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

    1: .\"     $NetBSD: trekmanual.nr,v 1.3 2001/06/12 15:17:12 wiz Exp $
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    6: .tr ^ \"
    7: .ce 88
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    9: *^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
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   20: 
   21: 
   22: by
   23: 
   24: Eric Allman
   25: University of California
   26: Berkeley
   27: .ce 0
   28: .tr ^^
   29: .de HE
   30: 'sp 4
   31: 'tl 'STAR TREK''%'
   32: 'sp 3
   33: ..
   34: .de FO
   35: 'bp
   36: ..
   37: .wh 0 HE
   38: .wh -5 FO
   39: .de pp
   40: .sp
   41: .ti +4
   42: ..
   43: .bp 1
   44: .ce
   45: INTRODUCTION
   46: .pp
   47: Well, the federation is once again at war with the Klingon empire.
   48: It is up to you,
   49: as captain of the U.S.S. Enterprise,
   50: to wipe out the invasion fleet and save the Federation.
   51: .pp
   52: For the purposes of the game
   53: the galaxy is divided into 64 quadrants
   54: on an eight by eight grid,
   55: with quadrant 0,0 in the upper left hand corner.
   56: Each quadrant is divided into 100 sectors
   57: on a ten by ten grid.
   58: Each sector contains one object
   59: (e.g., the Enterprise, a Klingon, or a star).
   60: .pp
   61: Navigation is handled in degrees,
   62: with zero being straight up
   63: and ninty being to the right.
   64: Distances are measured in quadrants.
   65: One tenth quadrant is one sector.
   66: .pp
   67: The galaxy contains starbases,
   68: at which you can dock to refuel,
   69: repair damages, etc.
   70: The galaxy also contains stars.
   71: Stars usually have a knack for getting in your way,
   72: but they can be triggered into going nova
   73: by shooting a photon torpedo at one,
   74: thereby (hopefully) destroying any adjacent Klingons.
   75: This is not a good practice however,
   76: because you are penalized for destroying stars.
   77: Also, a star will sometimes go supernova,
   78: which obliterates an entire quadrant.
   79: You must never stop in a supernova quadrant,
   80: although you may "jump over" one.
   81: .pp
   82: Some starsystems
   83: have inhabited planets.
   84: Klingons can attack inhabited planets
   85: and enslave the populace,
   86: which they then put to work building more Klingon battle cruisers.
   87: .bp
   88: .ce
   89: STARTING UP THE GAME
   90: .pp
   91: To request the game, issue the command
   92: .sp
   93: .ti +12
   94: /usr/games/trek
   95: .sp
   96: from the shell.
   97: If a filename is stated,
   98: a log of the game is written
   99: onto that file.
  100: If omitted,
  101: the file is not written.
  102: If the "-a" flag is stated before the filename,
  103: that file is appended to
  104: rather than created.
  105: .pp
  106: The game will ask you what length game
  107: you would like.
  108: Valid responses are "short", "medium", and "long".
  109: Ideally the length of the game does not
  110: affect the difficulty,
  111: but currently the shorter games
  112: tend to be harder than the longer ones.
  113: You may also type "restart",
  114: which restarts a previously saved game.
  115: .pp
  116: You will then be prompted for the skill,
  117: to which you must respond
  118: "novice", "fair", "good", "expert",
  119: "commadore", or "impossible".
  120: You should start out with a novice
  121: and work up,
  122: but if you really want to see how fast
  123: you can be slaughtered,
  124: start out with an impossible game.
  125: .pp
  126: In general,
  127: throughout the game,
  128: if you forget what is appropriate
  129: the game will tell you what it expects
  130: if you just type in
  131: a question mark.
  132: .pp
  133: To get a copy of these rules,
  134: execute the command
  135: .sp
  136: .ti +12
  137: nroff /usr/games/trekmanual.nr
  138: .sp
  139: .bp
  140: .ce
  141: ISSUING COMMANDS
  142: .pp
  143: If the game expects you to enter a command,
  144: .hc ^
  145: it will say ^"Command:\ "
  146: and wait for your response.
