.*PROGRAM ATREK 1.0
.*PROGRAMMER D. ALLEN
.*DATE APRIL 18, 1984
.*IND 5
.*CLS ON

ATrek:

     ATrek is very similar to the standard version of
StarTrek.  Information about the status of the player,
as well as the playing field, is displayed on the screen.
The commands for ATrek are generally a single, or a series
of characters, with an <ENTER> required (a flashing
cursor would indicate a need for <ENTER>).  There are
6 commands available to the player.  Brief descriptions
of each one is provided on the screen.  A more detailed
view about each device, as well as, the general layout
of ATrek, is provided in the following:
.CONT
The galaxy is divided         1 2 3 4 5 6 7 8
into 64 quadrants with      1: : : : : : : : :
the following coordinates:  2: : : : : : : : :
                            3: : : : : : : : :
                            4: : : : : : : : :
                            5: : : : : : : : :
                            6: : : : : : : : :
                            7: : : : : : : : :
                            8: : : : : : : : :
     Each quadrant is similarly divided into 64 sectors, and
may contain a supporting starbase.  When the Enterprise
docks at a supporting starbase (is positioned next to one)
it is resupplied with energy and photon torpedoes.
.CONT
::: DEVICES :::
Warp Engines:

Course = a real number from 1 to 8.99999.
The number indicates direction starting at the right
and going counter clockwise:

        3
      4   2
    5   *   1
      6   8
        7
Warp Factor = a real number from 0 to 8.
.CONT
Distance traveled = integer from 0 to 8.
     Warp .2 = the Enterprise travels 1 sector.
          .5 =                        4 sectors.
           1 =                        1 quadrant.
           2 =                        2 quadrants.
For example, if you travel from:
quadrant 1 - 1, sector 1 - 1, in direction 1 at warp 2
you would stop at:
quadrant 1 - 3, sector 1 - 1 in the next stardate.
*** NOTE:  every use of the warp engines takes one
stardate.  If the Enterprise is blocked by something
during intra-quadrant travel, it will stop in front
of it (and waste a stardate). ***
.CONT
Short Range Sensors: Automatic Display

     The short range sensors of the Enterprise display
a detailed map of the quadrant it's currently located.
The Enterprise looks like E on the screen.  Klingon
battle cruisers look like K, Starbases look like B,
and Stars look like * on the screen.
.CONT
Long Range Sensors:

     The long range sensors of the Enterprise display
the number of objects in the 9 closest quadrants.
Each digit of the number in each box means something.
     The ones digit represents the number of Stars.
         tens                                Starbases.
        hundreds                             Klingons.
For example:
319 means 3 Klingons, 1 Starbase, and 9 Stars.
206 means 2 Klingons, 0 Starbases, and 6 Stars.
  7 means 0 Klingons, 0 Starbases, and 7 Stars.
.CONT
Phasers:

     Any portion of the energy available can be fired.
The battle computer divides this amount among the
Klingon cruisers in the quadrant and determines
the various directions of fire.  The effectiveness
of a hit depends mostly on the distance to the
target.  A Klingon battle cruiser starts with 200
units of energy.  It can fire an amount equal to
whatever energy it has left.  The Enterprise starts
out with 3000 units of energy (2000 units if the 
deflector shield option is chosen) and can fire an
amount equal to whatever energy it has left.
.CONT
Photon Torpedoes:

     Initially, the Enterprise has 10 photon torpedoes.
One torpedo destroys whatever it hits (stars included).
The range of photon torpedoes (like phasers) is limited
to the current quadrant.  The course of a photon torpedoe
is set in the same manner as the warp drive.  You can
also use the on board computer to set the course.
.CONT
Photon Computer Firing:

     To use the on board computer, simply specify
the sector your target is located.  The on board
computer will, however, require a minimum of 200 
units of energy to operate.
.CONT
*** WARNING ***

     The Klingons have been known to deploy a cloaking
device to escape torpedo attack -- thus, one or more
Klingon battle cruisers may disappear from the short
range sensor scan, after the Enterprise fires one or
more photon torpedoes.  To land on a cloaked Klingon
may mean the Enterprise's destruction.  They may be 
destroyed, however, by conventional phasers.
.CONT
Damage Control Report: Automatic Display

     The damage control report lists the main devices
and their state of repair.  A negative state of repair
indicates a disabled device.  Devices can be damaged or
repaired by a space storm or truce, respectively.
Also, damaged devices are repaired 1 unit for every
stardate used.
.CONT
Deflector screens: optional

     Under the deflector option, the Enterprise is protected
by four deflector screens.  Each screen has 250 units
of energy.  Each time the Klingons attack, energy is taken
away from one of the shields.  After every attack, the
player has the option of either, replacing that energy
by removing it from the warp drive (provided that there
is energy available), or keeping the shields the way
they are, and conerving energy.

 ***Warning***
     If you are hit on a shield that lacks energy,
 you will be destroyed!!!

