turned off if the game -type is "plain".) - -Planets and dilithium crystals were not in the original. Dave is OK -with this idea. (It's now controlled by OPTION_PLANETS and turned -off if the game type is "plain".) +sst.py -- Super Star Trek 2K -Dave says the bit about the Galileo getting turned into a -McDonald's is "consistant with our original vision". (This has been -left permanently enabled, as it can only happen if OPTION_PLANETS -is on.) +SST2K is a Python translation of a C translation of a FORTRAN +original dating back to 1973. Beautiful Python it is not, but it +works. Translation by Eric S. Raymond; original game by David Matuszek +and Paul Reynolds, with modifications by Don Smith, Tom Almy, +Stas Sergeev, and Eric S. Raymond. -Dave also says the Space Thingy should not be preserved across saved -games, so you can't prove to others that you've seen it. He says it -shouldn't fire back, either. It should do nothing except scream and -disappear when hit by photon torpedos. It's OK that it may move -when attacked, but it didn't in the original. (Whether the Thingy -can fire back is now controlled by OPTION_THINGY and turned off if the -game type is "plain" or "almy". The no-save behavior has been restored.) - -The Faerie Queen, black holes, and time warping were in the original. - -Here are Tom Almy's changes: - -In early 1997, I got the bright idea to look for references to -"Super Star Trek" on the World Wide Web. There weren't many hits, -but there was one that came up with 1979 Fortran sources! This -version had a few additional features that mine didn't have, -however mine had some feature it didn't have. So I merged its -features that I liked. I also took a peek at the DECUS version (a -port, less sources, to the PDP-10), and some other variations. - -1, Compared to the original UT version, I've changed the "help" -command to "call" and the "terminate" command to "quit" to better -match user expectations. The DECUS version apparently made those -changes as well as changing "freeze" to "save". However I like -"freeze". (Both "freeze" and "save" work in SST2K.) - -2. The experimental deathray originally had only a 5% chance of -success, but could be used repeatedly. I guess after a couple -years of use, it was less "experimental" because the 1979 -version had a 70% success rate. However it was prone to breaking -after use. I upgraded the deathray, but kept the original set of -failure modes (great humor!). (Now controlled by OPTION_DEATHRAY -and turned off if game type is "plain".) - -3. The 1979 version also mentions srscan and lrscan working when -docked (using the starbase's scanners), so I made some changes here -to do this (and indicating that fact to the player), and then realized -the base would have a subspace radio as well -- doing a Chart when docked -updates the star chart, and all radio reports will be heard. The Dock -command will also give a report if a base is under attack. - -4. Tholian Web from the 1979 version. (Now controlled by -OPTION_THOLIAN and turned off if game type is "plain".) - -5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING -and turned off if game type is "plain".) - -6. Regular Klingons and Romulans can move in Expert and Emeritus games. -This code could use improvement. (Now controlled by OPTION_MVBADDY -and turned off if game type is "plain".) - -7. The deep-space probe feature from the DECUS version. (Now controlled -by OPTION_PROBE and turned off if game type is "plain"). - -8. 'emexit' command from the 1979 version. - -9. Bugfix: Klingon commander movements are no longer reported if long-range -sensors are damaged. - -10. Bugfix: Better base positioning at startup (more spread out). -That made sense to add because most people abort games with -bad base placement. - -In June 2002, I fixed two known bugs and a documentation typo. -In June 2004 I fixed a number of bugs involving: 1) parsing invalid -numbers, 2) manual phasers when SR scan is damaged and commander is -present, 3) time warping into the future, 4) hang when moving -klingons in crowded quadrants. (These fixes are in SST2K.) - -Here are Stas Sergeev's changes: - -1. The Space Thingy can be shoved, if you ram it, and can fire back if -fired upon. (Now controlled by OPTION_THINGY and turned off if game -type is "plain" or "almy".) - -2. When you are docked, base covers you with an almost invincible shield. -(A commander can still ram you, or a Romulan can destroy the base, -or a SCom can even succeed with direct attack IIRC, but this rarely -happens.) (Now controlled by OPTION_BASE and turned off if game -type is "plain" or "almy".) - -3. Ramming a black hole is no longer instant death. There is a -chance you might get timewarped instead. (Now controlled by -OPTION_BLKHOLE and turned off if game type is "plain" or "almy".) - -4. The Tholian can be hit with phasers. - -5. SCom can't escape from you if no more enemies remain -(without this, chasing SCom can take an eternity). - -6. Probe target you enter is now the destination quadrant. Before I don't -remember what it was, but it was something I had difficulty using. - -7. Secret password is now autogenerated. - -8. "Plaque" is adjusted for A4 paper :-) - -9. Phasers now tells you how much energy needed, but only if the computer -is alive. - -10. Planets are auto-scanned when you enter the quadrant. - -11. Mining or using crystals in presense of enemy now yields an attack. -There are other minor adjustments to what yields an attack -and what does not. - -12. "freeze" command reverts to "save", most people will understand this -better anyway. (SST2K recognizes both.) - -13. Screen-oriented interface, with sensor scans always up. (SST2K -supports both screen-oriented and TTY modes.) - -Eric Raymond's changes: - -Mainly, I translated this C code out of FORTRAN into C -- created #defines -for a lot of magic numbers and refactored the heck out of it. - -1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good. - -2. Status report now indicates when dilithium crystals are on board. - -3. Per Dave Matuszek's remarks, Thingy state is never saved across games. - -4. Added game option selection so you can play a close (but not bug-for- -bug identical) approximation of older versions. - -5. Half the quadrants now have inhabited planets, from which one -cannot mine dilithium (there will still be the same additional number -of dilithium-bearing planets). Torpedoing an inhabited world is *bad*. -There is BSD-Trek-like logic for Klingons to attack and enslave -inhabited worlds, producing more ships (only is skill is 'good' or -better). (Controlled by OPTION_WORLDS and turned off if game -type is "plain" or "almy".) - -6. User input is now logged so we can do regression testing. - -7. More BSD-Trek features: You can now lose if your entire crew -dies in battle. When abandoning ship in a game with inhabited -worlds enabled, they must have one in the quadrant to beam down -to; otherwise they die in space and this counts heavily against -your score. Docking at a starbase replenishes your crew. - -8. Still more BSD-Trek: we now have a weighted damage table. -Also, the nav subsystem (enabling automatic course -setting) can be damaged separately from the main computer (which -handles weapons targeting, ETA calculation, and self-destruct). - -After these features were added, I translated this into Python and added -more: - -9. A long-range scan is done silently whenever you call CHART; thus -the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN -and turned off if game type is "plain" or "almy".) +See the doc/HACKING file in the distribution for designers notes and advice +ion how to modify (and how not to modify!) this code. """ import os, sys, math, curses, time, readline, cPickle, random, copy, gettext