  147: Most commands can be abbreviated.
  148: .pp
  149: At almost any time you can type more than one thing on a line.
  150: For example,
  151: to move straight up one quadrant,
  152: you can type
  153: .ti +12
  154: move 0 1
  155: .br
  156: or you could just type
  157: .ti +12
  158: move
  159: .br
  160: and the game would prompt you with
  161: .ti +12
  162: Course:
  163: .br
  164: to which you could type
  165: .ti +12
  166: 0 1
  167: .br
  168: The "1" is the distance,
  169: which could be put on still another line.
  170: Also, the "move" command
  171: could have been abbreviated
  172: "mov", "mo", or just "m".
  173: .pp
  174: If you are partway through a command
  175: and you change your mind,
  176: you can usually type "-1"
  177: to cancel the command.
  178: .pp
  179: Klingons generally cannot hit you
  180: if you don't consume anything
  181: (e.g., time or energy),
  182: so some commands are considered "free".
  183: As soon as you consume anything though -- POW!
  184: .bp
  185: .de **
  186: .if \\n+l .**
  187: .as x *
  188: ..
  189: .de bl
  190: .nr l \\w'\\$1' -\\w'*'
  191: .ds x ****
  192: .**
  193: .sp 3
  194: .ne 3
  195: \\*x
  196: .br
  197: .if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
  198: .if n * \\$1 *
  199: .br
  200: \\*x
  201: .sp
  202: .in +8
  203: .nf
  204: ..
  205: .de FF
  206: .in -8
  207: .fi
  208: ..
  209: .if !\n(.V .ta \w'Full Commands: '+1
  210: .if \n(.V .ta \w'Full Commands: 'u
  211: .ce
  212: THE COMMANDS
  213: .bl "Short Range Scan"
  214: Mnemonic: srscan
  215: Shortest Appreviation: s
  216: Full Commands: srscan
  217:         srscan yes/no
  218: Consumes: nothing
  219: .FF
  220: .pp
  221: The short range scan
  222: gives you a picture
  223: of the quadrant you are in,
  224: and (if you say "yes")
  225: a status report
  226: which tells you
  227: a whole bunch
  228: of interesting stuff.
  229: You can get a status report alone
  230: by using the
  231: .ul
  232: status
  233: command.
  234: An example follows:
  235: .sp
  236: .nf
  237: .in +4
  238: Short range sensor scan
  239:   0 1 2 3 4 5 6 7 8 9 
  240: 0 . . . . . . . * . * 0   stardate      3702.16
  241: 1 . . E . . . . . . . 1   condition     RED
  242: 2 . . . . . . . . . * 2   position      0,3/1,2
  243: 3 * . . . . # . . . . 3   warp factor   5.0
  244: 4 . . . . . . . . . . 4   total energy  4376
  245: 5 . . * . * . . . . . 5   torpedoes     9
  246: 6 . . . @ . .   . . . 6   shields       down, 78%
  247: 7 . . . . . . . . . . 7   Klingons left 3
  248: 8 . . . K . . . . . . 8   time left     6.43
  249: 9 . . . . . . * . . . 9   life support  damaged, reserves = 2.4
  250:   0 1 2 3 4 5 6 7 8 9 
  251: Distressed Starsystem Marcus XII
  252: 
  253: .in +8
  254: .ti -8
  255: The cast of characters is as follows:
  256: E  the hero
  257: K  the villain
  258: #  the starbase
  259: *  stars
  260: @  inhabited starsystem
  261: \&.  empty space
  262:    a black hole
  263: .in -12
  264: .fi
  265: .pp
  266: The name of the starsystem is listed underneath
  267: the short range scan.
  268: The word "distressed", if present,
  269: means that the starsystem
  270: is under attack.
  271: .pp
  272: Short range scans are absolutely free.
  273: They use no time, no energy,
  274: and they don't give the Klingons
  275: another chance to hit you.
  276: .bl "Status Report"
  277: Mnemonic: status
  278: Shortest Abbreviation: st
  279: Consumes: nothing
  280: .FF
  281: .pp
  282: This command gives you information
  283: about the current status
  284: of the game and your ship, as follows:
  285: .in +8
  286: .de qq
  287: .sp
  288: .ti -4
  289: ..
  290: .qq
  291: Stardate -- The current stardate.
  292: .qq
  293: Condition -- as follows:
  294: .in +4
  295: .nf
  296: RED -- in battle
  297: YELLOW -- low on energy
  298: GREEN -- normal state
  299: DOCKED -- docked at starbase
  300: CLOAKED -- the cloaking device is activated
  301: .fi
  302: .in -4
  303: .qq
  304: Position -- Your current quadrant and sector.
  305: .qq
  306: Warp Factor -- The speed you will move at
  307: when you move under warp power
  308: (with the
  309: .ul
  310: move
  311: command).
  312: .qq
  313: Total Energy -- Your energy reserves.
  314: If they drop to zero,
  315: you die.
  316: Energy regenerates,
  317: but the higher the skill of the game,
  318: the slower it regenerates.
  319: .qq
  320: Torpedoes -- How many photon torpedoes you have left.
  321: .qq
  322: Shields -- Whether your shields are up or down,
  323: and how effective they are if up
  324: (what percentage of a hit they will absorb).
  325: .qq
  326: Klingons Left -- Guess.
  327: .qq
  328: Time Left -- How long the Federation can hold out
  329: if you sit on your fat ass and do nothing.
  330: If you kill Klingons quickly,
  331: this number goes up,
  332: otherwise,
  333: it goes down.
  334: If it hits zero,
  335: the Federation is conquered.
  336: .qq
  337: Life Support -- If "active", everything is fine.
  338: If "damaged", your reserves tell you
  339: how long you have
  340: to repair your life support
  341: or get to a starbase
  342: before you starve, suffocate,
  343: or something equally unpleasant.
  344: .qq
  345: Current Crew -- The number of crew members
  346: left.
  347: This figures does not include officers.
  348: .qq
  349: Brig Space -- The space left in your brig
  350: for Klingon captives.
  351: .qq
  352: Klingon Power -- The number of units
  353: needed to kill a Klingon.
  354: Remember, as Klingons fire at you
  355: they use up their own energy,
  356: so you probably need somewhat less
  357: than this.
  358: .qq
  359: Skill, Length -- The skill and length
  360: of the game you are playing.
  361: .in -8
  362: .pp
  363: Status information is absolutely free.
  364: .bl "Long Range Scan"
  365: Mnemonic: lrscan
  366: Shortest Abbreviation: l
  367: Consumes: nothing
  368: .FF
  369: .pp
  370: Long range scan gives you information about the
  371: eight quadrants
  372: that surround the quadrant
  373: you're in.
  374: A sample long range scan follows:
  375: .sp
  376: .in +12
  377: .nf
  378: Long range scan for quadrant 0,3
  379: 
  380:      2     3     4
  381:   -------------------
  382:   !  *  !  *  !  *  !
  383:   -------------------
  384: 0 ! 108 !   6 !  19 !
  385:   -------------------
  386: 1 !   9 ! /// !   8 !
  387:   -------------------
  388: .sp
  389: .in -12
  390: .fi
  391: .pp
  392: The three digit numbers
  393: tell the number of objects
  394: in the quadrants.
  395: The units digit tells the number of stars,
  396: the tens digit the number of starbases,
  397: and the hundreds digit is the number of Klingons.
  398: "*" indicates the negative energy barrier
  399: at the edge of the galaxy,
  400: which you cannot enter.
  401: "///" means that that is a supernova quadrant
  402: and must not be entered.
  403: .bl "Damage Report"
  404: Mnemonic: damages
  405: Shortest Abbreviation: da
  406: Consumes: nothing
  407: .FF
  408: .pp
  409: A damage report tells you what devices are damaged
  410: and how long it will take to repair them.
  411: Repairs proceed faster
  412: when you are docked
  413: at a starbase.
