
1: .\" $NetBSD: trek.me,v 1.3 2003/08/07 09:37:55 agc Exp $ 2: .\" 3: .\" Copyright (c) 1980, 1993 4: .\" The Regents of the University of California. All rights reserved. 5: .\" 6: .\" Redistribution and use in source and binary forms, with or without 7: .\" modification, are permitted provided that the following conditions 8: .\" are met: 9: .\" 1. Redistributions of source code must retain the above copyright 10: .\" notice, this list of conditions and the following disclaimer. 11: .\" 2. Redistributions in binary form must reproduce the above copyright 12: .\" notice, this list of conditions and the following disclaimer in the 13: .\" documentation and/or other materials provided with the distribution. 14: .\" 3. Neither the name of the University nor the names of its contributors 15: .\" may be used to endorse or promote products derived from this software 16: .\" without specific prior written permission. 17: .\" 18: .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 19: .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20: .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21: .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 22: .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 23: .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 24: .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 25: .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 26: .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 27: .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 28: .\" SUCH DAMAGE. 29: .\" 30: .\" @(#)trek.me 8.1 (Berkeley) 6/8/93 31: .\" 32: .if n .na 33: .de pp 34: . sp 2 35: . ti +5 36: .. 37: .ie t .ds f \fB 38: .el .ds f \fI 39: .de he 40: ' sp 41: ' tl 'Star Trek''USD:31-%' 42: 'sp 3 43: .. 44: .oh 'Star Trek''USD:31-%' 45: .eh 'USD:31-%''Star Trek' 46: 47: \" .wh 0 he 48: .de fo 49: ' bp 50: .. 51: .wh -3 fo 52: .sp 16 53: .ce 1000 54: .ie n \{\ 55: . tr | 56: |****||||*****||||||*||||||****| 57: *||||||||||*|||||||*|*|||||*|||* 58: |***|||||||*||||||*****||||****| 59: ||||*||||||*||||||*|||*||||*||*| 60: ****|||||||*||||||*|||*||||*|||* 61: .sp 2 62: *****||||****|||||*****||||*|||* 63: ||*||||||*|||*||||*||||||||*||*| 64: ||*||||||****|||||***||||||***|| 65: ||*||||||*||*|||||*||||||||*||*| 66: ||*||||||*|||*||||*****||||*|||* 67: .sp 2 68: . tr || 69: by 70: .\} 71: .el \{\ 72: . ps 24 73: . vs 28p 74: . ft B 75: STAR 76: 77: TREK 78: 79: . ps 80: . vs 81: . ft 82: . ft I 83: by 84: .f ft 85: .\} 86: 87: Eric Allman 88: University of California 89: Berkeley 90: .ce 0 91: \".bp 92: .ce 93: \*fINTRODUCTION\fR 94: .pp 95: Well, the federation is once again at war with the Klingon empire. 96: It is up to you, 97: as captain of the U.S.S. Enterprise, 98: to wipe out the invasion fleet and save the Federation. 99: .pp 100: For the purposes of the game 101: the galaxy is divided into 64 quadrants 102: on an eight by eight grid, 103: with quadrant 0,0 in the upper left hand corner. 104: Each quadrant is divided into 100 sectors 105: on a ten by ten grid. 106: Each sector contains one object 107: (e.g., the Enterprise, a Klingon, or a star). 108: .pp 109: Navigation is handled in degrees, 110: with zero being straight up 111: and ninety being to the right. 112: Distances are measured in quadrants. 113: One tenth quadrant is one sector. 114: .pp 115: The galaxy contains starbases, 116: at which you can dock to refuel, 117: repair damages, etc. 118: The galaxy also contains stars. 119: Stars usually have a knack for getting in your way, 120: but they can be triggered into going nova 121: by shooting a photon torpedo at one, 122: thereby (hopefully) destroying any adjacent Klingons. 123: This is not a good practice however, 124: because you are penalized for destroying stars. 125: Also, a star will sometimes go supernova, 126: which obliterates an entire quadrant. 127: You must never stop in a supernova quadrant, 128: although you may "jump over" one. 129: .pp 130: Some starsystems 131: have inhabited planets. 132: Klingons can attack inhabited planets 133: and enslave the populace, 134: which they then put to work building more Klingon battle cruisers. 135: \".bp 136: .ce 137: \*fSTARTING UP THE GAME\fR 138: .pp 139: To request the game, issue the command 140: .sp 141: .ti +15 142: .ft B 143: /usr/games/trek 144: .ft 145: .sp 146: from the shell. 