mirror of
https://salsa.debian.org/games-team/bsdgames
synced 2024-12-04 14:46:22 -05:00
253 lines
5.8 KiB
Plaintext
253 lines
5.8 KiB
Plaintext
.\" $NetBSD: read_me.nr,v 1.3 2001/07/22 13:34:01 wiz Exp $
|
|
.de @h
|
|
'sp 4
|
|
'tl 'TREK SETUP INSTRUCTIONS''%'
|
|
'sp 2
|
|
.ns
|
|
..
|
|
.de @f
|
|
'bp
|
|
..
|
|
.wh 0 @h
|
|
.wh -6 @f
|
|
.de pp
|
|
.sp
|
|
.ne 2
|
|
.ti +5
|
|
..
|
|
.de s1
|
|
.sp 2
|
|
.nr S1 +1
|
|
.nr S2 0
|
|
.ne 5
|
|
.in 4
|
|
.ti 0
|
|
\\n(S1.\ \ \c
|
|
..
|
|
.de s2
|
|
.sp 1
|
|
.nr S2 +1
|
|
.ne 3
|
|
.in 8
|
|
.ti 4
|
|
\\n(S2.\ \ \c
|
|
..
|
|
.br
|
|
.ce
|
|
TREK SETUP INSTRUCTIONS
|
|
.sp 2
|
|
.pp
|
|
This document describes all sorts of nifty things
|
|
you should know
|
|
before you start to muck around
|
|
with the trek source code.
|
|
Please read them carefully.
|
|
.s1
|
|
MAINTENANCE
|
|
.s2
|
|
There are a number of shell files
|
|
which you may use to maintain the system.
|
|
"Prtrek" produces a copy of the source code.
|
|
It pipes its output to lpr
|
|
and runs in background.
|
|
"Comp" compiles up to nine source modules
|
|
and leaves them in .o files.
|
|
"Compile" is the same as "comp"
|
|
except that it loads after compiling.
|
|
If stated without any arguments,
|
|
it loads from .o files.
|
|
"Compall" compiles all the .c files
|
|
into .o files,
|
|
but does not load.
|
|
It redirects its output to the file "output".
|
|
To recompile the entire system,
|
|
type
|
|
.ti +8
|
|
compall
|
|
.ti +8
|
|
compile
|
|
.br
|
|
.s2
|
|
Main.c contains a variable called "Mother".
|
|
This is initialized to the result of the
|
|
"getuid()" call for the maintainer of trek
|
|
at your installation.
|
|
Only Mother is allowed to set trace flags
|
|
and run the game at other than the default priority.
|
|
.s2
|
|
Speaking of priorities,
|
|
trek eats up a lot of system resources.
|
|
Hence, it normally runs at a very low priority.
|
|
This makes it almost impossible to play
|
|
if the system is loaded.
|
|
However,
|
|
the -pN flag sets the priority to N,
|
|
which makes it possible to debug
|
|
when the system is loaded.
|
|
The default priority is set by a #define of
|
|
PRIO,
|
|
which is set to 10 in the default system.
|
|
.s2
|
|
Trace information is provided
|
|
which may be useful in debugging things in the system.
|
|
If you are in a bad way for space,
|
|
comment out the #define xTRACE
|
|
which appears in trek.h.
|
|
This will cause the trace stuff to not occur
|
|
in the object.
|
|
.s2
|
|
The version of trek released to you
|
|
is compiled with the -f flag (for no floating point)
|
|
and should work without problems on your machine.
|
|
You can edit out the -f flag
|
|
in "compile" if you have floating point hardware
|
|
on your machine
|
|
so that it will take less space.
|
|
.s1
|
|
THE PORTABLE C LIBRARY
|
|
.pp
|
|
The portable C library was used
|
|
to do I/O in trek.
|
|
Unfortunately,
|
|
the version which we had at Berkeley
|
|
had a number of small bugs
|
|
which caused trek to do bad things at times.
|
|
For some unknown reason
|
|
(temporary insanity perhaps)
|
|
I rewrote the portable C library.
|
|
This version is much smaller than the old version
|
|
and has cleaner code.
|
|
It also works right
|
|
(???).
|
|
However, there are a few minor differences
|
|
which you should be aware of.
|
|
.s2
|
|
Scanf no longer ignores the noise characters "\\n",
|
|
"\\t", and space in the format string;
|
|
i.e.,
|
|
these characters now require a match
|
|
in the input stream.
|
|
.s2
|
|
A variable
|
|
f_log
|
|
has been added
|
|
which is the file descriptor
|
|
of a "log" file.
|
|
If f_log is greater than zero
|
|
a copy of everything read from
|
|
the standard input
|
|
and written to
|
|
the standard output
|
|
is written in the file f_log.
|
|
.s1
|
|
DISCLAIMERS
|
|
.s2
|
|
Frankly,
|
|
I am getting pretty sick of playing this game.
|
|
Hence,
|
|
the version which you get may have several bugs
|
|
in it;
|
|
I freely admit
|
|
that it is probably buggier
|
|
than some previous versions.
|
|
Sorry about that.
|
|
.s2
|
|
Along with being buggy,
|
|
the game never had quite everything implemented
|
|
that was originally intended.
|
|
If you see things that look weird,
|
|
that may be why.
|
|
There are even some features which I have taken out
|
|
(like ghost starsystems)
|
|
upon deciding that I didn't have the energy
|
|
to implement them correctly.
|
|
.s1
|
|
REQUESTS
|
|
.pp
|
|
There are several things that I would like to ask of anyone
|
|
who does work on the source code.
|
|
.s2
|
|
Please let me know of any bugs which you find
|
|
in the code,
|
|
and any fixes which you may have.
|
|
Other copies will probably be going out to other people later,
|
|
and it would be nice if those copies where less buggy.
|
|
Also,
|
|
I would be interested in hearing about any
|
|
enhancements of the game which you might install.
|
|
.s2
|
|
Please note that I have a distinct coding style.
|
|
I feel that it is cleaner
|
|
and easier to read than a more
|
|
casual style.
|
|
If possible,
|
|
please stick to it,
|
|
especially if you end up sending tapes back to me.
|
|
This goes along with my whole belief in clean code:
|
|
I ask you to please avoid obscure code
|
|
whenever possible.
|
|
If you throw some in,
|
|
please don't let me see it.
|
|
It just depresses me.
|
|
.s2
|
|
Unfortunately,
|
|
the game is huge.
|
|
There are many neat things
|
|
which could go in,
|
|
if there were only enough space.
|
|
However,
|
|
I have specifically not gone to separated I/D
|
|
space.
|
|
The main reason is that I would like future versions
|
|
of the game
|
|
to be 11/40 compatible.
|
|
.s1
|
|
SUGGESTIONS FOR THE FUTURE
|
|
.pp
|
|
If you happen to have more energy than I do,
|
|
you may want to examine the following areas.
|
|
These are things that I may get to,
|
|
but don't hold your breath.
|
|
.s2
|
|
Frankly,
|
|
making the portable C library work
|
|
(even without bugs)
|
|
was a bitch.
|
|
I should have done the I/O in a more
|
|
ad hoc manner.
|
|
It is my intent to rewrite the I/O
|
|
routines to bypass the portable C library entirely.
|
|
.s2
|
|
The routine "capture" is quite unclean.
|
|
First, it should have a manner of selecting Klingons
|
|
other than random,
|
|
either selecting the most likely
|
|
or asking the captain (probably best).
|
|
It should either be fully implemented,
|
|
which includes adding a "board" routine
|
|
(half written,
|
|
on some tapes as board.x)
|
|
which sends a boarding party to forcefully
|
|
take over the Klingon,
|
|
or it should go out completely,
|
|
which is probably what I will end up doing.
|
|
When this happens,
|
|
the transporter will go completely.
|
|
It seems that the space may be better used
|
|
for something which more directly enhances the game.
|
|
.sp 3
|
|
.in 0
|
|
Well, that's about it.
|
|
To get hold of me,
|
|
write to:
|
|
.nf
|
|
.sp
|
|
Eric P Allman
|
|
Electronics Research Laboratory
|
|
University of California
|
|
Berkeley, California 94720
|
|
.fi
|
|
|
|
Happy trekking!!
|
|
.pp
|