554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
252 lines
5.7 KiB
Plaintext
252 lines
5.7 KiB
Plaintext
.de @h
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'sp 4
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'tl 'TREK SETUP INSTRUCTIONS''%'
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'sp 2
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.ns
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..
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.de @f
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'bp
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..
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.wh 0 @h
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.wh -6 @f
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.de pp
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.sp
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.ne 2
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.ti +5
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..
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.de s1
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.sp 2
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.nr S1 +1
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.nr S2 0
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.ne 5
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.in 4
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.ti 0
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\\n(S1.\ \ \c
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..
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.de s2
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.sp 1
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.nr S2 +1
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.ne 3
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.in 8
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.ti 4
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\\n(S2.\ \ \c
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..
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.br
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.ce
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TREK SETUP INSTRUCTIONS
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.sp 2
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.pp
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This document describes all sorts of nifty things
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you should know
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before you start to muck around
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with the trek source code.
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Please read them carefully.
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.s1
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MAINTENANCE
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.s2
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There are a number of shell files
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which you may use to maintain the system.
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"Prtrek" produces a copy of the source code.
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It pipes its output to lpr
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and runs in background.
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"Comp" compiles up to nine source modules
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and leaves them in .o files.
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"Compile" is the same as "comp"
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except that it loads after compiling.
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If stated without any arguments,
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it loads from .o files.
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"Compall" compiles all the .c files
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into .o files,
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but does not load.
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It redirects its output to the file "output".
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To recompile the entire system,
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type
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.ti +8
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compall
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.ti +8
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compile
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.br
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.s2
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Main.c contains a variable called "Mother".
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This is initialized to the result of the
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"getuid()" call for the maintainer of trek
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at your installation.
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Only Mother is allowed to set trace flags
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and run the game at other than the default priority.
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.s2
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Speaking of priorities,
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trek eats up a lot of system resources.
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Hence, it normally runs at a very low priority.
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This makes it almost impossible to play
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if the system is loaded.
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However,
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the -pN flag sets the priority to N,
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which makes it possible to debug
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when the system is loaded.
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The default priority is set by a #define of
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PRIO,
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which is set to 10 in the default system.
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.s2
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Trace information is provided
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which may be useful in debugging things in the system.
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If you are in a bad way for space,
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comment out the #define xTRACE
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which appears in trek.h.
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This will cause the trace stuff to not occur
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in the object.
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.s2
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The version of trek released to you
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is compiled with the -f flag (for no floating point)
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and should work without problems on your machine.
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You can edit out the -f flag
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in "compile" if you have floating point hardware
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on your machine
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so that it will take less space.
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.s1
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THE PORTABLE C LIBRARY
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.pp
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The portable C library was used
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to do I/O in trek.
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Unfortunately,
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the version which we had at Berkeley
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had a number of small bugs
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which caused trek to do bad things at times.
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For some unknown reason
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(temporary insanity perhaps)
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I rewrote the portable C library.
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This version is much smaller than the old version
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and has cleaner code.
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It also works right
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(???).
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However, there are a few minor differences
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which you should be aware of.
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.s2
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Scanf no longer ignores the noise characters "\\n",
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"\\t", and space in the format string;
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i.e.,
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these characters now require a match
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in the input stream.
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.s2
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A variable
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f_log
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has been added
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which is the file descriptor
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of a "log" file.
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If f_log is greater than zero
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a copy of everything read from
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the standard input
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and written to
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the standard output
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is written in the file f_log.
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.s1
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DISCLAIMERS
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.s2
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Frankly,
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I am getting pretty sick of playing this game.
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Hence,
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the version which you get may have several bugs
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in it;
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I freely admit
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that it is probably buggier
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than some previous versions.
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Sorry about that.
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.s2
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Along with being buggy,
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the game never had quite everything implemented
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that was originally intended.
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If you see things that look weird,
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that may be why.
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There are even some features which I have taken out
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(like ghost starsystems)
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upon deciding that I didn't have the energy
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to implement them correctly.
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.s1
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REQUESTS
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.pp
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There are several things that I would like to ask of anyone
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who does work on the source code.
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.s2
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Please let me know of any bugs which you find
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in the code,
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and any fixes which you may have.
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Other copies will probably be going out to other people later,
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and it would be nice if those copies where less buggy.
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Also,
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I would be interested in hearing about any
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enhancements of the game which you might install.
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.s2
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Please note that I have a distinct coding style.
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I feel that it is cleaner
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and easier to read than a more
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casual style.
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If possible,
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please stick to it,
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especially if you end up sending tapes back to me.
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This goes along with my whole belief in clean code:
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I ask you to please avoid obscure code
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whenever possible.
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If you throw some in,
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please don't let me see it.
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It just depresses me.
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.s2
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Unfortunately,
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the game is huge.
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There are many neat things
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which could go in,
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if there were only enough space.
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However,
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I have specifically not gone to seperated I/D
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space.
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The main reason is that I would like future versions
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of the game
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to be 11/40 compatible.
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.s1
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SUGGESTIONS FOR THE FUTURE
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.pp
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If you happen to have more energy than I do,
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you may want to examine the following areas.
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These are things that I may get to,
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but don't hold your breath.
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.s2
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Frankly,
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making the portable C library work
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(even without bugs)
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was a bitch.
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I should have done the I/O in a more
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ad hoc manner.
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It is my intent to rewrite the I/O
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routines to bypass the portable C library entirely.
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.s2
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The routine "capture" is quite unclean.
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First, it should have a manner of selecting Klingons
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other than random,
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either selecting the most likely
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or asking the captain (probably best).
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It should either be fully implemented,
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which includes adding a "board" routine
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(half written,
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on some tapes as board.x)
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which sends a boarding party to forcefully
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take over the Klingon,
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or it should go out completely,
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which is probably what I will end up doing.
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When this happens,
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the transporter will go completely.
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It seems that the space may be better used
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for something which more directly enhances the game.
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.sp 3
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.in 0
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Well, that's about it.
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To get hold of me,
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write to:
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.nf
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.sp
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Eric P Allman
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Electronics Research Laboratory
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University of California
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Berkeley, California 94720
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.fi
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Happy trekking!!
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.pp
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