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                             by

                        Eric Allman
                  University of California
                          Berkeley

                        INTRODUCTION


     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 Fed-
eration.


     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).












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     Navigation is handled in degrees, with zero being
straight up and ninety being to the right.  Distances are
measured in quadrants.  One tenth quadrant is one sector.


     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 pho-
ton torpedo at one, thereby (hopefully) destroying any adja-
cent 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 quad-
rant.  You must never stop in a supernova quadrant, although
you may "jump over" one.


     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.

                    STARTING UP THE GAME


     To request the game, issue the command

               /usr/games/trek

from the shell.  If a filename is supplied, a log of the
game is written onto that file.  (Otherwise, no file is
written.)  If the ``-a'' flag is stated before the filename,
the log of the game is appended to the file.


     The game will ask you what length game you would like.
Valid responses are "short", "medium", and "long".  You may
also type "restart", which restarts a previously saved game.
Ideally, the length of the game does not affect the diffi-
culty, but currently the shorter games tend to be harder
than the longer ones.


     You will then be prompted for the skill, to which you
must respond "novice", "fair", "good", "expert", "com-
modore", 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.


     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.











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                      ISSUING COMMANDS


     If the game expects you to enter a command, it will say
"Command: " and wait for your response.  Most commands can
be abbreviated.


     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
            move 0 1
or you could just type
            move
and the game would prompt you with
            Course:
to which you could type
            0 1
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".


     If you are partway through a command and you change
your mind, you can usually type "-1" to cancel the command.


     Klingons generally cannot hit you if you don't consume
anything (e.g., time or energy), so some commands are con-
sidered "free".  As soon as you consume anything though --
POW!
































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                        THE COMMANDS

********************
* Short Range Scan *
********************

        Mnemonic: srscan
        Shortest Abbreviation: s
        Full Commands: srscan
                       srscan yes/no
        Consumes: nothing


     The short range scan gives you a picture of the quad-
rant 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 status command.  An
example follows:

    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

    The cast of characters is as follows:
            E   the hero
            K   the villain
            #   the starbase
            *   stars
            @   inhabited starsystem
            .   empty space
                a black hole


     The name of the starsystem is listed underneath the
short range scan.  The word "distressed", if present, means
that the starsystem is under attack.


     Short range scans are absolutely free.  They use no











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time, no energy, and they don't give the Klingons another
chance to hit you.

*****************
* Status Report *
*****************

        Mnemonic: status
        Shortest Abbreviation: st
        Consumes: nothing


     This command gives you information about the current
status of the game and your ship, as follows:

    Stardate -- The current stardate.

    Condition -- as follows:
            RED -- in battle
            YELLOW -- low on energy
            GREEN -- normal state
            DOCKED -- docked at starbase
            CLOAKED -- the cloaking device is activated

    Position -- Your current quadrant and sector.

    Warp Factor -- The speed you will move at when you move
        under warp power (with the move command).

    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.

    Torpedoes -- How many photon torpedoes you have left.

    Shields -- Whether your shields are up or down, and how
        effective they are if up (what percentage of a hit
        they will absorb).

    Klingons Left -- Guess.

    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 con-
        quered.

    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.











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    Current Crew -- The number of crew members left.  This
        figures does not include officers.

    Brig Space -- The space left in your brig for Klingon
        captives.

    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.

    Skill, Length -- The skill and length of the game you
        are playing.


     Status information is absolutely free.

*******************
* Long Range Scan *
*******************

        Mnemonic: lrscan
        Shortest Abbreviation: l
        Consumes: nothing


     Long range scan gives you information about the eight
quadrants that surround the quadrant you're in.  A sample
long range scan follows:

                Long range scan for quadrant 0,3

                     2     3     4
                  -------------------
                  !  *  !  *  !  *  !
                  -------------------
                0 ! 108 !   6 !  19 !
                  -------------------
                1 !   9 ! /// !   8 !
                  -------------------


     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.

*****************
* Damage Report *
*****************










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        Mnemonic: damages
        Shortest Abbreviation: da
        Consumes: nothing


     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.

*******************
* Set Warp Factor *
*******************

        Mnemonic: warp
        Shortest Abbreviation: w
        Full Command: warp factor
        Consumes: nothing


     The warp factor tells the speed of your starship when
you move under warp power (with the move command).  The
higher the warp factor, the faster you go, and the more
energy you use.


     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.

*************************
* Move Under Warp Power *
*************************

        Mnemonic: move
        Shortest Abbreviation: m
        Full Command: move course distance
        Consumes: time and energy


     This is the usual way of moving.  The course is in
degrees and the distance is in quadrants.  To move one sec-
tor specify a distance of 0.1.


     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.












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     When you move in a quadrant containing Klingons, they
get a chance to attack you.


     The computer detects navigation errors.  If the com-
puter is out, you run the risk of running into things.


     The course is determined by the Space Inertial Naviga-
tion 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.

****************************
* Move Under Impulse Power *
****************************

        Mnemonic: impulse
        Shortest Abbreviation: i
        Full Command: impulse course distance
        Consumes: time and energy


     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.


     The same comments about the computer and the SINS apply
as above.


     There is no penalty to move under impulse power with
shields up.

*********************
* Deflector Shields *
*********************

        Mnemonic: shields
        Shortest Abbreviation: sh
        Full Command: shields up/down
        Consumes: energy


     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.










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     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.


     It takes energy to raise shields, but not to drop them.

*******************
* Cloaking Device *
*******************

        Mnemonic: cloak
        Shortest Abbreviation: cl
        Full Command: cloak up/down
        Consumes: energy


     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.


     The cloak up command only starts the cloaking process;
Klingons will continue to fire at you until you do something
which consumes time.

****************
* Fire Phasers *
****************

        Mnemonic: phasers
        Shortest Abbreviation: p
        Full Commands: phasers automatic amount
            phasers manual amt1 course1 spread1 ...
        Consumes: energy


     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 cumula-
tive as long as you stay in the quadrant.


     Phasers become less effective the further from a Klin-
gon 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.


     Phasers cannot be fired while shields are up; to do so










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would fry you.  They have no effect on starbases or stars.


     In automatic mode the computer decides how to divide up
the energy among the Klingons present; in manual mode you do
that yourself.


     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.

*************************
* Fire Photon Torpedoes *
*************************

        Mnemonic: torpedo
        Shortest Abbreviation: t
        Full Command: torpedo course [yes/no] [burst angle]
        Consumes: torpedoes


     Torpedoes are projectile weapons -- there are no par-
tial 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.


     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.


     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.


     Photon torpedoes have no effect outside the quadrant.

****************************
* Onboard Computer Request *
****************************

        Mnemonic: computer
        Shortest Abbreviation: c
        Full Command: computer request; request;...
        Consumes: nothing










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     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:

    score -- Shows your current score.

    course quad/sect -- Computes the course and distance
        from wherever 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.

    move quad/sect -- Identical to the course request,
        except that the move is executed.

    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 cur-
        rently in.

    trajectory -- prints the course and distance to all the
        Klingons in the quadrant.

    warpcost dist warp_factor -- computes the cost in time
        and energy to move `dist' quadrants at warp
        `warp_factor'.

    impcost dist -- same as warpcost for impulse engines.

    pheff range -- tells how effective your phasers are at a
        given range.

    distresslist -- gives a list of currently distressed
        starbases and starsystems.


     More than one request may be stated on a line by sepa-
rating them with semicolons.

********************
* Dock at Starbase *
********************

        Mnemonic: dock
        Shortest Abbreviation: do
        Consumes: nothing


     You may dock at a starbase when you are in one of the
eight adjacent sectors.










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     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 receive points for taking prisoners
until this time.


     Starbases have their own deflector shields, so you are
safe from attack while docked.

************************
* Undock from Starbase *
************************

        Mnemonic: undock
        Shortest Abbreviation: u
        Consumes: nothing


     This just allows you to leave starbase so that you may
proceed on your way.

********
* Rest *
********

        Mnemonic: rest
        Shortest Abbreviation: r
        Full Command: rest time
        Consumes: time


     This command allows you to rest to repair damages.  It
is not advisable to rest while under attack.

**************************
* Call Starbase For Help *
**************************

        Mnemonic: help
        Shortest Abbreviation: help
        Consumes: nothing


     You may call starbase for help via your subspace radio.
Starbase has long range transporter beams to get you.  Prob-
lem is, they can't always rematerialize you.


     You should avoid using this command unless absolutely
necessary, for the above reason and because it counts heav-
ily against you in the scoring.











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*******************
* Capture Klingon *
*******************

        Mnemonic: capture
        Shortest Abbreviation: ca
        Consumes: time


     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.


     You must go to a starbase to turn over your prisoners
to Federation authorities.

***************
* Visual Scan *
***************

        Mnemonic: visual
        Shortest Abbreviation: v
        Full Command: visual course
        Consumes: time


     When your short range scanners are out, you can still
see what is out "there" by doing a visual scan.  Unfortu-
nately, you can only see three sectors at one time, and it
takes 0.005 stardates to perform.


     The three sectors in the general direction of the
course specified are examined and displayed.

****************
* Abandon Ship *
****************

        Mnemonic: abandon
        Shortest Abbreviation: abandon
        Consumes: nothing


     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.










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*******
* Ram *
*******

        Mnemonic: ram
        Shortest Abbreviation: ram
        Full Command: ram course distance
        Consumes: time and energy


     This command is identical to "move", except that the
computer doesn't stop you from making navigation errors.


     You get very nearly slaughtered if you ram anything.

*****************
* Self Destruct *
*****************

        Mnemonic: destruct
        Shortest Abbreviation: destruct
        Consumes: everything


     Your starship is self-destructed.  Chances are you will
destroy any Klingons (and stars, and starbases) left in your
quadrant.

**********************
* Terminate the Game *
**********************

        Mnemonic: terminate
        Shortest Abbreviation: terminate
        Full Command: terminate yes/no


     Cancels the current game.  No score is computed.  If
you answer yes, a new game will be started, otherwise trek
exits.

******************
* Call the Shell *
******************

        Mnemonic: shell
        Shortest Abbreviation: shell


     Temporarily escapes to the shell.  When you exit the
shell you will return to the game.











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                          SCORING


         The scoring algorithm is rather complicated.  Basi-
    cally, 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 Klin-
    gons left in the galaxy at the end of the game, for get-
    ting killed, for each star, starbase, or inhabited
    starsystem you destroy, for calling for help, and for
    each casualty you incur.


         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 inhab-
    ited starsystem, or destroy too many stars.














































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                        COMMAND SUMMARY

    Command                         Requires            Consumes

    abandon                         shuttlecraft,       -
                                      transporter
    capture                         subspace radio      time
    cloak up/down                   cloaking device     energy
    computer 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                -                   -



