147: If a filename is supplied, 148: a log of the game is written onto that file. 149: (Otherwise, no 150: file is written.) 151: If the 152: ``\fB\-a\fP'' flag is stated before the filename, 153: the log of the game is appended to the file. 154: .pp 155: The game will ask you what length game 156: you would like. 157: Valid responses are "short", "medium", and "long". 158: You may also type "restart", 159: which restarts a previously saved game. 160: Ideally, 161: the length of the game does not affect the difficulty, 162: but currently the shorter games tend to be harder than the longer ones. 163: .pp 164: You will then be prompted for the skill, 165: to which you must respond 166: "novice", "fair", "good", "expert", 167: "commodore", or "impossible". 168: You should start out with a novice 169: and work up, 170: but if you really want to see 171: how fast you can be slaughtered, 172: start out with an impossible game. 173: .pp 174: In general, 175: throughout the game, 176: if you forget what is appropriate 177: the game will tell you what it expects 178: if you just type in 179: a question mark. 180: \".bp 181: .ce 182: \*fISSUING COMMANDS\fR 183: .pp 184: If the game expects you to enter a command, 185: .hc ^ 186: it will say ^"Command:\ " 187: and wait for your response. 188: Most commands can be abbreviated. 189: .pp 190: At almost any time you can type more than one thing on a line. 191: For example, 192: to move straight up one quadrant, 193: you can type 194: .ti +12 195: move 0 1 196: .br 197: or you could just type 198: .ti +12 199: move 200: .br 201: and the game would prompt you with 202: .ti +12 203: Course: 204: .br 205: to which you could type 206: .ti +12 207: 0 1 208: .br 209: The "1" is the distance, 210: which could be put on still another line. 211: Also, the "move" command 212: could have been abbreviated 213: "mov", "mo", or just "m". 214: .pp 215: If you are partway through a command 216: and you change your mind, 217: you can usually type "-1" 218: to cancel the command. 219: .pp 220: Klingons generally cannot hit you 221: if you don't consume anything 222: (e.g., time or energy), 223: so some commands are considered "free". 224: As soon as you consume anything though -- POW! 225: .bp 226: .de ** 227: .if \\n+l .** 228: .as x * 229: .. 230: .de bl 231: .sp 232: .ie t \fB\\$1\fR 233: .el \{\ 234: . ne 3 235: . nr l \\w'\\$1' -\\w'*' 236: . ds x **** 237: . ** 238: \\*x 239: . br 240: * \\$1 * 241: . br 242: \\*x 243: .\} 244: .sp 245: .in +8 246: .nf 247: .. 248: .de FF 249: .in -8 250: .fi 251: .. 252: .if !\n(.V .ta \w'Full Commands: '+1 253: .if \n(.V .ta \w'Full Commands: 'u 254: .ce 255: \*fTHE COMMANDS\fR 256: .bl "Short Range Scan" 257: Mnemonic: srscan 258: Shortest Abbreviation: s 259: Full Commands: srscan 260: srscan yes/no 261: Consumes: nothing 262: .FF 263: .pp 264: The short range scan 265: gives you a picture 266: of the quadrant you are in, 267: and (if you say "yes") 268: a status report 269: which tells you 270: a whole bunch 271: of interesting stuff. 272: You can get a status report alone 273: by using the 274: .ul 275: status 276: command. 277: An example follows: 278: .sp 279: .in +4 280: Short range sensor scan 281: .TS 282: le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l. 283: 0 1 2 3 4 5 6 7 8 9 284: 0 . . . . . . . * . * 0 stardate 3702.16 285: 1 . . E . . . . . . . 1 condition RED 286: 2 . . . . . . . . . * 2 position 0,3/1,2 287: 3 * . . . . # . . . . 3 warp\ factor 5.0 288: 4 . . . . . . . . . . 4 total\ energy 4376 289: 5 . . * . * . . . . . 5 torpedoes 9 290: 6 . . . @ . . \ . . . 6 shields down,\ 78% 291: 7 . . . . . . . . . . 7 Klingons\ left 3 292: 8 . . . K . . . . . . 8 time\ left 6.43 293: 9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4 294: 0 1 2 3 4 5 6 7 8 9 295: .TE 296: Distressed Starsystem Marcus XII 297: .sp 298: .in +8 299: .ti -8 300: The cast of characters is as follows: 301: .nf 302: .ta \w'E 'u 303: E the hero 304: K the villain 305: # the starbase 306: * stars 307: @ inhabited starsystem 308: \&. empty space 309: a black hole 310: .in -12 311: .fi 312: .ev 313: .pp 314: The name of the starsystem is listed underneath 315: the short range scan. 316: The word "distressed", if present, 317: means that the starsystem 318: is under attack. 