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authorcgd <cgd@NetBSD.org>1993-03-21 09:45:37 +0000
committercgd <cgd@NetBSD.org>1993-03-21 09:45:37 +0000
commit77e3814f0c0e3dea4d0032e25666f77e6f83bfff (patch)
tree7eddfcbf3dd12089e71dc3fafb0a106c5c5766c7 /trek/DOC
parente81d63576b2e46ab90da7d75fa155ea57ee4d32e (diff)
downloadbsdgames-darwin-77e3814f0c0e3dea4d0032e25666f77e6f83bfff.tar.gz
bsdgames-darwin-77e3814f0c0e3dea4d0032e25666f77e6f83bfff.tar.zst
bsdgames-darwin-77e3814f0c0e3dea4d0032e25666f77e6f83bfff.zip
initial import of 386bsd-0.1 sources
Diffstat (limited to 'trek/DOC')
-rw-r--r--trek/DOC/read_me.nr251
-rw-r--r--trek/DOC/things10
-rw-r--r--trek/DOC/trekmanual.nr895
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diff --git a/trek/DOC/read_me.nr b/trek/DOC/read_me.nr
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+.de @h
+'sp 4
+'tl 'TREK SETUP INSTRUCTIONS''%'
+'sp 2
+.ns
+..
+.de @f
+'bp
+..
+.wh 0 @h
+.wh -6 @f
+.de pp
+.sp
+.ne 2
+.ti +5
+..
+.de s1
+.sp 2
+.nr S1 +1
+.nr S2 0
+.ne 5
+.in 4
+.ti 0
+\\n(S1.\ \ \c
+..
+.de s2
+.sp 1
+.nr S2 +1
+.ne 3
+.in 8
+.ti 4
+\\n(S2.\ \ \c
+..
+.br
+.ce
+TREK SETUP INSTRUCTIONS
+.sp 2
+.pp
+This document describes all sorts of nifty things
+you should know
+before you start to muck around
+with the trek source code.
+Please read them carefully.
+.s1
+MAINTENANCE
+.s2
+There are a number of shell files
+which you may use to maintain the system.
+"Prtrek" produces a copy of the source code.
+It pipes its output to lpr
+and runs in background.
+"Comp" compiles up to nine source modules
+and leaves them in .o files.
+"Compile" is the same as "comp"
+except that it loads after compiling.
+If stated without any arguments,
+it loads from .o files.
+"Compall" compiles all the .c files
+into .o files,
+but does not load.
+It redirects its output to the file "output".
+To recompile the entire system,
+type
+.ti +8
+compall
+.ti +8
+compile
+.br
+.s2
+Main.c contains a variable called "Mother".
+This is initialized to the result of the
+"getuid()" call for the maintainer of trek
+at your installation.
+Only Mother is allowed to set trace flags
+and run the game at other than the default priority.
+.s2
+Speaking of priorities,
+trek eats up a lot of system resources.
+Hence, it normally runs at a very low priority.
+This makes it almost impossible to play
+if the system is loaded.
+However,
+the -pN flag sets the priority to N,
+which makes it possible to debug
+when the system is loaded.
+The default priority is set by a #define of
+PRIO,
+which is set to 10 in the default system.
+.s2
+Trace information is provided
+which may be useful in debugging things in the system.
+If you are in a bad way for space,
+comment out the #define xTRACE
+which appears in trek.h.
+This will cause the trace stuff to not occur
+in the object.
+.s2
+The version of trek released to you
+is compiled with the -f flag (for no floating point)
+and should work without problems on your machine.
+You can edit out the -f flag
+in "compile" if you have floating point hardware
+on your machine
+so that it will take less space.
+.s1
+THE PORTABLE C LIBRARY
+.pp
+The portable C library was used
+to do I/O in trek.
+Unfortunately,
+the version which we had at Berkeley
+had a number of small bugs
+which caused trek to do bad things at times.
+For some unknown reason
+(temporary insanity perhaps)
+I rewrote the portable C library.
+This version is much smaller than the old version
+and has cleaner code.
+It also works right
+(???).
+However, there are a few minor differences
+which you should be aware of.
+.s2
+Scanf no longer ignores the noise characters "\\n",
+"\\t", and space in the format string;
+i.e.,
+these characters now require a match
+in the input stream.
+.s2
+A variable
+f_log
+has been added
+which is the file descriptor
+of a "log" file.
+If f_log is greater than zero
+a copy of everything read from
+the standard input
+and written to
+the standard output
+is written in the file f_log.
+.s1
+DISCLAIMERS
+.s2
+Frankly,
+I am getting pretty sick of playing this game.
+Hence,
+the version which you get may have several bugs
+in it;
+I freely admit
+that it is probably buggier
+than some previous versions.
+Sorry about that.
+.s2
+Along with being buggy,
+the game never had quite everything implemented
+that was originally intended.
+If you see things that look weird,
+that may be why.
+There are even some features which I have taken out
+(like ghost starsystems)
+upon deciding that I didn't have the energy
+to implement them correctly.
+.s1
+REQUESTS
+.pp
+There are several things that I would like to ask of anyone
+who does work on the source code.
+.s2
+Please let me know of any bugs which you find
+in the code,
+and any fixes which you may have.
+Other copies will probably be going out to other people later,
+and it would be nice if those copies where less buggy.
+Also,
+I would be interested in hearing about any
+enhancements of the game which you might install.
+.s2
+Please note that I have a distinct coding style.
+I feel that it is cleaner
+and easier to read than a more
+casual style.
+If possible,
+please stick to it,
+especially if you end up sending tapes back to me.
+This goes along with my whole belief in clean code:
+I ask you to please avoid obscure code
+whenever possible.
+If you throw some in,
+please don't let me see it.
+It just depresses me.
+.s2
+Unfortunately,
+the game is huge.
+There are many neat things
+which could go in,
+if there were only enough space.
+However,
+I have specifically not gone to seperated I/D
+space.
+The main reason is that I would like future versions
+of the game
+to be 11/40 compatible.
+.s1
+SUGGESTIONS FOR THE FUTURE
+.pp
+If you happen to have more energy than I do,
+you may want to examine the following areas.
+These are things that I may get to,
+but don't hold your breath.
+.s2
+Frankly,
+making the portable C library work
+(even without bugs)
+was a bitch.
+I should have done the I/O in a more
+ad hoc manner.
+It is my intent to rewrite the I/O
+routines to bypass the portable C library entirely.
+.s2
+The routine "capture" is quite unclean.
+First, it should have a manner of selecting Klingons
+other than random,
+either selecting the most likely
+or asking the captain (probably best).
+It should either be fully implemented,
+which includes adding a "board" routine
+(half written,
+on some tapes as board.x)
+which sends a boarding party to forcefully
+take over the Klingon,
+or it should go out completely,
+which is probably what I will end up doing.
+When this happens,
+the transporter will go completely.
+It seems that the space may be better used
+for something which more directly enhances the game.
+.sp 3
+.in 0
+Well, that's about it.
+To get hold of me,
+write to:
+.nf
+.sp
+Eric P Allman
+Electronics Research Laboratory
+University of California
+Berkeley, California 94720
+.fi
+
+Happy trekking!!
+.pp
diff --git a/trek/DOC/things b/trek/DOC/things
new file mode 100644
index 00000000..535a0c97
--- /dev/null
+++ b/trek/DOC/things
@@ -0,0 +1,10 @@
+* tractor beams
+* power distribution
+* Romulans:
+- plasma bolts
+- neutral zone
+- cloaking device
+* the thing
+* ion storms
+* torpedoes with time delays
+* Put removal from event list into killk
diff --git a/trek/DOC/trekmanual.nr b/trek/DOC/trekmanual.nr
new file mode 100644
index 00000000..33ead488
--- /dev/null
+++ b/trek/DOC/trekmanual.nr
@@ -0,0 +1,895 @@
+.br
+.po 10
+.if n \!.
