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TREK7 is back! - TREK7 FORTRAN Multi-User Game (PDP-10/VAX) Revived

vaxorcist

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The Star Trek simulation game TREK7 was written in FORTRAN by Donald M. Ecclestone in the early 70ties for the PDP-10.
The game was ported to VAX computers running VMS in 1978 by the author with the help of Dan Gahlinger.
For some years TREK7 fell into a deep slumber until in 1993 Dan Gahlinger decided to revive it, but some severe bugs remained, hindering any successful round of game.

Last year I began to work on the problems still present in TREK7.
After detecting and fixing more than 60 bugs (mostly caused by transcription errors from a printout) step by step, the game is playable again now.
Dan Gahlinger backed out of the project and I am the maintainer of TREK7 now.

For details see: https://gunkies.org/wiki/TREK7

Former TREK7 players please give me a shout!

Anyone good at RSX-11M-Plus Taskbuilder & Overlay Description Language?
I think the game should be ported to the PDP-11 as well, volunteers welcome!

Ulli
 
Well done. I remember playing multi-user Trek on the pdp-10. Don't know if it was this one or not. Yes, port it to the pdp-11.
 
RSX-11M/M-Plus
Code:
MULTI-TREK

1.0  INTRODUCTION

          This game was written as a tool to test the use of shared  global
     areas with time-shared programs.  The game consists of five parts, the
     shared  global area (LEDFOR),  the driver task (MTREKD) which controls
     the  universe,  the PLAYER task which interfaces with the players, the
     initialization program (MTREKINI), and the robot ship program (ROBOT).

          The source code for the game is intended to be public so that en-
     hancements  can  be added by any interested party.  Those making addi-
     tions should add their names to those listed as  contributors  at  the
     start of the MTREKD program.

                                      Note

              MTREK was originally developed under IAS but  is  written
         almost entirely in RATFOR and should be readily convertible to
         RSX-11M or, for that  matter,  to  any  system  that  supports
         shared global areas and time-shared tasks or some equivalent.

              MTREK was originally written at Boeing Computer  Services
         in  Seattle,  Washington  by  Don Ledford, John Lutch, and Ray
         French.  The current game is an enhanced version developed  at
         The  Institute  For  Cancer  Research in Philadelphia, Pa.  by
         Bill Wood, Bill Cael, and Bob Stodola.

     Good luck, and don't get discouraged as the  game  requires  a  little
     practice!

2.0  PLAYING MULTI-TREK

          The game is very similar to the traditional Star-Trek  game  with
     the  following  exceptions.   First, the game involves several players
     (1-6), each of whom has his own terminal and  starship.   Second,  the
     game runs in real time as far as the players are concerned.  For exam-
     ple, if you are going warp 8 you will continue to move  regardless  of
     your  activity  at  the  terminal (unless you are destroyed, hit some-
     thing, run out of energy, or change your warp speed).   Each  player's
     status  and position as well as the scores of all players is 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.) 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  80 by 80 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:

           1. " "      Empty space

           2. "-"      Universe boundary

           3. "*"      Star (a star may go supernova when a torpedo hits it)

           4. "B"      Star-base (ram it to dock and thereby refuel)

           5. "H"      Hyperspace point (described below)

           6. "R"      Random hyperspace point (also described below)

           7. "+"      Torpedo

           8. "^"      Homing torpedo (seeker)

           9. "#"      Black hole will pursue nearest player

          10. "@"      Anti-matter pod

          11. "%"      Energy net

          12. "1"-"6"  Player's ships

2.1  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 Coord    Y Coord
                      -----------    -------    -------
      
                           1            20         75
                           2            50         70
                           3            80         75
                           4            20         25
                           5            50         30
                           6            80         25


     The 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 through
     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 coordinates 20,25.

          A player's anti-matter pod can travel through  hyper-space  also;
     upon  re-emergence  in  the universe, it blows up.  Pods going through
     random hyperspace reappear randomly;  those  going  through  "H"  type
     ports reappear at the pod owner's current hyperspace jump point.


2.2  SCORING

          The current scores of all players are displayed on the screen.  A
     '*'  beside a score indicates an active player.  The following actions
     result in score changes:

           1. Torpedo hit on enemy vessel:     +500

           2. Homer hit on enemy vessel:       +300

           3. Phaser hit on enemy vessel:      +(between 70 and 200 depend-
              ing on distance)

           4. Pod explosion:                   +(between 300 and  1500  de-
              pending on distance)

           5. Torpedo hit on base:             -200

           6. Getting destroyed:               -1000

2.3  ENERGY CONSUMPTION

           1. Shooting phasers:  -50

           2. Warp:              -.5 * WARP SPEED per time interval

           3. Send message:      -10

           4. Collide with star: -200

           5. Collide with ship: -100

           6. Cloaking:          -25 per time interval (default)

           7. Energy net:        -75 per net unit constructed (default)

           8. Tractor beam:      -200 per time interval (default)

          Energy loss due to weapon hit is a function  of  shield  strength
     and weapon energy.

2.4  CALCULATIONS

     The following formula are used:

           1. Phaser hit energy:

                  ENERGY=900./(4. + DISTANCE)

           2. Torpedo hit energy:

                  ENERGY=500.

           3. Shield protection:

                  SHIELD ABSORBTION FACTOR=SHIELD ENERGY/1000.
                      (With a maximum value of 1.)

                  SHIELD DIRECTION FACTOR=
                       (.5 + ABS(SHIP'S DIREC - WEAPON'S DIREC)/360)

                  SHIELD FACTOR = SHIELD DIRECTION FACTOR *
                                       SHIELD ABSORBTION FACTOR
               
                  SHIELD ENERGY =
                       SHIELD ENERGY - SHIELD FACTOR * ENERGY OF HIT

                  ENERGY OF SHIP = ENERGY OF SHIP -
                       (1.2 - SHIELD FACTOR) * ENERGY OF HIT * 6

           4. Tractor beam pull:

                  8./SQRT(MAX(1., DISTANCE BETWEEN SHIPS-6.))

          Anti-matter causes both damage to the scan, and results in an en-
     ergy hit.  Both of these effects are energy dependent.
 
Code:
2.5  MTREK commands

          All commands consist of one character, and most of them require a
     numeric  argument.   This argument can be input with the command char-
     acter, or can be a default ship or direction.  Generally, typing a new
     ship  number  or  direction  changes  the  default  ship or direction,
     however there are exceptions.  In addition, the "L" (long range  scan)
     command  changes the default direction to the direction of the scanned
     ship, which is convenient for firing at the scanned ship.   See  below
     for other commands which change the defaults.  To use a default value,
     simply type carriage return.

           1. Help
                  "?"    Prints a summary of all commands.

           2. Shields
                  "S"    Raise or lower shields.  You will be prompted  for
                         a  real  number  (+  or  -).   Your default shield
                         change value is reset every time you set  positive
                         shields,  and  this  default  value may be used by
                         typing a <CR> after the "S" command.   1000  units
                         is  the  most  that will do any good.  But you may
                         want a little reserve.

           3. Reset
                  "R"    Clears the screen and redraws the entire display.
             Not recommended during battle.

           4. Torpedoes
                  "T"    Fire torpedoes.  You will be prompted for a direc-
                         tion.   <CR>  fires  in  the  default direction, a
                         number fires in that direction and resets the  de-
                         fault.   Torpedoes  move  at  warp 10, and destroy
                         anti-matter pods and sometimes stars.  A star going
             supernova destroy an area of 2 X 2 around the star.

           5. Phasers
                  "P"    Fire phasers.  You will be prompted for  a  direc-
                         tion.   <CR>  fires  in  the  default direction, A
                         number fires in that direction and resets the  de-
                         fault.  Phasers are instantaneous, have a range of
                         10 squares, and shoot a band 3 squares wide.  They
                         will not destroy torpedoes (except homers).

           6. Locate
                  "L"    Long range scan for another player.  The "L"  com-
                         mand  sets  the  default  direction to that of the
                         scanned ship.  It takes a ship number as an  argu-
                         ment,  or  <CR>  to locate the default ship.  If a
                         ship number is given, the default ship is reset to
                         that ship.

       7. Message    In this version the message command was removed to
             conserve space.

           8. Warp
                  "W"    Set warp speed 0-8.

           9. Course
                  "C"    Set course 0-12 (clock face).  This does  not  af-
                         fect   your   warp  speed  or  default  direction.
                         However, the default direction may be used to  set
                         the course.  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.

          10. Quit
                  "Q"    Quit.

          11. Hyperspace
                  "H"    Set hyperspace jump point 1 through 6.

          12. Cloak on
                  "F"    Fade away.  The cloaking device  is  a  continuous
                         energy drain when activated.

          13. Cloak off
                  "A"    Appear.

          14. Energy net on/off
                  "E"    Start/stop energy net construction.   Energy  nets
                         provide a "wall" which other ships will bounce off
                         of,  however  your  ship  travels  instantaneously
                         through  your  energy nets.  Torpedoes may be used
                         to destroy nets.  The black  hole  is  blocked  by
                         them.  Phasers do not penetrate nets.

          15. Seeking torpedo launch
                  "K"    You will be prompted for the ship number  to  home
                         in  on.  <CR> homes in on the default ship, a ship
                         number homes in on that ship and  resets  the  de-
                         fault.  Homing torpedoes destroy anti-matter pods.
                         Seeking torpedoes can be shot  down  with  phasers
                         (at least sometimes).

          16. Anti-matter launch
                  "Z"    You will be prompted for a direction.   Pods  move
                         at warp 5.  <CR> fires in the default direction, a
                         number fires in that direction and resets the  de-
                         fault.  When an anti-matter pod hits a hyper-space
                         port, it travels through it to your current hyper-
                         space  jump  point and blows up.  Pods also travel
                         through random hyper-space ports to a random loca-
                         tion and blow up.

          17. Anti-matter freeze
                  "N"    Stop movement of anti-matter device.  (It will be-
                         come a static mine.)

          18. 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
                          
                         Ships within 4 of an exploding pod lose some ener-
                         gy  and have their vision partially obscured.  The
                         black hole is randomly relocated when caught in  a
                         pod explosion.

          19. Tractor beams
                  "B"    Set tractor beam target ship  (1-6).   0  to  stop
                         tractor beam.  Tractor beams are used to pull your
                         opponent's ship towards you.  The closer the ships
                         are  the  stronger  the  pull of the tractor beam.
                         The default ship is reset.

          20. Verbose/Non-verbose mode
                  "V"    Flip on/off verbose mode.   In  non-verbose  mode,
                         only  the  first  letter  of each word is printed.
                         For example,

                              + TORPEDO HIT ALIEN!

                         becomes

                              +THA

                         This is sometimes useful in the heat of battle  on
                         a slow (1200 baud) terminal.

3.0  STARTING THE GAME

          If you are starting a new game,  first  initialize  the  universe
     using MTREKINI:

          MCR> RUN MTREKINI

     It will ask a series of set up  questions  (defaults  are  invoked  by
     <CR>):

           1. A star density between 2 and 3 is good (default = 2.0).

           2. About 20 to 25 star-bases is ok (default = 20).

           3. Usually 1-6 random jump points (default = 6).

           4. Any random integer between -32k and +32k (default = 0).

           5. A cloaking energy drain of 20 to 40 (default = 25).

           6. Net construction energy drain of 0 to 2000 (default = 75).

           7. Black hole speed of 2.  to 5.  (default = 4.5).

3.1  PLAYER INITIATION

          Several crt terminals are required to play the game.  The  driver
     program,  MTREKD must be started up prior to playing. Then each player
     should issue the following command at his/her terminal:

          MCR> PLY

     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 pla-
     yers to control the same ship by selecting an occupied ship, e.g., one
     player  can  control  navigation  and  the other weapons.  Players may
     enter and leave the game at any time.
 
Code:
3.2  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
     ROBOT program.  You can choose the ships to be controlled and the  ca-
     pability of the ships' robot skippers.

          Each running ROBOT program can control several ships  which  will
     act  as  a team.  If more than one ROBOT program is started then their
     ships will fight with each other.  Robot ships are  started  with  the
     command:

          MCR> RUN ROBOT

     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 ROBOT program will ask several  questions
     to  set  up  the  ability of the robot skippers (as with MTREKINI, de-
     faults are invoked 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 inaccuracy (default = 0 degrees).

4.0  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 com-
     mands:

           1. Terminate each PLAYER program by entering the "Q" command.

           2. If the universe manager MTREKD does not  terminate  automati-
              cally abort it as follows:

                   <CNTRL> C
                   MCR> ABORT

           3. If you are running any ROBOT programs abort each one as  fol-
              lows:

                   <CNTRL> C
                   MCR> ABORT


     Now mop up the blood, sweat, and tears;  logout;  and go home.
 
TREK7 is NOT MULTI-TREK
Yes. But the RSX also has classic But the RSX also has classic Star Treks.
Code:
0010 REM [VERSION "STREK7", 1/12/75 RCL]
0020 REM
0030 REM
0040 REM ***        ***STAR TREK***       ***
0050 REM *** SIMULATION OF A MISSION OF THE STAR SHIP ENTERPRISE,
0060 REM *** AS SEEN ON THE STAR TREK TV SHOW.
Code:
       PROGRAM STREK
C**************************************************************D
C**                                  *
C**   STEVE ILLENCIK
C**   REPUBLIC BUILDINGS CORP
C**   1202 INDUSTRIAL PARK
C**   VAN WERT, OHIO 45891
C**
C**    1-419-238-9533
C**
C** STAR TREK FORTRAN PROGRAM VERSION 2.0  
C**************************************************************
Where can I get MULTI-TREK from?
Decus tapes
 
MTREK sounds a lot like CONQUEST that was popular on the VAX around 1984-ish.

Both were written in RATFOR and involved flying your starship around space, facing off against people on other terminals flying their own starship.

 
I didn't think this was the version of multi-Trek I played. That was likely written in some pdp-10 assembly or something else. I doubt it was in Fortran, but I could be wrong.
 
If the source was available for this or multi-trek it could be converted. Thought I might have it saved off somewhere, but I don't see it.
 
If the source was available for this or multi-trek it could be converted.
The sources are available in the TREK7 kit - it's made of two RK07 images in VMS format with the source files on it and instructions.
The kit provides a complete environment including VMS V2.0 and VAX FORTRAN - you can compile, link and run TREK7.
I have already tried to do the same on RSX-11M-Plus, but I didn't get any further than compilation (o.k. with a few warnings).
The resulting program is too large to fit into memory in one piece - i.e. you need to instruct the taskbuilder to create "overlays",
which is far beyond my skills on RSX-11M-Plus :-((
I hope someone of the VCFed RSX-11 specialists here can fill that gap ...
 
I meant the one I remember playing on the pdp-10. It really was a multi-trek where multiple people could be playing.
 
The MULTI-TREK/VAX game is available again now!
You find the complete kit (VMS V3.0, FORTRAN V2.4, MTREK Sources & MTREK compiled & linked programs & MTREK manual) here.
 
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