319: .pp 320: Short range scans are absolutely free. 321: They use no time, no energy, 322: and they don't give the Klingons 323: another chance to hit you. 324: .bl "Status Report" 325: Mnemonic: status 326: Shortest Abbreviation: st 327: Consumes: nothing 328: .FF 329: .pp 330: This command gives you information 331: about the current status 332: of the game and your ship, as follows: 333: .in +8 334: .de qq 335: .sp 336: .ti -4 337: .. 338: .qq 339: Stardate -- The current stardate. 340: .qq 341: Condition -- as follows: 342: .in +4 343: .nf 344: RED -- in battle 345: YELLOW -- low on energy 346: GREEN -- normal state 347: DOCKED -- docked at starbase 348: CLOAKED -- the cloaking device is activated 349: .fi 350: .in -4 351: .qq 352: Position -- Your current quadrant and sector. 353: .qq 354: Warp Factor -- The speed you will move at 355: when you move under warp power 356: (with the 357: .ul 358: move 359: command). 360: .qq 361: Total Energy -- Your energy reserves. 362: If they drop to zero, 363: you die. 364: Energy regenerates, 365: but the higher the skill of the game, 366: the slower it regenerates. 367: .qq 368: Torpedoes -- How many photon torpedoes you have left. 369: .qq 370: Shields -- Whether your shields are up or down, 371: and how effective they are if up 372: (what percentage of a hit they will absorb). 373: .qq 374: Klingons Left -- Guess. 375: .qq 376: Time Left -- How long the Federation can hold out 377: if you sit on your fat ass and do nothing. 378: If you kill Klingons quickly, 379: this number goes up, 380: otherwise, 381: it goes down. 382: If it hits zero, 383: the Federation is conquered. 384: .qq 385: Life Support -- If "active", everything is fine. 386: If "damaged", your reserves tell you 387: how long you have 388: to repair your life support 389: or get to a starbase 390: before you starve, suffocate, 391: or something equally unpleasant. 392: .qq 393: Current Crew -- The number of crew members 394: left. 395: This figures does not include officers. 396: .qq 397: Brig Space -- The space left in your brig 398: for Klingon captives. 399: .qq 400: Klingon Power -- The number of units 401: needed to kill a Klingon. 402: Remember, as Klingons fire at you 403: they use up their own energy, 404: so you probably need somewhat less 405: than this. 406: .qq 407: Skill, Length -- The skill and length 408: of the game you are playing. 409: .in -8 410: .pp 411: Status information is absolutely free. 412: .bl "Long Range Scan" 413: Mnemonic: lrscan 414: Shortest Abbreviation: l 415: Consumes: nothing 416: .FF 417: .pp 418: Long range scan gives you information about the 419: eight quadrants 420: that surround the quadrant 421: you're in. 422: A sample long range scan follows: 423: .sp 424: .ev 1 425: .in +12 426: Long range scan for quadrant 0,3 427: .sp 428: .ie t \{\ 429: .TS 430: l1 c1 ce1 c1 ce1 c1 ce1 c0 431: l1 l s s s s s s s0 432: l1 c1 ce1 c1 ce1 c1 ce1 c0 433: l1 l s s s s s s s0. 434: 2 3 4 435: _ 436: ! * ! * ! * ! 437: _ 438: .T& 439: l1 c1 re1 c1 re1 c1 re1 c0 440: l1 l s s s s s s s0 441: l1 c1 re1 c1 re1 c1 re1 c0 442: l1 l s s s s s s s0. 443: 0 ! 108 ! 6 ! 19 ! 444: _ 445: 1 ! 9 ! /// ! 8 ! 446: _ 447: .TE 448: .\} 449: .el \{\ 450: .nf 451: 2 3 4 452: ------------------- 453: ! * ! * ! * ! 454: ------------------- 455: 0 ! 108 ! 6 ! 19 ! 456: ------------------- 457: 1 ! 9 ! /// ! 8 ! 458: ------------------- 459: .fi 460: .\} 461: .ev 462: .pp 463: The three digit numbers 464: tell the number of objects 465: in the quadrants. 466: The units digit tells the number of stars, 467: the tens digit the number of starbases, 468: and the hundreds digit is the number of Klingons. 469: "*" indicates the negative energy barrier 470: at the edge of the galaxy, 471: which you cannot enter. 472: "///" means that that is a supernova quadrant 473: and must not be entered. 474: .bl "Damage Report" 475: Mnemonic: damages 476: Shortest Abbreviation: da 477: Consumes: nothing 478: .FF 479: .pp 480: A damage report tells you what devices are damaged 481: and how long it will take to repair them. 482: Repairs proceed faster 483: when you are docked 484: at a starbase. 485: .bl "Set Warp Factor" 486: Mnemonic: warp 487: Shortest Abbreviation: w 488: Full Command: warp factor 489: Consumes: nothing 490: .FF 491: .pp 492: The warp factor tells the speed of your starship 493: when you move under warp power 494: (with the 495: .ul 496: move 497: command). 498: The higher the warp factor, 499: the faster you go, 500: and the more energy you use. 501: .pp 502: The minimum warp factor is 1.0 503: and the maximum is 10.0. 504: At speeds above warp 6 505: there is danger of the warp engines 506: being damaged. 507: The probability of this 508: increases at higher warp speeds. 509: Above warp 9.0 there is a chance of entering 510: a time warp. 511: .bl "Move Under Warp Power" 512: Mnemonic: move 513: Shortest Abbreviation: m 514: Full Command: move course distance 515: Consumes: time and energy 516: .FF 517: .pp 518: This is the usual way of moving. 519: The course is in degrees and the distance is in quadrants. 520: To move one sector specify a distance of 0.1. 521: .pp 522: Time is consumed proportionately to 523: the inverse of the warp factor squared, 524: and directly to the distance. 525: Energy is consumed as the warp factor cubed, 526: and directly to the distance. 527: If you move with your shields up 528: it doubles the amount of energy consumed. 529: .pp 530: When you move in a quadrant containing Klingons, 531: they get a chance to attack you. 532: .pp 533: The computer detects navigation errors. 534: If the computer is out, 535: you run the risk of running into things. 536: .pp 537: The course is determined by the 538: Space Inertial Navigation System 539: [SINS]. 540: As described in 541: Star Fleet Technical Order TO:02:06:12, 542: the SINS is calibrated, 543: after which it becomes the base for navigation. 544: If damaged, 545: navigation becomes inaccurate. 546: When it is fixed, 547: Spock recalibrates it, 548: however, 549: it cannot be calibrated extremely accurately 550: until you dock at starbase. 551: .bl "Move Under Impulse Power" 552: Mnemonic: impulse 553: Shortest Abbreviation: i 554: Full Command: impulse course distance 555: Consumes: time and energy 556: .FF 557: .pp 558: The impulse engines give you a chance to maneuver 559: when your warp engines are damaged; 560: however, they are incredibly slow 561: (0.095 quadrants/stardate). 562: They require 20 units of energy to engage, 563: and ten units per sector to move. 564: .pp 565: The same comments about the computer and the SINS 566: apply as above. 567: .pp 568: There is no penalty to move under impulse power 569: with shields up. 570: .bl "Deflector Shields" 571: Mnemonic: shields 572: Shortest Abbreviation: sh 573: Full Command: shields up/down 574: Consumes: energy 575: .FF 576: .pp 577: Shields protect you from Klingon attack 578: and nearby novas. 579: As they protect you, 580: they weaken. 581: A shield which is 78% effective 582: will absorb 78% of a hit 583: and let 22% in to hurt you. 584: .pp 585: The Klingons have a chance to attack you 586: every time you raise or lower shields. 587: Shields do not rise and lower 588: instantaneously, 589: so the hit you receive 590: will be computed with the shields 591: at an intermediate effectiveness. 592: .pp 593: It takes energy to raise shields, 594: but not to drop them. 595: .bl "Cloaking Device" 596: Mnemonic: cloak 597: Shortest Abbreviation: cl 598: Full Command: cloak up/down 599: Consumes: energy 600: .FF 601: .pp 602: When you are cloaked, 603: Klingons cannot see you, 604: and hence they do not fire at you. 605: They are useful for entering 606: a quadrant 607: and selecting a good position, 608: however, 609: weapons cannot be fired through 610: the cloak 611: due to the huge energy drain 612: that it requires. 613: .pp 614: The cloak up command 615: only starts the cloaking process; 616: Klingons will continue 617: to fire at you 618: until you do something 619: which consumes time. 620: .bl "Fire Phasers" 621: Mnemonic: phasers 622: Shortest Abbreviation: p 623: Full Commands: phasers automatic amount 624: phasers manual amt1 course1 spread1 ... 625: Consumes: energy 626: .FF 627: .pp 628: Phasers are energy weapons; 629: the energy comes from your ship's reserves 630: ("total energy" on a srscan). 631: It takes about 250 units of hits 632: to kill a Klingon. 633: Hits are cumulative as long as you stay 634: in the quadrant. 635: .pp 636: Phasers become less effective 637: the further from a Klingon you are. 638: Adjacent Klingons receive about 639: 90% of what you fire, 640: at five sectors about 60%, 641: and at ten sectors about 35%. 642: They have no effect outside of the quadrant. 643: .pp 644: Phasers cannot be fired while shields are up; 645: to do so would fry you. 646: They have no effect on starbases or stars. 