+.sp 15
+.tr ^ \"
+.ce 88
+^****^^^^*****^^^^^^*^^^^^^****^
+*^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
+^***^^^^^^^*^^^^^^*****^^^^****^
+^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^
+****^^^^^^^*^^^^^^*^^^*^^^^*^^^*
+
+
+*****^^^^****^^^^^*****^^^^*^^^*
+^^*^^^^^^*^^^*^^^^*^^^^^^^^*^^*^
+^^*^^^^^^****^^^^^***^^^^^^***^^
+^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^
+^^*^^^^^^*^^^*^^^^*****^^^^*^^^*
+
+
+by
+
+Eric Allman
+University of California
+Berkeley
+.ce 0
+.tr ^^
+.de HE
+'sp 4
+'tl 'STAR TREK''%'
+'sp 3
+..
+.de FO
+'bp
+..
+.wh 0 HE
+.wh -5 FO
+.de pp
+.sp
+.ti +4
+..
+.bp 1
+.ce
+INTRODUCTION
+.pp
+Well, the federation is once again at war with the Klingon empire.
+It is up to you,
+as captain of the U.S.S. Enterprise,
+to wipe out the invasion fleet and save the Federation.
+.pp
+For the purposes of the game
+the galaxy is divided into 64 quadrants
+on an eight by eight grid,
+with quadrant 0,0 in the upper left hand corner.
+Each quadrant is divided into 100 sectors
+on a ten by ten grid.
+Each sector contains one object
+(e.g., the Enterprise, a Klingon, or a star).
+.pp
+Navigation is handled in degrees,
+with zero being straight up
+and ninty being to the right.
+Distances are measured in quadrants.
+One tenth quadrant is one sector.
+.pp
+The galaxy contains starbases,
+at which you can dock to refuel,
+repair damages, etc.
+The galaxy also contains stars.
+Stars usually have a knack for getting in your way,
+but they can be triggered into going nova
+by shooting a photon torpedo at one,
+thereby (hopefully) destroying any adjacent Klingons.
+This is not a good practice however,
+because you are penalized for destroying stars.
+Also, a star will sometimes go supernova,
+which obliterates an entire quadrant.
+You must never stop in a supernova quadrant,
+although you may "jump over" one.
+.pp
+Some starsystems
+have inhabited planets.
+Klingons can attack inhabited planets
+and enslave the populace,
+which they then put to work building more Klingon battle cruisers.
+.bp
+.ce
+STARTING UP THE GAME
+.pp
+To request the game, issue the command
+.sp
+.ti +12
+/usr/games/trek
+.sp
+from the shell.
+If a filename is stated,
+a log of the game is written
+onto that file.
+If omitted,
+the file is not written.
+If the "-a" flag is stated before the filename,
+that file is appended to
+rather than created.
+.pp
+The game will ask you what length game
+you would like.
+Valid responses are "short", "medium", and "long".
+Ideally the length of the game does not
+affect the difficulty,
+but currently the shorter games
+tend to be harder than the longer ones.
+You may also type "restart",
+which restarts a previously saved game.
+.pp
+You will then be prompted for the skill,
+to which you must respond
+"novice", "fair", "good", "expert",
+"commadore", or "impossible".
+You should start out with a novice
+and work up,
+but if you really want to see how fast
+you can be slaughtered,
+start out with an impossible game.
+.pp
+In general,
+throughout the game,
+if you forget what is appropriate
+the game will tell you what it expects
+if you just type in
+a question mark.
+.pp
+To get a copy of these rules,
+execute the command
+.sp
+.ti +12
+nroff /usr/games/trekmanual.nr
+.sp
+.bp
+.ce
+ISSUING COMMANDS
+.pp
+If the game expects you to enter a command,
+.hc ^
+it will say ^"Command:\ "
+and wait for your response.
+Most commands can be abbreviated.
+.pp
+At almost any time you can type more than one thing on a line.
+For example,
+to move straight up one quadrant,
+you can type
+.ti +12
+move 0 1
+.br
+or you could just type
+.ti +12
+move
+.br
+and the game would prompt you with
+.ti +12
+Course:
+.br
+to which you could type
+.ti +12
+0 1
+.br
+The "1" is the distance,
+which could be put on still another line.
+Also, the "move" command
+could have been abbreviated
+"mov", "mo", or just "m".
+.pp
+If you are partway through a command
+and you change your mind,
+you can usually type "-1"
+to cancel the command.
+.pp
+Klingons generally cannot hit you
+if you don't consume anything
+(e.g., time or energy),
+so some commands are considered "free".
+As soon as you consume anything though -- POW!
+.bp
+.de **
+.if \\n+l .**
+.as x *
+..
+.de bl
+.nr l \\w'\\$1' -\\w'*'
+.ds x ****
+.**
+.sp 3
+.ne 3
+\\*x
+.br
+.if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
+.if n * \\$1 *
+.br
+\\*x
+.sp
+.in +8
+.nf
+..
+.de FF
+.in -8
+.fi
+..
+.if !\n(.V .ta \w'Full Commands: '+1
+.if \n(.V .ta \w'Full Commands: 'u
+.ce
+THE COMMANDS
+.bl "Short Range Scan"
+Mnemonic: srscan
+Shortest Appreviation: s
+Full Commands: srscan
+ srscan yes/no
+Consumes: nothing
+.FF
+.pp
+The short range scan
+gives you a picture
+of the quadrant you are in,
+and (if you say "yes")
+a status report
+which tells you
+a whole bunch
+of interesting stuff.
+You can get a status report alone
+by using the
+.ul
+status
+command.
+An example follows:
+.sp
+.nf
+.in +4
+Short range sensor scan
+ 0 1 2 3 4 5 6 7 8 9
+0 . . . . . . . * . * 0 stardate 3702.16
+1 . . E . . . . . . . 1 condition RED
+2 . . . . . . . . . * 2 position 0,3/1,2
+3 * . . . . # . . . . 3 warp factor 5.0
+4 . . . . . . . . . . 4 total energy 4376
+5 . . * . * . . . . . 5 torpedoes 9
+6 . . . @ . . . . . 6 shields down, 78%
+7 . . . . . . . . . . 7 Klingons left 3
+8 . . . K . . . . . . 8 time left 6.43
+9 . . . . . . * . . . 9 life support damaged, reserves = 2.4
+ 0 1 2 3 4 5 6 7 8 9
+Distressed Starsystem Marcus XII
+
+.in +8
+.ti -8
+The cast of characters is as follows:
+E the hero
+K the villain
+# the starbase
+* stars
+@ inhabited starsystem
+\&. empty space
+ a black hole
+.in -12
+.fi
+.pp
+The name of the starsystem is listed underneath
+the short range scan.
+The word "distressed", if present,
+means that the starsystem
+is under attack.
+.pp
+Short range scans are absolutely free.
+They use no time, no energy,
+and they don't give the Klingons
+another chance to hit you.
+.bl "Status Report"
+Mnemonic: status
+Shortest Abbreviation: st
+Consumes: nothing
+.FF
+.pp
+This command gives you information
+about the current status
+of the game and your ship, as follows:
+.in +8
+.de qq
+.sp
+.ti -4
+..
+.qq
+Stardate -- The current stardate.
+.qq
+Condition -- as follows:
+.in +4
+.nf
+RED -- in battle
+YELLOW -- low on energy
+GREEN -- normal state
+DOCKED -- docked at starbase
+CLOAKED -- the cloaking device is activated
+.fi
+.in -4
+.qq
+Position -- Your current quadrant and sector.
+.qq
+Warp Factor -- The speed you will move at
+when you move under warp power
+(with the
+.ul
+move
+command).
+.qq
+Total Energy -- Your energy reserves.
+If they drop to zero,
+you die.
+Energy regenerates,
+but the higher the skill of the game,
+the slower it regenerates.
+.qq
+Torpedoes -- How many photon torpedoes you have left.
+.qq
+Shields -- Whether your shields are up or down,
+and how effective they are if up
+(what percentage of a hit they will absorb).
+.qq
+Klingons Left -- Guess.
+.qq
+Time Left -- How long the Federation can hold out
+if you sit on your fat ass and do nothing.
+If you kill Klingons quickly,
+this number goes up,
+otherwise,
+it goes down.
+If it hits zero,
+the Federation is conquered.
+.qq
+Life Support -- If "active", everything is fine.
+If "damaged", your reserves tell you
+how long you have
+to repair your life support
+or get to a starbase
+before you starve, suffocate,
+or something equally unpleasant.
+.qq
+Current Crew -- The number of crew members
+left.
+This figures does not include officers.
+.qq
+Brig Space -- The space left in your brig
+for Klingon captives.
+.qq
+Klingon Power -- The number of units
+needed to kill a Klingon.
+Remember, as Klingons fire at you
+they use up their own energy,
+so you probably need somewhat less
+than this.
+.qq
+Skill, Length -- The skill and length
+of the game you are playing.
+.in -8
+.pp
+Status information is absolutely free.
+.bl "Long Range Scan"
+Mnemonic: lrscan
+Shortest Abbreviation: l
+Consumes: nothing
+.FF
+.pp
+Long range scan gives you information about the
+eight quadrants
+that surround the quadrant
+you're in.
+A sample long range scan follows:
+.sp
+.in +12
+.nf
+Long range scan for quadrant 0,3
+
+ 2 3 4
+ -------------------
+ ! * ! * ! * !
+ -------------------
+0 ! 108 ! 6 ! 19 !
+ -------------------
+1 ! 9 ! /// ! 8 !
+ -------------------
+.sp
+.in -12
+.fi
+.pp
+The three digit numbers
+tell the number of objects
+in the quadrants.
+The units digit tells the number of stars,
+the tens digit the number of starbases,
+and the hundreds digit is the number of Klingons.
+"*" indicates the negative energy barrier
+at the edge of the galaxy,
+which you cannot enter.
+"///" means that that is a supernova quadrant
+and must not be entered.
+.bl "Damage Report"
+Mnemonic: damages
+Shortest Abbreviation: da
+Consumes: nothing
+.FF
+.pp
+A damage report tells you what devices are damaged
+and how long it will take to repair them.
+Repairs proceed faster
+when you are docked
+at a starbase.
+.bl "Set Warp Factor"
+Mnemonic: warp
+Shortest Abbreviation: w
+Full Command: warp factor
+Consumes: nothing
+.FF
+.pp
+The warp factor tells the speed of your starship
+when you move under warp power
+(with the
+.ul
+move
+command).
+The higher the warp factor,
+the faster you go,
+and the more energy you use.
+.pp
+The minimum warp factor is 1.0
+and the maximum is 10.0.
+At speeds above warp 6
+there is danger of the warp engines
+being damaged.
+The probability of this
+increases at higher warp speeds.
+Above warp 9.0 there is a chance of entering
+a time warp.
+.bl "Move Under Warp Power"
+Mnemonic: move
+Shortest Abbreviation: m
+Full Command: move course distance
+Consumes: time and energy
+.FF
+.pp
+This is the usual way of moving.
+The course is in degrees and the distance is in quadrants.
+To move one sector specify a distance of 0.1.
+.pp
+Time is consumed proportionately to
+the inverse of the warp factor squared,
+and directly to the distance.
+Energy is consumed as the warp factor cubed,
+and directly to the distance.
+If you move with your shields up
+it doubles the amount of energy consumed.
+.pp
+When you move in a quadrant containing Klingons,
+they get a chance to attack you.
+.pp
+The computer detects navigation errors.
+If the computer is out,
+you run the risk of running into things.
+.pp
+The course is determined by the
+Space Inertial Navigation System
+[SINS].
+As described in
+Star Fleet Technical Order TO:02:06:12,
+the SINS is calibrated,
+after which it becomes the base for navigation.
+If damaged,
+navigation becomes inaccurate.
+When it is fixed,
+Spock recalibrates it,
+however,
+it cannot be calibrated extremely accurately
+until you dock at starbase.
+.bl "Move Under Impulse Power"
+Mnemonic: impulse
+Shortest Abbreviation: i
+Full Command: impulse course distance
+Consumes: time and energy
+.FF
+.pp
+The impulse engines give you a chance to maneuver
+when your warp engines are damaged;
+however, they are incredibly slow
+(0.095 quadrants/stardate).
+They require 20 units of energy to engage,
+and ten units per sector to move.
+.pp
+The same comments about the computer and the SINS
+apply as above.
+.pp
+There is no penalty to move under impulse power
+with shields up.
+.bl "Deflector Shields"
+Mnemonic: shields
+Shortest Abbreviation: sh
+Full Command: shields up/down
+Consumes: energy
+.FF
+.pp
+Shields protect you from Klingon attack
+and nearby novas.
+As they protect you,
+they weaken.
+A shield which is 78% effective
+will absorb 78% of a hit
+and let 22% in to hurt you.
+.pp
+The Klingons have a chance to attack you
+every time you raise or lower shields.
+Shields do not rise and lower
+instantaneously,
+so the hit you receive
+will be computed with the shields
+at an intermediate effectiveness.
+.pp
+It takes energy to raise shields,
+but not to drop them.
+.bl "Cloaking Device"
+Mnemonic: cloak
+Shortest Abbreviation: cl
+Full Command: cloak up/down
+Consumes: energy
+.FF
+.pp
+When you are cloaked,
+Klingons cannot see you,
+and hence they do not fire at you.
+They are useful for entering
+a quadrant
+and selecting a good position,
+however,
+weapons cannot be fired through
+the cloak
+due to the huge energy drain
+that it requires.
+.pp
+The cloak up command
+only starts the cloaking process;
+Klingons will continue
+to fire at you
+until you do something
+which consumes time.
+.bl "Fire Phasers"
+Mnmemonic: phasers
+Shortest Abbreviation: p
+Full Commands: phasers automatic amount
+ phasers manual amt1 course1 spread1 ...
+Consumes: energy
+.FF
+.pp
+Phasers are energy weapons;
+the energy comes from your ship's reserves
+("total energy" on a srscan).
+It takes about 250 units of hits
+to kill a Klingon.
+Hits are cumulative as long as you stay
+in the quadrant.
+.pp
+Phasers become less effective
+the further from a Klingon you are.
+Adjacent Klingons receive about
+90% of what you fire,
+at five sectors about 60%,
+and at ten sectors about 35%.
+They have no effect outside of the quadrant.
+.pp
+Phasers cannot be fired while shields are up;
+to do so would fry you.
+They have no effect on starbases or stars.
+.pp
+In automatic mode
+the computer decides how to divide up the energy
+among the Klingons present;
+in manual mode you do that yourself.
+.pp
+In manual mode firing
+you specify a direction,
+amount (number of units to fire)
+and spread (0 -> 1.0)
+for each of the six phaser banks.
+A zero amount
+terminates the manual input.
+.bl "Fire Photon Torpedoes"
+Mnemonic: torpedo
+Shortest Abbreviation: t
+Full Command: torpedo course [yes/no] [burst angle]
+Consumes: torpedoes
+.FF
+.pp
+Torpedoes are projectile weapons -- there are no partial hits.
+You either hit your target or you don't.
+A hit on a Klingon destroys him.
+A hit on a starbase destroys that starbase
+(woops!).
+Hitting a star usually causes it to go nova,
+and occasionally supernova.
+.pp
+Photon torpedoes cannot be aimed precisely.
+They can be fired with shields up,
+but they get even more random
+as they pass through the shields.
+.pp
+Torpedoes may be fired in bursts of three.
+If this is desired,
+the burst angle is the angle
+between the three shots,
+which may vary from one to fifteen.
+The word "no"
+says that a burst is not wanted;
+the word "yes"
+(which may be omitted
+if stated on the same line as the course)
+says that a burst is wanted.
+.pp
+Photon torpedoes
+have no effect
+outside the quadrant.
+.bl "Onboard Computer Request"
+Mnemonic: computer
+Shortest Abbreviation: c
+Full Command: computer request; request;...
+Consumes: nothing
+.FF
+.pp
+The computer command gives you access to the facilities
+of the onboard computer,
+which allows you to do all sorts of fascinating stuff.
+Computer requests are:
+.in +8
+.qq
+score -- Shows your current score.
+.qq
+course quad/sect -- Computes the course and distance from whereever
+you are to the given location.
+If you type "course /x,y"
+you will be given the course
+to sector x,y in the current quadrant.
+.qq
+move quad/sect -- Identical to the course
+request,
+except that the move is executed.
+.qq
+chart -- prints a chart of the known galaxy,
+i.e.,
+everything that you have seen with a long range scan.
+The format is the same as on a long range scan,
+except that "..." means
+that you don't yet know what is there,
+and ".1." means that you know that a starbase
+exists, but you don't know anything else.
+"$$$" mans the quadrant
+that you are currently in.
+.qq
+trajectory -- prints the course and distance
+to all the Klingons in the quadrant.
+.qq
+warpcost dist warp_factor -- computes the cost in time and energy
+to move `dist' quadrants at warp `warp_factor'.
+.qq
+impcost dist -- same as warpcost for impulse engines.
+.qq
+pheff range -- tells how effective your phasers are
+at a given range.
+.qq
+distresslist -- gives a list of currently distressed
+starbases
+and starsystems.
+.in -8
+.pp
+More than one request may be stated
+on a line
+by seperating them
+with semicolons.
+.bl "Dock at Starbase"
+Mnemonic: dock
+Shortest Abbreviation: do
+Consumes: nothing
+.FF
+.pp
+You may dock at a starbase
+when you are in one of the eight
+adjacent sectors.
+.pp
+When you dock you are resupplied
+with energy, photon torpedoes, and life support reserves.
+Repairs are also done faster at starbase.
+Any prisoners you have taken
+are unloaded.
+You do not recieve points
+for taking prisoners
+until this time.
+.pp
+Starbases have their own deflector shields,
+so you are safe from attack while docked.
+.bl "Undock from Starbase"
+Mnemonic: undock
+Shortest Abbreviation: u
+Consumes: nothing
+.FF
+.pp
+This just allows you to leave starbase
+so that you may proceed on your way.
+.bl "Rest"
+Mnemonic: rest
+Shortest Abbreviation: r
+Full Command: rest time
+Consumes: time
+.FF
+.pp
+This command allows you to rest to repair damages.
+It is not advisable to rest while under attack.
+.bl "Call Starbase For Help"
+Mnemonic: help
+Shortest Abbreviation: help
+Consumes: nothing
+.FF
+.pp
+You may call starbase for help via your subspace radio.
+Starbase has long range transporter beams to get you.
+Problem is,
+they can't always rematerialize you.
+.pp
+You should avoid using this command unless absolutely necessary,
+for the above reason and because it counts heavily against you
+in the scoring.
+.bl "Capture Klingon"
+Mnemonic: capture
+Shortest Abbreviation: ca
+Consumes: time
+.FF
+.pp
+You may request that a Klingon surrender
+to you.
+If he accepts,
+you get to take captives
+(but only as many as your brig
+can hold).
+It is good if you do this,
+because you get points for captives.
+Also,
+if you ever get captured,
+you want to be sure that the Federation
+has prisoners to exchange for you.
+.pp
+You must go to a starbase
+to turn over your prisoners
+to Federation authorities.
+.bl "Visual Scan"
+Mnemonic: visual
+Shortest Abbreviation: v
+Full Command: visual course
+Consumes: time
+.FF
+.pp
+When your short range scanners are out,
+you can still see what is out "there"
+by doing a visual scan.
+Unfortunately,
+you can only see three sectors at one time,
+and it takes 0.005 stardates to perform.
+.pp
+The three sectors in the general direction
+of the course specified
+are examined
+and displayed.
+.bl "Abandon Ship"
+Mnemonic: abandon
+Shortest Abbreviation: abandon
+Consumes: nothing
+.FF
+.pp
+The officers escape the Enterprise in the shuttlecraft.
+If the transporter is working
+and there is an inhabitable starsystem
+in the area,
+the crew beams down,
+otherwise you leave them to die.
+You are given an old but still usable ship,
+the Faire Queene.
+.bl "Ram"
+Mnemonic: ram
+Shortest Abbreviation: ram
+Full Command: ram course distance
+Consumes: time and energy
+.FF
+.pp
+This command is identical to "move",
+except that the computer
+doesn't stop you
+from making navigation errors.
+.pp
+You get very nearly slaughtered
+if you ram anything.
+.bl "Self Destruct"
+Mnemonic: destruct
+Shortest Abbreviation: destruct
+Consumes: everything
+.FF
+.pp
+Your starship is self-destructed.
+Chances are you will destroy
+any Klingons
+(and stars,
+and starbases)
+left in your quadrant.
+.bl "Terminate the Game"
+Mnemonic: terminate
+Shortest Abbreviation: terminate
+Full Command: terminate yes/no
+.FF
+.pp
+Cancels the current game.
+No score is computed.
+If you answer yes,
+a new game will be started,
+otherwise trek exits.
+.bl "Call the Shell"
+Mnemonic: shell
+Shortest Abbreviation: shell
+.FF
+.pp
+Temporarily escapes to the shell.
+When you log out of the shell
+you will return to the game.
+.bp
+.ce
+SCORING
+.in +4
+.pp
+The scoring algorithm is rather complicated.
+Basically,
+you get points for each Klingon you kill,
+for your Klingon per stardate kill rate,
+and a bonus if you win the game.
+You lose
+points for the number of Klingons left
+in the galaxy
+at the end of the game,
+for getting killed,
+for each star, starbase, or inhabited starsystem
+you destroy,
+for calling for help,
+and for each casualty you incur.
+.pp
+You will be promoted
+if you play very well.
+You will never get a promotion if you
+call for help,
+abandon the Enterprise,
+get killed,
+destroy a starbase or inhabited starsystem,
+or destroy too many stars.
+.bp
+.ce
+REFERENCE PAGE
+.sp 2
+.ta 36 56
+.nf
+.ul
+Command Uses Consumes
+
+ABANDON shuttlecraft, -
+ transporter
+CApture subspace radio time
+CLoak Up/Down cloaking device energy
+Computer request; request;... computer -
+DAmages - -
+DESTRUCT computer -
+DOck - -
+HELP subspace radio -
+Impulse course distance impulse engines, time, energy
+ computer, SINS
+Lrscan L.R. sensors -
+Move course distance warp engines, time, energy
+ computer, SINS
+Phasers Automatic amount phasers, computer energy
+Phasers Manual amt1 course1 spread1 ... phasers energy
+Torpedo course [Yes] angle/No torpedo tubes torpedoes
+RAM course distance warp engines, time, energy
+ computer, SINS
+Rest time - time
+SHELL - -
+SHields Up/Down shields energy
+Srscan [Yes/No] S.R. sensors -
+STatus - -
+TERMINATE Yes/No - -
+Undock - -
+Visual course - time
+Warp warp_factor - -
+.fi