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bsd-games/2.17/trek/DOC/read_me.nr

    1: .\"     $NetBSD: read_me.nr,v 1.3 2001/07/22 13:34:01 wiz Exp $
    2: .de @h
    3: 'sp 4
    4: 'tl 'TREK SETUP INSTRUCTIONS''%'
    5: 'sp 2
    6: .ns
    7: ..
    8: .de @f
    9: 'bp
   10: ..
   11: .wh 0 @h
   12: .wh -6 @f
   13: .de pp
   14: .sp
   15: .ne 2
   16: .ti +5
   17: ..
   18: .de s1
   19: .sp 2
   20: .nr S1 +1
   21: .nr S2 0
   22: .ne 5
   23: .in 4
   24: .ti 0
   25: \\n(S1.\ \ \c
   26: ..
   27: .de s2
   28: .sp 1
   29: .nr S2 +1
   30: .ne 3
   31: .in 8
   32: .ti 4
   33: \\n(S2.\ \ \c
   34: ..
   35: .br
   36: .ce
   37: TREK SETUP INSTRUCTIONS
   38: .sp 2
   39: .pp
   40: This document describes all sorts of nifty things
   41: you should know
   42: before you start to muck around
   43: with the trek source code.
   44: Please read them carefully.
   45: .s1
   46: MAINTENANCE
   47: .s2
   48: There are a number of shell files
   49: which you may use to maintain the system.
   50: "Prtrek" produces a copy of the source code.
   51: It pipes its output to lpr
   52: and runs in background.
   53: "Comp" compiles up to nine source modules
   54: and leaves them in .o files.
   55: "Compile" is the same as "comp"
   56: except that it loads after compiling.
   57: If stated without any arguments,
   58: it loads from .o files.
   59: "Compall" compiles all the .c files
   60: into .o files,
   61: but does not load.
   62: It redirects its output to the file "output".
   63: To recompile the entire system,
   64: type
   65: .ti +8
   66: compall
   67: .ti +8
   68: compile
   69: .br
   70: .s2
   71: Main.c contains a variable called "Mother".
   72: This is initialized to the result of the
   73: "getuid()" call for the maintainer of trek
   74: at your installation.
   75: Only Mother is allowed to set trace flags
   76: and run the game at other than the default priority.
   77: .s2
   78: Speaking of priorities,
   79: trek eats up a lot of system resources.
   80: Hence, it normally runs at a very low priority.
   81: This makes it almost impossible to play
   82: if the system is loaded.
   83: However,
   84: the -pN flag sets the priority to N,
   85: which makes it possible to debug
   86: when the system is loaded.
   87: The default priority is set by a #define of
   88: PRIO,
   89: which is set to 10 in the default system.
   90: .s2
   91: Trace information is provided
   92: which may be useful in debugging things in the system.
   93: If you are in a bad way for space,
   94: comment out the #define xTRACE
   95: which appears in trek.h.
   96: This will cause the trace stuff to not occur
   97: in the object.
   98: .s2
   99: The version of trek released to you
  100: is compiled with the -f flag (for no floating point)
  101: and should work without problems on your machine.
  102: You can edit out the -f flag
  103: in "compile" if you have floating point hardware
  104: on your machine
  105: so that it will take less space.
  106: .s1
  107: THE PORTABLE C LIBRARY
  108: .pp
  109: The portable C library was used
  110: to do I/O in trek.
  111: Unfortunately,
  112: the version which we had at Berkeley
  113: had a number of small bugs
  114: which caused trek to do bad things at times.
  115: For some unknown reason
  116: (temporary insanity perhaps)
  117: I rewrote the portable C library.
  118: This version is much smaller than the old version
  119: and has cleaner code.
  120: It also works right
  121: (???).
  122: However, there are a few minor differences
  123: which you should be aware of.
  124: .s2
  125: Scanf no longer ignores the noise characters "\\n",
  126: "\\t", and space in the format string;
  127: i.e.,
  128: these characters now require a match
  129: in the input stream.
  130: .s2
  131: A variable
  132: f_log
  133: has been added
  134: which is the file descriptor
  135: of a "log" file.
  136: If f_log is greater than zero
  137: a copy of everything read from
  138: the standard input
  139: and written to
  140: the standard output
  141: is written in the file f_log.
  142: .s1
  143: DISCLAIMERS
  144: .s2
  145: Frankly,
  146: I am getting pretty sick of playing this game.
  147: Hence,
  148: the version which you get may have several bugs
  149: in it;
  150: I freely admit
  151: that it is probably buggier
  152: than some previous versions.
  153: Sorry about that.
  154: .s2
  155: Along with being buggy,
  156: the game never had quite everything implemented
  157: that was originally intended.
  158: If you see things that look weird,
  159: that may be why.
  160: There are even some features which I have taken out
  161: (like ghost starsystems)
  162: upon deciding that I didn't have the energy
  163: to implement them correctly.
  164: .s1
  165: REQUESTS
  166: .pp
  167: There are several things that I would like to ask of anyone
  168: who does work on the source code.
  169: .s2
  170: Please let me know of any bugs which you find
  171: in the code,
  172: and any fixes which you may have.
  173: Other copies will probably be going out to other people later,
  174: and it would be nice if those copies where less buggy.
  175: Also,
  176: I would be interested in hearing about any
  177: enhancements of the game which you might install.
  178: .s2
  179: Please note that I have a distinct coding style.
  180: I feel that it is cleaner
  181: and easier to read than a more
  182: casual style.
  183: If possible,
  184: please stick to it,
  185: especially if you end up sending tapes back to me.
  186: This goes along with my whole belief in clean code:
  187: I ask you to please avoid obscure code
  188: whenever possible.
  189: If you throw some in,
  190: please don't let me see it.
  191: It just depresses me.
  192: .s2
  193: Unfortunately,
  194: the game is huge.
  195: There are many neat things
  196: which could go in,
  197: if there were only enough space.
  198: However,
  199: I have specifically not gone to separated I/D
  200: space.
  201: The main reason is that I would like future versions
  202: of the game
  203: to be 11/40 compatible.
  204: .s1
  205: SUGGESTIONS FOR THE FUTURE
  206: .pp
  207: If you happen to have more energy than I do,
  208: you may want to examine the following areas.
  209: These are things that I may get to,
  210: but don't hold your breath.
  211: .s2
  212: Frankly,
  213: making the portable C library work
  214: (even without bugs)
  215: was a bitch.
  216: I should have done the I/O in a more
  217: ad hoc manner.
  218: It is my intent to rewrite the I/O
  219: routines to bypass the portable C library entirely.
  220: .s2
  221: The routine "capture" is quite unclean.
  222: First, it should have a manner of selecting Klingons
  223: other than random,
  224: either selecting the most likely
  225: or asking the captain (probably best).
  226: It should either be fully implemented,
  227: which includes adding a "board" routine
  228: (half written,
  229: on some tapes as board.x)
  230: which sends a boarding party to forcefully
  231: take over the Klingon,
  232: or it should go out completely,
  233: which is probably what I will end up doing.
  234: When this happens,
  235: the transporter will go completely.
  236: It seems that the space may be better used
  237: for something which more directly enhances the game.
  238: .sp 3
  239: .in 0
  240: Well, that's about it.
  241: To get hold of me,
  242: write to:
  243: .nf
  244: .sp
  245: Eric P Allman
  246: Electronics Research Laboratory
  247: University of California
  248: Berkeley, California  94720
  249: .fi
  250: 
  251: Happy trekking!!
  252: .pp
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