647: .pp 648: In automatic mode 649: the computer decides how to divide up the energy 650: among the Klingons present; 651: in manual mode you do that yourself. 652: .pp 653: In manual mode firing 654: you specify a direction, 655: amount (number of units to fire) 656: and spread (0 -> 1.0) 657: for each of the six phaser banks. 658: A zero amount 659: terminates the manual input. 660: .bl "Fire Photon Torpedoes" 661: Mnemonic: torpedo 662: Shortest Abbreviation: t 663: Full Command: torpedo course [yes/no] [burst angle] 664: Consumes: torpedoes 665: .FF 666: .pp 667: Torpedoes are projectile weapons -- there are no partial hits. 668: You either hit your target or you don't. 669: A hit on a Klingon destroys him. 670: A hit on a starbase destroys that starbase 671: (woops!). 672: Hitting a star usually causes it to go nova, 673: and occasionally supernova. 674: .pp 675: Photon torpedoes cannot be aimed precisely. 676: They can be fired with shields up, 677: but they get even more random 678: as they pass through the shields. 679: .pp 680: Torpedoes may be fired in bursts of three. 681: If this is desired, 682: the burst angle is the angle 683: between the three shots, 684: which may vary from one to fifteen. 685: The word "no" 686: says that a burst is not wanted; 687: the word "yes" 688: (which may be omitted 689: if stated on the same line as the course) 690: says that a burst is wanted. 691: .pp 692: Photon torpedoes 693: have no effect 694: outside the quadrant. 695: .bl "Onboard Computer Request" 696: Mnemonic: computer 697: Shortest Abbreviation: c 698: Full Command: computer request; request;... 699: Consumes: nothing 700: .FF 701: .pp 702: The computer command gives you access to the facilities 703: of the onboard computer, 704: which allows you to do all sorts of fascinating stuff. 705: Computer requests are: 706: .in +8 707: .qq 708: score -- Shows your current score. 709: .qq 710: course quad/sect -- Computes the course and distance from wherever 711: you are to the given location. 712: If you type "course /x,y" 713: you will be given the course 714: to sector x,y in the current quadrant. 715: .qq 716: move quad/sect -- Identical to the course 717: request, 718: except that the move is executed. 719: .qq 720: chart -- prints a chart of the known galaxy, 721: i.e., 722: everything that you have seen with a long range scan. 723: The format is the same as on a long range scan, 724: except that "..." means 725: that you don't yet know what is there, 726: and ".1." means that you know that a starbase 727: exists, but you don't know anything else. 728: "$$$" mans the quadrant 729: that you are currently in. 730: .qq 731: trajectory -- prints the course and distance 732: to all the Klingons in the quadrant. 733: .qq 734: warpcost dist warp_factor -- computes the cost in time and energy 735: to move `dist' quadrants at warp `warp_factor'. 736: .qq 737: impcost dist -- same as warpcost for impulse engines. 738: .qq 739: pheff range -- tells how effective your phasers are 740: at a given range. 741: .qq 742: distresslist -- gives a list of currently distressed 743: starbases 744: and starsystems. 745: .in -8 746: .pp 747: More than one request may be stated 748: on a line 749: by separating them 750: with semicolons. 751: .bl "Dock at Starbase" 752: Mnemonic: dock 753: Shortest Abbreviation: do 754: Consumes: nothing 755: .FF 756: .pp 757: You may dock at a starbase 758: when you are in one of the eight 759: adjacent sectors. 760: .pp 761: When you dock you are resupplied 762: with energy, photon torpedoes, and life support reserves. 763: Repairs are also done faster at starbase. 764: Any prisoners you have taken 765: are unloaded. 766: You do not receive points 767: for taking prisoners 768: until this time. 769: .pp 770: Starbases have their own deflector shields, 771: so you are safe from attack while docked. 772: .bl "Undock from Starbase" 773: Mnemonic: undock 774: Shortest Abbreviation: u 775: Consumes: nothing 776: .FF 777: .pp 778: This just allows you to leave starbase 779: so that you may proceed on your way. 780: .bl "Rest" 781: Mnemonic: rest 782: Shortest Abbreviation: r 783: Full Command: rest time 784: Consumes: time 785: .FF 786: .pp 787: This command allows you to rest to repair damages. 788: It is not advisable to rest while under attack. 789: .bl "Call Starbase For Help" 790: