3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
205 # These functions hide the difference between 0-origin and 1-origin addressing.
206 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
207 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
209 def square(i): return ((i)*(i))
210 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
211 def invalidate(w): w.x = w.y = 0
212 def is_valid(w): return (w.x != 0 and w.y != 0)
214 # How to represent features
239 def __init__(self, x=None, y=None):
242 def invalidate(self):
243 self.x = self.y = None
245 return self.x != None and self.y != None
246 def __eq__(self, other):
247 return other != None and self.x == other.y and self.x == other.y
248 def __add__(self, other):
249 return coord(self.x+self.x, self.y+self.y)
250 def __sub__(self, other):
251 return coord(self.x-other.x, self.y-other.y)
252 def distance(self, other):
253 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
259 s.x = self.x / abs(self.x)
263 s.y = self.y / abs(self.y)
267 s.x = self.x + randrange(-1, 2)
268 s.y = self.y + randrange(-1, 2)
273 if self.x == None or self.y == None:
275 return "%s - %s" % (self.x+1, self.y+1)
280 self.name = None # string-valued if inhabited
281 self.w = coord() # quadrant located
282 self.pclass = None # could be ""M", "N", "O", or "destroyed"
283 self.crystals = "absent"# could be "mined", "present", "absent"
284 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
285 self.inhabited = False # is it inhabites?
296 self.supernova = None
298 self.status = None # Could be "secure", "distressed", "enslaved"
306 def fill2d(size, fillfun):
307 "Fill an empty list in 2D."
309 for i in range(size):
311 for j in range(size):
312 lst[i].append(fillfun(i, j))
317 self.snap = False # snapshot taken
318 self.crew = 0 # crew complement
319 self.remkl = 0 # remaining klingons
320 self.remcom = 0 # remaining commanders
321 self.nscrem = 0 # remaining super commanders
322 self.rembase = 0 # remaining bases
323 self.starkl = 0 # destroyed stars
324 self.basekl = 0 # destroyed bases
325 self.nromrem = 0 # Romulans remaining
326 self.nplankl = 0 # destroyed uninhabited planets
327 self.nworldkl = 0 # destroyed inhabited planets
328 self.planets = [] # Planet information
329 self.date = 0.0 # stardate
330 self.remres = 0 # remaining resources
331 self.remtime = 0 # remaining time
332 self.baseq = [] # Base quadrant coordinates
333 for i in range(BASEMAX):
334 self.baseq.append(coord())
335 self.kcmdr = [] # Commander quadrant coordinates
336 for i in range(QUADSIZE):
337 self.kcmdr.append(coord())
338 self.kscmdr = coord() # Supercommander quadrant coordinates
339 # the galaxy (subscript 0 not used)
340 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
341 # the starchart (subscript 0 not used)
342 self.chart = fill2d(GALSIZE, lambda i, j: page())
346 self.date = None # A real number
347 self.quadrant = None # A coord structure
350 OPTION_ALL = 0xffffffff
351 OPTION_TTY = 0x00000001 # old interface
352 OPTION_CURSES = 0x00000002 # new interface
353 OPTION_IOMODES = 0x00000003 # cover both interfaces
354 OPTION_PLANETS = 0x00000004 # planets and mining
355 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
356 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
357 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
358 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
359 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
360 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
361 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
362 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
363 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
364 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
365 OPTION_PLAIN = 0x01000000 # user chose plain game
366 OPTION_ALMY = 0x02000000 # user chose Almy variant
385 NDEVICES= 16 # Number of devices
394 def damaged(dev): return (game.damage[dev] != 0.0)
395 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
397 # Define future events
398 FSPY = 0 # Spy event happens always (no future[] entry)
399 # can cause SC to tractor beam Enterprise
400 FSNOVA = 1 # Supernova
401 FTBEAM = 2 # Commander tractor beams Enterprise
402 FSNAP = 3 # Snapshot for time warp
403 FBATTAK = 4 # Commander attacks base
404 FCDBAS = 5 # Commander destroys base
405 FSCMOVE = 6 # Supercommander moves (might attack base)
406 FSCDBAS = 7 # Supercommander destroys base
407 FDSPROB = 8 # Move deep space probe
408 FDISTR = 9 # Emit distress call from an inhabited world
409 FENSLV = 10 # Inhabited word is enslaved */
410 FREPRO = 11 # Klingons build a ship in an enslaved system
414 # abstract out the event handling -- underlying data structures will change
415 # when we implement stateful events
417 def findevent(evtype): return game.future[evtype]
420 def __init__(self, type=None, loc=None, power=None):
425 self.kpower = power # enemy energy level
426 game.enemies.append(self)
428 motion = (loc != self.kloc)
429 if self.kloc.x is not None and self.kloc.y is not None:
432 game.quad[self.kloc.x][self.kloc.y] = IHWEB
434 game.quad[self.kloc.x][self.kloc.y] = IHDOT
436 self.kloc = copy.copy(loc)
437 game.quad[self.kloc.x][self.kloc.y] = self.type
438 self.kdist = self.kavgd = distance(game.sector, loc)
441 self.kdist = self.kavgd = None
442 game.enemies.remove(self)
445 return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
449 self.options = None # Game options
450 self.state = snapshot() # A snapshot structure
451 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
452 self.quad = None # contents of our quadrant
453 self.damage = [0.0] * NDEVICES # damage encountered
454 self.future = [] # future events
455 for i in range(NEVENTS):
456 self.future.append(event())
457 self.passwd = None; # Self Destruct password
459 self.quadrant = None # where we are in the large
460 self.sector = None # where we are in the small
461 self.tholian = None # Tholian enemy object
462 self.base = None # position of base in current quadrant
463 self.battle = None # base coordinates being attacked
464 self.plnet = None # location of planet in quadrant
465 self.probec = None # current probe quadrant
466 self.gamewon = False # Finished!
467 self.ididit = False # action taken -- allows enemy to attack
468 self.alive = False # we are alive (not killed)
469 self.justin = False # just entered quadrant
470 self.shldup = False # shields are up
471 self.shldchg = False # shield is changing (affects efficiency)
472 self.comhere = False # commander here
473 self.ishere = False # super-commander in quadrant
474 self.iscate = False # super commander is here
475 self.ientesc = False # attempted escape from supercommander
476 self.resting = False # rest time
477 self.icraft = False # Kirk in Galileo
478 self.landed = False # party on planet (true), on ship (false)
479 self.alldone = False # game is now finished
480 self.neutz = False # Romulan Neutral Zone
481 self.isarmed = False # probe is armed
482 self.inorbit = False # orbiting a planet
483 self.imine = False # mining
484 self.icrystl = False # dilithium crystals aboard
485 self.iseenit = False # seen base attack report
486 self.thawed = False # thawed game
487 self.condition = None # "green", "yellow", "red", "docked", "dead"
488 self.iscraft = None # "onship", "offship", "removed"
489 self.skill = None # Player skill level
490 self.inkling = 0 # initial number of klingons
491 self.inbase = 0 # initial number of bases
492 self.incom = 0 # initial number of commanders
493 self.inscom = 0 # initial number of commanders
494 self.inrom = 0 # initial number of commanders
495 self.instar = 0 # initial stars
496 self.intorps = 0 # initial/max torpedoes
497 self.torps = 0 # number of torpedoes
498 self.ship = 0 # ship type -- 'E' is Enterprise
499 self.abandoned = 0 # count of crew abandoned in space
500 self.length = 0 # length of game
501 self.klhere = 0 # klingons here
502 self.casual = 0 # causalties
503 self.nhelp = 0 # calls for help
504 self.nkinks = 0 # count of energy-barrier crossings
505 self.iplnet = None # planet # in quadrant
506 self.inplan = 0 # initial planets
507 self.irhere = 0 # Romulans in quadrant
508 self.isatb = 0 # =1 if super commander is attacking base
509 self.tourn = None # tournament number
510 self.proben = 0 # number of moves for probe
511 self.nprobes = 0 # number of probes available
512 self.inresor = 0.0 # initial resources
513 self.intime = 0.0 # initial time
514 self.inenrg = 0.0 # initial/max energy
515 self.inshld = 0.0 # initial/max shield
516 self.inlsr = 0.0 # initial life support resources
517 self.indate = 0.0 # initial date
518 self.energy = 0.0 # energy level
519 self.shield = 0.0 # shield level
520 self.warpfac = 0.0 # warp speed
521 self.wfacsq = 0.0 # squared warp factor
522 self.lsupres = 0.0 # life support reserves
523 self.dist = 0.0 # movement distance
524 self.direc = 0.0 # movement direction
525 self.optime = 0.0 # time taken by current operation
526 self.docfac = 0.0 # repair factor when docking (constant?)
527 self.damfac = 0.0 # damage factor
528 self.lastchart = 0.0 # time star chart was last updated
529 self.cryprob = 0.0 # probability that crystal will work
530 self.probex = 0.0 # location of probe
532 self.probeinx = 0.0 # probe x,y increment
533 self.probeiny = 0.0 #
534 self.height = 0.0 # height of orbit around planet
536 # Stas thinks this should be (C expression):
537 # game.state.remkl + game.state.remcom > 0 ?
538 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
539 # He says the existing expression is prone to divide-by-zero errors
540 # after killing the last klingon when score is shown -- perhaps also
541 # if the only remaining klingon is SCOM.
542 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
543 # From enumerated type 'feature'
564 # From enumerated type 'FINTYPE'
588 # Log the results of pulling random numbers so we can check determinism.
594 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
597 def randrange(*args):
598 v = random.randrange(*args)
599 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
605 v *= args[0] # returns from [0, a1)
607 v = args[0] + v*args[1] # returns from [a1, a2)
608 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
611 # Code from ai.c begins here
613 def tryexit(enemy, look, irun):
614 # a bad guy attempts to bug out
616 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
617 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
618 if not VALID_QUADRANT(iq.x,iq.y) or \
619 game.state.galaxy[iq.x][iq.y].supernova or \
620 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
621 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
622 if enemy.type == IHR:
623 return False; # Romulans cannot escape!
625 # avoid intruding on another commander's territory
626 if enemy.type == IHC:
627 for n in range(game.state.remcom):
628 if game.state.kcmdr[n] == iq:
630 # refuse to leave if currently attacking starbase
631 if game.battle == game.quadrant:
633 # don't leave if over 1000 units of energy
634 if enemy.kpower > 1000.0:
636 # print escape message and move out of quadrant.
637 # we know this if either short or long range sensors are working
638 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
639 game.condition == "docked":
640 crmena(True, enemy.type, "sector", enemy.kloc)
641 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
642 # handle local matters related to escape
645 if game.condition != "docked":
647 # Handle global matters related to escape
648 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
649 game.state.galaxy[iq.x][iq.y].klingons += 1
655 schedule(FSCMOVE, 0.2777)
659 for n in range(game.state.remcom):
660 if game.state.kcmdr[n] == game.quadrant:
661 game.state.kcmdr[n]=iq
664 return True; # success
667 # The bad-guy movement algorithm:
669 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
670 # If both are operating full strength, force is 1000. If both are damaged,
671 # force is -1000. Having shields down subtracts an additional 1000.
673 # 2. Enemy has forces equal to the energy of the attacker plus
674 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
675 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
677 # Attacker Initial energy levels (nominal):
678 # Klingon Romulan Commander Super-Commander
679 # Novice 400 700 1200
681 # Good 450 800 1300 1750
682 # Expert 475 850 1350 1875
683 # Emeritus 500 900 1400 2000
684 # VARIANCE 75 200 200 200
686 # Enemy vessels only move prior to their attack. In Novice - Good games
687 # only commanders move. In Expert games, all enemy vessels move if there
688 # is a commander present. In Emeritus games all enemy vessels move.
690 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
691 # forces are 1000 greater than Enterprise.
693 # Agressive action on average cuts the distance between the ship and
694 # the enemy to 1/4 the original.
696 # 4. At lower energy advantage, movement units are proportional to the
697 # advantage with a 650 advantage being to hold ground, 800 to move forward
698 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
700 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
701 # retreat, especially at high skill levels.
703 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
706 def movebaddy(enemy):
707 # tactical movement for the bad guys
708 next = coord(); look = coord()
710 # This should probably be just game.comhere + game.ishere
711 if game.skill >= SKILL_EXPERT:
712 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
714 nbaddys = game.comhere + game.ishere
716 mdist = int(dist1 + 0.5); # Nearest integer distance
717 # If SC, check with spy to see if should hi-tail it
718 if enemy.type==IHS and \
719 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
723 # decide whether to advance, retreat, or hold position
724 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
726 forces += 1000; # Good for enemy if shield is down!
727 if not damaged(DPHASER) or not damaged(DPHOTON):
728 if damaged(DPHASER): # phasers damaged
731 forces -= 0.2*(game.energy - 2500.0)
732 if damaged(DPHOTON): # photon torpedoes damaged
735 forces -= 50.0*game.torps
737 # phasers and photon tubes both out!
740 if forces <= 1000.0 and game.condition != "docked": # Typical situation
741 motion = ((forces + randreal(200))/150.0) - 5.0
743 if forces > 1000.0: # Very strong -- move in for kill
744 motion = (1.0-square(randreal()))*dist1 + 1.0
745 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
746 motion -= game.skill*(2.0-square(randreal()))
748 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
749 # don't move if no motion
752 # Limit motion according to skill
753 if abs(motion) > game.skill:
758 # calculate preferred number of steps
763 if motion > 0 and nsteps > mdist:
764 nsteps = mdist; # don't overshoot
765 if nsteps > QUADSIZE:
766 nsteps = QUADSIZE; # This shouldn't be necessary
768 nsteps = 1; # This shouldn't be necessary
770 proutn("NSTEPS = %d:" % nsteps)
771 # Compute preferred values of delta X and Y
772 m = game.sector - enemy.kloc
773 if 2.0 * abs(m.x) < abs(m.y):
775 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
789 for ll in range(nsteps):
791 proutn(" %d" % (ll+1))
792 # Check if preferred position available
803 attempts = 0; # Settle mysterious hang problem
804 while attempts < 20 and not success:
806 if look.x < 0 or look.x >= QUADSIZE:
807 if motion < 0 and tryexit(enemy, look, irun):
809 if krawlx == m.x or m.y == 0:
811 look.x = next.x + krawlx
813 elif look.y < 0 or look.y >= QUADSIZE:
814 if motion < 0 and tryexit(enemy, look, irun):
816 if krawly == m.y or m.x == 0:
818 look.y = next.y + krawly
820 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
821 # See if enemy should ram ship
822 if game.quad[look.x][look.y] == game.ship and \
823 (enemy.type == IHC or enemy.type == IHS):
824 collision(rammed=True, enemy=enemy)
826 if krawlx != m.x and m.y != 0:
827 look.x = next.x + krawlx
829 elif krawly != m.y and m.x != 0:
830 look.y = next.y + krawly
833 break; # we have failed
845 if not damaged(DSRSENS) or game.condition == "docked":
848 proutn(_(" from Sector %s") % enemy.kloc)
849 if enemy.kdist < dist1:
850 proutn(_(" advances to "))
852 proutn(_(" retreats to "))
853 prout("Sector %s." % next)
856 # Klingon tactical movement
859 # Figure out which Klingon is the commander (or Supercommander)
862 for enemy in game.enemies:
863 if enemy.type == IHC:
866 for enemy in game.enemies:
867 if enemy.type == IHS:
870 # If skill level is high, move other Klingons and Romulans too!
871 # Move these last so they can base their actions on what the
873 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
874 for enemy in game.enemies:
875 if enemy.type in (IHK, IHR):
877 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
879 def movescom(iq, avoid):
880 # commander movement helper
881 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
882 game.state.galaxy[iq.x][iq.y].supernova or \
883 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
886 # Avoid quadrants with bases if we want to avoid Enterprise
887 for i in range(game.state.rembase):
888 if game.state.baseq[i] == iq:
890 if game.justin and not game.iscate:
893 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
894 game.state.kscmdr = iq
895 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
897 # SC has scooted, Remove him from current quadrant
903 for enemy in game.enemies:
904 if enemy.type == IHS:
908 if game.condition != "docked":
910 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
911 # check for a helpful planet
912 for i in range(game.inplan):
913 if game.state.planets[i].w == game.state.kscmdr and \
914 game.state.planets[i].crystals == "present":
916 game.state.planets[i].pclass = "destroyed"
917 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
920 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
921 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
922 prout(_(" by the Super-commander.\""))
924 return False; # looks good!
926 def supercommander():
927 # move the Super Commander
928 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
931 prout("== SUPERCOMMANDER")
932 # Decide on being active or passive
933 avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
934 (game.state.date-game.indate) < 3.0)
935 if not game.iscate and avoid:
936 # compute move away from Enterprise
937 idelta = game.state.kscmdr-game.quadrant
938 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
940 idelta.x = game.state.kscmdr.y-game.quadrant.y
941 idelta.y = game.quadrant.x-game.state.kscmdr.x
943 # compute distances to starbases
944 if game.state.rembase <= 0:
948 sc = game.state.kscmdr
949 for i in range(game.state.rembase):
950 basetbl.append((i, distance(game.state.baseq[i], sc)))
951 if game.state.rembase > 1:
952 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
953 # look for nearest base without a commander, no Enterprise, and
954 # without too many Klingons, and not already under attack.
955 ifindit = iwhichb = 0
956 for i2 in range(game.state.rembase):
957 i = basetbl[i2][0]; # bug in original had it not finding nearest
958 ibq = game.state.baseq[i]
959 if ibq == game.quadrant or ibq == game.battle or \
960 game.state.galaxy[ibq.x][ibq.y].supernova or \
961 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
963 # if there is a commander, and no other base is appropriate,
964 # we will take the one with the commander
965 for j in range(game.state.remcom):
966 if ibq == game.state.kcmdr[j] and ifindit!= 2:
970 if j > game.state.remcom: # no commander -- use this one
975 return # Nothing suitable -- wait until next time
976 ibq = game.state.baseq[iwhichb]
977 # decide how to move toward base
978 idelta = ibq - game.state.kscmdr
979 # Maximum movement is 1 quadrant in either or both axes
980 idelta = idelta.sgn()
981 # try moving in both x and y directions
982 # there was what looked like a bug in the Almy C code here,
983 # but it might be this translation is just wrong.
984 iq = game.state.kscmdr + idelta
985 if movescom(iq, avoid):
986 # failed -- try some other maneuvers
987 if idelta.x==0 or idelta.y==0:
990 iq.y = game.state.kscmdr.y + 1
991 if movescom(iq, avoid):
992 iq.y = game.state.kscmdr.y - 1
995 iq.x = game.state.kscmdr.x + 1
996 if movescom(iq, avoid):
997 iq.x = game.state.kscmdr.x - 1
1000 # try moving just in x or y
1001 iq.y = game.state.kscmdr.y
1002 if movescom(iq, avoid):
1003 iq.y = game.state.kscmdr.y + idelta.y
1004 iq.x = game.state.kscmdr.x
1007 if game.state.rembase == 0:
1010 for i in range(game.state.rembase):
1011 ibq = game.state.baseq[i]
1012 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1015 return # no, don't attack base!
1016 game.iseenit = False
1018 schedule(FSCDBAS, randreal(1.0, 3.0))
1019 if is_scheduled(FCDBAS):
1020 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1021 if not communicating():
1025 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1026 % game.state.kscmdr)
1027 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1028 proutn(_(" It can survive until stardate %d.\"") \
1029 % int(scheduled(FSCDBAS)))
1030 if not game.resting:
1032 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1035 game.resting = False
1036 game.optime = 0.0; # actually finished
1038 # Check for intelligence report
1041 (not communicating()) or \
1042 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1045 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1046 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1051 if not game.tholian or game.justin:
1054 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1055 id.x = 0; id.y = QUADSIZE-1
1056 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1057 id.x = QUADSIZE-1; id.y = QUADSIZE-1
1058 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1059 id.x = QUADSIZE-1; id.y = 0
1060 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1063 # something is wrong!
1064 game.tholian.move(None)
1065 prout("***Internal error: Tholian in a bad spot.")
1067 # do nothing if we are blocked
1068 if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
1070 here = copy.copy(game.tholian.kloc)
1071 delta = (id - game.tholian.kloc).sgn()
1073 while here.x != id.x:
1074 #print "Moving in X", delta
1076 if game.quad[here.kloc.x][here.y]==IHDOT:
1077 game.tholian.move(here)
1079 while here.y != id.y:
1080 #print "Moving in Y", delta
1082 if game.quad[here.x][here.y]==IHDOT:
1083 game.tholian.move(here)
1084 # check to see if all holes plugged
1085 for i in range(QUADSIZE):
1086 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1088 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1090 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1092 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1094 # All plugged up -- Tholian splits
1095 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1097 crmena(True, IHT, "sector", game.tholian)
1098 prout(_(" completes web."))
1099 game.tholian.move(None)
1100 print "Tholian movement ends"
1103 # Code from battle.c begins here
1105 def doshield(shraise):
1106 # change shield status
1112 key = scanner.next()
1114 if scanner.sees("transfer"):
1118 if damaged(DSHIELD):
1119 prout(_("Shields damaged and down."))
1121 if scanner.sees("up"):
1123 elif scanner.sees("down"):
1126 proutn(_("Do you wish to change shield energy? "))
1128 proutn(_("Energy to transfer to shields- "))
1130 elif damaged(DSHIELD):
1131 prout(_("Shields damaged and down."))
1134 proutn(_("Shields are up. Do you want them down? "))
1141 proutn(_("Shields are down. Do you want them up? "))
1147 if action == "SHUP": # raise shields
1149 prout(_("Shields already up."))
1153 if game.condition != "docked":
1155 prout(_("Shields raised."))
1156 if game.energy <= 0:
1158 prout(_("Shields raising uses up last of energy."))
1163 elif action == "SHDN":
1165 prout(_("Shields already down."))
1169 prout(_("Shields lowered."))
1172 elif action == "NRG":
1173 while scanner.next() != IHREAL:
1175 proutn(_("Energy to transfer to shields- "))
1177 if scanner.real == 0:
1179 if scanner.real > game.energy:
1180 prout(_("Insufficient ship energy."))
1183 if game.shield+scanner.real >= game.inshld:
1184 prout(_("Shield energy maximized."))
1185 if game.shield+scanner.real > game.inshld:
1186 prout(_("Excess energy requested returned to ship energy"))
1187 game.energy -= game.inshld-game.shield
1188 game.shield = game.inshld
1190 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1191 # Prevent shield drain loophole
1193 prout(_("Engineering to bridge--"))
1194 prout(_(" Scott here. Power circuit problem, Captain."))
1195 prout(_(" I can't drain the shields."))
1198 if game.shield+scanner.real < 0:
1199 prout(_("All shield energy transferred to ship."))
1200 game.energy += game.shield
1203 proutn(_("Scotty- \""))
1204 if scanner.real > 0:
1205 prout(_("Transferring energy to shields.\""))
1207 prout(_("Draining energy from shields.\""))
1208 game.shield += scanner.real
1209 game.energy -= scanner.real
1213 # choose a device to damage, at random.
1215 # Quoth Eric Allman in the code of BSD-Trek:
1216 # "Under certain conditions you can get a critical hit. This
1217 # sort of hit damages devices. The probability that a given
1218 # device is damaged depends on the device. Well protected
1219 # devices (such as the computer, which is in the core of the
1220 # ship and has considerable redundancy) almost never get
1221 # damaged, whereas devices which are exposed (such as the
1222 # warp engines) or which are particularly delicate (such as
1223 # the transporter) have a much higher probability of being
1226 # This is one place where OPTION_PLAIN does not restore the
1227 # original behavior, which was equiprobable damage across
1228 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1229 # and have done with it. Also, in the original game, DNAVYS
1230 # and DCOMPTR were the same device.
1232 # Instead, we use a table of weights similar to the one from BSD Trek.
1233 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1234 # We don't have a cloaking device. The shuttle got the allocation
1235 # for the cloaking device, then we shaved a half-percent off
1236 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1239 105, # DSRSENS: short range scanners 10.5%
1240 105, # DLRSENS: long range scanners 10.5%
1241 120, # DPHASER: phasers 12.0%
1242 120, # DPHOTON: photon torpedoes 12.0%
1243 25, # DLIFSUP: life support 2.5%
1244 65, # DWARPEN: warp drive 6.5%
1245 70, # DIMPULS: impulse engines 6.5%
1246 145, # DSHIELD: deflector shields 14.5%
1247 30, # DRADIO: subspace radio 3.0%
1248 45, # DSHUTTL: shuttle 4.5%
1249 15, # DCOMPTR: computer 1.5%
1250 20, # NAVCOMP: navigation system 2.0%
1251 75, # DTRANSP: transporter 7.5%
1252 20, # DSHCTRL: high-speed shield controller 2.0%
1253 10, # DDRAY: death ray 1.0%
1254 30, # DDSP: deep-space probes 3.0%
1256 idx = randrange(1000) # weights must sum to 1000
1258 for (i, w) in enumerate(weights):
1262 return None; # we should never get here
1264 def collision(rammed, enemy):
1265 # collision handling
1266 prouts(_("***RED ALERT! RED ALERT!"))
1268 prout(_("***COLLISION IMMINENT."))
1272 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1274 proutn(_(" rammed by "))
1277 crmena(False, enemy.type, "sector", enemy.kloc)
1279 proutn(_(" (original position)"))
1281 deadkl(enemy.kloc, enemy.type, game.sector)
1284 prout(_(" heavily damaged."))
1285 icas = randrange(10, 30)
1286 prout(_("***Sickbay reports %d casualties"), icas)
1288 game.state.crew -= icas
1290 # In the pre-SST2K version, all devices got equiprobably damaged,
1291 # which was silly. Instead, pick up to half the devices at
1292 # random according to our weighting table,
1294 ncrits = randrange(NDEVICES/2)
1295 for m in range(ncrits):
1297 if game.damage[dev] < 0:
1299 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1300 # Damage for at least time of travel!
1301 game.damage[dev] += game.optime + extradm
1303 prout(_("***Shields are down."))
1304 if game.state.remkl + game.state.remcom + game.state.nscrem:
1311 def torpedo(course, dispersion, origin, number, nburst):
1312 # let a photon torpedo fly
1315 ac = course + 0.25*dispersion
1316 angle = (15.0-ac)*0.5235988
1317 bullseye = (15.0 - course)*0.5235988
1318 deltax = -math.sin(angle);
1319 deltay = math.cos(angle);
1320 x = origin.x; y = origin.y
1321 w = coord(); jw = coord()
1322 w.x = w.y = jw.x = jw.y = 0
1323 bigger = max(math.fabs(deltax), math.fabs(deltay))
1326 if not damaged(DSRSENS) or game.condition=="docked":
1327 setwnd(srscan_window)
1329 setwnd(message_window)
1330 # Loop to move a single torpedo
1331 for step in range(1, 15+1):
1336 if not VALID_SECTOR(w.x, w.y):
1338 iquad=game.quad[w.x][w.y]
1339 tracktorpedo(w, step, number, nburst, iquad)
1343 setwnd(message_window)
1344 if damaged(DSRSENS) and not game.condition=="docked":
1345 skip(1); # start new line after text track
1346 if iquad in (IHE, IHF): # Hit our ship
1348 proutn(_("Torpedo hits "))
1351 hit = 700.0 + randreal(100) - \
1352 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
1353 newcnd(); # we're blown out of dock
1354 # We may be displaced.
1355 if game.landed or game.condition=="docked":
1356 return hit # Cheat if on a planet
1357 ang = angle + 2.5*(randreal()-0.5)
1358 temp = math.fabs(math.sin(ang))
1359 if math.fabs(math.cos(ang)) > temp:
1360 temp = math.fabs(math.cos(ang))
1361 xx = -math.sin(ang)/temp
1362 yy = math.cos(ang)/temp
1363 jw.x = int(w.x+xx+0.5)
1364 jw.y = int(w.y+yy+0.5)
1365 if not VALID_SECTOR(jw.x, jw.y):
1367 if game.quad[jw.x][jw.y]==IHBLANK:
1370 if game.quad[jw.x][jw.y]!=IHDOT:
1371 # can't move into object
1376 elif iquad in (IHC, IHS): # Hit a commander
1378 crmena(True, iquad, "sector", w)
1379 prout(_(" uses anti-photon device;"))
1380 prout(_(" torpedo neutralized."))
1382 elif iquad in (IHR, IHK): # Hit a regular enemy
1384 for enemy in game.enemies:
1385 if w == game.enemies[ll].kloc:
1387 kp = math.fabs(e.kpower)
1388 h1 = 700.0 + randrange(100) - \
1389 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
1393 if enemy.kpower < 0:
1397 if enemy.kpower == 0:
1400 crmena(True, iquad, "sector", w)
1401 # If enemy damaged but not destroyed, try to displace
1402 ang = angle + 2.5*(randreal()-0.5)
1403 temp = math.fabs(math.sin(ang))
1404 if math.fabs(math.cos(ang)) > temp:
1405 temp = math.fabs(math.cos(ang))
1406 xx = -math.sin(ang)/temp
1407 yy = math.cos(ang)/temp
1408 jw.x = int(w.x+xx+0.5)
1409 jw.y = int(w.y+yy+0.5)
1410 if not VALID_SECTOR(jw.x, jw.y):
1411 prout(_(" damaged but not destroyed."))
1413 if game.quad[jw.x][jw.y]==IHBLANK:
1414 prout(_(" buffeted into black hole."))
1415 deadkl(w, iquad, jw)
1417 if game.quad[jw.x][jw.y]!=IHDOT:
1418 # can't move into object
1419 prout(_(" damaged but not destroyed."))
1421 proutn(_(" damaged--"))
1425 elif iquad == IHB: # Hit a base
1427 prout(_("***STARBASE DESTROYED.."))
1428 for ll in range(game.state.rembase):
1429 if game.state.baseq[ll] == game.quadrant:
1430 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1432 game.quad[w.x][w.y]=IHDOT
1433 game.state.rembase -= 1
1434 game.base.x=game.base.y=0
1435 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1436 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1437 game.state.basekl += 1
1440 elif iquad == IHP: # Hit a planet
1441 crmena(True, iquad, "sector", w)
1442 prout(_(" destroyed."))
1443 game.state.nplankl += 1
1444 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1445 game.iplnet.pclass = "destroyed"
1447 invalidate(game.plnet)
1448 game.quad[w.x][w.y] = IHDOT
1450 # captain perishes on planet
1453 elif iquad == IHW: # Hit an inhabited world -- very bad!
1454 crmena(True, iquad, "sector", w)
1455 prout(_(" destroyed."))
1456 game.state.nworldkl += 1
1457 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1458 game.iplnet.pclass = "destroyed"
1460 invalidate(game.plnet)
1461 game.quad[w.x][w.y] = IHDOT
1463 # captain perishes on planet
1465 prout(_("You have just destroyed an inhabited planet."))
1466 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1468 elif iquad == IHSTAR: # Hit a star
1472 crmena(True, IHSTAR, "sector", w)
1473 prout(_(" unaffected by photon blast."))
1475 elif iquad == IHQUEST: # Hit a thingy
1476 if not (game.options & OPTION_THINGY) or withprob(0.3):
1478 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1480 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1482 proutn(_("Mr. Spock-"))
1483 prouts(_(" \"Fascinating!\""))
1488 # Stas Sergeev added the possibility that
1489 # you can shove the Thingy and piss it off.
1490 # It then becomes an enemy and may fire at you.
1495 elif iquad == IHBLANK: # Black hole
1497 crmena(True, IHBLANK, "sector", w)
1498 prout(_(" swallows torpedo."))
1500 elif iquad == IHWEB: # hit the web
1502 prout(_("***Torpedo absorbed by Tholian web."))
1504 elif iquad == IHT: # Hit a Tholian
1505 h1 = 700.0 + randrange(100) - \
1506 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
1509 game.quad[w.x][w.y] = IHDOT
1514 crmena(True, IHT, "sector", w)
1516 prout(_(" survives photon blast."))
1518 prout(_(" disappears."))
1519 game.tholian.move(None)
1520 game.quad[w.x][w.y] = IHWEB
1525 proutn("Don't know how to handle torpedo collision with ")
1526 crmena(True, iquad, "sector", w)
1530 if curwnd!=message_window:
1531 setwnd(message_window)
1533 game.quad[w.x][w.y]=IHDOT
1534 game.quad[jw.x][jw.y]=iquad
1535 prout(_(" displaced by blast to Sector %s ") % jw)
1536 for ll in range(len(game.enemies)):
1537 game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
1538 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1541 prout(_("Torpedo missed."))
1545 # critical-hit resolution
1546 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1548 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1549 proutn(_("***CRITICAL HIT--"))
1550 # Select devices and cause damage
1552 for loop1 in range(ncrit):
1555 # Cheat to prevent shuttle damage unless on ship
1556 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1559 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1560 game.damage[j] += extradm
1562 for (i, j) in enumerate(cdam):
1564 if skipcount % 3 == 2 and i < len(cdam)-1:
1569 prout(_(" damaged."))
1570 if damaged(DSHIELD) and game.shldup:
1571 prout(_("***Shields knocked down."))
1574 def attack(torps_ok):
1575 # bad guy attacks us
1576 # torps_ok == False forces use of phasers in an attack
1577 attempt = False; ihurt = False;
1578 hitmax=0.0; hittot=0.0; chgfac=1.0
1580 # game could be over at this point, check
1584 prout("=== ATTACK!")
1585 # Tholian gets to move before attacking
1588 # if you have just entered the RNZ, you'll get a warning
1589 if game.neutz: # The one chance not to be attacked
1592 # commanders get a chance to tac-move towards you
1593 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1595 # if no enemies remain after movement, we're done
1596 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1598 # set up partial hits if attack happens during shield status change
1599 pfac = 1.0/game.inshld
1601 chgfac = 0.25 + randreal(0.5)
1603 # message verbosity control
1604 if game.skill <= SKILL_FAIR:
1606 for enemy in game.enemies:
1607 if enemy.kpower < 0:
1608 continue; # too weak to attack
1609 # compute hit strength and diminish shield power
1611 # Increase chance of photon torpedos if docked or enemy energy is low
1612 if game.condition == "docked":
1614 if enemy.kpower < 500:
1616 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1618 # different enemies have different probabilities of throwing a torp
1619 usephasers = not torps_ok or \
1620 (enemy.type == IHK and r > 0.0005) or \
1621 (enemy.type==IHC and r > 0.015) or \
1622 (enemy.type==IHR and r > 0.3) or \
1623 (enemy.type==IHS and r > 0.07) or \
1624 (enemy.type==IHQUEST and r > 0.05)
1625 if usephasers: # Enemy uses phasers
1626 if game.condition == "docked":
1627 continue; # Don't waste the effort!
1628 attempt = True; # Attempt to attack
1629 dustfac = 0.8 + randreal(0.5)
1630 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1631 enemy.kpower *= 0.75
1632 else: # Enemy uses photon torpedo
1633 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1635 proutn(_("***TORPEDO INCOMING"))
1636 if not damaged(DSRSENS):
1638 crmena(False, enemy.type, where, enemy.kloc)
1641 dispersion = (randreal()+randreal())*0.5 - 0.5
1642 dispersion += 0.002*enemy.kpower*dispersion
1643 hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
1644 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1645 finish(FWON); # Klingons did themselves in!
1646 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1647 return # Supernova or finished
1650 # incoming phaser or torpedo, shields may dissipate it
1651 if game.shldup or game.shldchg or game.condition=="docked":
1652 # shields will take hits
1653 propor = pfac * game.shield
1654 if game.condition =="docked":
1658 hitsh = propor*chgfac*hit+1.0
1660 if absorb > game.shield:
1661 absorb = game.shield
1662 game.shield -= absorb
1664 # taking a hit blasts us out of a starbase dock
1665 if game.condition == "docked":
1667 # but the shields may take care of it
1668 if propor > 0.1 and hit < 0.005*game.energy:
1670 # hit from this opponent got through shields, so take damage
1672 proutn(_("%d unit hit") % int(hit))
1673 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1674 proutn(_(" on the "))
1676 if not damaged(DSRSENS) and usephasers:
1678 crmena(False, enemy.type, where, enemy.kloc)
1680 # Decide if hit is critical
1686 if game.energy <= 0:
1687 # Returning home upon your shield, not with it...
1690 if not attempt and game.condition == "docked":
1691 prout(_("***Enemies decide against attacking your ship."))
1692 percent = 100.0*pfac*game.shield+0.5
1694 # Shields fully protect ship
1695 proutn(_("Enemy attack reduces shield strength to "))
1697 # Print message if starship suffered hit(s)
1699 proutn(_("Energy left %2d shields ") % int(game.energy))
1702 elif not damaged(DSHIELD):
1705 proutn(_("damaged, "))
1706 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1707 # Check if anyone was hurt
1708 if hitmax >= 200 or hittot >= 500:
1709 icas = randrange(int(hittot * 0.015))
1712 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1713 prout(_(" in that last attack.\""))
1715 game.state.crew -= icas
1716 # After attack, reset average distance to enemies
1717 for enemy in game.enemies:
1718 enemy.kavgd = enemy.kdist
1719 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1722 def deadkl(w, type, mv):
1723 # kill a Klingon, Tholian, Romulan, or Thingy
1724 # Added mv to allow enemy to "move" before dying
1725 crmena(True, type, "sector", mv)
1726 # Decide what kind of enemy it is and update appropriately
1728 # chalk up a Romulan
1729 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1731 game.state.nromrem -= 1
1735 elif type == IHQUEST:
1740 # Some type of a Klingon
1741 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1744 game.comhere = False
1745 for i in range(game.state.remcom):
1746 if game.state.kcmdr[i] == game.quadrant:
1748 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1749 game.state.kcmdr[game.state.remcom].x = 0
1750 game.state.kcmdr[game.state.remcom].y = 0
1751 game.state.remcom -= 1
1753 if game.state.remcom != 0:
1754 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1755 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1758 game.state.remkl -= 1
1760 game.state.nscrem -= 1
1762 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1766 # For each kind of enemy, finish message to player
1767 prout(_(" destroyed."))
1768 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1771 # Remove enemy ship from arrays describing local conditions
1772 for e in game.enemies:
1779 # Return None if target is invalid
1780 if not VALID_SECTOR(w.x, w.y):
1783 deltx = 0.1*(w.y - game.sector.y)
1784 delty = 0.1*(w.x - game.sector.x)
1785 if deltx==0 and delty== 0:
1787 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1788 prout(_(" I recommend an immediate review of"))
1789 prout(_(" the Captain's psychological profile.\""))
1792 return 1.90985932*math.atan2(deltx, delty)
1795 # launch photon torpedo
1796 course = [0.0] * MAXBURST
1798 if damaged(DPHOTON):
1799 prout(_("Photon tubes damaged."))
1803 prout(_("No torpedoes left."))
1806 key = scanner.next()
1812 prout(_("%d torpedoes left.") % game.torps)
1814 proutn(_("Number of torpedoes to fire- "))
1815 key = scanner.next()
1816 else: # key == IHREAL
1818 if n <= 0: # abort command
1823 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1831 for i in range(MAXBURST):
1832 targ.append(coord())
1834 key = scanner.next()
1835 if i==0 and key == IHEOL:
1836 break; # we will try prompting
1837 if i==1 and key == IHEOL:
1838 # direct all torpedoes at one target
1841 course[i] = course[0]
1847 targ[i].x = scanner.real
1848 key = scanner.next()
1852 targ[i].y = scanner.real
1853 course[i] = targetcheck(targ[i])
1854 if course[i] == None:
1857 if i == 1 and key == IHEOL:
1858 # prompt for each one
1860 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1861 key = scanner.next()
1865 targ[i].x = int(scanner.real-0.5)
1866 key = scanner.next()
1870 targ[i].y = int(scanner.real-0.5)
1872 course[i] = targetcheck(targ[i])
1873 if course[i] == None:
1876 # Loop for moving <n> torpedoes
1878 if game.condition != "docked":
1880 dispersion = (randreal()+randreal())*0.5 -0.5
1881 if math.fabs(dispersion) >= 0.47:
1883 dispersion *= randreal(1.2, 2.2)
1885 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1887 prouts(_("***TORPEDO MISFIRES."))
1890 prout(_(" Remainder of burst aborted."))
1892 prout(_("***Photon tubes damaged by misfire."))
1893 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1895 if game.shldup or game.condition == "docked":
1896 dispersion *= 1.0 + 0.0001*game.shield
1897 torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
1898 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1900 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1904 # check for phasers overheating
1906 checkburn = (rpow-1500.0)*0.00038
1907 if withprob(checkburn):
1908 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1909 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1911 def checkshctrl(rpow):
1912 # check shield control
1915 prout(_("Shields lowered."))
1917 # Something bad has happened
1918 prouts(_("***RED ALERT! RED ALERT!"))
1920 hit = rpow*game.shield/game.inshld
1921 game.energy -= rpow+hit*0.8
1922 game.shield -= hit*0.2
1923 if game.energy <= 0.0:
1924 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1929 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1931 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1932 icas = randrange(int(hit*0.012))
1937 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1938 prout(_(" %d casualties so far.\"") % icas)
1940 game.state.crew -= icas
1942 prout(_("Phaser energy dispersed by shields."))
1943 prout(_("Enemy unaffected."))
1948 # register a phaser hit on Klingons and Romulans
1949 nenhr2 = len(game.enemies); kk=0
1952 for (k, wham) in enumerate(hits):
1955 dustfac = randreal(0.9, 1.0)
1956 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1957 kpini = game.enemies[kk].kpower
1958 kp = math.fabs(kpini)
1959 if PHASEFAC*hit < kp:
1961 if game.enemies[kk].kpower < 0:
1962 game.enemies[kk].kpower -= -kp
1964 game.enemies[kk].kpower -= kp
1965 kpow = game.enemies[kk].kpower
1966 w = game.enemies[kk].kloc
1968 if not damaged(DSRSENS):
1970 proutn(_("%d unit hit on ") % int(hit))
1972 proutn(_("Very small hit on "))
1973 ienm = game.quad[w.x][w.y]
1976 crmena(False, ienm, "sector", w)
1980 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1984 kk -= 1 # don't do the increment
1986 else: # decide whether or not to emasculate klingon
1987 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1988 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1989 prout(_(" has just lost its firepower.\""))
1990 game.enemies[kk].kpower = -kpow
1997 kz = 0; k = 1; irec=0 # Cheating inhibitor
1998 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
2002 # SR sensors and Computer are needed for automode
2003 if damaged(DSRSENS) or damaged(DCOMPTR):
2005 if game.condition == "docked":
2006 prout(_("Phasers can't be fired through base shields."))
2009 if damaged(DPHASER):
2010 prout(_("Phaser control damaged."))
2014 if damaged(DSHCTRL):
2015 prout(_("High speed shield control damaged."))
2018 if game.energy <= 200.0:
2019 prout(_("Insufficient energy to activate high-speed shield control."))
2022 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2024 # Original code so convoluted, I re-did it all
2025 # (That was Tom Almy talking about the C code, I think -- ESR)
2026 while automode=="NOTSET":
2029 if scanner.sees("manual"):
2030 if len(game.enemies)==0:
2031 prout(_("There is no enemy present to select."))
2034 automode="AUTOMATIC"
2037 key = scanner.next()
2038 elif scanner.sees("automatic"):
2039 if (not itarg) and len(game.enemies) != 0:
2040 automode = "FORCEMAN"
2042 if len(game.enemies)==0:
2043 prout(_("Energy will be expended into space."))
2044 automode = "AUTOMATIC"
2045 key = scanner.next()
2046 elif scanner.sees("no"):
2052 if len(game.enemies)==0:
2053 prout(_("Energy will be expended into space."))
2054 automode = "AUTOMATIC"
2056 automode = "FORCEMAN"
2058 automode = "AUTOMATIC"
2061 if len(game.enemies)==0:
2062 prout(_("Energy will be expended into space."))
2063 automode = "AUTOMATIC"
2065 automode = "FORCEMAN"
2067 proutn(_("Manual or automatic? "))
2072 if automode == "AUTOMATIC":
2073 if key == IHALPHA and scanner.sees("no"):
2075 key = scanner.next()
2076 if key != IHREAL and len(game.enemies) != 0:
2077 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2082 for i in range(len(game.enemies)):
2083 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2085 proutn(_("%d units required. ") % irec)
2087 proutn(_("Units to fire= "))
2088 key = scanner.next()
2093 proutn(_("Energy available= %.2f") % avail)
2096 if not rpow > avail:
2103 if key == IHALPHA and scanner.sees("no"):
2106 game.energy -= 200; # Go and do it!
2107 if checkshctrl(rpow):
2112 if len(game.enemies):
2115 for i in range(len(game.enemies)):
2119 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2120 over = randreal(1.01, 1.06) * hits[i]
2122 powrem -= hits[i] + over
2123 if powrem <= 0 and temp < hits[i]:
2132 if extra > 0 and not game.alldone:
2134 proutn(_("*** Tholian web absorbs "))
2135 if len(game.enemies)>0:
2136 proutn(_("excess "))
2137 prout(_("phaser energy."))
2139 prout(_("%d expended on empty space.") % int(extra))
2140 elif automode == "FORCEMAN":
2143 if damaged(DCOMPTR):
2144 prout(_("Battle computer damaged, manual fire only."))
2147 prouts(_("---WORKING---"))
2149 prout(_("Short-range-sensors-damaged"))
2150 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2151 prout(_("Manual-fire-must-be-used"))
2153 elif automode == "MANUAL":
2155 for k in range(len(game.enemies)):
2156 aim = game.enemies[k].kloc
2157 ienm = game.quad[aim.x][aim.y]
2159 proutn(_("Energy available= %.2f") % (avail-0.006))
2163 if damaged(DSRSENS) and \
2164 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2166 prout(_(" can't be located without short range scan."))
2169 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2174 if itarg and k > kz:
2175 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2178 if not damaged(DCOMPTR):
2183 proutn(_("units to fire at "))
2184 crmena(False, ienm, "sector", aim)
2186 key = scanner.next()
2187 if key == IHALPHA and scanner.sees("no"):
2189 key = scanner.next()
2195 if k==1: # Let me say I'm baffled by this
2198 if scanner.real < 0:
2202 hits[k] = scanner.real
2203 rpow += scanner.real
2204 # If total requested is too much, inform and start over
2206 prout(_("Available energy exceeded -- try again."))
2209 key = scanner.next(); # scan for next value
2212 # zero energy -- abort
2215 if key == IHALPHA and scanner.sees("no"):
2220 game.energy -= 200.0
2221 if checkshctrl(rpow):
2225 # Say shield raised or malfunction, if necessary
2232 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2233 prouts(_(" CLICK CLICK POP . . ."))
2234 prout(_(" No response, sir!"))
2237 prout(_("Shields raised."))
2242 # Code from events,c begins here.
2244 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2245 # event of each type active at any given time. Mostly these means we can
2246 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2247 # BSD Trek, from which we swiped the idea, can have up to 5.
2249 def unschedule(evtype):
2250 # remove an event from the schedule
2251 game.future[evtype].date = FOREVER
2252 return game.future[evtype]
2254 def is_scheduled(evtype):
2255 # is an event of specified type scheduled
2256 return game.future[evtype].date != FOREVER
2258 def scheduled(evtype):
2259 # when will this event happen?
2260 return game.future[evtype].date
2262 def schedule(evtype, offset):
2263 # schedule an event of specified type
2264 game.future[evtype].date = game.state.date + offset
2265 return game.future[evtype]
2267 def postpone(evtype, offset):
2268 # postpone a scheduled event
2269 game.future[evtype].date += offset
2272 # rest period is interrupted by event
2275 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2277 game.resting = False
2283 # run through the event queue looking for things to do
2285 fintim = game.state.date + game.optime; yank=0
2286 ictbeam = False; istract = False
2287 w = coord(); hold = coord()
2288 ev = event(); ev2 = event()
2290 def tractorbeam(yank):
2291 # tractor beaming cases merge here
2293 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2297 prout(_(" caught in long range tractor beam--"))
2298 # If Kirk & Co. screwing around on planet, handle
2299 atover(True) # atover(true) is Grab
2302 if game.icraft: # Caught in Galileo?
2305 # Check to see if shuttle is aboard
2306 if game.iscraft == "offship":
2309 prout(_("Galileo, left on the planet surface, is captured"))
2310 prout(_("by aliens and made into a flying McDonald's."))
2311 game.damage[DSHUTTL] = -10
2312 game.iscraft = "removed"
2314 prout(_("Galileo, left on the planet surface, is well hidden."))
2316 game.quadrant = game.state.kscmdr
2318 game.quadrant = game.state.kcmdr[i]
2319 game.sector = randplace(QUADSIZE)
2321 prout(_(" is pulled to Quadrant %s, Sector %s") \
2322 % (game.quadrant, game.sector))
2324 prout(_("(Remainder of rest/repair period cancelled.)"))
2325 game.resting = False
2327 if not damaged(DSHIELD) and game.shield > 0:
2328 doshield(shraise=True) # raise shields
2329 game.shldchg = False
2331 prout(_("(Shields not currently useable.)"))
2333 # Adjust finish time to time of tractor beaming
2334 fintim = game.state.date+game.optime
2335 attack(torps_ok=False)
2336 if game.state.remcom <= 0:
2339 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2342 # Code merges here for any commander destroying base
2343 # Not perfect, but will have to do
2344 # Handle case where base is in same quadrant as starship
2345 if game.battle == game.quadrant:
2346 game.state.chart[game.battle.x][game.battle.y].starbase = False
2347 game.quad[game.base.x][game.base.y] = IHDOT
2348 game.base.x=game.base.y=0
2351 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2352 elif game.state.rembase != 1 and communicating():
2353 # Get word via subspace radio
2356 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2357 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2359 prout(_("the Klingon Super-Commander"))
2361 prout(_("a Klingon Commander"))
2362 game.state.chart[game.battle.x][game.battle.y].starbase = False
2363 # Remove Starbase from galaxy
2364 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2365 for i in range(1, game.state.rembase+1):
2366 if game.state.baseq[i] == game.battle:
2367 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2368 game.state.rembase -= 1
2370 # reinstate a commander's base attack
2374 invalidate(game.battle)
2377 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2378 for i in range(1, NEVENTS):
2379 if i == FSNOVA: proutn("=== Supernova ")
2380 elif i == FTBEAM: proutn("=== T Beam ")
2381 elif i == FSNAP: proutn("=== Snapshot ")
2382 elif i == FBATTAK: proutn("=== Base Attack ")
2383 elif i == FCDBAS: proutn("=== Base Destroy ")
2384 elif i == FSCMOVE: proutn("=== SC Move ")
2385 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2386 elif i == FDSPROB: proutn("=== Probe Move ")
2387 elif i == FDISTR: proutn("=== Distress Call ")
2388 elif i == FENSLV: proutn("=== Enslavement ")
2389 elif i == FREPRO: proutn("=== Klingon Build ")
2391 prout("%.2f" % (scheduled(i)))
2394 radio_was_broken = damaged(DRADIO)
2397 # Select earliest extraneous event, evcode==0 if no events
2402 for l in range(1, NEVENTS):
2403 if game.future[l].date < datemin:
2406 prout("== Event %d fires" % evcode)
2407 datemin = game.future[l].date
2408 xtime = datemin-game.state.date
2409 game.state.date = datemin
2410 # Decrement Federation resources and recompute remaining time
2411 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2413 if game.state.remtime <=0:
2416 # Any crew left alive?
2417 if game.state.crew <=0:
2420 # Is life support adequate?
2421 if damaged(DLIFSUP) and game.condition != "docked":
2422 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2425 game.lsupres -= xtime
2426 if game.damage[DLIFSUP] <= xtime:
2427 game.lsupres = game.inlsr
2430 if game.condition == "docked":
2431 repair /= game.docfac
2432 # Don't fix Deathray here
2433 for l in range(NDEVICES):
2434 if game.damage[l] > 0.0 and l != DDRAY:
2435 if game.damage[l]-repair > 0.0:
2436 game.damage[l] -= repair
2438 game.damage[l] = 0.0
2439 # If radio repaired, update star chart and attack reports
2440 if radio_was_broken and not damaged(DRADIO):
2441 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2442 prout(_(" surveillance reports are coming in."))
2444 if not game.iseenit:
2448 prout(_(" The star chart is now up to date.\""))
2450 # Cause extraneous event EVCODE to occur
2451 game.optime -= xtime
2452 if evcode == FSNOVA: # Supernova
2455 schedule(FSNOVA, expran(0.5*game.intime))
2456 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2458 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2459 if game.state.nscrem == 0 or \
2460 ictbeam or istract or \
2461 game.condition=="docked" or game.isatb==1 or game.iscate:
2463 if game.ientesc or \
2464 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2465 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2466 (damaged(DSHIELD) and \
2467 (game.energy < 2500 or damaged(DPHASER)) and \
2468 (game.torps < 5 or damaged(DPHOTON))):
2470 istract = ictbeam = True
2471 tractorbeam(distance(game.state.kscmdr, game.quadrant))
2474 elif evcode == FTBEAM: # Tractor beam
2475 if game.state.remcom == 0:
2478 i = randrange(game.state.remcom)
2479 yank = distance(game.state.kcmdr[i], game.quadrant)
2480 if istract or game.condition == "docked" or yank == 0:
2481 # Drats! Have to reschedule
2483 game.optime + expran(1.5*game.intime/game.state.remcom))
2487 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2488 game.snapsht = copy.deepcopy(game.state)
2489 game.state.snap = True
2490 schedule(FSNAP, expran(0.5 * game.intime))
2491 elif evcode == FBATTAK: # Commander attacks starbase
2492 if game.state.remcom==0 or game.state.rembase==0:
2498 for j in range(game.state.rembase):
2499 for k in range(game.state.remcom):
2500 if game.state.baseq[j] == game.state.kcmdr[k] and \
2501 not game.state.baseq[j] == game.quadrant and \
2502 not game.state.baseq[j] == game.state.kscmdr:
2506 if j>game.state.rembase:
2507 # no match found -- try later
2508 schedule(FBATTAK, expran(0.3*game.intime))
2511 # commander + starbase combination found -- launch attack
2512 game.battle = game.state.baseq[j]
2513 schedule(FCDBAS, randreal(1.0, 4.0))
2514 if game.isatb: # extra time if SC already attacking
2515 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2516 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2517 game.iseenit = False
2518 if not communicating():
2519 continue # No warning :-(
2523 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2524 prout(_(" reports that it is under attack and that it can"))
2525 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2528 elif evcode == FSCDBAS: # Supercommander destroys base
2531 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2532 continue # WAS RETURN!
2534 game.battle = game.state.kscmdr
2536 elif evcode == FCDBAS: # Commander succeeds in destroying base
2539 # find the lucky pair
2540 for i in range(game.state.remcom):
2541 if game.state.kcmdr[i] == game.battle:
2543 if i > game.state.remcom or game.state.rembase == 0 or \
2544 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2545 # No action to take after all
2546 invalidate(game.battle)
2549 elif evcode == FSCMOVE: # Supercommander moves
2550 schedule(FSCMOVE, 0.2777)
2551 if not game.ientesc and not istract and game.isatb != 1 and \
2552 (not game.iscate or not game.justin):
2554 elif evcode == FDSPROB: # Move deep space probe
2555 schedule(FDSPROB, 0.01)
2556 game.probex += game.probeinx
2557 game.probey += game.probeiny
2558 i = (int)(game.probex/QUADSIZE +0.05)
2559 j = (int)(game.probey/QUADSIZE + 0.05)
2560 if game.probec.x != i or game.probec.y != j:
2563 if not VALID_QUADRANT(i, j) or \
2564 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2565 # Left galaxy or ran into supernova
2569 proutn(_("Lt. Uhura- \"The deep space probe "))
2570 if not VALID_QUADRANT(j, i):
2571 proutn(_("has left the galaxy"))
2573 proutn(_("is no longer transmitting"))
2577 if not communicating():
2580 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2581 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2582 # Update star chart if Radio is working or have access to radio
2584 chp = game.state.chart[game.probec.x][game.probec.y]
2585 chp.klingons = pdest.klingons
2586 chp.starbase = pdest.starbase
2587 chp.stars = pdest.stars
2588 pdest.charted = True
2589 game.proben -= 1 # One less to travel
2590 if game.proben == 0 and game.isarmed and pdest.stars:
2591 # lets blow the sucker!
2592 supernova(True, game.probec)
2594 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2596 elif evcode == FDISTR: # inhabited system issues distress call
2598 # try a whole bunch of times to find something suitable
2599 for i in range(100):
2600 # need a quadrant which is not the current one,
2601 # which has some stars which are inhabited and
2602 # not already under attack, which is not
2603 # supernova'ed, and which has some Klingons in it
2604 w = randplace(GALSIZE)
2605 q = game.state.galaxy[w.x][w.y]
2606 if not (game.quadrant == w or q.planet == None or \
2607 not q.planet.inhabited or \
2608 q.supernova or q.status!="secure" or q.klingons<=0):
2611 # can't seem to find one; ignore this call
2613 prout("=== Couldn't find location for distress event.")
2615 # got one!! Schedule its enslavement
2616 ev = schedule(FENSLV, expran(game.intime))
2618 q.status = distressed
2620 # tell the captain about it if we can
2622 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2624 prout(_("by a Klingon invasion fleet."))
2627 elif evcode == FENSLV: # starsystem is enslaved
2628 ev = unschedule(FENSLV)
2629 # see if current distress call still active
2630 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2634 q.status = "enslaved"
2636 # play stork and schedule the first baby
2637 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2638 ev2.quadrant = ev.quadrant
2640 # report the disaster if we can
2642 prout(_("Uhura- We've lost contact with starsystem %s") % \
2644 prout(_("in Quadrant %s.\n") % ev.quadrant)
2645 elif evcode == FREPRO: # Klingon reproduces
2646 # If we ever switch to a real event queue, we'll need to
2647 # explicitly retrieve and restore the x and y.
2648 ev = schedule(FREPRO, expran(1.0 * game.intime))
2649 # see if current distress call still active
2650 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2654 if game.state.remkl >=MAXKLGAME:
2655 continue # full right now
2656 # reproduce one Klingon
2658 if game.klhere >= MAXKLQUAD:
2660 # this quadrant not ok, pick an adjacent one
2661 for i in range(w.x - 1, w.x + 2):
2662 for j in range(w.y - 1, w.y + 2):
2663 if not VALID_QUADRANT(i, j):
2665 q = game.state.galaxy[w.x][w.y]
2666 # check for this quad ok (not full & no snova)
2667 if q.klingons >= MAXKLQUAD or q.supernova:
2671 continue # search for eligible quadrant failed
2676 game.state.remkl += 1
2678 if game.quadrant == w:
2680 game.enemies.append(newkling())
2681 # recompute time left
2683 # report the disaster if we can
2685 if game.quadrant == w:
2686 prout(_("Spock- sensors indicate the Klingons have"))
2687 prout(_("launched a warship from %s.") % q.planet)
2689 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2690 if q.planet != None:
2691 proutn(_("near %s") % q.planet)
2692 prout(_("in Quadrant %s.") % w)
2698 key = scanner.next()
2701 proutn(_("How long? "))
2706 origTime = delay = scanner.real
2709 if delay >= game.state.remtime or len(game.enemies) != 0:
2710 proutn(_("Are you sure? "))
2713 # Alternate resting periods (events) with attacks
2717 game.resting = False
2718 if not game.resting:
2719 prout(_("%d stardates left.") % int(game.state.remtime))
2721 temp = game.optime = delay
2722 if len(game.enemies):
2723 rtime = randreal(1.0, 2.0)
2727 if game.optime < delay:
2728 attack(torps_ok=False)
2736 # Repair Deathray if long rest at starbase
2737 if origTime-delay >= 9.99 and game.condition == "docked":
2738 game.damage[DDRAY] = 0.0
2739 # leave if quadrant supernovas
2740 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2742 game.resting = False
2745 # A nova occurs. It is the result of having a star hit with a
2746 # photon torpedo, or possibly of a probe warhead going off.
2747 # Stars that go nova cause stars which surround them to undergo
2748 # the same probabilistic process. Klingons next to them are
2749 # destroyed. And if the starship is next to it, it gets zapped.
2750 # If the zap is too much, it gets destroyed.
2754 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2755 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2757 # Wow! We've supernova'ed
2758 supernova(False, nov)
2760 # handle initial nova
2761 game.quad[nov.x][nov.y] = IHDOT
2762 crmena(False, IHSTAR, "sector", nov)
2764 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2765 game.state.starkl += 1
2766 # Set up queue to recursively trigger adjacent stars
2772 for offset.x in range(-1, 1+1):
2773 for offset.y in range(-1, 1+1):
2774 if offset.y==0 and offset.x==0:
2776 neighbor = start + offset
2777 if not VALID_SECTOR(neighbor.y, neighbor.x):
2779 iquad = game.quad[neighbor.x][neighbor.y]
2780 # Empty space ends reaction
2781 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2783 elif iquad == IHSTAR: # Affect another star
2785 # This star supernovas
2789 hits.append(neighbor)
2790 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2791 game.state.starkl += 1
2792 crmena(True, IHSTAR, "sector", neighbor)
2794 game.quad[neighbor.x][neighbor.y] = IHDOT
2796 elif iquad in (IHP, IHW): # Destroy planet
2797 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2799 game.state.nplankl += 1
2801 game.state.worldkl += 1
2802 crmena(True, iquad, "sector", neighbor)
2803 prout(_(" destroyed."))
2804 game.iplnet.pclass = "destroyed"
2806 invalidate(game.plnet)
2810 game.quad[neighbor.x][neighbor.y] = IHDOT
2811 elif iquad == IHB: # Destroy base
2812 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2813 for i in range(game.state.rembase):
2814 if game.state.baseq[i] == game.quadrant:
2816 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2817 game.state.rembase -= 1
2818 invalidate(game.base)
2819 game.state.basekl += 1
2821 crmena(True, IHB, "sector", neighbor)
2822 prout(_(" destroyed."))
2823 game.quad[neighbor.x][neighbor.y] = IHDOT
2824 elif iquad in (IHE, IHF): # Buffet ship
2825 prout(_("***Starship buffeted by nova."))
2827 if game.shield >= 2000.0:
2828 game.shield -= 2000.0
2830 diff = 2000.0 - game.shield
2834 prout(_("***Shields knocked out."))
2835 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2837 game.energy -= 2000.0
2838 if game.energy <= 0:
2841 # add in course nova contributes to kicking starship
2842 bump += (game.sector-hits[mm]).sgn()
2843 elif iquad == IHK: # kill klingon
2844 deadkl(neighbor, iquad, neighbor)
2845 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2846 for ll in range(len(game.enemies)):
2847 if game.enemies[ll].kloc == neighbor:
2849 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2850 if game.enemies[ll].kpower <= 0.0:
2851 deadkl(neighbor, iquad, neighbor)
2853 newc = neighbor + neighbor - hits[mm]
2854 crmena(True, iquad, "sector", neighbor)
2855 proutn(_(" damaged"))
2856 if not VALID_SECTOR(newc.x, newc.y):
2857 # can't leave quadrant
2860 iquad1 = game.quad[newc.x][newc.y]
2861 if iquad1 == IHBLANK:
2862 proutn(_(", blasted into "))
2863 crmena(False, IHBLANK, "sector", newc)
2865 deadkl(neighbor, iquad, newc)
2868 # can't move into something else
2871 proutn(_(", buffeted to Sector %s") % newc)
2872 game.quad[neighbor.x][neighbor.y] = IHDOT
2873 game.quad[newc.x][newc.y] = iquad
2874 game.enemies[ll].move(newc)
2875 # Starship affected by nova -- kick it away.
2876 game.dist = kount*0.1
2877 game.direc = course[3*(bump.x+1)+bump.y+2]
2878 if game.direc == 0.0:
2880 if game.dist == 0.0:
2882 game.optime = 10.0*game.dist/16.0
2884 prout(_("Force of nova displaces starship."))
2885 imove(novapush=True)
2886 game.optime = 10.0*game.dist/16.0
2889 def supernova(induced, w=None):
2890 # star goes supernova
2897 # Scheduled supernova -- select star
2898 # logic changed here so that we won't favor quadrants in top
2900 for nq.x in range(GALSIZE):
2901 for nq.y in range(GALSIZE):
2902 stars += game.state.galaxy[nq.x][nq.y].stars
2904 return # nothing to supernova exists
2905 num = randrange(stars) + 1
2906 for nq.x in range(GALSIZE):
2907 for nq.y in range(GALSIZE):
2908 num -= game.state.galaxy[nq.x][nq.y].stars
2914 proutn("=== Super nova here?")
2917 if not nq == game.quadrant or game.justin:
2918 # it isn't here, or we just entered (treat as enroute)
2921 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2922 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2925 # we are in the quadrant!
2926 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2927 for ns.x in range(QUADSIZE):
2928 for ns.y in range(QUADSIZE):
2929 if game.quad[ns.x][ns.y]==IHSTAR:
2936 prouts(_("***RED ALERT! RED ALERT!"))
2938 prout(_("***Incipient supernova detected at Sector %s") % ns)
2939 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2940 proutn(_("Emergency override attempts t"))
2941 prouts("***************")
2946 # destroy any Klingons in supernovaed quadrant
2947 kldead = game.state.galaxy[nq.x][nq.y].klingons
2948 game.state.galaxy[nq.x][nq.y].klingons = 0
2949 if nq == game.state.kscmdr:
2950 # did in the Supercommander!
2951 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2955 if game.state.remcom:
2956 maxloop = game.state.remcom
2957 for l in range(maxloop):
2958 if game.state.kcmdr[l] == nq:
2959 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2960 invalidate(game.state.kcmdr[game.state.remcom])
2961 game.state.remcom -= 1
2963 if game.state.remcom==0:
2966 game.state.remkl -= kldead
2967 # destroy Romulans and planets in supernovaed quadrant
2968 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2969 game.state.galaxy[nq.x][nq.y].romulans = 0
2970 game.state.nromrem -= nrmdead
2972 for loop in range(game.inplan):
2973 if game.state.planets[loop].w == nq:
2974 game.state.planets[loop].pclass = "destroyed"
2976 # Destroy any base in supernovaed quadrant
2977 if game.state.rembase:
2978 maxloop = game.state.rembase
2979 for loop in range(maxloop):
2980 if game.state.baseq[loop] == nq:
2981 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
2982 invalidate(game.state.baseq[game.state.rembase])
2983 game.state.rembase -= 1
2985 # If starship caused supernova, tally up destruction
2987 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2988 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2989 game.state.nplankl += npdead
2990 # mark supernova in galaxy and in star chart
2991 if game.quadrant == nq or communicating():
2992 game.state.galaxy[nq.x][nq.y].supernova = True
2993 # If supernova destroys last Klingons give special message
2994 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
2997 prout(_("Lucky you!"))
2998 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
3001 # if some Klingons remain, continue or die in supernova
3006 # Code from finish.c ends here.
3009 # self-destruct maneuver
3010 # Finish with a BANG!
3012 if damaged(DCOMPTR):
3013 prout(_("Computer damaged; cannot execute destruct sequence."))
3015 prouts(_("---WORKING---")); skip(1)
3016 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3017 prouts(" 10"); skip(1)
3018 prouts(" 9"); skip(1)
3019 prouts(" 8"); skip(1)
3020 prouts(" 7"); skip(1)
3021 prouts(" 6"); skip(1)
3023 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3025 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3027 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3031 if game.passwd != scanner.token:
3032 prouts(_("PASSWORD-REJECTED;"))
3034 prouts(_("CONTINUITY-EFFECTED"))
3037 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3038 prouts(" 5"); skip(1)
3039 prouts(" 4"); skip(1)
3040 prouts(" 3"); skip(1)
3041 prouts(" 2"); skip(1)
3042 prouts(" 1"); skip(1)
3044 prouts(_("GOODBYE-CRUEL-WORLD"))
3052 prouts(_("********* Entropy of "))
3054 prouts(_(" maximized *********"))
3058 if len(game.enemies) != 0:
3059 whammo = 25.0 * game.energy
3061 while l <= len(game.enemies):
3062 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
3063 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
3068 "Compute our rate of kils over time."
3069 elapsed = game.state.date - game.indate
3070 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3073 starting = (game.inkling + game.incom + game.inscom)
3074 remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
3075 return (starting - remaining)/elapsed
3079 badpt = 5.0*game.state.starkl + \
3081 10.0*game.state.nplankl + \
3082 300*game.state.nworldkl + \
3084 100.0*game.state.basekl +\
3086 if game.ship == IHF:
3088 elif game.ship == None:
3093 # end the game, with appropriate notfications
3097 prout(_("It is stardate %.1f.") % game.state.date)
3099 if ifin == FWON: # Game has been won
3100 if game.state.nromrem != 0:
3101 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3104 prout(_("You have smashed the Klingon invasion fleet and saved"))
3105 prout(_("the Federation."))
3110 badpt = 0.0 # Close enough!
3111 # killsPerDate >= RateMax
3112 if game.state.date-game.indate < 5.0 or \
3113 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3115 prout(_("In fact, you have done so well that Starfleet Command"))
3116 if game.skill == SKILL_NOVICE:
3117 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3118 elif game.skill == SKILL_FAIR:
3119 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3120 elif game.skill == SKILL_GOOD:
3121 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3122 elif game.skill == SKILL_EXPERT:
3123 prout(_("promotes you to Commodore Emeritus."))
3125 prout(_("Now that you think you're really good, try playing"))
3126 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3127 elif game.skill == SKILL_EMERITUS:
3129 proutn(_("Computer- "))
3130 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3132 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3134 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3136 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3138 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3140 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3142 prout(_("Now you can retire and write your own Star Trek game!"))
3144 elif game.skill >= SKILL_EXPERT:
3145 if game.thawed and not idebug:
3146 prout(_("You cannot get a citation, so..."))
3148 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3152 # Only grant long life if alive (original didn't!)
3154 prout(_("LIVE LONG AND PROSPER."))
3159 elif ifin == FDEPLETE: # Federation Resources Depleted
3160 prout(_("Your time has run out and the Federation has been"))
3161 prout(_("conquered. Your starship is now Klingon property,"))
3162 prout(_("and you are put on trial as a war criminal. On the"))
3163 proutn(_("basis of your record, you are "))
3164 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3165 prout(_("acquitted."))
3167 prout(_("LIVE LONG AND PROSPER."))
3169 prout(_("found guilty and"))
3170 prout(_("sentenced to death by slow torture."))
3174 elif ifin == FLIFESUP:
3175 prout(_("Your life support reserves have run out, and"))
3176 prout(_("you die of thirst, starvation, and asphyxiation."))
3177 prout(_("Your starship is a derelict in space."))
3179 prout(_("Your energy supply is exhausted."))
3181 prout(_("Your starship is a derelict in space."))
3182 elif ifin == FBATTLE:
3185 prout(_(" has been destroyed in battle."))
3187 prout(_("Dulce et decorum est pro patria mori."))
3189 prout(_("You have made three attempts to cross the negative energy"))
3190 prout(_("barrier which surrounds the galaxy."))
3192 prout(_("Your navigation is abominable."))
3195 prout(_("Your starship has been destroyed by a nova."))
3196 prout(_("That was a great shot."))
3198 elif ifin == FSNOVAED:
3201 prout(_(" has been fried by a supernova."))
3202 prout(_("...Not even cinders remain..."))
3203 elif ifin == FABANDN:
3204 prout(_("You have been captured by the Klingons. If you still"))
3205 prout(_("had a starbase to be returned to, you would have been"))
3206 prout(_("repatriated and given another chance. Since you have"))
3207 prout(_("no starbases, you will be mercilessly tortured to death."))
3208 elif ifin == FDILITHIUM:
3209 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3210 elif ifin == FMATERIALIZE:
3211 prout(_("Starbase was unable to re-materialize your starship."))
3212 prout(_("Sic transit gloria mundi"))
3213 elif ifin == FPHASER:
3216 prout(_(" has been cremated by its own phasers."))
3218 prout(_("You and your landing party have been"))
3219 prout(_("converted to energy, disipating through space."))
3220 elif ifin == FMINING:
3221 prout(_("You are left with your landing party on"))
3222 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3224 prout(_("They are very fond of \"Captain Kirk\" soup."))
3226 proutn(_("Without your leadership, the "))
3228 prout(_(" is destroyed."))
3229 elif ifin == FDPLANET:
3230 prout(_("You and your mining party perish."))
3232 prout(_("That was a great shot."))
3235 prout(_("The Galileo is instantly annihilated by the supernova."))
3236 prout(_("You and your mining party are atomized."))
3238 proutn(_("Mr. Spock takes command of the "))
3241 prout(_("joins the Romulans, reigning terror on the Federation."))
3242 elif ifin == FPNOVA:
3243 prout(_("You and your mining party are atomized."))
3245 proutn(_("Mr. Spock takes command of the "))
3248 prout(_("joins the Romulans, reigning terror on the Federation."))
3249 elif ifin == FSTRACTOR:
3250 prout(_("The shuttle craft Galileo is also caught,"))
3251 prout(_("and breaks up under the strain."))
3253 prout(_("Your debris is scattered for millions of miles."))
3254 proutn(_("Without your leadership, the "))
3256 prout(_(" is destroyed."))
3258 prout(_("The mutants attack and kill Spock."))
3259 prout(_("Your ship is captured by Klingons, and"))
3260 prout(_("your crew is put on display in a Klingon zoo."))
3261 elif ifin == FTRIBBLE:
3262 prout(_("Tribbles consume all remaining water,"))
3263 prout(_("food, and oxygen on your ship."))
3265 prout(_("You die of thirst, starvation, and asphyxiation."))
3266 prout(_("Your starship is a derelict in space."))
3268 prout(_("Your ship is drawn to the center of the black hole."))
3269 prout(_("You are crushed into extremely dense matter."))
3271 prout(_("Your last crew member has died."))
3272 if game.ship == IHF:
3274 elif game.ship == IHE:
3277 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3278 goodies = game.state.remres/game.inresor
3279 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3280 if goodies/baddies >= randreal(1.0, 1.5):
3281 prout(_("As a result of your actions, a treaty with the Klingon"))
3282 prout(_("Empire has been signed. The terms of the treaty are"))
3283 if goodies/baddies >= randreal(3.0):
3284 prout(_("favorable to the Federation."))
3286 prout(_("Congratulations!"))
3288 prout(_("highly unfavorable to the Federation."))
3290 prout(_("The Federation will be destroyed."))
3292 prout(_("Since you took the last Klingon with you, you are a"))
3293 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3294 prout(_("statue in your memory. Rest in peace, and try not"))
3295 prout(_("to think about pigeons."))
3300 # compute player's score
3301 timused = game.state.date - game.indate
3303 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3305 perdate = killrate()
3306 ithperd = 500*perdate + 0.5
3309 iwon = 100*game.skill
3310 if game.ship == IHE:
3312 elif game.ship == IHF:
3316 if not game.gamewon:
3317 game.state.nromrem = 0 # None captured if no win
3318 iscore = 10*(game.inkling - game.state.remkl) \
3319 + 50*(game.incom - game.state.remcom) \
3321 + 20*(game.inrom - game.state.nromrem) \
3322 + 200*(game.inscom - game.state.nscrem) \
3323 - game.state.nromrem \
3328 prout(_("Your score --"))
3329 if game.inrom - game.state.nromrem:
3330 prout(_("%6d Romulans destroyed %5d") %
3331 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3332 if game.state.nromrem:
3333 prout(_("%6d Romulans captured %5d") %
3334 (game.state.nromrem, game.state.nromrem))
3335 if game.inkling - game.state.remkl:
3336 prout(_("%6d ordinary Klingons destroyed %5d") %
3337 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3338 if game.incom - game.state.remcom:
3339 prout(_("%6d Klingon commanders destroyed %5d") %
3340 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3341 if game.inscom - game.state.nscrem:
3342 prout(_("%6d Super-Commander destroyed %5d") %
3343 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3345 prout(_("%6.2f Klingons per stardate %5d") %
3347 if game.state.starkl:
3348 prout(_("%6d stars destroyed by your action %5d") %
3349 (game.state.starkl, -5*game.state.starkl))
3350 if game.state.nplankl:
3351 prout(_("%6d planets destroyed by your action %5d") %
3352 (game.state.nplankl, -10*game.state.nplankl))
3353 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3354 prout(_("%6d inhabited planets destroyed by your action %5d") %
3355 (game.state.nplankl, -300*game.state.nworldkl))
3356 if game.state.basekl:
3357 prout(_("%6d bases destroyed by your action %5d") %
3358 (game.state.basekl, -100*game.state.basekl))
3360 prout(_("%6d calls for help from starbase %5d") %
3361 (game.nhelp, -45*game.nhelp))
3363 prout(_("%6d casualties incurred %5d") %
3364 (game.casual, -game.casual))
3366 prout(_("%6d crew abandoned in space %5d") %
3367 (game.abandoned, -3*game.abandoned))
3369 prout(_("%6d ship(s) lost or destroyed %5d") %
3370 (klship, -100*klship))
3372 prout(_("Penalty for getting yourself killed -200"))
3374 proutn(_("Bonus for winning "))
3375 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3376 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3377 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3378 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3379 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3380 prout(" %5d" % iwon)
3382 prout(_("TOTAL SCORE %5d") % iscore)
3385 # emit winner's commemmorative plaque
3388 proutn(_("File or device name for your plaque: "))
3391 fp = open(winner, "w")
3394 prout(_("Invalid name."))
3396 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3398 # The 38 below must be 64 for 132-column paper
3399 nskip = 38 - len(winner)/2
3400 fp.write("\n\n\n\n")
3401 # --------DRAW ENTERPRISE PICTURE.
3402 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3403 fp.write(" EEE E : : : E\n" )
3404 fp.write(" EE EEE E : : NCC-1701 : E\n")
3405 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3406 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3407 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3408 fp.write(" EEEEEEE EEEEE E E E E\n")
3409 fp.write(" EEE E E E E\n")
3410 fp.write(" E E E E\n")
3411 fp.write(" EEEEEEEEEEEEE E E\n")
3412 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3413 fp.write(" :E : EEEE E\n")
3414 fp.write(" .-E -:----- E\n")
3415 fp.write(" :E : E\n")
3416 fp.write(" EE : EEEEEEEE\n")
3417 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3419 fp.write(_(" U. S. S. ENTERPRISE\n"))
3420 fp.write("\n\n\n\n")
3421 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3423 fp.write(_(" Starfleet Command bestows to you\n"))
3425 fp.write("%*s%s\n\n" % (nskip, "", winner))
3426 fp.write(_(" the rank of\n\n"))
3427 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3429 if game.skill == SKILL_EXPERT:
3430 fp.write(_(" Expert level\n\n"))
3431 elif game.skill == SKILL_EMERITUS:
3432 fp.write(_("Emeritus level\n\n"))
3434 fp.write(_(" Cheat level\n\n"))
3435 timestring = ctime()
3436 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3437 (timestring+4, timestring+20, timestring+11))
3438 fp.write(_(" Your score: %d\n\n") % iscore)
3439 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3442 # Code from io.c begins here
3444 rows = linecount = 0 # for paging
3447 fullscreen_window = None
3448 srscan_window = None
3449 report_window = None
3450 status_window = None
3451 lrscan_window = None
3452 message_window = None
3453 prompt_window = None
3457 "wrap up, either normally or due to signal"
3458 if game.options & OPTION_CURSES:
3465 sys.stdout.write('\n')
3471 #setlocale(LC_ALL, "")
3472 #bindtextdomain(PACKAGE, LOCALEDIR)
3473 #textdomain(PACKAGE)
3474 if atexit.register(outro):
3475 sys.stderr.write("Unable to register outro(), exiting...\n")
3477 if not (game.options & OPTION_CURSES):
3478 ln_env = os.getenv("LINES")
3484 stdscr = curses.initscr()
3489 curses.start_color()
3490 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3491 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3492 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3493 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3494 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3495 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3496 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3497 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3499 global fullscreen_window, srscan_window, report_window, status_window
3500 global lrscan_window, message_window, prompt_window
3501 (rows, columns) = stdscr.getmaxyx()
3502 fullscreen_window = stdscr
3503 srscan_window = curses.newwin(12, 25, 0, 0)
3504 report_window = curses.newwin(11, 0, 1, 25)
3505 status_window = curses.newwin(10, 0, 1, 39)
3506 lrscan_window = curses.newwin(5, 0, 0, 64)
3507 message_window = curses.newwin(0, 0, 12, 0)
3508 prompt_window = curses.newwin(1, 0, rows-2, 0)
3509 message_window.scrollok(True)
3510 setwnd(fullscreen_window)
3513 def textcolor(color):
3514 "Set text foreground color. Presently a stub."
3518 "Wrap up I/O. Presently a stub."
3522 "Wait for user action -- OK to do nothing if on a TTY"
3523 if game.options & OPTION_CURSES:
3528 if game.skill > SKILL_FAIR:
3529 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3531 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3535 if game.skill > SKILL_FAIR:
3536 prompt = _("[CONTINUE?]")
3538 prompt = _("[PRESS ENTER TO CONTINUE]")
3540 if game.options & OPTION_CURSES:
3542 setwnd(prompt_window)
3543 prompt_window.wclear()
3544 prompt_window.addstr(prompt)
3545 prompt_window.getstr()
3546 prompt_window.clear()
3547 prompt_window.refresh()
3548 setwnd(message_window)
3551 sys.stdout.write('\n')
3554 for j in range(rows):
3555 sys.stdout.write('\n')
3559 "Skip i lines. Pause game if this would cause a scrolling event."
3560 for dummy in range(i):
3561 if game.options & OPTION_CURSES:
3562 (y, x) = curwnd.getyx()
3563 (my, mx) = curwnd.getmaxyx()
3564 if curwnd == message_window and y >= my - 3:
3572 if rows and linecount >= rows:
3575 sys.stdout.write('\n')
3578 "Utter a line with no following line feed."
3579 if game.options & OPTION_CURSES:
3583 sys.stdout.write(line)
3593 if not replayfp or replayfp.closed: # Don't slow down replays
3596 if game.options & OPTION_CURSES:
3600 if not replayfp or replayfp.closed:
3604 "Get a line of input."
3605 if game.options & OPTION_CURSES:
3606 line = curwnd.getstr() + "\n"
3609 if replayfp and not replayfp.closed:
3611 line = replayfp.readline()
3614 prout("*** Replay finished")
3617 elif line[0] != "#":
3620 line = raw_input() + "\n"
3626 "Change windows -- OK for this to be a no-op in tty mode."
3628 if game.options & OPTION_CURSES:
3630 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3633 "Clear to end of line -- can be a no-op in tty mode"
3634 if game.options & OPTION_CURSES:
3639 "Clear screen -- can be a no-op in tty mode."
3641 if game.options & OPTION_CURSES:
3648 "Set highlight video, if this is reasonable."
3649 if game.options & OPTION_CURSES:
3650 curwnd.attron(curses.A_REVERSE)
3653 # Things past this point have policy implications.
3657 "Hook to be called after moving to redraw maps."
3658 if game.options & OPTION_CURSES:
3661 setwnd(srscan_window)
3665 setwnd(status_window)
3666 status_window.clear()
3667 status_window.move(0, 0)
3668 setwnd(report_window)
3669 report_window.clear()
3670 report_window.move(0, 0)
3672 setwnd(lrscan_window)
3673 lrscan_window.clear()
3674 lrscan_window.move(0, 0)
3675 lrscan(silent=False)
3677 def put_srscan_sym(w, sym):
3678 "Emit symbol for short-range scan."
3679 srscan_window.move(w.x+1, w.y*2+2)
3680 srscan_window.addch(sym)
3681 srscan_window.refresh()
3684 "Enemy fall down, go boom."
3685 if game.options & OPTION_CURSES:
3687 setwnd(srscan_window)
3688 srscan_window.attron(curses.A_REVERSE)
3689 put_srscan_sym(w, game.quad[w.x][w.y])
3693 srscan_window.attroff(curses.A_REVERSE)
3694 put_srscan_sym(w, game.quad[w.x][w.y])
3695 curses.delay_output(500)
3696 setwnd(message_window)
3699 "Sound and visual effects for teleportation."
3700 if game.options & OPTION_CURSES:
3702 setwnd(message_window)
3704 prouts(" . . . . . ")
3705 if game.options & OPTION_CURSES:
3706 #curses.delay_output(1000)
3710 def tracktorpedo(w, step, i, n, iquad):
3711 "Torpedo-track animation."
3712 if not game.options & OPTION_CURSES:
3716 proutn(_("Track for torpedo number %d- ") % i)
3719 proutn(_("Torpedo track- "))
3720 elif step==4 or step==9:
3724 if not damaged(DSRSENS) or game.condition=="docked":
3725 if i != 0 and step == 1:
3728 if (iquad==IHDOT) or (iquad==IHBLANK):
3729 put_srscan_sym(w, '+')
3733 put_srscan_sym(w, iquad)
3735 curwnd.attron(curses.A_REVERSE)
3736 put_srscan_sym(w, iquad)
3740 curwnd.attroff(curses.A_REVERSE)
3741 put_srscan_sym(w, iquad)
3746 "Display the current galaxy chart."
3747 if game.options & OPTION_CURSES:
3748 setwnd(message_window)
3749 message_window.clear()
3751 if game.options & OPTION_TTY:
3756 def prstat(txt, data):
3758 if game.options & OPTION_CURSES:
3760 setwnd(status_window)
3762 proutn(" " * (NSYM - len(txt)))
3765 if game.options & OPTION_CURSES:
3766 setwnd(report_window)
3768 # Code from moving.c begins here
3770 def imove(novapush):
3771 # movement execution for warp, impulse, supernova, and tractor-beam events
3772 w = coord(); final = coord()
3775 def no_quad_change():
3776 # No quadrant change -- compute new average enemy distances
3777 game.quad[game.sector.x][game.sector.y] = game.ship
3778 if len(game.enemies):
3779 for m in range(len(game.enemies)):
3780 finald = distance(w, game.enemies[m].kloc)
3781 game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
3782 game.enemies[m].kdist = finald
3783 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3784 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3785 attack(torps_ok=False)
3786 for m in range(len(game.enemies)):
3787 game.enemies[m].kavgd = game.enemies[m].kdist
3790 setwnd(message_window)
3793 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3794 game.inorbit = False
3795 angle = ((15.0 - game.direc) * 0.5235988)
3796 deltax = -math.sin(angle)
3797 deltay = math.cos(angle)
3798 if math.fabs(deltax) > math.fabs(deltay):
3799 bigger = math.fabs(deltax)
3801 bigger = math.fabs(deltay)
3804 # If tractor beam is to occur, don't move full distance
3805 if game.state.date+game.optime >= scheduled(FTBEAM):
3807 game.condition = "red"
3808 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3809 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3810 # Move within the quadrant
3811 game.quad[game.sector.x][game.sector.y] = IHDOT
3814 n = int(10.0*game.dist*bigger+0.5)
3816 for m in range(1, n+1):
3821 if not VALID_SECTOR(w.x, w.y):
3822 # Leaving quadrant -- allow final enemy attack
3823 # Don't do it if being pushed by Nova
3824 if len(game.enemies) != 0 and not novapush:
3826 for m in range(len(game.enemies)):
3827 finald = distance(w, game.enemies[m].kloc)
3828 game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
3830 # Stas Sergeev added the condition
3831 # that attacks only happen if Klingons
3832 # are present and your skill is good.
3834 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3835 attack(torps_ok=False)
3838 # compute final position -- new quadrant and sector
3839 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3840 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3841 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3842 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3843 # check for edge of galaxy
3853 if w.x >= GALSIZE*QUADSIZE:
3854 w.x = (GALSIZE*QUADSIZE*2) - w.x
3856 if w.y >= GALSIZE*QUADSIZE:
3857 w.y = (GALSIZE*QUADSIZE*2) - w.y
3865 if game.nkinks == 3:
3866 # Three strikes -- you're out!
3870 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3871 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3872 prout(_("YOU WILL BE DESTROYED."))
3873 # Compute final position in new quadrant
3874 if trbeam: # Don't bother if we are to be beamed
3876 game.quadrant.x = w.x/QUADSIZE
3877 game.quadrant.y = w.y/QUADSIZE
3878 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3879 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3881 prout(_("Entering Quadrant %s.") % game.quadrant)
3882 game.quad[game.sector.x][game.sector.y] = game.ship
3884 if game.skill>SKILL_NOVICE:
3885 attack(torps_ok=False)
3887 iquad = game.quad[w.x][w.y]
3889 # object encountered in flight path
3890 stopegy = 50.0*game.dist/game.optime
3891 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3892 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3894 for enemy in game.enemies:
3895 if enemy.kloc == game.sector:
3897 collision(rammed=False, enemy=enemy)
3899 elif iquad == IHBLANK:
3901 prouts(_("***RED ALERT! RED ALERT!"))
3905 proutn(_(" pulled into black hole at Sector %s") % w)
3907 # Getting pulled into a black hole was certain
3908 # death in Almy's original. Stas Sergeev added a
3909 # possibility that you'll get timewarped instead.
3912 for m in range(NDEVICES):
3913 if game.damage[m]>0:
3915 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3916 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3926 proutn(_(" encounters Tholian web at %s;") % w)
3928 proutn(_(" blocked by object at %s;") % w)
3929 proutn(_("Emergency stop required "))
3930 prout(_("%2d units of energy.") % int(stopegy))
3931 game.energy -= stopegy
3932 final.x = x-deltax+0.5
3933 final.y = y-deltay+0.5
3935 if game.energy <= 0:
3941 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3948 # dock our ship at a starbase
3950 if game.condition == "docked" and verbose:
3951 prout(_("Already docked."))
3954 prout(_("You must first leave standard orbit."))
3956 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3958 prout(_(" not adjacent to base."))
3960 game.condition = "docked"
3964 if game.energy < game.inenrg:
3965 game.energy = game.inenrg
3966 game.shield = game.inshld
3967 game.torps = game.intorps
3968 game.lsupres = game.inlsr
3969 game.state.crew = FULLCREW
3970 if not damaged(DRADIO) and \
3971 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3972 # get attack report from base
3973 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3977 # This program originally required input in terms of a (clock)
3978 # direction and distance. Somewhere in history, it was changed to
3979 # cartesian coordinates. So we need to convert. Probably
3980 # "manual" input should still be done this way -- it's a real
3981 # pain if the computer isn't working! Manual mode is still confusing
3982 # because it involves giving x and y motions, yet the coordinates
3983 # are always displayed y - x, where +y is downward!
3985 def getcourse(isprobe, akey):
3986 # get course and distance
3988 dquad = copy.copy(game.quadrant)
3989 navmode = "unspecified"
3993 if game.landed and not isprobe:
3994 prout(_("Dummy! You can't leave standard orbit until you"))
3995 proutn(_("are back aboard the ship."))
3998 while navmode == "unspecified":
3999 if damaged(DNAVSYS):
4001 prout(_("Computer damaged; manual navigation only"))
4003 prout(_("Computer damaged; manual movement only"))
4008 if isprobe and akey != -1:
4009 # For probe launch, use pre-scanned value first time
4013 key = scanner.next()
4015 proutn(_("Manual or automatic- "))
4018 elif key == IHALPHA:
4019 if scanner.sees("manual"):
4021 key = scanner.next()
4023 elif scanner.sees("automatic"):
4024 navmode = "automatic"
4025 key = scanner.next()
4033 prout(_("(Manual navigation assumed.)"))
4035 prout(_("(Manual movement assumed.)"))
4038 if navmode == "automatic":
4041 proutn(_("Target quadrant or quadrant§or- "))
4043 proutn(_("Destination sector or quadrant§or- "))
4046 key = scanner.next()
4050 xi = int(round(scanner.real))-1
4051 key = scanner.next()
4055 xj = int(round(scanner.real))-1
4056 key = scanner.next()
4058 # both quadrant and sector specified
4059 xk = int(round(scanner.real))-1
4060 key = scanner.next()
4064 xl = int(round(scanner.real))-1
4070 # only one pair of numbers was specified
4072 # only quadrant specified -- go to center of dest quad
4075 dsect.y = dsect.x = 4 # preserves 1-origin behavior
4077 # only sector specified
4081 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
4088 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4090 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4091 # the actual deltas get computed here
4092 deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
4093 deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
4096 proutn(_("X and Y displacements- "))
4099 key = scanner.next()
4104 deltax = scanner.real
4105 key = scanner.next()
4109 deltay = scanner.real
4110 # Check for zero movement
4111 if deltax == 0 and deltay == 0:
4114 if itemp == "verbose" and not isprobe:
4116 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4117 # Course actually laid in.
4118 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4119 game.direc = math.atan2(deltax, deltay)*1.90985932
4120 if game.direc < 0.0:
4126 # move under impulse power
4128 if damaged(DIMPULS):
4131 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4133 if game.energy > 30.0:
4134 if not getcourse(isprobe=False, akey=0):
4136 power = 20.0 + 100.0*game.dist
4139 if power >= game.energy:
4140 # Insufficient power for trip
4142 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4143 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4144 if game.energy > 30:
4145 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4146 int(0.01 * (game.energy-20.0)-0.05))
4147 prout(_(" quadrants.\""))
4149 prout(_("quadrant. They are, therefore, useless.\""))
4152 # Make sure enough time is left for the trip
4153 game.optime = game.dist/0.095
4154 if game.optime >= game.state.remtime:
4155 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4156 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4157 proutn(_("we dare spend the time?\" "))
4160 # Activate impulse engines and pay the cost
4161 imove(novapush=False)
4165 power = 20.0 + 100.0*game.dist
4166 game.energy -= power
4167 game.optime = game.dist/0.095
4168 if game.energy <= 0:
4173 # move under warp drive
4174 blooey = False; twarp = False
4175 if not timewarp: # Not WARPX entry
4177 if game.damage[DWARPEN] > 10.0:
4180 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4182 if damaged(DWARPEN) and game.warpfac > 4.0:
4185 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4186 prout(_(" is repaired, I can only give you warp 4.\""))
4188 # Read in course and distance
4189 if not getcourse(isprobe=False, akey=0):
4191 # Make sure starship has enough energy for the trip
4192 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4193 if power >= game.energy:
4194 # Insufficient power for trip
4197 prout(_("Engineering to bridge--"))
4198 if not game.shldup or 0.5*power > game.energy:
4199 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4201 prout(_("We can't do it, Captain. We don't have enough energy."))
4203 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4206 prout(_("if you'll lower the shields."))
4210 prout(_("We haven't the energy to go that far with the shields up."))
4213 # Make sure enough time is left for the trip
4214 game.optime = 10.0*game.dist/game.wfacsq
4215 if game.optime >= 0.8*game.state.remtime:
4217 prout(_("First Officer Spock- \"Captain, I compute that such"))
4218 proutn(_(" a trip would require approximately %2.0f") %
4219 (100.0*game.optime/game.state.remtime))
4220 prout(_(" percent of our"))
4221 proutn(_(" remaining time. Are you sure this is wise?\" "))
4227 if game.warpfac > 6.0:
4228 # Decide if engine damage will occur
4229 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4230 prob = game.dist*square(6.0-game.warpfac)/66.666666666
4231 if prob > randreal():
4233 game.dist = randreal(game.dist)
4234 # Decide if time warp will occur
4235 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4237 if idebug and game.warpfac==10 and not twarp:
4239 proutn("=== Force time warp? ")
4243 # If time warp or engine damage, check path
4244 # If it is obstructed, don't do warp or damage
4245 angle = ((15.0-game.direc)*0.5235998)
4246 deltax = -math.sin(angle)
4247 deltay = math.cos(angle)
4248 if math.fabs(deltax) > math.fabs(deltay):
4249 bigger = math.fabs(deltax)
4251 bigger = math.fabs(deltay)
4255 n = 10.0 * game.dist * bigger +0.5
4258 for l in range(1, n+1):
4263 if not VALID_SECTOR(ix, iy):
4265 if game.quad[ix][iy] != IHDOT:
4268 # Activate Warp Engines and pay the cost
4269 imove(novapush=False)
4272 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4273 if game.energy <= 0:
4275 game.optime = 10.0*game.dist/game.wfacsq
4279 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4281 prout(_("Engineering to bridge--"))
4282 prout(_(" Scott here. The warp engines are damaged."))
4283 prout(_(" We'll have to reduce speed to warp 4."))
4288 # change the warp factor
4294 proutn(_("Warp factor- "))
4299 if game.damage[DWARPEN] > 10.0:
4300 prout(_("Warp engines inoperative."))
4302 if damaged(DWARPEN) and scanner.real > 4.0:
4303 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4304 prout(_(" but right now we can only go warp 4.\""))
4306 if scanner.real > 10.0:
4307 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4309 if scanner.real < 1.0:
4310 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4312 oldfac = game.warpfac
4313 game.warpfac = scanner.real
4314 game.wfacsq=game.warpfac*game.warpfac
4315 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4316 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4319 if game.warpfac < 8.00:
4320 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4322 if game.warpfac == 10.0:
4323 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4325 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4329 # cope with being tossed out of quadrant by supernova or yanked by beam
4331 # is captain on planet?
4333 if damaged(DTRANSP):
4336 prout(_("Scotty rushes to the transporter controls."))
4338 prout(_("But with the shields up it's hopeless."))
4340 prouts(_("His desperate attempt to rescue you . . ."))
4345 prout(_("SUCCEEDS!"))
4348 proutn(_("The crystals mined were "))
4356 # Check to see if captain in shuttle craft
4361 # Inform captain of attempt to reach safety
4365 prouts(_("***RED ALERT! RED ALERT!"))
4369 prout(_(" has stopped in a quadrant containing"))
4370 prouts(_(" a supernova."))
4372 proutn(_("***Emergency automatic override attempts to hurl "))
4375 prout(_("safely out of quadrant."))
4376 if not damaged(DRADIO):
4377 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4378 # Try to use warp engines
4379 if damaged(DWARPEN):
4381 prout(_("Warp engines damaged."))
4384 game.warpfac = randreal(6.0, 8.0)
4385 game.wfacsq = game.warpfac * game.warpfac
4386 prout(_("Warp factor set to %d") % int(game.warpfac))
4387 power = 0.75*game.energy
4388 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4389 distreq = randreal(math.sqrt(2))
4390 if distreq < game.dist:
4392 game.optime = 10.0*game.dist/game.wfacsq
4393 game.direc = randreal(12) # How dumb!
4395 game.inorbit = False
4398 # This is bad news, we didn't leave quadrant.
4402 prout(_("Insufficient energy to leave quadrant."))
4405 # Repeat if another snova
4406 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4408 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4409 finish(FWON) # Snova killed remaining enemy.
4412 # let's do the time warp again
4413 prout(_("***TIME WARP ENTERED."))
4414 if game.state.snap and withprob(0.5):
4416 prout(_("You are traveling backwards in time %d stardates.") %
4417 int(game.state.date-game.snapsht.date))
4418 game.state = game.snapsht
4419 game.state.snap = False
4420 if game.state.remcom:
4421 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4422 schedule(FBATTAK, expran(0.3*game.intime))
4423 schedule(FSNOVA, expran(0.5*game.intime))
4424 # next snapshot will be sooner
4425 schedule(FSNAP, expran(0.25*game.state.remtime))
4427 if game.state.nscrem:
4428 schedule(FSCMOVE, 0.2777)
4432 invalidate(game.battle)
4434 # Make sure Galileo is consistant -- Snapshot may have been taken
4435 # when on planet, which would give us two Galileos!
4437 for l in range(game.inplan):
4438 if game.state.planets[l].known == "shuttle_down":
4440 if game.iscraft == "onship" and game.ship==IHE:
4441 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4442 game.iscraft = "offship"
4443 # Likewise, if in the original time the Galileo was abandoned, but
4444 # was on ship earlier, it would have vanished -- let's restore it.
4445 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4446 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4447 game.iscraft = "onship"
4449 # * There used to be code to do the actual reconstrction here,
4450 # * but the starchart is now part of the snapshotted galaxy state.
4452 prout(_("Spock has reconstructed a correct star chart from memory"))
4454 # Go forward in time
4455 game.optime = -0.5*game.intime*math.log(randreal())
4456 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4457 # cheat to make sure no tractor beams occur during time warp
4458 postpone(FTBEAM, game.optime)
4459 game.damage[DRADIO] += game.optime
4461 events() # Stas Sergeev added this -- do pending events
4464 # launch deep-space probe
4465 # New code to launch a deep space probe
4466 if game.nprobes == 0:
4469 if game.ship == IHE:
4470 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4472 prout(_("Ye Faerie Queene has no deep space probes."))
4477 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4479 if is_scheduled(FDSPROB):
4482 if damaged(DRADIO) and game.condition != "docked":
4483 prout(_("Spock- \"Records show the previous probe has not yet"))
4484 prout(_(" reached its destination.\""))
4486 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4488 key = scanner.next()
4490 # slow mode, so let Kirk know how many probes there are left
4491 if game.nprobes == 1:
4492 prout(_("1 probe left."))
4494 prout(_("%d probes left") % game.nprobes)
4495 proutn(_("Are you sure you want to fire a probe? "))
4498 game.isarmed = False
4499 if key == IHALPHA and scanner.token == "armed":
4501 key = scanner.next()
4503 proutn(_("Arm NOVAMAX warhead? "))
4505 if not getcourse(isprobe=True, akey=key):
4508 angle = ((15.0 - game.direc) * 0.5235988)
4509 game.probeinx = -math.sin(angle)
4510 game.probeiny = math.cos(angle)
4511 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4512 bigger = math.fabs(game.probeinx)
4514 bigger = math.fabs(game.probeiny)
4515 game.probeiny /= bigger
4516 game.probeinx /= bigger
4517 game.proben = 10.0*game.dist*bigger +0.5
4518 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4519 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4520 game.probec = game.quadrant
4521 schedule(FDSPROB, 0.01) # Time to move one sector
4522 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4526 # Here's how the mayday code works:
4528 # First, the closest starbase is selected. If there is a a starbase
4529 # in your own quadrant, you are in good shape. This distance takes
4530 # quadrant distances into account only.
4532 # A magic number is computed based on the distance which acts as the
4533 # probability that you will be rematerialized. You get three tries.
4535 # When it is determined that you should be able to be rematerialized
4536 # (i.e., when the probability thing mentioned above comes up
4537 # positive), you are put into that quadrant (anywhere). Then, we try
4538 # to see if there is a spot adjacent to the star- base. If not, you
4539 # can't be rematerialized!!! Otherwise, it drops you there. It only
4540 # tries five times to find a spot to drop you. After that, it's your
4544 # yell for help from nearest starbase
4545 # There's more than one way to move in this game!
4548 # Test for conditions which prevent calling for help
4549 if game.condition == "docked":
4550 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4553 prout(_("Subspace radio damaged."))
4555 if game.state.rembase==0:
4556 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4559 proutn(_("You must be aboard the "))
4563 # OK -- call for help from nearest starbase
4566 # There's one in this quadrant
4567 ddist = distance(game.base, game.sector)
4570 for m in range(game.state.rembase):
4571 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4575 # Since starbase not in quadrant, set up new quadrant
4576 game.quadrant = game.state.baseq[line]
4578 # dematerialize starship
4579 game.quad[game.sector.x][game.sector.y]=IHDOT
4580 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4582 prout(_(" dematerializes."))
4584 for m in range(1, 5+1):
4585 w = game.base.scatter()
4586 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4587 # found one -- finish up
4590 if not is_valid(game.sector):
4591 prout(_("You have been lost in space..."))
4592 finish(FMATERIALIZE)
4594 # Give starbase three chances to rematerialize starship
4595 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4596 for m in range(1, 3+1):
4597 if m == 1: proutn(_("1st"))
4598 elif m == 2: proutn(_("2nd"))
4599 elif m == 3: proutn(_("3rd"))
4600 proutn(_(" attempt to re-materialize "))
4602 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4605 if randreal() > probf:
4608 curses.delay_output(500)
4611 game.quad[ix][iy]=IHQUEST
4614 setwnd(message_window)
4615 finish(FMATERIALIZE)
4617 game.quad[ix][iy]=game.ship
4619 prout(_("succeeds."))
4623 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4625 # Abandon Ship (the BSD-Trek description)
4627 # The ship is abandoned. If your current ship is the Faire
4628 # Queene, or if your shuttlecraft is dead, you're out of
4629 # luck. You need the shuttlecraft in order for the captain
4630 # (that's you!!) to escape.
4632 # Your crew can beam to an inhabited starsystem in the
4633 # quadrant, if there is one and if the transporter is working.
4634 # If there is no inhabited starsystem, or if the transporter
4635 # is out, they are left to die in outer space.
4637 # If there are no starbases left, you are captured by the
4638 # Klingons, who torture you mercilessly. However, if there
4639 # is at least one starbase, you are returned to the
4640 # Federation in a prisoner of war exchange. Of course, this
4641 # can't happen unless you have taken some prisoners.
4646 if game.condition=="docked":
4648 prout(_("You cannot abandon Ye Faerie Queene."))
4651 # Must take shuttle craft to exit
4652 if game.damage[DSHUTTL]==-1:
4653 prout(_("Ye Faerie Queene has no shuttle craft."))
4655 if game.damage[DSHUTTL]<0:
4656 prout(_("Shuttle craft now serving Big Macs."))
4658 if game.damage[DSHUTTL]>0:
4659 prout(_("Shuttle craft damaged."))
4662 prout(_("You must be aboard the ship."))
4664 if game.iscraft != "onship":
4665 prout(_("Shuttle craft not currently available."))
4667 # Print abandon ship messages
4669 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4671 prouts(_("***ALL HANDS ABANDON SHIP!"))
4673 prout(_("Captain and crew escape in shuttle craft."))
4674 if game.state.rembase==0:
4675 # Oops! no place to go...
4678 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4680 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4681 prout(_("Remainder of ship's complement beam down"))
4682 prout(_("to nearest habitable planet."))
4683 elif q.planet != None and not damaged(DTRANSP):
4684 prout(_("Remainder of ship's complement beam down to %s.") %
4687 prout(_("Entire crew of %d left to die in outer space.") %
4689 game.casual += game.state.crew
4690 game.abandoned += game.state.crew
4692 # If at least one base left, give 'em the Faerie Queene
4694 game.icrystl = False # crystals are lost
4695 game.nprobes = 0 # No probes
4696 prout(_("You are captured by Klingons and released to"))
4697 prout(_("the Federation in a prisoner-of-war exchange."))
4698 nb = randrange(game.state.rembase)
4699 # Set up quadrant and position FQ adjacient to base
4700 if not game.quadrant == game.state.baseq[nb]:
4701 game.quadrant = game.state.baseq[nb]
4702 game.sector.x = game.sector.y = 5
4705 # position next to base by trial and error
4706 game.quad[game.sector.x][game.sector.y] = IHDOT
4707 for l in range(QUADSIZE):
4708 game.sector = game.base.scatter()
4709 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4710 game.quad[game.sector.x][game.sector.y] == IHDOT:
4713 break # found a spot
4714 game.sector.x=QUADSIZE/2
4715 game.sector.y=QUADSIZE/2
4717 # Get new commission
4718 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4719 game.state.crew = FULLCREW
4720 prout(_("Starfleet puts you in command of another ship,"))
4721 prout(_("the Faerie Queene, which is antiquated but,"))
4722 prout(_("still useable."))
4724 prout(_("The dilithium crystals have been moved."))
4726 game.iscraft = "offship" # Galileo disappears
4728 game.condition="docked"
4729 for l in range(NDEVICES):
4730 game.damage[l] = 0.0
4731 game.damage[DSHUTTL] = -1
4732 game.energy = game.inenrg = 3000.0
4733 game.shield = game.inshld = 1250.0
4734 game.torps = game.intorps = 6
4735 game.lsupres=game.inlsr=3.0
4741 # Code from planets.c begins here.
4744 # abort a lengthy operation if an event interrupts it
4747 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4752 # report on (uninhabited) planets in the galaxy
4756 prout(_("Spock- \"Planet report follows, Captain.\""))
4758 for i in range(game.inplan):
4759 if game.state.planets[i].pclass == "destroyed":
4761 if (game.state.planets[i].known != "unknown" \
4762 and not game.state.planets[i].inhabited) \
4765 if idebug and game.state.planets[i].known=="unknown":
4766 proutn("(Unknown) ")
4767 proutn(_("Quadrant %s") % game.state.planets[i].w)
4768 proutn(_(" class "))
4769 proutn(game.state.planets[i].pclass)
4771 if game.state.planets[i].crystals != present:
4773 prout(_("dilithium crystals present."))
4774 if game.state.planets[i].known=="shuttle_down":
4775 prout(_(" Shuttle Craft Galileo on surface."))
4777 prout(_("No information available."))
4780 # enter standard orbit
4784 prout(_("Already in standard orbit."))
4786 if damaged(DWARPEN) and damaged(DIMPULS):
4787 prout(_("Both warp and impulse engines damaged."))
4789 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4791 prout(_(" not adjacent to planet."))
4794 game.optime = randreal(0.02, 0.05)
4795 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4799 game.height = randreal(1400, 8600)
4800 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4805 # examine planets in this quadrant
4806 if damaged(DSRSENS):
4807 if game.options & OPTION_TTY:
4808 prout(_("Short range sensors damaged."))
4810 if game.iplnet == None:
4811 if game.options & OPTION_TTY:
4812 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4814 if game.iplnet.known == "unknown":
4815 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4817 prout(_(" Planet at Sector %s is of class %s.") %
4818 (game.plnet, game.iplnet.pclass))
4819 if game.iplnet.known=="shuttle_down":
4820 prout(_(" Sensors show Galileo still on surface."))
4821 proutn(_(" Readings indicate"))
4822 if game.iplnet.crystals != "present":
4824 prout(_(" dilithium crystals present.\""))
4825 if game.iplnet.known == "unknown":
4826 game.iplnet.known = "known"
4827 elif game.iplnet.inhabited:
4828 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4829 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4832 # use the transporter
4836 if damaged(DTRANSP):
4837 prout(_("Transporter damaged."))
4838 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4840 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4844 if not game.inorbit:
4846 prout(_(" not in standard orbit."))
4849 prout(_("Impossible to transport through shields."))
4851 if game.iplnet.known=="unknown":
4852 prout(_("Spock- \"Captain, we have no information on this planet"))
4853 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4854 prout(_(" you may not go down.\""))
4856 if not game.landed and game.iplnet.crystals=="absent":
4857 prout(_("Spock- \"Captain, I fail to see the logic in"))
4858 prout(_(" exploring a planet with no dilithium crystals."))
4859 proutn(_(" Are you sure this is wise?\" "))
4863 if not (game.options & OPTION_PLAIN):
4864 nrgneed = 50 * game.skill + game.height / 100.0
4865 if nrgneed > game.energy:
4866 prout(_("Engineering to bridge--"))
4867 prout(_(" Captain, we don't have enough energy for transportation."))
4869 if not game.landed and nrgneed * 2 > game.energy:
4870 prout(_("Engineering to bridge--"))
4871 prout(_(" Captain, we have enough energy only to transport you down to"))
4872 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4873 if game.iplnet.known == "shuttle_down":
4874 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4875 proutn(_(" Are you sure this is wise?\" "))
4880 # Coming from planet
4881 if game.iplnet.known=="shuttle_down":
4882 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4886 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4887 prout(_("Landing party assembled, ready to beam up."))
4889 prout(_("Kirk whips out communicator..."))
4890 prouts(_("BEEP BEEP BEEP"))
4892 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4895 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4897 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4899 prout(_("Kirk- \"Energize.\""))
4902 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4905 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4907 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4910 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4911 game.landed = not game.landed
4912 game.energy -= nrgneed
4914 prout(_("Transport complete."))
4915 if game.landed and game.iplnet.known=="shuttle_down":
4916 prout(_("The shuttle craft Galileo is here!"))
4917 if not game.landed and game.imine:
4924 # strip-mine a world for dilithium
4928 prout(_("Mining party not on planet."))
4930 if game.iplnet.crystals == "mined":
4931 prout(_("This planet has already been strip-mined for dilithium."))
4933 elif game.iplnet.crystals == "absent":
4934 prout(_("No dilithium crystals on this planet."))
4937 prout(_("You've already mined enough crystals for this trip."))
4939 if game.icrystl and game.cryprob == 0.05:
4940 proutn(_("With all those fresh crystals aboard the "))
4943 prout(_("there's no reason to mine more at this time."))
4945 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4948 prout(_("Mining operation complete."))
4949 game.iplnet.crystals = "mined"
4950 game.imine = game.ididit = True
4953 # use dilithium crystals
4957 if not game.icrystl:
4958 prout(_("No dilithium crystals available."))
4960 if game.energy >= 1000:
4961 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4962 prout(_(" except when Condition Yellow exists."))
4964 prout(_("Spock- \"Captain, I must warn you that loading"))
4965 prout(_(" raw dilithium crystals into the ship's power"))
4966 prout(_(" system may risk a severe explosion."))
4967 proutn(_(" Are you sure this is wise?\" "))
4972 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4973 prout(_(" Mr. Spock and I will try it.\""))
4975 prout(_("Spock- \"Crystals in place, Sir."))
4976 prout(_(" Ready to activate circuit.\""))
4978 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4980 if with(game.cryprob):
4981 prouts(_(" \"Activating now! - - No good! It's***"))
4983 prouts(_("***RED ALERT! RED A*L********************************"))
4986 prouts(_("****************** KA-BOOM!!!! *******************"))
4990 game.energy += randreal(5000.0, 5500.0)
4991 prouts(_(" \"Activating now! - - "))
4992 prout(_("The instruments"))
4993 prout(_(" are going crazy, but I think it's"))
4994 prout(_(" going to work!! Congratulations, Sir!\""))
4999 # use shuttlecraft for planetary jaunt
5002 if damaged(DSHUTTL):
5003 if game.damage[DSHUTTL] == -1.0:
5004 if game.inorbit and game.iplnet.known == "shuttle_down":
5005 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5007 prout(_("Ye Faerie Queene had no shuttle craft."))
5008 elif game.damage[DSHUTTL] > 0:
5009 prout(_("The Galileo is damaged."))
5010 else: # game.damage[DSHUTTL] < 0
5011 prout(_("Shuttle craft is now serving Big Macs."))
5013 if not game.inorbit:
5015 prout(_(" not in standard orbit."))
5017 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
5018 prout(_("Shuttle craft not currently available."))
5020 if not game.landed and game.iplnet.known=="shuttle_down":
5021 prout(_("You will have to beam down to retrieve the shuttle craft."))
5023 if game.shldup or game.condition == "docked":
5024 prout(_("Shuttle craft cannot pass through shields."))
5026 if game.iplnet.known=="unknown":
5027 prout(_("Spock- \"Captain, we have no information on this planet"))
5028 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5029 prout(_(" you may not fly down.\""))
5031 game.optime = 3.0e-5*game.height
5032 if game.optime >= 0.8*game.state.remtime:
5033 prout(_("First Officer Spock- \"Captain, I compute that such"))
5034 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5035 int(100*game.optime/game.state.remtime))
5036 prout(_("remaining time."))
5037 proutn(_("Are you sure this is wise?\" "))
5043 if game.iscraft == "onship":
5045 if not damaged(DTRANSP):
5046 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5050 proutn(_("Shuttle crew"))
5052 proutn(_("Rescue party"))
5053 prout(_(" boards Galileo and swoops toward planet surface."))
5054 game.iscraft = "offship"
5058 game.iplnet.known="shuttle_down"
5059 prout(_("Trip complete."))
5062 # Ready to go back to ship
5063 prout(_("You and your mining party board the"))
5064 prout(_("shuttle craft for the trip back to the Enterprise."))
5066 prouts(_("The short hop begins . . ."))
5068 game.iplnet.known="known"
5074 game.iscraft = "onship"
5080 prout(_("Trip complete."))
5085 prout(_("Mining party assembles in the hangar deck,"))
5086 prout(_("ready to board the shuttle craft \"Galileo\"."))
5088 prouts(_("The hangar doors open; the trip begins."))
5091 game.iscraft = "offship"
5094 game.iplnet.known = "shuttle_down"
5097 prout(_("Trip complete."))
5101 # use the big zapper
5105 if game.ship != IHE:
5106 prout(_("Ye Faerie Queene has no death ray."))
5108 if len(game.enemies)==0:
5109 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5112 prout(_("Death Ray is damaged."))
5114 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5115 prout(_(" is highly unpredictible. Considering the alternatives,"))
5116 proutn(_(" are you sure this is wise?\" "))
5119 prout(_("Spock- \"Acknowledged.\""))
5122 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5124 prout(_("Crew scrambles in emergency preparation."))
5125 prout(_("Spock and Scotty ready the death ray and"))
5126 prout(_("prepare to channel all ship's power to the device."))
5128 prout(_("Spock- \"Preparations complete, sir.\""))
5129 prout(_("Kirk- \"Engage!\""))
5131 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5134 if game.options & OPTION_PLAIN:
5138 prouts(_("Sulu- \"Captain! It's working!\""))
5140 while len(game.enemies) > 0:
5141 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5142 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5143 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5145 if (game.options & OPTION_PLAIN) == 0:
5146 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5148 prout(_(" is still operational.\""))
5150 prout(_(" has been rendered nonfunctional.\""))
5151 game.damage[DDRAY] = 39.95
5153 r = randreal() # Pick failure method
5155 prouts(_("Sulu- \"Captain! It's working!\""))
5157 prouts(_("***RED ALERT! RED ALERT!"))
5159 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5161 prouts(_("***RED ALERT! RED A*L********************************"))
5164 prouts(_("****************** KA-BOOM!!!! *******************"))
5169 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5171 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5173 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5174 prout(_(" have apparently been transformed into strange mutations."))
5175 prout(_(" Vulcans do not seem to be affected."))
5177 prout(_("Kirk- \"Raauch! Raauch!\""))
5182 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5184 proutn(_("Spock- \"I believe the word is"))
5185 prouts(_(" *ASTONISHING*"))
5186 prout(_(" Mr. Sulu."))
5187 for i in range(QUADSIZE):
5188 for j in range(QUADSIZE):
5189 if game.quad[i][j] == IHDOT:
5190 game.quad[i][j] = IHQUEST
5191 prout(_(" Captain, our quadrant is now infested with"))
5192 prouts(_(" - - - - - - *THINGS*."))
5194 prout(_(" I have no logical explanation.\""))
5196 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5198 prout(_("Scotty- \"There are so many tribbles down here"))
5199 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5203 # Code from reports.c begins here
5205 def attackreport(curt):
5206 # report status of bases under attack
5208 if is_scheduled(FCDBAS):
5209 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5210 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5211 elif game.isatb == 1:
5212 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5213 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5215 prout(_("No Starbase is currently under attack."))
5217 if is_scheduled(FCDBAS):
5218 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5220 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5224 # report on general game status
5226 s1 = "" and game.thawed and _("thawed ")
5227 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5228 s3 = (None, _("novice"). _("fair"),
5229 _("good"), _("expert"), _("emeritus"))[game.skill]
5230 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5231 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5232 prout(_("No plaque is allowed."))
5234 prout(_("This is tournament game %d.") % game.tourn)
5235 prout(_("Your secret password is \"%s\"") % game.passwd)
5236 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5237 (game.inkling + game.incom + game.inscom)))
5238 if game.incom - game.state.remcom:
5239 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5240 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5241 prout(_(", but no Commanders."))
5244 if game.skill > SKILL_FAIR:
5245 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5246 if game.state.rembase != game.inbase:
5248 if game.inbase-game.state.rembase==1:
5249 proutn(_("has been 1 base"))
5251 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5252 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5254 prout(_("There are %d bases.") % game.inbase)
5255 if communicating() or game.iseenit:
5256 # Don't report this if not seen and
5257 # either the radio is dead or not at base!
5261 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5263 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5264 if game.ship == IHE:
5265 proutn(_("You have "))
5267 proutn("%d" % (game.nprobes))
5270 proutn(_(" deep space probe"))
5274 if communicating() and is_scheduled(FDSPROB):
5276 proutn(_("An armed deep space probe is in "))
5278 proutn(_("A deep space probe is in "))
5279 prout("Quadrant %s." % game.probec)
5281 if game.cryprob <= .05:
5282 prout(_("Dilithium crystals aboard ship... not yet used."))
5286 while game.cryprob > ai:
5289 prout(_("Dilithium crystals have been used %d time%s.") % \
5290 (i, (_("s"), "")[i==1]))
5294 # long-range sensor scan
5295 if damaged(DLRSENS):
5296 # Now allow base's sensors if docked
5297 if game.condition != "docked":
5299 prout(_("LONG-RANGE SENSORS DAMAGED."))
5302 prout(_("Starbase's long-range scan"))
5304 prout(_("Long-range scan"))
5305 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5308 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5309 if not VALID_QUADRANT(x, y):
5313 if not damaged(DRADIO):
5314 game.state.galaxy[x][y].charted = True
5315 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5316 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5317 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5318 if not silent and game.state.galaxy[x][y].supernova:
5321 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5329 for i in range(NDEVICES):
5332 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5333 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5335 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5336 game.damage[i]+0.05,
5337 game.docfac*game.damage[i]+0.005))
5339 prout(_("All devices functional."))
5342 # update the chart in the Enterprise's computer from galaxy data
5343 game.lastchart = game.state.date
5344 for i in range(GALSIZE):
5345 for j in range(GALSIZE):
5346 if game.state.galaxy[i][j].charted:
5347 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5348 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5349 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5352 # display the star chart
5354 if (game.options & OPTION_AUTOSCAN):
5356 if not damaged(DRADIO):
5358 if game.lastchart < game.state.date and game.condition == "docked":
5359 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5362 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5363 if game.state.date > game.lastchart:
5364 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5365 prout(" 1 2 3 4 5 6 7 8")
5366 for i in range(GALSIZE):
5367 proutn("%d |" % (i+1))
5368 for j in range(GALSIZE):
5369 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5373 if game.state.galaxy[i][j].supernova:
5375 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5377 elif game.state.galaxy[i][j].charted:
5378 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5382 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5390 def sectscan(goodScan, i, j):
5391 # light up an individual dot in a sector
5392 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5393 if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
5394 if game.condition == "red": textcolor("red")
5395 elif game.condition == "green": textcolor("green")
5396 elif game.condition == "yellow": textcolor("yellow")
5397 elif game.condition == "docked": textcolor("cyan")
5398 elif game.condition == "dead": textcolor("brown")
5399 if game.quad[i][j] != game.ship:
5401 proutn("%c " % game.quad[i][j])
5407 # print status report lines
5409 if not req or req == 1:
5410 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5411 % (game.state.date, game.state.remtime))
5412 if not req or req == 2:
5413 if game.condition != "docked":
5416 for t in range(NDEVICES):
5417 if game.damage[t]>0:
5419 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5420 if not req or req == 3:
5421 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5422 if not req or req == 4:
5423 if damaged(DLIFSUP):
5424 if game.condition == "docked":
5425 s = _("DAMAGED, Base provides")
5427 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5430 prstat(_("Life Support"), s)
5431 if not req or req == 5:
5432 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5433 if not req or req == 6:
5435 if game.icrystl and (game.options & OPTION_SHOWME):
5436 extra = _(" (have crystals)")
5437 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5438 if not req or req == 7:
5439 prstat(_("Torpedoes"), "%d" % (game.torps))
5440 if not req or req == 8:
5441 if damaged(DSHIELD):
5447 data = _(" %d%% %.1f units") \
5448 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5449 prstat(_("Shields"), s+data)
5450 if not req or req == 9:
5451 prstat(_("Klingons Left"), "%d" \
5452 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5453 if not req or req == 10:
5454 if game.options & OPTION_WORLDS:
5455 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5456 if plnet and plnet.inhabited:
5457 prstat(_("Major system"), plnet.name)
5459 prout(_("Sector is uninhabited"))
5460 elif not req or req == 11:
5461 attackreport(not req)
5464 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5465 while scanner.next() == IHEOL:
5466 proutn(_("Information desired? "))
5468 if scanner.token in requests:
5469 status(requests.index(scanner.token))
5471 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5472 prout((" date, condition, position, lsupport, warpfactor,"))
5473 prout((" energy, torpedoes, shields, klingons, system, time."))
5478 if damaged(DSRSENS):
5479 # Allow base's sensors if docked
5480 if game.condition != "docked":
5481 prout(_(" S.R. SENSORS DAMAGED!"))
5484 prout(_(" [Using Base's sensors]"))
5486 prout(_(" Short-range scan"))
5487 if goodScan and not damaged(DRADIO):
5488 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5489 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5490 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5491 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5492 prout(" 1 2 3 4 5 6 7 8 9 10")
5493 if game.condition != "docked":
5495 for i in range(QUADSIZE):
5496 proutn("%2d " % (i+1))
5497 for j in range(QUADSIZE):
5498 sectscan(goodScan, i, j)
5502 # use computer to get estimated time of arrival for a warp jump
5503 w1 = coord(); w2 = coord()
5505 if damaged(DCOMPTR):
5506 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5509 if scanner.next() != IHREAL:
5512 proutn(_("Destination quadrant and/or sector? "))
5513 if scanner.next()!=IHREAL:
5516 w1.y = int(scanner.real-0.5)
5517 if scanner.next() != IHREAL:
5520 w1.x = int(scanner.real-0.5)
5521 if scanner.next() == IHREAL:
5522 w2.y = int(scanner.real-0.5)
5523 if scanner.next() != IHREAL:
5526 w2.x = int(scanner.real-0.5)
5528 if game.quadrant.y>w1.x:
5532 if game.quadrant.x>w1.y:
5536 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5539 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5540 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5543 prout(_("Answer \"no\" if you don't know the value:"))
5546 proutn(_("Time or arrival date? "))
5547 if scanner.next()==IHREAL:
5548 ttime = scanner.real
5549 if ttime > game.state.date:
5550 ttime -= game.state.date # Actually a star date
5551 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5552 if ttime <= 1e-10 or twarp > 10:
5553 prout(_("We'll never make it, sir."))
5560 proutn(_("Warp factor? "))
5561 if scanner.next()== IHREAL:
5563 twarp = scanner.real
5564 if twarp<1.0 or twarp > 10.0:
5568 prout(_("Captain, certainly you can give me one of these."))
5571 ttime = (10.0*game.dist)/square(twarp)
5572 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5573 if tpower >= game.energy:
5574 prout(_("Insufficient energy, sir."))
5575 if not game.shldup or tpower > game.energy*2.0:
5578 proutn(_("New warp factor to try? "))
5579 if scanner.next() == IHREAL:
5581 twarp = scanner.real
5582 if twarp<1.0 or twarp > 10.0:
5590 prout(_("But if you lower your shields,"))
5591 proutn(_("remaining"))
5594 proutn(_("Remaining"))
5595 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5597 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5599 prout(_("Any warp speed is adequate."))
5601 prout(_("Minimum warp needed is %.2f,") % (twarp))
5602 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5603 if game.state.remtime < ttime:
5604 prout(_("Unfortunately, the Federation will be destroyed by then."))
5606 prout(_("You'll be taking risks at that speed, Captain"))
5607 if (game.isatb==1 and game.state.kscmdr == w1 and \
5608 scheduled(FSCDBAS)< ttime+game.state.date) or \
5609 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5610 prout(_("The starbase there will be destroyed by then."))
5611 proutn(_("New warp factor to try? "))
5612 if scanner.next() == IHREAL:
5614 twarp = scanner.real
5615 if twarp<1.0 or twarp > 10.0:
5624 # Code from setup.c begins here
5627 # issue a historically correct banner
5629 prout(_("-SUPER- STAR TREK"))
5631 # From the FORTRAN original
5632 # prout(_("Latest update-21 Sept 78"))
5638 scanner.token = "emsave.trk"
5640 key = scanner.next()
5642 proutn(_("File name: "))
5643 key = scanner.next()
5648 if '.' not in scanner.token:
5649 scanner.token += ".trk"
5651 fp = open(scanner.token, "wb")
5653 prout(_("Can't freeze game as file %s") % scanner.token)
5655 cPickle.dump(game, fp)
5659 # retrieve saved game
5660 game.passwd[0] = '\0'
5661 key = scanner.next()
5663 proutn(_("File name: "))
5664 key = scanner.next()
5669 if '.' not in scanner.token:
5670 scanner.token += ".trk"
5672 fp = open(scanner.token, "rb")
5674 prout(_("Can't thaw game in %s") % scanner.token)
5676 game = cPickle.load(fp)
5680 # I used <http://www.memory-alpha.org> to find planets
5681 # with references in ST:TOS. Eath and the Alpha Centauri
5682 # Colony have been omitted.
5684 # Some planets marked Class G and P here will be displayed as class M
5685 # because of the way planets are generated. This is a known bug.
5688 _("Andoria (Fesoan)"), # several episodes
5689 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5690 _("Vulcan (T'Khasi)"), # many episodes
5691 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5692 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5693 _("Ardana"), # TOS: "The Cloud Minders"
5694 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5695 _("Gideon"), # TOS: "The Mark of Gideon"
5696 _("Aldebaran III"), # TOS: "The Deadly Years"
5697 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5698 _("Altair IV"), # TOS: "Amok Time
5699 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5700 _("Benecia"), # TOS: "The Conscience of the King"
5701 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5702 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5703 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5704 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5705 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5706 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5707 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5708 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5709 _("Ingraham B"), # TOS: "Operation: Annihilate"
5710 _("Janus IV"), # TOS: "The Devil in the Dark"
5711 _("Makus III"), # TOS: "The Galileo Seven"
5712 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5713 _("Omega IV"), # TOS: "The Omega Glory"
5714 _("Regulus V"), # TOS: "Amok Time
5715 _("Deneva"), # TOS: "Operation -- Annihilate!"
5716 # Worlds from BSD Trek
5717 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5718 _("Beta III"), # TOS: "The Return of the Archons"
5719 _("Triacus"), # TOS: "And the Children Shall Lead",
5720 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5722 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5723 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5724 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5725 # _("Izar"), # TOS: "Whom Gods Destroy"
5726 # _("Tiburon"), # TOS: "The Way to Eden"
5727 # _("Merak II"), # TOS: "The Cloud Minders"
5728 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5729 # _("Iotia"), # TOS: "A Piece of the Action"
5733 _("S. R. Sensors"), \
5734 _("L. R. Sensors"), \
5736 _("Photon Tubes"), \
5737 _("Life Support"), \
5738 _("Warp Engines"), \
5739 _("Impulse Engines"), \
5741 _("Subspace Radio"), \
5742 _("Shuttle Craft"), \
5744 _("Navigation System"), \
5746 _("Shield Control"), \
5752 # prepare to play, set up cosmos
5754 # Decide how many of everything
5756 return # frozen game
5757 # Prepare the Enterprise
5758 game.alldone = game.gamewon = False
5760 game.state.crew = FULLCREW
5761 game.energy = game.inenrg = 5000.0
5762 game.shield = game.inshld = 2500.0
5763 game.shldchg = False
5767 game.quadrant = randplace(GALSIZE)
5768 game.sector = randplace(QUADSIZE)
5769 game.torps = game.intorps = 10
5770 game.nprobes = randrange(2, 5)
5772 game.wfacsq = game.warpfac * game.warpfac
5773 for i in range(NDEVICES):
5774 game.damage[i] = 0.0
5775 # Set up assorted game parameters
5776 game.battle = coord()
5777 game.state.date = game.indate = 100.0 * randreal(20, 51)
5778 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5779 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5780 game.isatb = game.state.nplankl = 0
5781 game.state.starkl = game.state.basekl = 0
5782 game.iscraft = "onship"
5786 for i in range(GALSIZE):
5787 for j in range(GALSIZE):
5788 quad = game.state.galaxy[i][j]
5793 quad.starbase = False
5794 quad.supernova = False
5795 quad.status = "secure"
5796 # Initialize times for extraneous events
5797 schedule(FSNOVA, expran(0.5 * game.intime))
5798 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5799 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5800 schedule(FBATTAK, expran(0.3*game.intime))
5802 if game.state.nscrem:
5803 schedule(FSCMOVE, 0.2777)
5808 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5809 schedule(FDISTR, expran(1.0 + game.intime))
5814 # Starchart is functional but we've never seen it
5815 game.lastchart = FOREVER
5816 # Put stars in the galaxy
5818 for i in range(GALSIZE):
5819 for j in range(GALSIZE):
5820 k = randrange(1, QUADSIZE**2/10+1)
5822 game.state.galaxy[i][j].stars = k
5823 # Locate star bases in galaxy
5824 for i in range(game.inbase):
5827 w = randplace(GALSIZE)
5828 if not game.state.galaxy[w.x][w.y].starbase:
5831 # C version: for (j = i-1; j > 0; j--)
5832 # so it did them in the opposite order.
5833 for j in range(1, i):
5834 # Improved placement algorithm to spread out bases
5835 distq = w.distance(game.state.baseq[j])
5836 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5839 prout("=== Abandoning base #%d at %s" % (i, w))
5841 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5843 prout("=== Saving base #%d, close to #%d" % (i, j))
5846 game.state.baseq[i] = w
5847 game.state.galaxy[w.x][w.y].starbase = True
5848 game.state.chart[w.x][w.y].starbase = True
5849 # Position ordinary Klingon Battle Cruisers
5851 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5852 if klumper > MAXKLQUAD:
5856 klump = (1.0 - r*r)*klumper
5861 w = randplace(GALSIZE)
5862 if not game.state.galaxy[w.x][w.y].supernova and \
5863 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5865 game.state.galaxy[w.x][w.y].klingons += int(klump)
5868 # Position Klingon Commander Ships
5869 for i in range(1, game.incom+1):
5871 w = randplace(GALSIZE)
5872 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
5873 not game.state.galaxy[w.x][w.y].supernova and \
5874 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
5875 not w in game.state.kcmdr[:i]:
5877 game.state.galaxy[w.x][w.y].klingons += 1
5878 game.state.kcmdr[i] = w
5879 # Locate planets in galaxy
5880 for i in range(game.inplan):
5882 w = randplace(GALSIZE)
5883 if game.state.galaxy[w.x][w.y].planet == None:
5887 new.crystals = "absent"
5888 if (game.options & OPTION_WORLDS) and i < NINHAB:
5889 new.pclass = "M" # All inhabited planets are class M
5890 new.crystals = "absent"
5892 new.name = systnames[i]
5893 new.inhabited = True
5895 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5897 new.crystals = "present"
5898 new.known = "unknown"
5899 new.inhabited = False
5900 game.state.galaxy[w.x][w.y].planet = new
5901 game.state.planets.append(new)
5903 for i in range(game.state.nromrem):
5904 w = randplace(GALSIZE)
5905 game.state.galaxy[w.x][w.y].romulans += 1
5906 # Locate the Super Commander
5907 if game.state.nscrem > 0:
5909 w = randplace(GALSIZE)
5910 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
5912 game.state.kscmdr = w
5913 game.state.galaxy[w.x][w.y].klingons += 1
5914 # Place thing (in tournament game, we don't want one!)
5916 if game.tourn is None:
5917 thing = randplace(GALSIZE)
5919 game.state.snap = False
5920 if game.skill == SKILL_NOVICE:
5921 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5922 prout(_("a deadly Klingon invasion force. As captain of the United"))
5923 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5924 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5925 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5926 prout(_("your mission. As you proceed you may be given more time."))
5928 prout(_("You will have %d supporting starbases.") % (game.inbase))
5929 proutn(_("Starbase locations- "))
5931 prout(_("Stardate %d.") % int(game.state.date))
5933 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5934 prout(_("An unknown number of Romulans."))
5935 if game.state.nscrem:
5936 prout(_("And one (GULP) Super-Commander."))
5937 prout(_("%d stardates.") % int(game.intime))
5938 proutn(_("%d starbases in ") % game.inbase)
5939 for i in range(game.inbase):
5940 proutn(`game.state.baseq[i]`)
5943 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5944 proutn(_(" Sector %s") % game.sector)
5946 prout(_("Good Luck!"))
5947 if game.state.nscrem:
5948 prout(_(" YOU'LL NEED IT."))
5951 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5953 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5954 attack(torps_ok=False)
5957 # choose your game type
5962 game.skill = SKILL_NONE
5964 if not scanner.inqueue: # Can start with command line options
5965 proutn(_("Would you like a regular, tournament, or saved game? "))
5967 if len(scanner.token)==0: # Try again
5969 if scanner.sees("tournament"):
5970 while scanner.next() == IHEOL:
5971 proutn(_("Type in tournament number-"))
5972 if scanner.real == 0:
5974 continue # We don't want a blank entry
5975 game.tourn = int(round(scanner.real))
5976 random.seed(scanner.real)
5978 logfp.write("# random.seed(%d)\n" % scanner.real)
5980 if scanner.sees("saved") or scanner.sees("frozen"):
5984 if game.passwd == None:
5986 if not game.alldone:
5987 game.thawed = True # No plaque if not finished
5991 if scanner.sees("regular"):
5993 proutn(_("What is \"%s\"?"), scanner.token)
5995 while game.length==0 or game.skill==SKILL_NONE:
5996 if scanner.next() == IHALPHA:
5997 if scanner.sees("short"):
5999 elif scanner.sees("medium"):
6001 elif scanner.sees("long"):
6003 elif scanner.sees("novice"):
6004 game.skill = SKILL_NOVICE
6005 elif scanner.sees("fair"):
6006 game.skill = SKILL_FAIR
6007 elif scanner.sees("good"):
6008 game.skill = SKILL_GOOD
6009 elif scanner.sees("expert"):
6010 game.skill = SKILL_EXPERT
6011 elif scanner.sees("emeritus"):
6012 game.skill = SKILL_EMERITUS
6014 proutn(_("What is \""))
6015 proutn(scanner.token)
6020 proutn(_("Would you like a Short, Medium, or Long game? "))
6021 elif game.skill == SKILL_NONE:
6022 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6023 # Choose game options -- added by ESR for SST2K
6024 if scanner.next() != IHALPHA:
6026 proutn(_("Choose your game style (or just press enter): "))
6028 if scanner.sees("plain"):
6029 # Approximates the UT FORTRAN version.
6030 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6031 game.options |= OPTION_PLAIN
6032 elif scanner.sees("almy"):
6033 # Approximates Tom Almy's version.
6034 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6035 game.options |= OPTION_ALMY
6036 elif scanner.sees("fancy"):
6038 elif len(scanner.token):
6039 proutn(_("What is \"%s\"?") % scanner.token)
6041 if game.passwd == "debug":
6043 fputs("=== Debug mode enabled\n", sys.stdout)
6045 # Use parameters to generate initial values of things
6046 game.damfac = 0.5 * game.skill
6047 game.state.rembase = randrange(BASEMIN, BASEMAX+1)
6048 game.inbase = game.state.rembase
6050 if game.options & OPTION_PLANETS:
6051 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
6052 if game.options & OPTION_WORLDS:
6053 game.inplan += int(NINHAB)
6054 game.state.nromrem = game.inrom = randrange(2 *game.skill)
6055 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6056 game.state.remtime = 7.0 * game.length
6057 game.intime = game.state.remtime
6058 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
6059 game.incom = int(game.skill + 0.0625*game.inkling*randreal())
6060 game.state.remcom = min(10, game.incom)
6061 game.incom = game.state.remcom
6062 game.state.remres = (game.inkling+4*game.incom)*game.intime
6063 game.inresor = game.state.remres
6064 if game.inkling > 50:
6065 game.state.rembase += 1
6066 game.inbase = game.state.rembase
6069 def dropin(iquad=None):
6070 # drop a feature on a random dot in the current quadrant
6073 w = randplace(QUADSIZE)
6074 if game.quad[w.x][w.y] == IHDOT:
6076 if iquad is not None:
6077 game.quad[w.x][w.y] = iquad
6081 # update our alert status
6082 game.condition = "green"
6083 if game.energy < 1000.0:
6084 game.condition = "yellow"
6085 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6086 game.condition = "red"
6088 game.condition="dead"
6091 # drop new Klingon into current quadrant
6092 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
6095 # set up a new state of quadrant, for when we enter or re-enter it
6099 game.comhere = False
6104 game.inorbit = False
6106 game.ientesc = False
6107 game.iseenit = False
6108 # Create a blank quadrant
6109 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
6111 # Attempt to escape Super-commander, so tbeam back!
6114 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6115 # cope with supernova
6118 game.klhere = q.klingons
6119 game.irhere = q.romulans
6121 game.quad[game.sector.x][game.sector.y] = game.ship
6124 # Position ordinary Klingons
6125 for i in range(game.klhere):
6127 # If we need a commander, promote a Klingon
6128 for i in range(game.state.remcom):
6129 if game.state.kcmdr[i] == game.quadrant:
6130 e = game.enemies[game.klhere-1]
6131 game.quad[e.kloc.x][e.kloc.y] = IHC
6132 e.kpower = randreal(950,1350) + 50.0*game.skill
6135 # If we need a super-commander, promote a Klingon
6136 if game.quadrant == game.state.kscmdr:
6138 game.quad[e.kloc.x][e.kloc.y] = IHS
6139 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
6140 game.iscate = (game.state.remkl > 1)
6142 # Put in Romulans if needed
6143 for i in range(game.klhere, len(game.enemies)):
6144 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6145 # If quadrant needs a starbase, put it in
6147 game.base = dropin(IHB)
6148 # If quadrant needs a planet, put it in
6150 game.iplnet = q.planet
6151 if not q.planet.inhabited:
6152 game.plnet = dropin(IHP)
6154 game.plnet = dropin(IHW)
6155 # Check for condition
6158 if game.irhere > 0 and game.klhere == 0:
6160 if not damaged(DRADIO):
6162 prout(_("LT. Uhura- \"Captain, an urgent message."))
6163 prout(_(" I'll put it on audio.\" CLICK"))
6165 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6166 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6168 # Put in THING if needed
6169 if thing == game.quadrant:
6170 enemy(type=IHQUEST, loc=dropin(),
6171 power=randreal(6000,6500.0)+250.0*game.skill)
6172 if not damaged(DSRSENS):
6174 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6175 prout(_(" Please examine your short-range scan.\""))
6176 # Decide if quadrant needs a Tholian; lighten up if skill is low
6177 if game.options & OPTION_THOLIAN:
6178 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6179 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6180 (game.skill > SKILL_GOOD and withprob(0.08)):
6183 w.x = withprob(0.5) * (QUADSIZE-1)
6184 w.y = withprob(0.5) * (QUADSIZE-1)
6185 if game.quad[w.x][w.y] == IHDOT:
6187 game.tholian = enemy(type=IHT, loc=w,
6188 power=randrange(100, 500) + 25.0*game.skill)
6189 # Reserve unoccupied corners
6190 if game.quad[0][0]==IHDOT:
6191 game.quad[0][0] = 'X'
6192 if game.quad[0][QUADSIZE-1]==IHDOT:
6193 game.quad[0][QUADSIZE-1] = 'X'
6194 if game.quad[QUADSIZE-1][0]==IHDOT:
6195 game.quad[QUADSIZE-1][0] = 'X'
6196 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6197 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6198 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6199 # And finally the stars
6200 for i in range(q.stars):
6202 # Put in a few black holes
6203 for i in range(1, 3+1):
6206 # Take out X's in corners if Tholian present
6208 if game.quad[0][0]=='X':
6209 game.quad[0][0] = IHDOT
6210 if game.quad[0][QUADSIZE-1]=='X':
6211 game.quad[0][QUADSIZE-1] = IHDOT
6212 if game.quad[QUADSIZE-1][0]=='X':
6213 game.quad[QUADSIZE-1][0] = IHDOT
6214 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6215 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6218 # set the self-destruct password
6219 if game.options & OPTION_PLAIN:
6222 proutn(_("Please type in a secret password- "))
6224 game.passwd = scanner.token
6225 if game.passwd != None:
6230 game.passwd += chr(ord('a')+randrange(26))
6232 # Code from sst.c begins here
6235 "SRSCAN": OPTION_TTY,
6236 "STATUS": OPTION_TTY,
6237 "REQUEST": OPTION_TTY,
6238 "LRSCAN": OPTION_TTY,
6251 "SENSORS": OPTION_PLANETS,
6252 "ORBIT": OPTION_PLANETS,
6253 "TRANSPORT": OPTION_PLANETS,
6254 "MINE": OPTION_PLANETS,
6255 "CRYSTALS": OPTION_PLANETS,
6256 "SHUTTLE": OPTION_PLANETS,
6257 "PLANETS": OPTION_PLANETS,
6262 "PROBE": OPTION_PROBE,
6264 "FREEZE": 0, # Synonym for SAVE
6270 "SOS": 0, # Synonym for MAYDAY
6271 "CALL": 0, # Synonym for MAYDAY
6278 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6281 # generate a list of legal commands
6283 proutn(_("LEGAL COMMANDS ARE:"))
6284 for key in commands:
6288 proutn("%-12s " % key)
6293 # browse on-line help
6294 # Give help on commands
6295 key = scanner.next()
6298 setwnd(prompt_window)
6299 proutn(_("Help on what command? "))
6300 key = scanner.next()
6301 setwnd(message_window)
6304 if scanner.token in commands or scanner.token == "ABBREV":
6311 cmd = scanner.token.upper()
6313 fp = open(SSTDOC, "r")
6316 fp = open(DOC_NAME, "r")
6318 prout(_("Spock- \"Captain, that information is missing from the"))
6319 proutn(_(" computer. You need to find "))
6321 prout(_(" and put it in the"))
6322 proutn(_(" current directory or to "))
6326 # This used to continue: "You need to find SST.DOC and put
6327 # it in the current directory."
6331 linebuf = fp.readline()
6333 prout(_("Spock- \"Captain, there is no information on that command.\""))
6336 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6337 linebuf = linebuf[3:].strip()
6341 prout(_("Spock- \"Captain, I've found the following information:\""))
6343 while linebuf in fp:
6344 if "******" in linebuf:
6350 # command-interpretation loop
6353 setwnd(message_window)
6354 while True: # command loop
6356 while True: # get a command
6361 setwnd(prompt_window)
6364 if scanner.next() == IHEOL:
6365 if game.options & OPTION_CURSES:
6368 elif scanner.token == "":
6372 setwnd(message_window)
6374 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6376 if len(candidates) == 1:
6379 elif candidates and not (game.options & OPTION_PLAIN):
6380 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6384 if cmd == "SRSCAN": # srscan
6386 elif cmd == "STATUS": # status
6388 elif cmd == "REQUEST": # status request
6390 elif cmd == "LRSCAN": # long range scan
6391 lrscan(silent=False)
6392 elif cmd == "PHASERS": # phasers
6396 elif cmd == "TORPEDO": # photon torpedos
6400 elif cmd == "MOVE": # move under warp
6402 elif cmd == "SHIELDS": # shields
6403 doshield(shraise=False)
6406 game.shldchg = False
6407 elif cmd == "DOCK": # dock at starbase
6410 attack(torps_ok=False)
6411 elif cmd == "DAMAGES": # damage reports
6413 elif cmd == "CHART": # chart
6415 elif cmd == "IMPULSE": # impulse
6417 elif cmd == "REST": # rest
6421 elif cmd == "WARP": # warp
6423 elif cmd == "SCORE": # score
6425 elif cmd == "SENSORS": # sensors
6427 elif cmd == "ORBIT": # orbit
6431 elif cmd == "TRANSPORT": # transport "beam"
6433 elif cmd == "MINE": # mine
6437 elif cmd == "CRYSTALS": # crystals
6441 elif cmd == "SHUTTLE": # shuttle
6445 elif cmd == "PLANETS": # Planet list
6447 elif cmd == "REPORT": # Game Report
6449 elif cmd == "COMPUTER": # use COMPUTER!
6451 elif cmd == "COMMANDS":
6453 elif cmd == "EMEXIT": # Emergency exit
6454 clrscr() # Hide screen
6455 freeze(True) # forced save
6456 raise SysExit,1 # And quick exit
6457 elif cmd == "PROBE":
6458 probe() # Launch probe
6461 elif cmd == "ABANDON": # Abandon Ship
6463 elif cmd == "DESTRUCT": # Self Destruct
6465 elif cmd == "SAVE": # Save Game
6468 if game.skill > SKILL_GOOD:
6469 prout(_("WARNING--Saved games produce no plaques!"))
6470 elif cmd == "DEATHRAY": # Try a desparation measure
6474 elif cmd == "DEBUGCMD": # What do we want for debug???
6476 elif cmd == "MAYDAY": # Call for help
6481 game.alldone = True # quit the game
6486 break # Game has ended
6487 if game.optime != 0.0:
6490 break # Events did us in
6491 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6494 if hitme and not game.justin:
6495 attack(torps_ok=True)
6498 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6510 if cmd == IHR: s = _("Romulan")
6511 elif cmd == IHK: s = _("Klingon")
6512 elif cmd == IHC: s = _("Commander")
6513 elif cmd == IHS: s = _("Super-commander")
6514 elif cmd == IHSTAR: s = _("Star")
6515 elif cmd == IHP: s = _("Planet")
6516 elif cmd == IHB: s = _("Starbase")
6517 elif cmd == IHBLANK: s = _("Black hole")
6518 elif cmd == IHT: s = _("Tholian")
6519 elif cmd == IHWEB: s = _("Tholian web")
6520 elif cmd == IHQUEST: s = _("Stranger")
6521 elif cmd == IHW: s = _("Inhabited World")
6522 else: s = "Unknown??"
6525 def crmena(stars, enemy, loctype, w):
6526 # print an enemy and his location
6532 if loctype == "quadrant":
6533 buf = _("Quadrant ")
6534 elif loctype == "sector":
6539 # print our ship name
6540 if game.ship == IHE:
6542 elif game.ship == IHF:
6543 s = _("Faerie Queene")
6549 # print a line of stars
6550 prouts("******************************************************")
6554 return -avrage*math.log(1e-7 + randreal())
6556 def randplace(size):
6557 # choose a random location
6559 w.x = randrange(size)
6560 w.y = randrange(size)
6570 # Get a token from the user
6573 # Fill the token quue if nothing here
6574 while self.inqueue == None:
6576 if curwnd==prompt_window:
6578 setwnd(message_window)
6582 # Skip leading white space
6583 line = line.lstrip()
6587 self.inqueue = line.lstrip().split() + [IHEOL]
6588 # From here on in it's all looking at the queue
6589 self.token = self.inqueue.pop(0)
6590 if self.token == IHEOL:
6594 self.real = float(self.token)
6600 self.token = self.token.lower()
6604 def push(self, toklist):
6605 self.inqueue += toklist
6607 # Demand input for next scan
6609 self.real = self.token = None
6611 # return IHEOL next time
6613 self.real = self.token = None
6615 # compares s to item and returns true if it matches to the length of s
6616 return s.startswith(self.token)
6618 # Round token value to nearest integer
6619 return int(round(scanner.real + 0.5))
6622 # yes-or-no confirmation
6627 if scanner.token == 'y':
6629 if scanner.token == 'n':
6631 proutn(_("Please answer with \"y\" or \"n\": "))
6634 # complain about unparseable input
6637 prout(_("Beg your pardon, Captain?"))
6641 # access to the internals for debugging
6642 proutn("Reset levels? ")
6644 if game.energy < game.inenrg:
6645 game.energy = game.inenrg
6646 game.shield = game.inshld
6647 game.torps = game.intorps
6648 game.lsupres = game.inlsr
6649 proutn("Reset damage? ")
6651 for i in range(NDEVICES):
6652 if game.damage[i] > 0.0:
6653 game.damage[i] = 0.0
6654 proutn("Toggle debug flag? ")
6658 prout("Debug output ON")
6660 prout("Debug output OFF")
6661 proutn("Cause selective damage? ")
6663 for i in range(NDEVICES):
6668 key = scanner.next()
6669 if key == IHALPHA and scanner.sees("y"):
6670 game.damage[i] = 10.0
6671 proutn("Examine/change events? ")
6676 FSNOVA: "Supernova ",
6679 FBATTAK: "Base Attack ",
6680 FCDBAS: "Base Destroy ",
6681 FSCMOVE: "SC Move ",
6682 FSCDBAS: "SC Base Destroy ",
6683 FDSPROB: "Probe Move ",
6684 FDISTR: "Distress Call ",
6685 FENSLV: "Enslavement ",
6686 FREPRO: "Klingon Build ",
6688 for i in range(1, NEVENTS):
6691 proutn("%.2f" % (scheduled(i)-game.state.date))
6692 if i == FENSLV or i == FREPRO:
6694 proutn(" in %s" % ev.quadrant)
6699 key = scanner.next()
6704 ev = schedule(i, scanner.real)
6705 if i == FENSLV or i == FREPRO:
6707 proutn("In quadrant- ")
6708 key = scanner.next()
6709 # IHEOL says to leave coordinates as they are
6712 prout("Event %d canceled, no x coordinate." % (i))
6715 w.x = int(round(scanner.real))
6716 key = scanner.next()
6718 prout("Event %d canceled, no y coordinate." % (i))
6721 w.y = int(round(scanner.real))
6724 proutn("Induce supernova here? ")
6726 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6729 if __name__ == '__main__':
6731 global line, thing, game, idebug
6737 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6738 # Disable curses mode until the game logic is working.
6739 # if os.getenv("TERM"):
6740 # game.options |= OPTION_CURSES | OPTION_SHOWME
6742 game.options |= OPTION_TTY
6743 seed = int(time.time())
6744 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6745 for (switch, val) in options:
6748 replayfp = open(val, "r")
6750 sys.stderr.write("sst: can't open replay file %s\n" % val)
6753 line = replayfp.readline().strip()
6754 (leader, key, seed) = line.split()
6756 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6757 line = replayfp.readline().strip()
6758 arguments += line.split()[2:]
6760 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6762 game.options |= OPTION_TTY
6763 game.options &=~ OPTION_CURSES
6764 elif switch == '-t':
6765 game.options |= OPTION_TTY
6766 game.options &=~ OPTION_CURSES
6767 elif switch == '-x':
6770 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6772 # where to save the input in case of bugs
6774 logfp = open("/usr/tmp/sst-input.log", "w")
6776 sys.stderr.write("sst: warning, can't open logfile\n")
6778 logfp.write("# seed %s\n" % seed)
6779 logfp.write("# options %s\n" % " ".join(arguments))
6781 scanner = sstscanner()
6782 scanner.push(arguments)
6785 while True: # Play a game
6786 setwnd(fullscreen_window)
6792 game.alldone = False
6798 if game.tourn and game.alldone:
6799 proutn(_("Do you want your score recorded?"))
6804 proutn(_("Do you want to play again? "))
6808 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6812 except KeyboardInterrupt: