1
 
             MULTI-TREK
             ----------
 
 
   
          THIS GAME WAS WRITTEN AS A TOOL TO TEST THE USE OF SHARED GLOBAL AREAS WITH TIME-SHARED
     PROGRAMS. THE GAME CONSISTS OF THREE PARTS, THE SHARED GLOBAL AREA, THE DRIVER TASK (MTREK) WHICH
     CONTROLS THE UNIVERSE, AND THE PLAYER TASK WHICH INTERFACES WITH THE PLAYERS.
          THE SOURCE CODE FOR THE GAME IS INTENDED TO BE PUBLIC SO THAT ENHANCEMENTS CAN BE ADDED
     BY ANY INTERESTED PARTY. THOSE MAKING ADDITIONS SHOULD ADD THEIR NAMES TO THOSE LISTED AS 
     CONTRIBUTERS AT THE START OF THE DRIVER PROGRAM.
          REMEMBER ALL GAME PLAYING SHOULD BE CONFINED TO OFF HOURS. ALSO DON'T GET SO EXCITED
     THAT YOU DAMAGE THE TERMINAL'S KEYBOARD. IF WE DON'T ABUSE OUR GAME PLAYING PRIVILEDGES
     WE SHOULDN'T LOSE THIS COMPANY BENEFIT. (NOTE: DEVELOPMENT OF THIS GAME WAS ALSO AN OFF-HOURS EFFORT).
    
     
     NOTE: MTREK WAS ORIGINALLY DEVELOPED UNDER IAS BUT IS WRITTEN ALMOST ENTIRELY IN FORTRAN
           AND SHOULD BE READILY CONVERTABLE TO RSX-11M OR, FOR THAT MATTER, TO ANY SYSTEM
           THAT SUPPORTS SHARED GLOBAL AREAS AND A MIX OF TIME-SHARED AND REAL-TIME TASKS OR
           SOME SIMILAR EQUIVALENT.
1
 
             PLAYING MULTI-TREK
             ------------------
 
         THE GAME IS VERY SIMILIAR TO THE TRADITIONAL STAR-TREK GAME WITH THE FOLLOWING
     EXCEPTIONS. FIRST, THE GAME INVOLVES SEVERAL PLAYERS (1-8), EACH OF WHOM HAS HIS
     OWN TERMINAL AND STARSHIP. SECOND, THE GAME RUNS IN REAL TIME AS FAR AS THE PLAYERS
     ARE CONCERNED. FOR EXAMPLE, IF YOU ARE GOING WARP 8 YOU WILL CONTINUE TO MOVE
     REGARDLESS OF YOUR ACTIVITY AT THE TERMINAL (UNLESS YOU ARE DESTROYED,
     HIT SOMETHING, RUN OUT OF ENERGY, OR CHANGE YOUR WARP SPEED). THIRD, AT THE PRESENT TIME
     THERE ARE NO KLINGONS OR ROMULANS TO SHOOT DOWN, INSTEAD YOU SHOOT (OR AT LEAST ATTEMPT
     TO SHOOT) THE OTHER PLAYERS.
 
          THE UNIVERSE CONSISTS OF A 100 BY 100 MATRIX WHICH WRAPS AROUND ITSELF. THEREFORE IF
     YOU MOVE OFF ONE END OF THE UNIVERSE YOU APPEAR ON THE OTHER END (THIS IS TRUE OF PHASERS
     AND TORPEDOES ALSO).
 
 
          THE UNIVERSE IS MADE UP OF THE FOLLOWING ITEMS;
 
            "."      EMPTY SPACE
 
            "*"      STAR
 
            "B"      STAR-BASE (RAM IT TO DOCK AND THEREBY REFUEL)
 
            "H"      HYPERSPACE POINT (DECRIBED BELOW)
 
            "R"      RANDOM HYPERSPACE POINT (ALSO DESCIBED BELOW)
 
            "+"      TORPEDO
 
            "#"      DANGEROUS OBJECT (WILL PURSUE NEAREST PLAYER AT WARP 5)
 
            "@"      ANTI-MATTER POD
 
            "1"-"8"  PLAYERS SHIPS
1
 
 
                HYPERSPACE PORTS
                ----------------
          WHEN A HYPERSPACE PORT IS HIT BY A SHIP THE SHIP IS TELEPORTED TO A NEW LOCATION
     IN THE UNIVERSE. THE "H" TYPE OF HYPERSPACE PORT CAN BE USED TO GO TO A SET LOCATION
     WHEREAS THE "R" TYPE OF PORT PRODUCES A RANDOM JUMP. THE "H" PORTS ARE LOCATED AT FIXED
     LOCATIONS, THESE ARE AS FOLLOWS;
 
               PORT NUMBER    X CO-ORD   Y CO-ORD
               -----------    --------   --------
 
                    1            20         75
                    2            50         70
                    3            80         75
                    4            20         25
                    5            50         30
                    6            80         25

 
          THIS NETWORK OF PORTS LOOKS LIKE THIS
 
                       1                                    3
                                         2
  
 
     
 
                                         5
                       4                                    6
 
          BY USING THE "H" COMMAND A PLAYER CAN SET THE PORT NUMBER HE WISHES TO APPEAR BESIDE
     THE NEXT TIME HE GOES INTO HYPERSPACE THRU AN "H" TYPE PORT. FOR EXAMPLE IF A PLAYER USED
     THE "H" COMMAND TO SET HIS HYPERSPACE SETTING TO 4, THE NEXT TIME HE RAN INTO AN "H" CHARACTER
     HE WOULD APPEAR NEAR CO-ORDINATES 20,25.
1
                       SCORING
                       -------
 
          THE CURRENT SCORES OF ALL PLAYERS ARE DISPLAYED ON THE SCREEN.  THE FOLLOWING
     ACTIONS RESULT IN SCORE CHANGES.
 
                DESTROYING AN ENEMY VESSEL      +2000
                TORPEDO HIT ON ENEMY VESSEL     +500
                PHASER HIT ON ENEMY VESSEL      +(BETWEEN 70 AND 200 DEPENDING ON DISTANCE)
                TORPEDO HIT ON BASE             -200
                GETTING DESTROYED               -1000
 
                  ENERGY CONSUMPTION
                  ------------------
 
            SHOOTING PHASERS        -50
            WARP                     -.5 * WARP SPEED PER TIME INTERVAL
            SEND MESSAGE            -10
            COLLIDE WITH STAR       -200
            COLLIDE WITH SHIP       -100
 
            ENERGY LOSS DUE TO WEAPON HIT IS A FUNCTION OF SHIELD STRENGTH AND WEAPON ENERGY.
   
                    CALCULATIONS
                   --------------
 
            THE FOLLOWING FORMULA ARE USED.
 
         A. PHASER HIT ENERGY
 
                 ENERGY=900./(4. + DISTANCE)
 
         B. TORPEDO HIT ENERGY
   
                 ENERGY=500.
 
         C. SHIELD PROTECTION
   
                 SHIELD ABSORBTION FACTOR=SHIELD ENERGY/1000.
                 (WITH A MAXIMUM VALUE OF 1)
                 SHIELD DIRECTION FACTOR= (.5 + ABS(SHIPS DIRECTION - WEAPONS DIRECTION)/360.)
                 SHIELD FACTOR=SHIELD DIRECTION FACTOR * SHIELD ABSORBTION FACTOR
 
                 SHIELD ENERGY=SHIELD ENERGY - SHIELD ABSORBTION FACTOR * ENERGY OF HIT.
    
                 ENERGY OF SHIP=ENERGY OF SHIP - (1.2 - SHIELD ABSORBTION FACTOR) * ENERGY OF HIT * 8.
                
                 ANTI-MATTER CAUSES BOTH DAMAGE TO THE SCAN, AND RESULTS IN AN ENERGY HIT.
                 BOTH OF THESE EFFECTS ARE ENERGY DEPENDENT.
1
 
                   STARTING THE GAME
                   -----------------
 
          SEVERAL CRT TERMINALS ARE REQUIRED TO PLAY THE GAME.  THE DRIVER PROGRAM, MTREK, RUNS IN
     REAL-TIME AND CAN BE STARTED FROM ANY TERMINAL.  EACH PLAYER RUNS THE TIME-SHARED PLAYER TASK
     FROM THEIR TERMINAL.  EACH PLAYER'S STATUS AND POSITION AS WELL AS THE SCORES OF ALL PLAYERS
     WILL BE DISPLAYED AND CONTINUOUSLY UPDATED AT EACH PLAYER'S TERMINAL.  THE UPDATE RATE IS
     TWICE PER SECOND, BUT THE SOURCE CODE IS COMMENTED ON WHERE TO CHANGE IT SHOULD YOU WISH TO DO SO.
 
          FIRST INSTALL THE SHARED GLOBAL AREA;
 
            PDS>INS/COMMON/ACCESS:RW LEDFOR
      
          NEXT INSTALL AND START THE DRIVER PROGRAM;
 
            PDS>INSTALL MTREK
            PDS>RUN/REALTIME/NOPROMPT MTREK
 
           MTREK WILL FIRST ASK IF YOU WANT TO CONTINUE THE PREVIOUS GAME.  IF NOT, IT WILL ASK A SERIES
           OF SET UP QUESTIONS (DEFAULTS ARE INVOLKED BY <CR>)
 
             1. A STAR DENSITY BETWEEN 2 AND 3 IS GOOD (DEFAULT = 2.5)
             2. ABOUT 20 TO 25 STAR-BASES IS OK (DEFAULT = 20.)
             3. USUALLY 5-10 RANDOM JUMP POINTS (DEFAULT = 10.)
             4. ANY RANDOM INTEGER BETWEEN -32K AND +32K (DEFAULT = 0)
             5. A CLOAKING ENERGY DRAIN OF 20 TO 40 (DEFAULT = 25.)
             6. BLACK HOLE SPEED OF 2. TO 5. (DEFAULT = 5.)
 
 
                   PLAYER INITIATION
                   -----------------
 
          TO START PLAYING WAIT UNTIL AFTER THE DRIVER PROGRAM HAS PRINTED "MTREK INITIATED"
     THEN EACH PLAYER MAY ISSUE THE FOLLOWING COMMAND AT HIS TERMINAL.
 
             PDS>RUN PLAYER
 
          A LIST OF UNOCCUPIED SHIPS WILL BE DISPLAYED, SO CHOOSE AN UNOCCUPIED SHIP AND YOU ARE
     READY TO PLAY. IT IS POSSIBLE FOR TWO OR MORE PLAYERS TO CONTROL THE SAME SHIP IF DESIRED,
     E.G., ONE PLAYER CAN CONTROL NAVIGATION AND THE OTHER WEAPONS.  PLAYERS MAY ENTER AND LEAVE THE
     GAME AT ANY TIME.
 
 
1
                  ROBOT SHIPS
                  -----------
 
          IN ADDITION TO PLAYING AGAINST HUMAN OPPONENTS YOU CAN TURN THE UNUSED SHIPS OVER TO
     COMPUTER CONTROL.  THIS IS DONE BY STARTING THE PLAYEM PROGRAM. YOU CAN CHOOSE THE SHIPS TO BE
     CONTROLLED AND THE CAPABILITY OF THE SHIPS' ROBOT SKIPPERS.
           EACH RUNNING PLAYEM PROGRAM CAN CONTROL SEVERAL SHIPS WHICH WILL ACT AS A TEAM.
     IF MORE THAN ONE PLAYEM PROGRAM IS STARTED THEN THEIR SHIPS WILL FIGHT WITH EACH OTHER.
     ROBOT SHIPS ARE STARTED WITH THE COMMAND;
    
             PDS> RUN PLAYEM
    
     A LIST OF UNOCCUPIED SHIPS WILL BE DISPLAYED.  ENTER THE NUMBER(S) OF THE SHIP(S) TO BE UNDER
     ROBOT CONTROL.  WHEN THE ROBOT "TEAM" HAS BEEN SELECTED, ENTER <CR> AND THE PLAYEM PROGRAM
     WILL ASK SEVERAL QUESTIONS TO SET UP THE ABILITY OF THE ROBOT SKIPPERS (AS WITH PLAYER, DEFAULTS
     ARE INVOLKED BY <CR>).
   
       1. MAXIMUM SPEED OF ROBOT SHIPS (DEFAULT = WARP 8)
       2. ROBOT REACTION TIME (DEFAULT = 1.5)
       3. AMOUNT OF PHASER FIRE (DEFAULT = 5)
       4. DEGREE OF ACCURACY (DEFAULT = 0 DEGREES)
1
 
                   PLAYER COMMANDS
                   ---------------
 
          ALL COMMANDS CONSIST OF ONE CHARACTER, AND WITH THE EXCEPTION OF HELP, RESET AND THE CLOAKING
     COMMANDS, REQUIRE A NUMERIC ARGUMENT.  THIS ARGUMENT CAN BE INPUT WITH THE COMMAND CHARACTER,
     SEPARATED BY A SINGLE SPACE.  IF NOT, THE PROGRAM WILL PROMPT FOR THE ARGUMENT.  THE ONLY
     EXCEPTION IS THE TEXT OF THE MESSAGE COMMAND, WHICH MUST BE INPUT ON A SEPARATE LINE.
 
     HELP
           <CR>    PRINTS A SUMMARY OF ALL COMMANDS.
     
     SHIELDS
           "S"     RAISE OR LOWER SHIELDS. YOU WILL BE PROMPTED FOR A REAL NUMBER (+ OR -).
                   1000 UNITS IS THE MOST THAT WILL DO ANY GOOD. BUT YOU MAY WANT A LITTLE RESERVE.
 
     RESET
           "R"     CLEARS THE SCREEN AND REDRAWS THE ENTIRE DISPLAY
 
     TORPEDOES
           "T"     FIRE TORPEDOES. YOU WILL BE PROMPTED FOR DIRECTION, YOUR SHIP'S DIRECTION IS THE
                   DEFAULT. TORPEDOES MOVE AT WARP 10.
  
     PHASERS
           "P"     FIRE PHASERS. YOU WILL BE PROMPTED FOR DIRECTION, YOUR SHIP'S DIRECTION IS THE
                   DEFAULT. PHASERS ARE INSTANTANEOUS, HAVE A RANGE OF 10 SQUARES, AND SHOOT
                   A BAND 3 SQUARES WIDE. THEY WILL NOT DESTROY TORPEDOES.
 
     LOCATE
           "L"     LONG RANGE SCAN FOR ANOTHER PLAYER (ENTER SHIP NUMBER OF OTHER PLAYER).
 
     MESSAGE
           "M"     SEND MESSAGE TO ANOTHER PLAYER ON SUBSPACE RADIO.
 
     WARP
           "W"     SET WARP SPEED 0. THRU 8. (0. IS THE DEFAULT)
 
     COURSE
           "C"     SET COURSE 0. THRU 12. (CLOCK FACE). THIS DOES NOT EFFECT YOUR WARP SPEED.
                   ALL DIRECTIONS ARE TO BE SPECIFIED IN "CLOCK FACE" NUMBERS.
                   FOR EXAMPLE
    
                                       0.     IS UP
                            9. IS LEFT           3. IS RIGHT
                                       6.     IS DOWN
 
                   7.5 IS TOWARD THE LOWER LEFT CORNER, ETC.
   

     QUIT
           "Q"     QUIT
 
     HYPERSPACE
           "H"     SET HYPERSPACE JUMP POINT 1 THRU 6
1
     CLOAK ON
  
           "F"     FADE AWAY. THE CLOAKING DEVICE IS A CONTINUOUS ENERGY DRAIN WHEN ACTIVATED.
 
     CLOAK OFF
 
           "A"     APPEAR.
 
     SEEKING TORPEDO LAUNCH
 
           "K"     YOU WILL BE PROMPTED FOR THE SHIP NUMBER TO HOME IN ON
                   SEEKING TORPEDOES CAN BE SHOT DOWN WITH PHASERS (AT LEAST SOMETIMES)
    
     ANTI-MATTER LAUNCH
    
           "Z"     YOU WILL BE PROMPTED FOR A DIRECTION. PODS MOVE AT WARP 5.
 
     ANTI-MATTER FREEZE
 
           "N"     STOP MOVEMENT OF ANTI-MATTER DEVICE (WILL BECOME A STATIC MINE)
    
     ANTI-MATTER DETONATE
 
           "X"     DETONATE ANTI MATTER POD. THIS EXPLOSION DESTROYS AN ENTIRE AREA, EXCEPT FOR BASES AND 
                   HYPERSPACE POINTS. THE PATTERN OF THE EXPLOSION IS AS BELOW.
 
                                   X 
                                X  X  X 
                                 X X X
                             X X X X X X X 
                                 X X X 
                                X  X  X
                                   X
 
 
 
 
            GOOD LUCK, AND DON'T GET DISCOURAGED AS THE GAME REQUIRES A LITTLE PRACTICE.
1
             TERMINATING THE GAME
             --------------------
 
          IT IS IMPORTANT THAT THE LAST MTREK PLAYERS CLEAN UP THE SYSTEM BEFORE THEY LEAVE.
     THIS IS DONE BY ISSUING THE FOLLOWING SET OF COMMANDS.
 
        1)    TERMINATE EACH PLAYER PROGRAM BY ENTERING THE "Q" COMMAND
 
        2)    IF YOU ARE RUNNING ANY PLAYEM PROGRAMS ABORT EACH ONE AS FOLLOWS:
 
                     <CNTRL> C
                     PDS> ABORT
 
        3)    TERMINATE THE MTREK DRIVER PROGRAM
 
                   PDS> ABORT/REAL MTREK
 
        4)    REMOVE MTREK AND THE SHARED GLOBAL AREA
 
                   PDS> REMOVE MTREK
                   PDS> REMOVE/COMMON LEDFOR
   
 
    
          NOW MOP UP THE BLOOD, SWEAT, AND TEARS; LOGOUT; AND GO HOME.