  414: .bl "Set Warp Factor"
  415: Mnemonic: warp
  416: Shortest Abbreviation: w
  417: Full Command: warp factor
  418: Consumes: nothing
  419: .FF
  420: .pp
  421: The warp factor tells the speed of your starship
  422: when you move under warp power
  423: (with the
  424: .ul
  425: move
  426: command).
  427: The higher the warp factor,
  428: the faster you go,
  429: and the more energy you use.
  430: .pp
  431: The minimum warp factor is 1.0
  432: and the maximum is 10.0.
  433: At speeds above warp 6
  434: there is danger of the warp engines
  435: being damaged.
  436: The probability of this
  437: increases at higher warp speeds.
  438: Above warp 9.0 there is a chance of entering
  439: a time warp.
  440: .bl "Move Under Warp Power"
  441: Mnemonic: move
  442: Shortest Abbreviation: m
  443: Full Command: move course distance
  444: Consumes: time and energy
  445: .FF
  446: .pp
  447: This is the usual way of moving.
  448: The course is in degrees and the distance is in quadrants.
  449: To move one sector specify a distance of 0.1.
  450: .pp
  451: Time is consumed proportionately to
  452: the inverse of the warp factor squared,
  453: and directly to the distance.
  454: Energy is consumed as the warp factor cubed,
  455: and directly to the distance.
  456: If you move with your shields up
  457: it doubles the amount of energy consumed.
  458: .pp
  459: When you move in a quadrant containing Klingons,
  460: they get a chance to attack you.
  461: .pp
  462: The computer detects navigation errors.
  463: If the computer is out,
  464: you run the risk of running into things.
  465: .pp
  466: The course is determined by the
  467: Space Inertial Navigation System
  468: [SINS].
  469: As described in
  470: Star Fleet Technical Order TO:02:06:12,
  471: the SINS is calibrated,
  472: after which it becomes the base for navigation.
  473: If damaged,
  474: navigation becomes inaccurate.
  475: When it is fixed,
  476: Spock recalibrates it,
  477: however,
  478: it cannot be calibrated extremely accurately
  479: until you dock at starbase.
  480: .bl "Move Under Impulse Power"
  481: Mnemonic: impulse
  482: Shortest Abbreviation: i
  483: Full Command: impulse course distance
  484: Consumes: time and energy
  485: .FF
  486: .pp
  487: The impulse engines give you a chance to maneuver
  488: when your warp engines are damaged;
  489: however, they are incredibly slow
  490: (0.095 quadrants/stardate).
  491: They require 20 units of energy to engage,
  492: and ten units per sector to move.
  493: .pp
  494: The same comments about the computer and the SINS
  495: apply as above.
  496: .pp
  497: There is no penalty to move under impulse power
  498: with shields up.
  499: .bl "Deflector Shields"
  500: Mnemonic: shields
  501: Shortest Abbreviation: sh
  502: Full Command: shields up/down
  503: Consumes: energy
  504: .FF
  505: .pp
  506: Shields protect you from Klingon attack
  507: and nearby novas.
  508: As they protect you,
  509: they weaken.
  510: A shield which is 78% effective
  511: will absorb 78% of a hit
  512: and let 22% in to hurt you.
  513: .pp
  514: The Klingons have a chance to attack you
  515: every time you raise or lower shields.
  516: Shields do not rise and lower
  517: instantaneously,
  518: so the hit you receive
  519: will be computed with the shields
  520: at an intermediate effectiveness.
  521: .pp
  522: It takes energy to raise shields,
  523: but not to drop them.
  524: .bl "Cloaking Device"
  525: Mnemonic: cloak
  526: Shortest Abbreviation: cl
  527: Full Command: cloak up/down
  528: Consumes: energy
  529: .FF
  530: .pp
  531: When you are cloaked,
  532: Klingons cannot see you,
  533: and hence they do not fire at you.
  534: They are useful for entering
  535: a quadrant
  536: and selecting a good position,
  537: however,
  538: weapons cannot be fired through
  539: the cloak
  540: due to the huge energy drain
  541: that it requires.
  542: .pp
  543: The cloak up command
  544: only starts the cloaking process;
  545: Klingons will continue
  546: to fire at you
  547: until you do something
  548: which consumes time.
  549: .bl "Fire Phasers"
  550: Mnmemonic: phasers
  551: Shortest Abbreviation: p
  552: Full Commands: phasers automatic amount
  553:         phasers manual amt1 course1 spread1 ...
  554: Consumes: energy
  555: .FF
  556: .pp
  557: Phasers are energy weapons;
  558: the energy comes from your ship's reserves
  559: ("total energy" on a srscan).
  560: It takes about 250 units of hits
  561: to kill a Klingon.
  562: Hits are cumulative as long as you stay
  563: in the quadrant.
  564: .pp
  565: Phasers become less effective
  566: the further from a Klingon you are.
  567: Adjacent Klingons receive about
  568: 90% of what you fire,
  569: at five sectors about 60%,
  570: and at ten sectors about 35%.
  571: They have no effect outside of the quadrant.
  572: .pp
  573: Phasers cannot be fired while shields are up;
  574: to do so would fry you.
  575: They have no effect on starbases or stars.
  576: .pp
  577: In automatic mode
  578: the computer decides how to divide up the energy
  579: among the Klingons present;
  580: in manual mode you do that yourself.
  581: .pp
  582: In manual mode firing
  583: you specify a direction,
  584: amount (number of units to fire)
  585: and spread (0 -> 1.0)
  586: for each of the six phaser banks.
  587: A zero amount
  588: terminates the manual input.
  589: .bl "Fire Photon Torpedoes"
  590: Mnemonic: torpedo
  591: Shortest Abbreviation: t
  592: Full Command: torpedo course [yes/no] [burst angle]
  593: Consumes: torpedoes
  594: .FF
  595: .pp
  596: Torpedoes are projectile weapons -- there are no partial hits.
  597: You either hit your target or you don't.
  598: A hit on a Klingon destroys him.
  599: A hit on a starbase destroys that starbase
  600: (woops!).
  601: Hitting a star usually causes it to go nova,
  602: and occasionally supernova.
  603: .pp
  604: Photon torpedoes cannot be aimed precisely.
  605: They can be fired with shields up,
  606: but they get even more random
  607: as they pass through the shields.
  608: .pp
  609: Torpedoes may be fired in bursts of three.
  610: If this is desired,
  611: the burst angle is the angle
  612: between the three shots,
  613: which may vary from one to fifteen.
  614: The word "no"
  615: says that a burst is not wanted;
  616: the word "yes"
  617: (which may be omitted
  618: if stated on the same line as the course)
  619: says that a burst is wanted.
  620: .pp
  621: Photon torpedoes
  622: have no effect
  623: outside the quadrant.
  624: .bl "Onboard Computer Request"
  625: Mnemonic: computer
  626: Shortest Abbreviation: c
  627: Full Command: computer request; request;...
  628: Consumes: nothing
  629: .FF
  630: .pp
  631: The computer command gives you access to the facilities
  632: of the onboard computer,
  633: which allows you to do all sorts of fascinating stuff.
  634: Computer requests are:
  635: .in +8
  636: .qq
  637: score -- Shows your current score.
  638: .qq
  639: course quad/sect -- Computes the course and distance from whereever
  640: you are to the given location.
  641: If you type "course /x,y"
  642: you will be given the course
  643: to sector x,y in the current quadrant.
  644: .qq
  645: move quad/sect -- Identical to the course
  646: request,
  647: except that the move is executed.
  648: .qq
  649: chart -- prints a chart of the known galaxy,
  650: i.e.,
  651: everything that you have seen with a long range scan.
  652: The format is the same as on a long range scan,
  653: except that "..." means
  654: that you don't yet know what is there,
  655: and ".1." means that you know that a starbase
  656: exists, but you don't know anything else.
  657: "$$$" mans the quadrant
  658: that you are currently in.
  659: .qq
  660: trajectory -- prints the course and distance
  661: to all the Klingons in the quadrant.
  662: .qq
  663: warpcost dist warp_factor -- computes the cost in time and energy
  664: to move `dist' quadrants at warp `warp_factor'.
  665: .qq
  666: impcost dist -- same as warpcost for impulse engines.
  667: .qq
  668: pheff range -- tells how effective your phasers are
  669: at a given range.
  670: .qq
  671: distresslist -- gives a list of currently distressed
  672: starbases
  673: and starsystems.
  674: .in -8
  675: .pp
  676: More than one request may be stated
  677: on a line
  678: by seperating them
  679: with semicolons.
  680: .bl "Dock at Starbase"
  681: Mnemonic: dock
  682: Shortest Abbreviation: do
  683: Consumes: nothing
  684: .FF
  685: .pp
  686: You may dock at a starbase
  687: when you are in one of the eight
  688: adjacent sectors.
  689: .pp
  690: When you dock you are resupplied
  691: with energy, photon torpedoes, and life support reserves.
  692: Repairs are also done faster at starbase.
  693: Any prisoners you have taken
  694: are unloaded.
  695: You do not receive points
  696: for taking prisoners
  697: until this time.
  698: .pp
  699: Starbases have their own deflector shields,
  700: so you are safe from attack while docked.
  701: .bl "Undock from Starbase"
  702: Mnemonic: undock
  703: Shortest Abbreviation: u
  704: Consumes: nothing
  705: .FF
  706: .pp
  707: This just allows you to leave starbase
  708: so that you may proceed on your way.
  709: .bl "Rest"
  710: Mnemonic: rest
  711: Shortest Abbreviation: r
  712: Full Command: rest time
  713: Consumes: time
  714: .FF
  715: .pp
  716: This command allows you to rest to repair damages.
  717: It is not advisable to rest while under attack.
  718: .bl "Call Starbase For Help"
  719: Mnemonic: help
  720: Shortest Abbreviation: help
  721: Consumes: nothing
  722: .FF
  723: .pp
  724: You may call starbase for help via your subspace radio.
  725: Starbase has long range transporter beams to get you.
  726: Problem is,
  727: they can't always rematerialize you.
  728: .pp
  729: You should avoid using this command unless absolutely necessary,
  730: for the above reason and because it counts heavily against you
  731: in the scoring.
  732: .bl "Capture Klingon"
  733: Mnemonic: capture
  734: Shortest Abbreviation: ca
  735: Consumes: time
  736: .FF
  737: .pp
  738: You may request that a Klingon surrender
  739: to you.
  740: If he accepts,
  741: you get to take captives
  742: (but only as many as your brig
  743: can hold).
  744: It is good if you do this,
  745: because you get points for captives.
  746: Also,
  747: if you ever get captured,
  748: you want to be sure that the Federation
  749: has prisoners to exchange for you.
  750: .pp
  751: You must go to a starbase
  752: to turn over your prisoners
  753: to Federation authorities.
  754: .bl "Visual Scan"
  755: Mnemonic: visual
  756: Shortest Abbreviation: v
  757: Full Command: visual course
  758: Consumes: time
  759: .FF
  760: .pp
  761: When your short range scanners are out,
  762: you can still see what is out "there"
  763: by doing a visual scan.
  764: Unfortunately,
  765: you can only see three sectors at one time,
  766: and it takes 0.005 stardates to perform.
  767: .pp
  768: The three sectors in the general direction
  769: of the course specified
  770: are examined
  771: and displayed.
  772: .bl "Abandon Ship"
  773: Mnemonic: abandon
  774: Shortest Abbreviation: abandon
  775: Consumes: nothing
  776: .FF
  777: .pp
  778: The officers escape the Enterprise in the shuttlecraft.
  779: If the transporter is working
  780: and there is an inhabitable starsystem
  781: in the area,
  782: the crew beams down,
  783: otherwise you leave them to die.
  784: You are given an old but still usable ship,
  785: the Faire Queene.
  786: .bl "Ram"
  787: Mnemonic: ram
  788: