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
204 # These functions hide the difference between 0-origin and 1-origin addressing.
205 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
206 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
208 def square(i): return ((i)*(i))
209 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
210 def invalidate(w): w.x = w.y = 0
211 def is_valid(w): return (w.x != 0 and w.y != 0)
213 # How to represent features
238 def __init__(self, x=None, y=None):
241 def invalidate(self):
242 self.x = self.y = None
244 return self.x != None and self.y != None
245 def __eq__(self, other):
246 return other != None and self.x == other.y and self.x == other.y
247 def __add__(self, other):
248 return coord(self.x+self.x, self.y+self.y)
249 def __sub__(self, other):
250 return coord(self.x-self.x, self.y-self.y)
251 def distance(self, other):
252 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
258 s.x = self.x / abs(self.x)
262 s.y = self.y / abs(self.y)
266 s.x = self.x + randrange(-1, 2)
267 s.y = self.y + randrange(-1, 2)
272 if self.x == None or self.y == None:
274 return "%s - %s" % (self.x+1, self.y+1)
279 self.name = None # string-valued if inhabited
280 self.w = coord() # quadrant located
281 self.pclass = None # could be ""M", "N", "O", or "destroyed"
282 self.crystals = "absent"# could be "mined", "present", "absent"
283 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
284 self.inhabited = False # is it inhabites?
295 self.supernova = None
297 self.status = None # Could be "secure", "distressed", "enslaved"
305 def fill2d(size, fillfun):
306 "Fill an empty list in 2D."
308 for i in range(size):
310 for j in range(size):
311 lst[i].append(fillfun(i, j))
316 self.snap = False # snapshot taken
317 self.crew = 0 # crew complement
318 self.remkl = 0 # remaining klingons
319 self.remcom = 0 # remaining commanders
320 self.nscrem = 0 # remaining super commanders
321 self.rembase = 0 # remaining bases
322 self.starkl = 0 # destroyed stars
323 self.basekl = 0 # destroyed bases
324 self.nromrem = 0 # Romulans remaining
325 self.nplankl = 0 # destroyed uninhabited planets
326 self.nworldkl = 0 # destroyed inhabited planets
327 self.planets = [] # Planet information
328 self.date = 0.0 # stardate
329 self.remres = 0 # remaining resources
330 self.remtime = 0 # remaining time
331 self.baseq = [] # Base quadrant coordinates
332 for i in range(BASEMAX):
333 self.baseq.append(coord())
334 self.kcmdr = [] # Commander quadrant coordinates
335 for i in range(QUADSIZE):
336 self.kcmdr.append(coord())
337 self.kscmdr = coord() # Supercommander quadrant coordinates
338 # the galaxy (subscript 0 not used)
339 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
340 # the starchart (subscript 0 not used)
341 self.chart = fill2d(GALSIZE, lambda i, j: page())
345 self.date = None # A real number
346 self.quadrant = None # A coord structure
349 OPTION_ALL = 0xffffffff
350 OPTION_TTY = 0x00000001 # old interface
351 OPTION_CURSES = 0x00000002 # new interface
352 OPTION_IOMODES = 0x00000003 # cover both interfaces
353 OPTION_PLANETS = 0x00000004 # planets and mining
354 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
355 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
356 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
357 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
358 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
359 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
360 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
361 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
362 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
363 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
364 OPTION_PLAIN = 0x01000000 # user chose plain game
365 OPTION_ALMY = 0x02000000 # user chose Almy variant
384 NDEVICES= 16 # Number of devices
393 def damaged(dev): return (game.damage[dev] != 0.0)
394 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
396 # Define future events
397 FSPY = 0 # Spy event happens always (no future[] entry)
398 # can cause SC to tractor beam Enterprise
399 FSNOVA = 1 # Supernova
400 FTBEAM = 2 # Commander tractor beams Enterprise
401 FSNAP = 3 # Snapshot for time warp
402 FBATTAK = 4 # Commander attacks base
403 FCDBAS = 5 # Commander destroys base
404 FSCMOVE = 6 # Supercommander moves (might attack base)
405 FSCDBAS = 7 # Supercommander destroys base
406 FDSPROB = 8 # Move deep space probe
407 FDISTR = 9 # Emit distress call from an inhabited world
408 FENSLV = 10 # Inhabited word is enslaved */
409 FREPRO = 11 # Klingons build a ship in an enslaved system
413 # abstract out the event handling -- underlying data structures will change
414 # when we implement stateful events
416 def findevent(evtype): return game.future[evtype]
419 def __init__(self, type=None, loc=None, power=None):
424 self.kpower = power # enemy energy level
425 game.enemies.append(self)
427 motion = (loc != self.kloc)
428 if self.kloc.x is not None and self.kloc.y is not None:
429 game.quad[self.kloc.x][self.kloc.y] = IHDOT
432 game.quad[self.kloc.x][self.kloc.y] = self.type
433 self.kdist = self.kavgd = distance(game.sector, loc)
435 self.kloc = coord() # enemy sector location
436 self.kdist = self.kavgd = None
437 game.enemies.remove(self)
440 return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
444 self.options = None # Game options
445 self.state = snapshot() # A snapshot structure
446 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
447 self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
448 self.damage = [0.0] * NDEVICES # damage encountered
449 self.future = [] # future events
450 for i in range(NEVENTS):
451 self.future.append(event())
452 self.passwd = None; # Self Destruct password
454 self.quadrant = None # where we are in the large
455 self.sector = None # where we are in the small
456 self.tholian = None # Tholian enemy object
457 self.base = None # position of base in current quadrant
458 self.battle = None # base coordinates being attacked
459 self.plnet = None # location of planet in quadrant
460 self.probec = None # current probe quadrant
461 self.gamewon = False # Finished!
462 self.ididit = False # action taken -- allows enemy to attack
463 self.alive = False # we are alive (not killed)
464 self.justin = False # just entered quadrant
465 self.shldup = False # shields are up
466 self.shldchg = False # shield is changing (affects efficiency)
467 self.comhere = False # commander here
468 self.ishere = False # super-commander in quadrant
469 self.iscate = False # super commander is here
470 self.ientesc = False # attempted escape from supercommander
471 self.resting = False # rest time
472 self.icraft = False # Kirk in Galileo
473 self.landed = False # party on planet (true), on ship (false)
474 self.alldone = False # game is now finished
475 self.neutz = False # Romulan Neutral Zone
476 self.isarmed = False # probe is armed
477 self.inorbit = False # orbiting a planet
478 self.imine = False # mining
479 self.icrystl = False # dilithium crystals aboard
480 self.iseenit = False # seen base attack report
481 self.thawed = False # thawed game
482 self.condition = None # "green", "yellow", "red", "docked", "dead"
483 self.iscraft = None # "onship", "offship", "removed"
484 self.skill = None # Player skill level
485 self.inkling = 0 # initial number of klingons
486 self.inbase = 0 # initial number of bases
487 self.incom = 0 # initial number of commanders
488 self.inscom = 0 # initial number of commanders
489 self.inrom = 0 # initial number of commanders
490 self.instar = 0 # initial stars
491 self.intorps = 0 # initial/max torpedoes
492 self.torps = 0 # number of torpedoes
493 self.ship = 0 # ship type -- 'E' is Enterprise
494 self.abandoned = 0 # count of crew abandoned in space
495 self.length = 0 # length of game
496 self.klhere = 0 # klingons here
497 self.casual = 0 # causalties
498 self.nhelp = 0 # calls for help
499 self.nkinks = 0 # count of energy-barrier crossings
500 self.iplnet = None # planet # in quadrant
501 self.inplan = 0 # initial planets
502 self.irhere = 0 # Romulans in quadrant
503 self.isatb = 0 # =1 if super commander is attacking base
504 self.tourn = None # tournament number
505 self.proben = 0 # number of moves for probe
506 self.nprobes = 0 # number of probes available
507 self.inresor = 0.0 # initial resources
508 self.intime = 0.0 # initial time
509 self.inenrg = 0.0 # initial/max energy
510 self.inshld = 0.0 # initial/max shield
511 self.inlsr = 0.0 # initial life support resources
512 self.indate = 0.0 # initial date
513 self.energy = 0.0 # energy level
514 self.shield = 0.0 # shield level
515 self.warpfac = 0.0 # warp speed
516 self.wfacsq = 0.0 # squared warp factor
517 self.lsupres = 0.0 # life support reserves
518 self.dist = 0.0 # movement distance
519 self.direc = 0.0 # movement direction
520 self.optime = 0.0 # time taken by current operation
521 self.docfac = 0.0 # repair factor when docking (constant?)
522 self.damfac = 0.0 # damage factor
523 self.lastchart = 0.0 # time star chart was last updated
524 self.cryprob = 0.0 # probability that crystal will work
525 self.probex = 0.0 # location of probe
527 self.probeinx = 0.0 # probe x,y increment
528 self.probeiny = 0.0 #
529 self.height = 0.0 # height of orbit around planet
531 # Stas thinks this should be (C expression):
532 # game.state.remkl + game.state.remcom > 0 ?
533 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
534 # He says the existing expression is prone to divide-by-zero errors
535 # after killing the last klingon when score is shown -- perhaps also
536 # if the only remaining klingon is SCOM.
537 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
538 # From enumerated type 'feature'
559 # From enumerated type 'FINTYPE'
583 # From enumerated type 'COLORS'
602 # Log the results of pulling random numbers so we can check determinism.
608 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
611 def randrange(*args):
612 v = random.randrange(*args)
613 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
619 v *= args[0] # returns from [0, a1)
621 v = args[0] + v*args[1] # returns from [a1, a2)
622 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
625 # Code from ai.c begins here
627 def tryexit(enemy, look, irun):
628 # a bad guy attempts to bug out
630 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
631 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
632 if not VALID_QUADRANT(iq.x,iq.y) or \
633 game.state.galaxy[iq.x][iq.y].supernova or \
634 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
635 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
636 if enemy.type == IHR:
637 return False; # Romulans cannot escape!
639 # avoid intruding on another commander's territory
640 if enemy.type == IHC:
641 for n in range(game.state.remcom):
642 if game.state.kcmdr[n] == iq:
644 # refuse to leave if currently attacking starbase
645 if game.battle == game.quadrant:
647 # don't leave if over 1000 units of energy
648 if enemy.kpower > 1000.0:
650 # print escape message and move out of quadrant.
651 # we know this if either short or long range sensors are working
652 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
653 game.condition == "docked":
654 crmena(True, enemy.type, "sector", enemy.kloc)
655 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
656 # handle local matters related to escape
659 if game.condition != "docked":
661 # Handle global matters related to escape
662 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
663 game.state.galaxy[iq.x][iq.y].klingons += 1
669 schedule(FSCMOVE, 0.2777)
673 for n in range(game.state.remcom):
674 if game.state.kcmdr[n] == game.quadrant:
675 game.state.kcmdr[n]=iq
678 return True; # success
681 # The bad-guy movement algorithm:
683 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
684 # If both are operating full strength, force is 1000. If both are damaged,
685 # force is -1000. Having shields down subtracts an additional 1000.
687 # 2. Enemy has forces equal to the energy of the attacker plus
688 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
689 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
691 # Attacker Initial energy levels (nominal):
692 # Klingon Romulan Commander Super-Commander
693 # Novice 400 700 1200
695 # Good 450 800 1300 1750
696 # Expert 475 850 1350 1875
697 # Emeritus 500 900 1400 2000
698 # VARIANCE 75 200 200 200
700 # Enemy vessels only move prior to their attack. In Novice - Good games
701 # only commanders move. In Expert games, all enemy vessels move if there
702 # is a commander present. In Emeritus games all enemy vessels move.
704 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
705 # forces are 1000 greater than Enterprise.
707 # Agressive action on average cuts the distance between the ship and
708 # the enemy to 1/4 the original.
710 # 4. At lower energy advantage, movement units are proportional to the
711 # advantage with a 650 advantage being to hold ground, 800 to move forward
712 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
714 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
715 # retreat, especially at high skill levels.
717 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
720 def movebaddy(enemy):
721 # tactical movement for the bad guys
722 next = coord(); look = coord()
724 # This should probably be just game.comhere + game.ishere
725 if game.skill >= SKILL_EXPERT:
726 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
728 nbaddys = game.comhere + game.ishere
730 mdist = int(dist1 + 0.5); # Nearest integer distance
731 # If SC, check with spy to see if should hi-tail it
732 if enemy.type==IHS and \
733 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
737 # decide whether to advance, retreat, or hold position
738 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
740 forces += 1000; # Good for enemy if shield is down!
741 if not damaged(DPHASER) or not damaged(DPHOTON):
742 if damaged(DPHASER): # phasers damaged
745 forces -= 0.2*(game.energy - 2500.0)
746 if damaged(DPHOTON): # photon torpedoes damaged
749 forces -= 50.0*game.torps
751 # phasers and photon tubes both out!
754 if forces <= 1000.0 and game.condition != "docked": # Typical situation
755 motion = ((forces + randreal(200))/150.0) - 5.0
757 if forces > 1000.0: # Very strong -- move in for kill
758 motion = (1.0-square(randreal()))*dist1 + 1.0
759 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
760 motion -= game.skill*(2.0-square(randreal()))
762 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
763 # don't move if no motion
766 # Limit motion according to skill
767 if abs(motion) > game.skill:
772 # calculate preferred number of steps
777 if motion > 0 and nsteps > mdist:
778 nsteps = mdist; # don't overshoot
779 if nsteps > QUADSIZE:
780 nsteps = QUADSIZE; # This shouldn't be necessary
782 nsteps = 1; # This shouldn't be necessary
784 proutn("NSTEPS = %d:" % nsteps)
785 # Compute preferred values of delta X and Y
786 m = game.sector - enemy.kloc
787 if 2.0 * abs(m.x) < abs(m.y):
789 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
803 for ll in range(nsteps):
805 proutn(" %d" % (ll+1))
806 # Check if preferred position available
817 attempts = 0; # Settle mysterious hang problem
818 while attempts < 20 and not success:
820 if look.x < 0 or look.x >= QUADSIZE:
821 if motion < 0 and tryexit(enemy, look, irun):
823 if krawlx == m.x or m.y == 0:
825 look.x = next.x + krawlx
827 elif look.y < 0 or look.y >= QUADSIZE:
828 if motion < 0 and tryexit(enemy, look, irun):
830 if krawly == m.y or m.x == 0:
832 look.y = next.y + krawly
834 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
835 # See if enemy should ram ship
836 if game.quad[look.x][look.y] == game.ship and \
837 (enemy.type == IHC or enemy.type == IHS):
838 collision(rammed=True, enemy=enemy)
840 if krawlx != m.x and m.y != 0:
841 look.x = next.x + krawlx
843 elif krawly != m.y and m.x != 0:
844 look.y = next.y + krawly
847 break; # we have failed
859 if not damaged(DSRSENS) or game.condition == "docked":
862 proutn(_(" from Sector %s") % enemy.kloc)
863 if enemy.kdist < dist1:
864 proutn(_(" advances to "))
866 proutn(_(" retreats to "))
867 prout("Sector %s." % next)
870 # Klingon tactical movement
873 # Figure out which Klingon is the commander (or Supercommander)
876 for enemy in game.enemies:
877 if enemy.type == IHC:
880 for enemy in game.enemies:
881 if enemy.type == IHS:
884 # If skill level is high, move other Klingons and Romulans too!
885 # Move these last so they can base their actions on what the
887 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
888 for enemy in game.enemies:
889 if enemy.type in (IHK, IHR):
891 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
893 def movescom(iq, avoid):
894 # commander movement helper
895 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
896 game.state.galaxy[iq.x][iq.y].supernova or \
897 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
900 # Avoid quadrants with bases if we want to avoid Enterprise
901 for i in range(game.state.rembase):
902 if game.state.baseq[i] == iq:
904 if game.justin and not game.iscate:
907 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
908 game.state.kscmdr = iq
909 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
911 # SC has scooted, Remove him from current quadrant
917 for enemy in game.enemies:
918 if enemy.type == IHS:
922 if game.condition != "docked":
924 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
925 # check for a helpful planet
926 for i in range(game.inplan):
927 if game.state.planets[i].w == game.state.kscmdr and \
928 game.state.planets[i].crystals == "present":
930 game.state.planets[i].pclass = "destroyed"
931 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
934 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
935 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
936 prout(_(" by the Super-commander.\""))
938 return False; # looks good!
940 def supercommander():
941 # move the Super Commander
942 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
945 prout("== SUPERCOMMANDER")
946 # Decide on being active or passive
947 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 \
948 (game.state.date-game.indate) < 3.0)
949 if not game.iscate and avoid:
950 # compute move away from Enterprise
951 idelta = game.state.kscmdr-game.quadrant
952 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
954 idelta.x = game.state.kscmdr.y-game.quadrant.y
955 idelta.y = game.quadrant.x-game.state.kscmdr.x
957 # compute distances to starbases
958 if game.state.rembase <= 0:
962 sc = game.state.kscmdr
963 for i in range(game.state.rembase):
964 basetbl.append((i, distance(game.state.baseq[i], sc)))
965 if game.state.rembase > 1:
966 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
967 # look for nearest base without a commander, no Enterprise, and
968 # without too many Klingons, and not already under attack.
969 ifindit = iwhichb = 0
970 for i2 in range(game.state.rembase):
971 i = basetbl[i2][0]; # bug in original had it not finding nearest
972 ibq = game.state.baseq[i]
973 if ibq == game.quadrant or ibq == game.battle or \
974 game.state.galaxy[ibq.x][ibq.y].supernova or \
975 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
977 # if there is a commander, and no other base is appropriate,
978 # we will take the one with the commander
979 for j in range(game.state.remcom):
980 if ibq == game.state.kcmdr[j] and ifindit!= 2:
984 if j > game.state.remcom: # no commander -- use this one
989 return # Nothing suitable -- wait until next time
990 ibq = game.state.baseq[iwhichb]
991 # decide how to move toward base
992 idelta = ibq - game.state.kscmdr
993 # Maximum movement is 1 quadrant in either or both axes
994 idelta = idelta.sgn()
995 # try moving in both x and y directions
996 # there was what looked like a bug in the Almy C code here,
997 # but it might be this translation is just wrong.
998 iq = game.state.kscmdr + idelta
999 if movescom(iq, avoid):
1000 # failed -- try some other maneuvers
1001 if idelta.x==0 or idelta.y==0:
1002 # attempt angle move
1004 iq.y = game.state.kscmdr.y + 1
1005 if movescom(iq, avoid):
1006 iq.y = game.state.kscmdr.y - 1
1009 iq.x = game.state.kscmdr.x + 1
1010 if movescom(iq, avoid):
1011 iq.x = game.state.kscmdr.x - 1
1014 # try moving just in x or y
1015 iq.y = game.state.kscmdr.y
1016 if movescom(iq, avoid):
1017 iq.y = game.state.kscmdr.y + idelta.y
1018 iq.x = game.state.kscmdr.x
1021 if game.state.rembase == 0:
1024 for i in range(game.state.rembase):
1025 ibq = game.state.baseq[i]
1026 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1029 return # no, don't attack base!
1030 game.iseenit = False
1032 schedule(FSCDBAS, randreal(1.0, 3.0))
1033 if is_scheduled(FCDBAS):
1034 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1035 if not communicating():
1039 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1040 % game.state.kscmdr)
1041 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1042 proutn(_(" It can survive until stardate %d.\"") \
1043 % int(scheduled(FSCDBAS)))
1044 if not game.resting:
1046 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1049 game.resting = False
1050 game.optime = 0.0; # actually finished
1052 # Check for intelligence report
1055 (not communicating()) or \
1056 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1059 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1060 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1065 if not game.tholian or game.justin:
1067 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1068 idx = 0; idy = QUADSIZE-1
1069 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1070 idx = QUADSIZE-1; idy = QUADSIZE-1
1071 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1072 idx = QUADSIZE-1; idy = 0
1073 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1076 # something is wrong!
1079 # do nothing if we are blocked
1080 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
1082 game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
1083 if game.tholian.kloc.x != idx:
1085 im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x)
1086 while game.tholian.kloc.x != idx:
1087 game.tholian.kloc.x += im
1088 if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
1089 game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
1090 elif game.tholian.kloc.y != idy:
1092 im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y)
1093 while game.tholian.kloc.y != idy:
1094 game.tholian.kloc.y += im
1095 if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
1096 game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
1097 game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT
1098 #game.enemies[-1].kloc = game.tholian #FIXME
1099 # check to see if all holes plugged
1100 for i in range(QUADSIZE):
1101 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1103 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1105 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1107 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1109 # All plugged up -- Tholian splits
1110 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1112 crmena(True, IHT, "sector", game.tholian)
1113 prout(_(" completes web."))
1114 game.tholian.move(None)
1117 # Code from battle.c begins here
1119 def doshield(shraise):
1120 # change shield status
1128 if isit("transfer"):
1132 if damaged(DSHIELD):
1133 prout(_("Shields damaged and down."))
1140 proutn(_("Do you wish to change shield energy? "))
1142 proutn(_("Energy to transfer to shields- "))
1144 elif damaged(DSHIELD):
1145 prout(_("Shields damaged and down."))
1148 proutn(_("Shields are up. Do you want them down? "))
1155 proutn(_("Shields are down. Do you want them up? "))
1161 if action == "SHUP": # raise shields
1163 prout(_("Shields already up."))
1167 if game.condition != "docked":
1169 prout(_("Shields raised."))
1170 if game.energy <= 0:
1172 prout(_("Shields raising uses up last of energy."))
1177 elif action == "SHDN":
1179 prout(_("Shields already down."))
1183 prout(_("Shields lowered."))
1186 elif action == "NRG":
1187 while scan() != IHREAL:
1189 proutn(_("Energy to transfer to shields- "))
1193 if aaitem > game.energy:
1194 prout(_("Insufficient ship energy."))
1197 if game.shield+aaitem >= game.inshld:
1198 prout(_("Shield energy maximized."))
1199 if game.shield+aaitem > game.inshld:
1200 prout(_("Excess energy requested returned to ship energy"))
1201 game.energy -= game.inshld-game.shield
1202 game.shield = game.inshld
1204 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
1205 # Prevent shield drain loophole
1207 prout(_("Engineering to bridge--"))
1208 prout(_(" Scott here. Power circuit problem, Captain."))
1209 prout(_(" I can't drain the shields."))
1212 if game.shield+aaitem < 0:
1213 prout(_("All shield energy transferred to ship."))
1214 game.energy += game.shield
1217 proutn(_("Scotty- \""))
1219 prout(_("Transferring energy to shields.\""))
1221 prout(_("Draining energy from shields.\""))
1222 game.shield += aaitem
1223 game.energy -= aaitem
1227 # choose a device to damage, at random.
1229 # Quoth Eric Allman in the code of BSD-Trek:
1230 # "Under certain conditions you can get a critical hit. This
1231 # sort of hit damages devices. The probability that a given
1232 # device is damaged depends on the device. Well protected
1233 # devices (such as the computer, which is in the core of the
1234 # ship and has considerable redundancy) almost never get
1235 # damaged, whereas devices which are exposed (such as the
1236 # warp engines) or which are particularly delicate (such as
1237 # the transporter) have a much higher probability of being
1240 # This is one place where OPTION_PLAIN does not restore the
1241 # original behavior, which was equiprobable damage across
1242 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1243 # and have done with it. Also, in the original game, DNAVYS
1244 # and DCOMPTR were the same device.
1246 # Instead, we use a table of weights similar to the one from BSD Trek.
1247 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1248 # We don't have a cloaking device. The shuttle got the allocation
1249 # for the cloaking device, then we shaved a half-percent off
1250 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1253 105, # DSRSENS: short range scanners 10.5%
1254 105, # DLRSENS: long range scanners 10.5%
1255 120, # DPHASER: phasers 12.0%
1256 120, # DPHOTON: photon torpedoes 12.0%
1257 25, # DLIFSUP: life support 2.5%
1258 65, # DWARPEN: warp drive 6.5%
1259 70, # DIMPULS: impulse engines 6.5%
1260 145, # DSHIELD: deflector shields 14.5%
1261 30, # DRADIO: subspace radio 3.0%
1262 45, # DSHUTTL: shuttle 4.5%
1263 15, # DCOMPTR: computer 1.5%
1264 20, # NAVCOMP: navigation system 2.0%
1265 75, # DTRANSP: transporter 7.5%
1266 20, # DSHCTRL: high-speed shield controller 2.0%
1267 10, # DDRAY: death ray 1.0%
1268 30, # DDSP: deep-space probes 3.0%
1270 idx = randrange(1000) # weights must sum to 1000
1272 for (i, w) in enumerate(weights):
1276 return None; # we should never get here
1278 def collision(rammed, enemy):
1279 # collision handling
1280 prouts(_("***RED ALERT! RED ALERT!"))
1282 prout(_("***COLLISION IMMINENT."))
1286 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1288 proutn(_(" rammed by "))
1291 crmena(False, enemy.type, "sector", enemy.kloc)
1293 proutn(_(" (original position)"))
1295 deadkl(enemy.kloc, enemy.type, game.sector)
1298 prout(_(" heavily damaged."))
1299 icas = randrange(10, 30)
1300 prout(_("***Sickbay reports %d casualties"), icas)
1302 game.state.crew -= icas
1304 # In the pre-SST2K version, all devices got equiprobably damaged,
1305 # which was silly. Instead, pick up to half the devices at
1306 # random according to our weighting table,
1308 ncrits = randrange(NDEVICES/2)
1309 for m in range(ncrits):
1311 if game.damage[dev] < 0:
1313 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1314 # Damage for at least time of travel!
1315 game.damage[dev] += game.optime + extradm
1317 prout(_("***Shields are down."))
1318 if game.state.remkl + game.state.remcom + game.state.nscrem:
1325 def torpedo(course, r, incoming, i, n):
1326 # let a photon torpedo fly
1329 ac = course + 0.25*r
1330 angle = (15.0-ac)*0.5235988
1331 bullseye = (15.0 - course)*0.5235988
1332 deltax = -math.sin(angle);
1333 deltay = math.cos(angle);
1334 x = incoming.x; y = incoming.y
1335 w = coord(); jw = coord()
1336 w.x = w.y = jw.x = jw.y = 0
1337 bigger = max(math.fabs(deltax), math.fabs(deltay))
1340 if not damaged(DSRSENS) or game.condition=="docked":
1341 setwnd(srscan_window)
1343 setwnd(message_window)
1344 # Loop to move a single torpedo
1345 for l in range(1, 15+1):
1350 if not VALID_SECTOR(w.x, w.y):
1352 iquad=game.quad[w.x][w.y]
1353 tracktorpedo(w, l, i, n, iquad)
1357 setwnd(message_window)
1358 if damaged(DSRSENS) and not game.condition=="docked":
1359 skip(1); # start new line after text track
1360 if iquad in (IHE, IHF): # Hit our ship
1362 proutn(_("Torpedo hits "))
1365 hit = 700.0 + randreal(100) - \
1366 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1367 newcnd(); # we're blown out of dock
1368 # We may be displaced.
1369 if game.landed or game.condition=="docked":
1370 return hit # Cheat if on a planet
1371 ang = angle + 2.5*(randreal()-0.5)
1372 temp = math.fabs(math.sin(ang))
1373 if math.fabs(math.cos(ang)) > temp:
1374 temp = math.fabs(math.cos(ang))
1375 xx = -math.sin(ang)/temp
1376 yy = math.cos(ang)/temp
1377 jw.x = int(w.x+xx+0.5)
1378 jw.y = int(w.y+yy+0.5)
1379 if not VALID_SECTOR(jw.x, jw.y):
1381 if game.quad[jw.x][jw.y]==IHBLANK:
1384 if game.quad[jw.x][jw.y]!=IHDOT:
1385 # can't move into object
1390 elif iquad in (IHC, IHS): # Hit a commander
1392 crmena(True, iquad, "sector", w)
1393 prout(_(" uses anti-photon device;"))
1394 prout(_(" torpedo neutralized."))
1396 elif iquad in (IHR, IHK): # Hit a regular enemy
1398 for enemy in game.enemies:
1399 if w == game.enemies[ll].kloc:
1401 kp = math.fabs(e.kpower)
1402 h1 = 700.0 + randrange(100) - \
1403 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1407 if enemy.kpower < 0:
1411 if enemy.kpower == 0:
1414 crmena(True, iquad, "sector", w)
1415 # If enemy damaged but not destroyed, try to displace
1416 ang = angle + 2.5*(randreal()-0.5)
1417 temp = math.fabs(math.sin(ang))
1418 if math.fabs(math.cos(ang)) > temp:
1419 temp = math.fabs(math.cos(ang))
1420 xx = -math.sin(ang)/temp
1421 yy = math.cos(ang)/temp
1424 if not VALID_SECTOR(jw.x, jw.y):
1425 prout(_(" damaged but not destroyed."))
1427 if game.quad[jw.x][jw.y]==IHBLANK:
1428 prout(_(" buffeted into black hole."))
1429 deadkl(w, iquad, jw)
1431 if game.quad[jw.x][jw.y]!=IHDOT:
1432 # can't move into object
1433 prout(_(" damaged but not destroyed."))
1435 proutn(_(" damaged--"))
1439 elif iquad == IHB: # Hit a base
1441 prout(_("***STARBASE DESTROYED.."))
1442 for ll in range(game.state.rembase):
1443 if game.state.baseq[ll] == game.quadrant:
1444 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1446 game.quad[w.x][w.y]=IHDOT
1447 game.state.rembase -= 1
1448 game.base.x=game.base.y=0
1449 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1450 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1451 game.state.basekl += 1
1454 elif iquad == IHP: # Hit a planet
1455 crmena(True, iquad, "sector", w)
1456 prout(_(" destroyed."))
1457 game.state.nplankl += 1
1458 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1459 game.iplnet.pclass = "destroyed"
1461 invalidate(game.plnet)
1462 game.quad[w.x][w.y] = IHDOT
1464 # captain perishes on planet
1467 elif iquad == IHW: # Hit an inhabited world -- very bad!
1468 crmena(True, iquad, "sector", w)
1469 prout(_(" destroyed."))
1470 game.state.nworldkl += 1
1471 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1472 game.iplnet.pclass = "destroyed"
1474 invalidate(game.plnet)
1475 game.quad[w.x][w.y] = IHDOT
1477 # captain perishes on planet
1479 prout(_("You have just destroyed an inhabited planet."))
1480 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1482 elif iquad == IHSTAR: # Hit a star
1486 crmena(True, IHSTAR, "sector", w)
1487 prout(_(" unaffected by photon blast."))
1489 elif iquad == IHQUEST: # Hit a thingy
1490 if not (game.options & OPTION_THINGY) or withprob(0.3):
1492 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1494 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1496 proutn(_("Mr. Spock-"))
1497 prouts(_(" \"Fascinating!\""))
1502 # Stas Sergeev added the possibility that
1503 # you can shove the Thingy and piss it off.
1504 # It then becomes an enemy and may fire at you.
1509 elif iquad == IHBLANK: # Black hole
1511 crmena(True, IHBLANK, "sector", w)
1512 prout(_(" swallows torpedo."))
1514 elif iquad == IHWEB: # hit the web
1516 prout(_("***Torpedo absorbed by Tholian web."))
1518 elif iquad == IHT: # Hit a Tholian
1519 h1 = 700.0 + randrange(100) - \
1520 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1523 game.quad[w.x][w.y] = IHDOT
1528 crmena(True, IHT, "sector", w)
1530 prout(_(" survives photon blast."))
1532 prout(_(" disappears."))
1533 game.tholian.move(None)
1534 game.quad[w.x][w.y] = IHWEB
1539 proutn("Don't know how to handle torpedo collision with ")
1540 crmena(True, iquad, "sector", w)
1544 if curwnd!=message_window:
1545 setwnd(message_window)
1547 game.quad[w.x][w.y]=IHDOT
1548 game.quad[jw.x][jw.y]=iquad
1549 prout(_(" displaced by blast to Sector %s ") % jw)
1550 for ll in range(len(game.enemies)):
1551 game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
1552 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1555 prout(_("Torpedo missed."))
1559 # critical-hit resolution
1560 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1562 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1563 proutn(_("***CRITICAL HIT--"))
1564 # Select devices and cause damage
1566 for loop1 in range(ncrit):
1569 # Cheat to prevent shuttle damage unless on ship
1570 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1573 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1574 game.damage[j] += extradm
1576 for (i, j) in enumerate(cdam):
1578 if skipcount % 3 == 2 and i < len(cdam)-1:
1583 prout(_(" damaged."))
1584 if damaged(DSHIELD) and game.shldup:
1585 prout(_("***Shields knocked down."))
1588 def attack(torps_ok):
1589 # bad guy attacks us
1590 # torps_ok == False forces use of phasers in an attack
1591 attempt = False; ihurt = False;
1592 hitmax=0.0; hittot=0.0; chgfac=1.0
1594 # game could be over at this point, check
1598 prout("=== ATTACK!")
1599 # Tholian gets to move before attacking
1602 # if you have just entered the RNZ, you'll get a warning
1603 if game.neutz: # The one chance not to be attacked
1606 # commanders get a chance to tac-move towards you
1607 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1609 # if no enemies remain after movement, we're done
1610 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1612 # set up partial hits if attack happens during shield status change
1613 pfac = 1.0/game.inshld
1615 chgfac = 0.25 + randreal(0.5)
1617 # message verbosity control
1618 if game.skill <= SKILL_FAIR:
1620 for enemy in game.enemies:
1621 if enemy.kpower < 0:
1622 continue; # too weak to attack
1623 # compute hit strength and diminish shield power
1625 # Increase chance of photon torpedos if docked or enemy energy is low
1626 if game.condition == "docked":
1628 if enemy.kpower < 500:
1630 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1632 # different enemies have different probabilities of throwing a torp
1633 usephasers = not torps_ok or \
1634 (enemy.type == IHK and r > 0.0005) or \
1635 (enemy.type==IHC and r > 0.015) or \
1636 (enemy.type==IHR and r > 0.3) or \
1637 (enemy.type==IHS and r > 0.07) or \
1638 (enemy.type==IHQUEST and r > 0.05)
1639 if usephasers: # Enemy uses phasers
1640 if game.condition == "docked":
1641 continue; # Don't waste the effort!
1642 attempt = True; # Attempt to attack
1643 dustfac = 0.8 + randreal(0.5)
1644 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1645 enemy.kpower *= 0.75
1646 else: # Enemy uses photon torpedo
1647 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1649 proutn(_("***TORPEDO INCOMING"))
1650 if not damaged(DSRSENS):
1652 crmena(False, enemy.type, where, enemy.kloc)
1655 r = (randreal()+randreal())*0.5 - 0.5
1656 r += 0.002*enemy.kpower*r
1657 hit = torpedo(course, r, enemy.kloc, 1, 1)
1658 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1659 finish(FWON); # Klingons did themselves in!
1660 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1661 return # Supernova or finished
1664 # incoming phaser or torpedo, shields may dissipate it
1665 if game.shldup or game.shldchg or game.condition=="docked":
1666 # shields will take hits
1667 propor = pfac * game.shield
1668 if game.condition =="docked":
1672 hitsh = propor*chgfac*hit+1.0
1674 if absorb > game.shield:
1675 absorb = game.shield
1676 game.shield -= absorb
1678 # taking a hit blasts us out of a starbase dock
1679 if game.condition == "docked":
1681 # but the shields may take care of it
1682 if propor > 0.1 and hit < 0.005*game.energy:
1684 # hit from this opponent got through shields, so take damage
1686 proutn(_("%d unit hit") % int(hit))
1687 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1688 proutn(_(" on the "))
1690 if not damaged(DSRSENS) and usephasers:
1692 crmena(False, enemy.type, where, enemy.kloc)
1694 # Decide if hit is critical
1700 if game.energy <= 0:
1701 # Returning home upon your shield, not with it...
1704 if not attempt and game.condition == "docked":
1705 prout(_("***Enemies decide against attacking your ship."))
1706 percent = 100.0*pfac*game.shield+0.5
1708 # Shields fully protect ship
1709 proutn(_("Enemy attack reduces shield strength to "))
1711 # Print message if starship suffered hit(s)
1713 proutn(_("Energy left %2d shields ") % int(game.energy))
1716 elif not damaged(DSHIELD):
1719 proutn(_("damaged, "))
1720 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1721 # Check if anyone was hurt
1722 if hitmax >= 200 or hittot >= 500:
1723 icas = randrange(hittot * 0.015)
1726 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1727 prout(_(" in that last attack.\""))
1729 game.state.crew -= icas
1730 # After attack, reset average distance to enemies
1731 for enemy in game.enemies:
1732 enemy.kavgd = enemy.kdist
1733 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1736 def deadkl(w, type, mv):
1737 # kill a Klingon, Tholian, Romulan, or Thingy
1738 # Added mv to allow enemy to "move" before dying
1739 crmena(True, type, "sector", mv)
1740 # Decide what kind of enemy it is and update appropriately
1742 # chalk up a Romulan
1743 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1745 game.state.nromrem -= 1
1749 elif type == IHQUEST:
1754 # Some type of a Klingon
1755 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1758 game.comhere = False
1759 for i in range(game.state.remcom):
1760 if game.state.kcmdr[i] == game.quadrant:
1762 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1763 game.state.kcmdr[game.state.remcom].x = 0
1764 game.state.kcmdr[game.state.remcom].y = 0
1765 game.state.remcom -= 1
1767 if game.state.remcom != 0:
1768 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1769 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1772 game.state.remkl -= 1
1774 game.state.nscrem -= 1
1776 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1780 # For each kind of enemy, finish message to player
1781 prout(_(" destroyed."))
1782 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1785 # Remove enemy ship from arrays describing local conditions
1786 for e in game.enemies:
1792 def targetcheck(x, y):
1793 # Return None if target is invalid
1794 if not VALID_SECTOR(x, y):
1797 deltx = 0.1*(y - game.sector.y)
1798 delty = 0.1*(x - game.sector.x)
1799 if deltx==0 and delty== 0:
1801 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1802 prout(_(" I recommend an immediate review of"))
1803 prout(_(" the Captain's psychological profile.\""))
1806 return 1.90985932*math.atan2(deltx, delty)
1809 # launch photon torpedo
1811 if damaged(DPHOTON):
1812 prout(_("Photon tubes damaged."))
1816 prout(_("No torpedoes left."))
1825 prout(_("%d torpedoes left.") % game.torps)
1826 proutn(_("Number of torpedoes to fire- "))
1828 else: # key == IHREAL {
1830 if n <= 0: # abort command
1835 prout(_("Maximum of 3 torpedoes per burst."))
1842 for i in range(1, n+1):
1844 if i==1 and key == IHEOL:
1845 break; # we will try prompting
1846 if i==2 and key == IHEOL:
1847 # direct all torpedoes at one target
1849 targ[i][1] = targ[1][1]
1850 targ[i][2] = targ[1][2]
1851 course[i] = course[1]
1863 course[i] = targetcheck(targ[i][1], targ[i][2])
1864 if course[i] == None:
1867 if i == 1 and key == IHEOL:
1868 # prompt for each one
1869 for i in range(1, n+1):
1870 proutn(_("Target sector for torpedo number %d- ") % i)
1875 targ[i][1] = int(aaitem-0.5)
1880 targ[i][2] = int(aaitem-0.5)
1882 course[i] = targetcheck(targ[i][1], targ[i][2])
1883 if course[i] == None:
1886 # Loop for moving <n> torpedoes
1888 if game.condition != "docked":
1890 r = (randreal()+randreal())*0.5 -0.5
1891 if math.fabs(r) >= 0.47:
1893 r *= randreal(1.2, 2.2)
1895 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1897 prouts(_("***TORPEDO MISFIRES."))
1900 prout(_(" Remainder of burst aborted."))
1902 prout(_("***Photon tubes damaged by misfire."))
1903 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1905 if game.shldup or game.condition == "docked":
1906 r *= 1.0 + 0.0001*game.shield
1907 torpedo(course[i], r, game.sector, i, n)
1908 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1910 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1914 # check for phasers overheating
1916 checkburn = (rpow-1500.0)*0.00038
1917 if withprob(checkburn):
1918 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1919 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1921 def checkshctrl(rpow):
1922 # check shield control
1925 prout(_("Shields lowered."))
1927 # Something bad has happened
1928 prouts(_("***RED ALERT! RED ALERT!"))
1930 hit = rpow*game.shield/game.inshld
1931 game.energy -= rpow+hit*0.8
1932 game.shield -= hit*0.2
1933 if game.energy <= 0.0:
1934 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1939 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1941 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1942 icas = randrange(hit*0.012)
1947 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1948 prout(_(" %d casualties so far.\"") % icas)
1950 game.state.crew -= icas
1952 prout(_("Phaser energy dispersed by shields."))
1953 prout(_("Enemy unaffected."))
1958 # register a phaser hit on Klingons and Romulans
1959 nenhr2 = game.nenhere; kk=0
1962 for (k, wham) in enumerate(hits):
1965 dustfac = randreal(0.9, 1.0)
1966 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1967 kpini = game.enemies[kk].kpower
1968 kp = math.fabs(kpini)
1969 if PHASEFAC*hit < kp:
1971 if game.enemies[kk].kpower < 0:
1972 game.enemies[kk].kpower -= -kp
1974 game.enemies[kk].kpower -= kp
1975 kpow = game.enemies[kk].kpower
1976 w = game.enemies[kk].kloc
1978 if not damaged(DSRSENS):
1980 proutn(_("%d unit hit on ") % int(hit))
1982 proutn(_("Very small hit on "))
1983 ienm = game.quad[w.x][w.y]
1986 crmena(False, ienm, "sector", w)
1990 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1994 kk -= 1 # don't do the increment
1996 else: # decide whether or not to emasculate klingon
1997 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1998 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1999 prout(_(" has just lost its firepower.\""))
2000 game.enemies[kk].kpower = -kpow
2007 kz = 0; k = 1; irec=0 # Cheating inhibitor
2008 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
2012 # SR sensors and Computer are needed fopr automode
2013 if damaged(DSRSENS) or damaged(DCOMPTR):
2015 if game.condition == "docked":
2016 prout(_("Phasers can't be fired through base shields."))
2019 if damaged(DPHASER):
2020 prout(_("Phaser control damaged."))
2024 if damaged(DSHCTRL):
2025 prout(_("High speed shield control damaged."))
2028 if game.energy <= 200.0:
2029 prout(_("Insufficient energy to activate high-speed shield control."))
2032 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2034 # Original code so convoluted, I re-did it all
2035 # (That was Tom Almy talking about the C code, I think -- ESR)
2036 while automode=="NOTSET":
2041 prout(_("There is no enemy present to select."))
2044 automode="AUTOMATIC"
2048 elif isit("automatic"):
2049 if (not itarg) and game.nenhere != 0:
2050 automode = "FORCEMAN"
2053 prout(_("Energy will be expended into space."))
2054 automode = "AUTOMATIC"
2063 prout(_("Energy will be expended into space."))
2064 automode = "AUTOMATIC"
2066 automode = "FORCEMAN"
2068 automode = "AUTOMATIC"
2072 prout(_("Energy will be expended into space."))
2073 automode = "AUTOMATIC"
2075 automode = "FORCEMAN"
2077 proutn(_("Manual or automatic? "))
2082 if automode == "AUTOMATIC":
2083 if key == IHALPHA and isit("no"):
2086 if key != IHREAL and game.nenhere != 0:
2087 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2092 for i in range(game.nenhere):
2093 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2095 proutn(_("%d units required. ") % irec)
2097 proutn(_("Units to fire= "))
2103 proutn(_("Energy available= %.2f") % avail)
2106 if not rpow > avail:
2113 if key == IHALPHA and isit("no"):
2116 game.energy -= 200; # Go and do it!
2117 if checkshctrl(rpow):
2125 for i in range(game.nenhere):
2129 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2130 over = randreal(1.01, 1.06) * hits[i]
2132 powrem -= hits[i] + over
2133 if powrem <= 0 and temp < hits[i]:
2142 if extra > 0 and not game.alldone:
2144 proutn(_("*** Tholian web absorbs "))
2146 proutn(_("excess "))
2147 prout(_("phaser energy."))
2149 prout(_("%d expended on empty space.") % int(extra))
2150 elif automode == "FORCEMAN":
2153 if damaged(DCOMPTR):
2154 prout(_("Battle computer damaged, manual fire only."))
2157 prouts(_("---WORKING---"))
2159 prout(_("Short-range-sensors-damaged"))
2160 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2161 prout(_("Manual-fire-must-be-used"))
2163 elif automode == "MANUAL":
2165 for k in range(game.nenhere):
2166 aim = game.enemies[k].kloc
2167 ienm = game.quad[aim.x][aim.y]
2169 proutn(_("Energy available= %.2f") % (avail-0.006))
2173 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2174 (ienm == IHC or ienm == IHS):
2176 prout(_(" can't be located without short range scan."))
2179 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2184 if itarg and k > kz:
2185 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2188 if not damaged(DCOMPTR):
2193 proutn(_("units to fire at "))
2194 crmena(False, ienm, "sector", aim)
2197 if key == IHALPHA and isit("no"):
2205 if k==1: # Let me say I'm baffled by this
2214 # If total requested is too much, inform and start over
2216 prout(_("Available energy exceeded -- try again."))
2219 key = scan(); # scan for next value
2222 # zero energy -- abort
2225 if key == IHALPHA and isit("no"):
2230 game.energy -= 200.0
2231 if checkshctrl(rpow):
2235 # Say shield raised or malfunction, if necessary
2242 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2243 prouts(_(" CLICK CLICK POP . . ."))
2244 prout(_(" No response, sir!"))
2247 prout(_("Shields raised."))
2252 # Code from events,c begins here.
2254 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2255 # event of each type active at any given time. Mostly these means we can
2256 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2257 # BSD Trek, from which we swiped the idea, can have up to 5.
2259 def unschedule(evtype):
2260 # remove an event from the schedule
2261 game.future[evtype].date = FOREVER
2262 return game.future[evtype]
2264 def is_scheduled(evtype):
2265 # is an event of specified type scheduled
2266 return game.future[evtype].date != FOREVER
2268 def scheduled(evtype):
2269 # when will this event happen?
2270 return game.future[evtype].date
2272 def schedule(evtype, offset):
2273 # schedule an event of specified type
2274 game.future[evtype].date = game.state.date + offset
2275 return game.future[evtype]
2277 def postpone(evtype, offset):
2278 # postpone a scheduled event
2279 game.future[evtype].date += offset
2282 # rest period is interrupted by event
2285 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2287 game.resting = False
2293 # run through the event queue looking for things to do
2295 fintim = game.state.date + game.optime; yank=0
2296 ictbeam = False; istract = False
2297 w = coord(); hold = coord()
2298 ev = event(); ev2 = event()
2300 def tractorbeam(yank):
2301 # tractor beaming cases merge here
2303 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2307 prout(_(" caught in long range tractor beam--"))
2308 # If Kirk & Co. screwing around on planet, handle
2309 atover(True) # atover(true) is Grab
2312 if game.icraft: # Caught in Galileo?
2315 # Check to see if shuttle is aboard
2316 if game.iscraft == "offship":
2319 prout(_("Galileo, left on the planet surface, is captured"))
2320 prout(_("by aliens and made into a flying McDonald's."))
2321 game.damage[DSHUTTL] = -10
2322 game.iscraft = "removed"
2324 prout(_("Galileo, left on the planet surface, is well hidden."))
2326 game.quadrant = game.state.kscmdr
2328 game.quadrant = game.state.kcmdr[i]
2329 game.sector = randplace(QUADSIZE)
2331 prout(_(" is pulled to Quadrant %s, Sector %s") \
2332 % (game.quadrant, game.sector))
2334 prout(_("(Remainder of rest/repair period cancelled.)"))
2335 game.resting = False
2337 if not damaged(DSHIELD) and game.shield > 0:
2338 doshield(shraise=True) # raise shields
2339 game.shldchg = False
2341 prout(_("(Shields not currently useable.)"))
2343 # Adjust finish time to time of tractor beaming
2344 fintim = game.state.date+game.optime
2346 if game.state.remcom <= 0:
2349 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2352 # Code merges here for any commander destroying base
2353 # Not perfect, but will have to do
2354 # Handle case where base is in same quadrant as starship
2355 if game.battle == game.quadrant:
2356 game.state.chart[game.battle.x][game.battle.y].starbase = False
2357 game.quad[game.base.x][game.base.y] = IHDOT
2358 game.base.x=game.base.y=0
2361 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2362 elif game.state.rembase != 1 and communicating():
2363 # Get word via subspace radio
2366 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2367 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2369 prout(_("the Klingon Super-Commander"))
2371 prout(_("a Klingon Commander"))
2372 game.state.chart[game.battle.x][game.battle.y].starbase = False
2373 # Remove Starbase from galaxy
2374 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2375 for i in range(1, game.state.rembase+1):
2376 if game.state.baseq[i] == game.battle:
2377 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2378 game.state.rembase -= 1
2380 # reinstate a commander's base attack
2384 invalidate(game.battle)
2387 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2388 for i in range(1, NEVENTS):
2389 if i == FSNOVA: proutn("=== Supernova ")
2390 elif i == FTBEAM: proutn("=== T Beam ")
2391 elif i == FSNAP: proutn("=== Snapshot ")
2392 elif i == FBATTAK: proutn("=== Base Attack ")
2393 elif i == FCDBAS: proutn("=== Base Destroy ")
2394 elif i == FSCMOVE: proutn("=== SC Move ")
2395 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2396 elif i == FDSPROB: proutn("=== Probe Move ")
2397 elif i == FDISTR: proutn("=== Distress Call ")
2398 elif i == FENSLV: proutn("=== Enslavement ")
2399 elif i == FREPRO: proutn("=== Klingon Build ")
2401 prout("%.2f" % (scheduled(i)))
2404 radio_was_broken = damaged(DRADIO)
2407 # Select earliest extraneous event, evcode==0 if no events
2412 for l in range(1, NEVENTS):
2413 if game.future[l].date < datemin:
2416 prout("== Event %d fires" % evcode)
2417 datemin = game.future[l].date
2418 xtime = datemin-game.state.date
2419 game.state.date = datemin
2420 # Decrement Federation resources and recompute remaining time
2421 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2423 if game.state.remtime <=0:
2426 # Any crew left alive?
2427 if game.state.crew <=0:
2430 # Is life support adequate?
2431 if damaged(DLIFSUP) and game.condition != "docked":
2432 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2435 game.lsupres -= xtime
2436 if game.damage[DLIFSUP] <= xtime:
2437 game.lsupres = game.inlsr
2440 if game.condition == "docked":
2441 repair /= game.docfac
2442 # Don't fix Deathray here
2443 for l in range(NDEVICES):
2444 if game.damage[l] > 0.0 and l != DDRAY:
2445 if game.damage[l]-repair > 0.0:
2446 game.damage[l] -= repair
2448 game.damage[l] = 0.0
2449 # If radio repaired, update star chart and attack reports
2450 if radio_was_broken and not damaged(DRADIO):
2451 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2452 prout(_(" surveillance reports are coming in."))
2454 if not game.iseenit:
2458 prout(_(" The star chart is now up to date.\""))
2460 # Cause extraneous event EVCODE to occur
2461 game.optime -= xtime
2462 if evcode == FSNOVA: # Supernova
2465 schedule(FSNOVA, expran(0.5*game.intime))
2466 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2468 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2469 if game.state.nscrem == 0 or \
2470 ictbeam or istract or \
2471 game.condition=="docked" or game.isatb==1 or game.iscate:
2473 if game.ientesc or \
2474 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2475 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2476 (damaged(DSHIELD) and \
2477 (game.energy < 2500 or damaged(DPHASER)) and \
2478 (game.torps < 5 or damaged(DPHOTON))):
2480 istract = ictbeam = True
2481 tractorbeam(distance(game.state.kscmdr, game.quadrant))
2484 elif evcode == FTBEAM: # Tractor beam
2485 if game.state.remcom == 0:
2488 i = randrange(game.state.remcom)
2489 yank = distance(game.state.kcmdr[i], game.quadrant)
2490 if istract or game.condition == "docked" or yank == 0:
2491 # Drats! Have to reschedule
2493 game.optime + expran(1.5*game.intime/game.state.remcom))
2497 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2498 game.snapsht = copy.deepcopy(game.state)
2499 game.state.snap = True
2500 schedule(FSNAP, expran(0.5 * game.intime))
2501 elif evcode == FBATTAK: # Commander attacks starbase
2502 if game.state.remcom==0 or game.state.rembase==0:
2508 for j in range(game.state.rembase):
2509 for k in range(game.state.remcom):
2510 if game.state.baseq[j] == game.state.kcmdr[k] and \
2511 not game.state.baseq[j] == game.quadrant and \
2512 not game.state.baseq[j] == game.state.kscmdr:
2516 if j>game.state.rembase:
2517 # no match found -- try later
2518 schedule(FBATTAK, expran(0.3*game.intime))
2521 # commander + starbase combination found -- launch attack
2522 game.battle = game.state.baseq[j]
2523 schedule(FCDBAS, randreal(1.0, 4.0))
2524 if game.isatb: # extra time if SC already attacking
2525 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2526 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2527 game.iseenit = False
2528 if not communicating():
2529 continue # No warning :-(
2533 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2534 prout(_(" reports that it is under attack and that it can"))
2535 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2538 elif evcode == FSCDBAS: # Supercommander destroys base
2541 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2542 continue # WAS RETURN!
2544 game.battle = game.state.kscmdr
2546 elif evcode == FCDBAS: # Commander succeeds in destroying base
2549 # find the lucky pair
2550 for i in range(game.state.remcom):
2551 if game.state.kcmdr[i] == game.battle:
2553 if i > game.state.remcom or game.state.rembase == 0 or \
2554 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2555 # No action to take after all
2556 invalidate(game.battle)
2559 elif evcode == FSCMOVE: # Supercommander moves
2560 schedule(FSCMOVE, 0.2777)
2561 if not game.ientesc and not istract and game.isatb != 1 and \
2562 (not game.iscate or not game.justin):
2564 elif evcode == FDSPROB: # Move deep space probe
2565 schedule(FDSPROB, 0.01)
2566 game.probex += game.probeinx
2567 game.probey += game.probeiny
2568 i = (int)(game.probex/QUADSIZE +0.05)
2569 j = (int)(game.probey/QUADSIZE + 0.05)
2570 if game.probec.x != i or game.probec.y != j:
2573 if not VALID_QUADRANT(i, j) or \
2574 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2575 # Left galaxy or ran into supernova
2579 proutn(_("Lt. Uhura- \"The deep space probe "))
2580 if not VALID_QUADRANT(j, i):
2581 proutn(_("has left the galaxy"))
2583 proutn(_("is no longer transmitting"))
2587 if not communicating():
2590 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2591 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2592 # Update star chart if Radio is working or have access to radio
2594 chp = game.state.chart[game.probec.x][game.probec.y]
2595 chp.klingons = pdest.klingons
2596 chp.starbase = pdest.starbase
2597 chp.stars = pdest.stars
2598 pdest.charted = True
2599 game.proben -= 1 # One less to travel
2600 if game.proben == 0 and game.isarmed and pdest.stars:
2601 # lets blow the sucker!
2602 supernova(True, game.probec)
2604 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2606 elif evcode == FDISTR: # inhabited system issues distress call
2608 # try a whole bunch of times to find something suitable
2609 for i in range(100):
2610 # need a quadrant which is not the current one,
2611 # which has some stars which are inhabited and
2612 # not already under attack, which is not
2613 # supernova'ed, and which has some Klingons in it
2614 w = randplace(GALSIZE)
2615 q = game.state.galaxy[w.x][w.y]
2616 if not (game.quadrant == w or q.planet == None or \
2617 not q.planet.inhabited or \
2618 q.supernova or q.status!="secure" or q.klingons<=0):
2621 # can't seem to find one; ignore this call
2623 prout("=== Couldn't find location for distress event.")
2625 # got one!! Schedule its enslavement
2626 ev = schedule(FENSLV, expran(game.intime))
2628 q.status = distressed
2630 # tell the captain about it if we can
2632 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2634 prout(_("by a Klingon invasion fleet."))
2637 elif evcode == FENSLV: # starsystem is enslaved
2638 ev = unschedule(FENSLV)
2639 # see if current distress call still active
2640 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2644 q.status = "enslaved"
2646 # play stork and schedule the first baby
2647 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2648 ev2.quadrant = ev.quadrant
2650 # report the disaster if we can
2652 prout(_("Uhura- We've lost contact with starsystem %s") % \
2654 prout(_("in Quadrant %s.\n") % ev.quadrant)
2655 elif evcode == FREPRO: # Klingon reproduces
2656 # If we ever switch to a real event queue, we'll need to
2657 # explicitly retrieve and restore the x and y.
2658 ev = schedule(FREPRO, expran(1.0 * game.intime))
2659 # see if current distress call still active
2660 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2664 if game.state.remkl >=MAXKLGAME:
2665 continue # full right now
2666 # reproduce one Klingon
2668 if game.klhere >= MAXKLQUAD:
2670 # this quadrant not ok, pick an adjacent one
2671 for i in range(w.x - 1, w.x + 2):
2672 for j in range(w.y - 1, w.y + 2):
2673 if not VALID_QUADRANT(i, j):
2675 q = game.state.galaxy[w.x][w.y]
2676 # check for this quad ok (not full & no snova)
2677 if q.klingons >= MAXKLQUAD or q.supernova:
2681 continue # search for eligible quadrant failed
2686 game.state.remkl += 1
2688 if game.quadrant == w:
2690 game.enemies.append(newkling())
2691 # recompute time left
2693 # report the disaster if we can
2695 if game.quadrant == w:
2696 prout(_("Spock- sensors indicate the Klingons have"))
2697 prout(_("launched a warship from %s.") % q.planet)
2699 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2700 if q.planet != None:
2701 proutn(_("near %s") % q.planet)
2702 prout(_("in Quadrant %s.") % w)
2711 proutn(_("How long? "))
2716 origTime = delay = aaitem
2719 if delay >= game.state.remtime or game.nenhere != 0:
2720 proutn(_("Are you sure? "))
2723 # Alternate resting periods (events) with attacks
2727 game.resting = False
2728 if not game.resting:
2729 prout(_("%d stardates left.") % int(game.state.remtime))
2731 temp = game.optime = delay
2733 rtime = randreal(1.0, 2.0)
2737 if game.optime < delay:
2746 # Repair Deathray if long rest at starbase
2747 if origTime-delay >= 9.99 and game.condition == "docked":
2748 game.damage[DDRAY] = 0.0
2749 # leave if quadrant supernovas
2750 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2752 game.resting = False
2755 # A nova occurs. It is the result of having a star hit with a
2756 # photon torpedo, or possibly of a probe warhead going off.
2757 # Stars that go nova cause stars which surround them to undergo
2758 # the same probabilistic process. Klingons next to them are
2759 # destroyed. And if the starship is next to it, it gets zapped.
2760 # If the zap is too much, it gets destroyed.
2764 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2765 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2767 # Wow! We've supernova'ed
2768 supernova(False, nov)
2770 # handle initial nova
2771 game.quad[nov.x][nov.y] = IHDOT
2772 crmena(False, IHSTAR, "sector", nov)
2774 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2775 game.state.starkl += 1
2776 # Set up queue to recursively trigger adjacent stars
2782 for offset.x in range(-1, 1+1):
2783 for offset.y in range(-1, 1+1):
2784 if offset.y==0 and offset.x==0:
2786 neighbor = start + offset
2787 if not VALID_SECTOR(neighbor.y, neighbor.x):
2789 iquad = game.quad[neighbor.x][neighbor.y]
2790 # Empty space ends reaction
2791 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2793 elif iquad == IHSTAR: # Affect another star
2795 # This star supernovas
2799 hits.append(neighbor)
2800 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2801 game.state.starkl += 1
2802 crmena(True, IHSTAR, "sector", neighbor)
2804 game.quad[neighbor.x][neighbor.y] = IHDOT
2806 elif iquad in (IHP, IHW): # Destroy planet
2807 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2809 game.state.nplankl += 1
2811 game.state.worldkl += 1
2812 crmena(True, iquad, "sector", neighbor)
2813 prout(_(" destroyed."))
2814 game.iplnet.pclass = "destroyed"
2816 invalidate(game.plnet)
2820 game.quad[neighbor.x][neighbor.y] = IHDOT
2821 elif iquad == IHB: # Destroy base
2822 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2823 for i in range(game.state.rembase):
2824 if game.state.baseq[i] == game.quadrant:
2826 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2827 game.state.rembase -= 1
2828 invalidate(game.base)
2829 game.state.basekl += 1
2831 crmena(True, IHB, "sector", neighbor)
2832 prout(_(" destroyed."))
2833 game.quad[neighbor.x][neighbor.y] = IHDOT
2834 elif iquad in (IHE, IHF): # Buffet ship
2835 prout(_("***Starship buffeted by nova."))
2837 if game.shield >= 2000.0:
2838 game.shield -= 2000.0
2840 diff = 2000.0 - game.shield
2844 prout(_("***Shields knocked out."))
2845 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2847 game.energy -= 2000.0
2848 if game.energy <= 0:
2851 # add in course nova contributes to kicking starship
2852 bump += (game.sector-hits[mm]).sgn()
2853 elif iquad == IHK: # kill klingon
2854 deadkl(neighbor, iquad, neighbor)
2855 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2856 for ll in range(game.nenhere):
2857 if game.enemies[ll].kloc == neighbor:
2859 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2860 if game.enemies[ll].kpower <= 0.0:
2861 deadkl(neighbor, iquad, neighbor)
2863 newc = neighbor + neighbor - hits[mm]
2864 crmena(True, iquad, "sector", neighbor)
2865 proutn(_(" damaged"))
2866 if not VALID_SECTOR(newc.x, newc.y):
2867 # can't leave quadrant
2870 iquad1 = game.quad[newc.x][newc.y]
2871 if iquad1 == IHBLANK:
2872 proutn(_(", blasted into "))
2873 crmena(False, IHBLANK, "sector", newc)
2875 deadkl(neighbor, iquad, newc)
2878 # can't move into something else
2881 proutn(_(", buffeted to Sector %s") % newc)
2882 game.quad[neighbor.x][neighbor.y] = IHDOT
2883 game.quad[newc.x][newc.y] = iquad
2884 game.enemies[ll].move(newc)
2885 # Starship affected by nova -- kick it away.
2886 game.dist = kount*0.1
2887 game.direc = course[3*(bump.x+1)+bump.y+2]
2888 if game.direc == 0.0:
2890 if game.dist == 0.0:
2892 game.optime = 10.0*game.dist/16.0
2894 prout(_("Force of nova displaces starship."))
2895 imove(novapush=True)
2896 game.optime = 10.0*game.dist/16.0
2899 def supernova(induced, w=None):
2900 # star goes supernova
2907 # Scheduled supernova -- select star
2908 # logic changed here so that we won't favor quadrants in top
2910 for nq.x in range(GALSIZE):
2911 for nq.y in range(GALSIZE):
2912 stars += game.state.galaxy[nq.x][nq.y].stars
2914 return # nothing to supernova exists
2915 num = randrange(stars) + 1
2916 for nq.x in range(GALSIZE):
2917 for nq.y in range(GALSIZE):
2918 num -= game.state.galaxy[nq.x][nq.y].stars
2924 proutn("=== Super nova here?")
2927 if not nq == game.quadrant or game.justin:
2928 # it isn't here, or we just entered (treat as enroute)
2931 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2932 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2935 # we are in the quadrant!
2936 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2937 for ns.x in range(QUADSIZE):
2938 for ns.y in range(QUADSIZE):
2939 if game.quad[ns.x][ns.y]==IHSTAR:
2946 prouts(_("***RED ALERT! RED ALERT!"))
2948 prout(_("***Incipient supernova detected at Sector %s") % ns)
2949 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2950 proutn(_("Emergency override attempts t"))
2951 prouts("***************")
2956 # destroy any Klingons in supernovaed quadrant
2957 kldead = game.state.galaxy[nq.x][nq.y].klingons
2958 game.state.galaxy[nq.x][nq.y].klingons = 0
2959 if nq == game.state.kscmdr:
2960 # did in the Supercommander!
2961 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2965 if game.state.remcom:
2966 maxloop = game.state.remcom
2967 for l in range(maxloop):
2968 if game.state.kcmdr[l] == nq:
2969 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2970 invalidate(game.state.kcmdr[game.state.remcom])
2971 game.state.remcom -= 1
2973 if game.state.remcom==0:
2976 game.state.remkl -= kldead
2977 # destroy Romulans and planets in supernovaed quadrant
2978 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2979 game.state.galaxy[nq.x][nq.y].romulans = 0
2980 game.state.nromrem -= nrmdead
2982 for loop in range(game.inplan):
2983 if game.state.planets[loop].w == nq:
2984 game.state.planets[loop].pclass = "destroyed"
2986 # Destroy any base in supernovaed quadrant
2987 if game.state.rembase:
2988 maxloop = game.state.rembase
2989 for loop in range(maxloop):
2990 if game.state.baseq[loop] == nq:
2991 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
2992 invalidate(game.state.baseq[game.state.rembase])
2993 game.state.rembase -= 1
2995 # If starship caused supernova, tally up destruction
2997 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2998 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2999 game.state.nplankl += npdead
3000 # mark supernova in galaxy and in star chart
3001 if game.quadrant == nq or communicating():
3002 game.state.galaxy[nq.x][nq.y].supernova = True
3003 # If supernova destroys last Klingons give special message
3004 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
3007 prout(_("Lucky you!"))
3008 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
3011 # if some Klingons remain, continue or die in supernova
3016 # Code from finish.c ends here.
3019 # self-destruct maneuver
3020 # Finish with a BANG!
3022 if damaged(DCOMPTR):
3023 prout(_("Computer damaged; cannot execute destruct sequence."))
3025 prouts(_("---WORKING---")); skip(1)
3026 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3027 prouts(" 10"); skip(1)
3028 prouts(" 9"); skip(1)
3029 prouts(" 8"); skip(1)
3030 prouts(" 7"); skip(1)
3031 prouts(" 6"); skip(1)
3033 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3035 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3037 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3041 if game.passwd != citem:
3042 prouts(_("PASSWORD-REJECTED;"))
3044 prouts(_("CONTINUITY-EFFECTED"))
3047 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3048 prouts(" 5"); skip(1)
3049 prouts(" 4"); skip(1)
3050 prouts(" 3"); skip(1)
3051 prouts(" 2"); skip(1)
3052 prouts(" 1"); skip(1)
3054 prouts(_("GOODBYE-CRUEL-WORLD"))
3062 prouts(_("********* Entropy of "))
3064 prouts(_(" maximized *********"))
3068 if game.nenhere != 0:
3069 whammo = 25.0 * game.energy
3071 while l <= game.nenhere:
3072 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
3073 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
3078 "Compute our rate of kils over time."
3079 elapsed = game.state.date - game.indate
3080 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3083 starting = (game.inkling + game.incom + game.inscom)
3084 remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
3085 return (starting - remaining)/elapsed
3089 badpt = 5.0*game.state.starkl + \
3091 10.0*game.state.nplankl + \
3092 300*game.state.nworldkl + \
3094 100.0*game.state.basekl +\
3096 if game.ship == IHF:
3098 elif game.ship == None:
3103 # end the game, with appropriate notfications
3107 prout(_("It is stardate %.1f.") % game.state.date)
3109 if ifin == FWON: # Game has been won
3110 if game.state.nromrem != 0:
3111 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3114 prout(_("You have smashed the Klingon invasion fleet and saved"))
3115 prout(_("the Federation."))
3120 badpt = 0.0 # Close enough!
3121 # killsPerDate >= RateMax
3122 if game.state.date-game.indate < 5.0 or \
3123 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3125 prout(_("In fact, you have done so well that Starfleet Command"))
3126 if game.skill == SKILL_NOVICE:
3127 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3128 elif game.skill == SKILL_FAIR:
3129 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3130 elif game.skill == SKILL_GOOD:
3131 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3132 elif game.skill == SKILL_EXPERT:
3133 prout(_("promotes you to Commodore Emeritus."))
3135 prout(_("Now that you think you're really good, try playing"))
3136 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3137 elif game.skill == SKILL_EMERITUS:
3139 proutn(_("Computer- "))
3140 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3142 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3144 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3146 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3148 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3150 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3152 prout(_("Now you can retire and write your own Star Trek game!"))
3154 elif game.skill >= SKILL_EXPERT:
3155 if game.thawed and not idebug:
3156 prout(_("You cannot get a citation, so..."))
3158 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3162 # Only grant long life if alive (original didn't!)
3164 prout(_("LIVE LONG AND PROSPER."))
3169 elif ifin == FDEPLETE: # Federation Resources Depleted
3170 prout(_("Your time has run out and the Federation has been"))
3171 prout(_("conquered. Your starship is now Klingon property,"))
3172 prout(_("and you are put on trial as a war criminal. On the"))
3173 proutn(_("basis of your record, you are "))
3174 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3175 prout(_("acquitted."))
3177 prout(_("LIVE LONG AND PROSPER."))
3179 prout(_("found guilty and"))
3180 prout(_("sentenced to death by slow torture."))
3184 elif ifin == FLIFESUP:
3185 prout(_("Your life support reserves have run out, and"))
3186 prout(_("you die of thirst, starvation, and asphyxiation."))
3187 prout(_("Your starship is a derelict in space."))
3189 prout(_("Your energy supply is exhausted."))
3191 prout(_("Your starship is a derelict in space."))
3192 elif ifin == FBATTLE:
3195 prout(_(" has been destroyed in battle."))
3197 prout(_("Dulce et decorum est pro patria mori."))
3199 prout(_("You have made three attempts to cross the negative energy"))
3200 prout(_("barrier which surrounds the galaxy."))
3202 prout(_("Your navigation is abominable."))
3205 prout(_("Your starship has been destroyed by a nova."))
3206 prout(_("That was a great shot."))
3208 elif ifin == FSNOVAED:
3211 prout(_(" has been fried by a supernova."))
3212 prout(_("...Not even cinders remain..."))
3213 elif ifin == FABANDN:
3214 prout(_("You have been captured by the Klingons. If you still"))
3215 prout(_("had a starbase to be returned to, you would have been"))
3216 prout(_("repatriated and given another chance. Since you have"))
3217 prout(_("no starbases, you will be mercilessly tortured to death."))
3218 elif ifin == FDILITHIUM:
3219 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3220 elif ifin == FMATERIALIZE:
3221 prout(_("Starbase was unable to re-materialize your starship."))
3222 prout(_("Sic transit gloria mundi"))
3223 elif ifin == FPHASER:
3226 prout(_(" has been cremated by its own phasers."))
3228 prout(_("You and your landing party have been"))
3229 prout(_("converted to energy, disipating through space."))
3230 elif ifin == FMINING:
3231 prout(_("You are left with your landing party on"))
3232 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3234 prout(_("They are very fond of \"Captain Kirk\" soup."))
3236 proutn(_("Without your leadership, the "))
3238 prout(_(" is destroyed."))
3239 elif ifin == FDPLANET:
3240 prout(_("You and your mining party perish."))
3242 prout(_("That was a great shot."))
3245 prout(_("The Galileo is instantly annihilated by the supernova."))
3246 prout(_("You and your mining party are atomized."))
3248 proutn(_("Mr. Spock takes command of the "))
3251 prout(_("joins the Romulans, reigning terror on the Federation."))
3252 elif ifin == FPNOVA:
3253 prout(_("You and your mining party are atomized."))
3255 proutn(_("Mr. Spock takes command of the "))
3258 prout(_("joins the Romulans, reigning terror on the Federation."))
3259 elif ifin == FSTRACTOR:
3260 prout(_("The shuttle craft Galileo is also caught,"))
3261 prout(_("and breaks up under the strain."))
3263 prout(_("Your debris is scattered for millions of miles."))
3264 proutn(_("Without your leadership, the "))
3266 prout(_(" is destroyed."))
3268 prout(_("The mutants attack and kill Spock."))
3269 prout(_("Your ship is captured by Klingons, and"))
3270 prout(_("your crew is put on display in a Klingon zoo."))
3271 elif ifin == FTRIBBLE:
3272 prout(_("Tribbles consume all remaining water,"))
3273 prout(_("food, and oxygen on your ship."))
3275 prout(_("You die of thirst, starvation, and asphyxiation."))
3276 prout(_("Your starship is a derelict in space."))
3278 prout(_("Your ship is drawn to the center of the black hole."))
3279 prout(_("You are crushed into extremely dense matter."))
3281 prout(_("Your last crew member has died."))
3282 if game.ship == IHF:
3284 elif game.ship == IHE:
3287 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3288 goodies = game.state.remres/game.inresor
3289 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3290 if goodies/baddies >= randreal(1.0, 1.5):
3291 prout(_("As a result of your actions, a treaty with the Klingon"))
3292 prout(_("Empire has been signed. The terms of the treaty are"))
3293 if goodies/baddies >= randreal(3.0):
3294 prout(_("favorable to the Federation."))
3296 prout(_("Congratulations!"))
3298 prout(_("highly unfavorable to the Federation."))
3300 prout(_("The Federation will be destroyed."))
3302 prout(_("Since you took the last Klingon with you, you are a"))
3303 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3304 prout(_("statue in your memory. Rest in peace, and try not"))
3305 prout(_("to think about pigeons."))
3310 # compute player's score
3311 timused = game.state.date - game.indate
3313 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3315 perdate = killrate()
3316 ithperd = 500*perdate + 0.5
3319 iwon = 100*game.skill
3320 if game.ship == IHE:
3322 elif game.ship == IHF:
3326 if not game.gamewon:
3327 game.state.nromrem = 0 # None captured if no win
3328 iscore = 10*(game.inkling - game.state.remkl) \
3329 + 50*(game.incom - game.state.remcom) \
3331 + 20*(game.inrom - game.state.nromrem) \
3332 + 200*(game.inscom - game.state.nscrem) \
3333 - game.state.nromrem \
3338 prout(_("Your score --"))
3339 if game.inrom - game.state.nromrem:
3340 prout(_("%6d Romulans destroyed %5d") %
3341 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3342 if game.state.nromrem:
3343 prout(_("%6d Romulans captured %5d") %
3344 (game.state.nromrem, game.state.nromrem))
3345 if game.inkling - game.state.remkl:
3346 prout(_("%6d ordinary Klingons destroyed %5d") %
3347 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3348 if game.incom - game.state.remcom:
3349 prout(_("%6d Klingon commanders destroyed %5d") %
3350 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3351 if game.inscom - game.state.nscrem:
3352 prout(_("%6d Super-Commander destroyed %5d") %
3353 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3355 prout(_("%6.2f Klingons per stardate %5d") %
3357 if game.state.starkl:
3358 prout(_("%6d stars destroyed by your action %5d") %
3359 (game.state.starkl, -5*game.state.starkl))
3360 if game.state.nplankl:
3361 prout(_("%6d planets destroyed by your action %5d") %
3362 (game.state.nplankl, -10*game.state.nplankl))
3363 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3364 prout(_("%6d inhabited planets destroyed by your action %5d") %
3365 (game.state.nplankl, -300*game.state.nworldkl))
3366 if game.state.basekl:
3367 prout(_("%6d bases destroyed by your action %5d") %
3368 (game.state.basekl, -100*game.state.basekl))
3370 prout(_("%6d calls for help from starbase %5d") %
3371 (game.nhelp, -45*game.nhelp))
3373 prout(_("%6d casualties incurred %5d") %
3374 (game.casual, -game.casual))
3376 prout(_("%6d crew abandoned in space %5d") %
3377 (game.abandoned, -3*game.abandoned))
3379 prout(_("%6d ship(s) lost or destroyed %5d") %
3380 (klship, -100*klship))
3382 prout(_("Penalty for getting yourself killed -200"))
3384 proutn(_("Bonus for winning "))
3385 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3386 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3387 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3388 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3389 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3390 prout(" %5d" % iwon)
3392 prout(_("TOTAL SCORE %5d") % iscore)
3395 # emit winner's commemmorative plaque
3398 proutn(_("File or device name for your plaque: "))
3401 fp = open(winner, "w")
3404 prout(_("Invalid name."))
3406 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3408 # The 38 below must be 64 for 132-column paper
3409 nskip = 38 - len(winner)/2
3410 fp.write("\n\n\n\n")
3411 # --------DRAW ENTERPRISE PICTURE.
3412 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3413 fp.write(" EEE E : : : E\n" )
3414 fp.write(" EE EEE E : : NCC-1701 : E\n")
3415 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3416 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3417 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3418 fp.write(" EEEEEEE EEEEE E E E E\n")
3419 fp.write(" EEE E E E E\n")
3420 fp.write(" E E E E\n")
3421 fp.write(" EEEEEEEEEEEEE E E\n")
3422 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3423 fp.write(" :E : EEEE E\n")
3424 fp.write(" .-E -:----- E\n")
3425 fp.write(" :E : E\n")
3426 fp.write(" EE : EEEEEEEE\n")
3427 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3429 fp.write(_(" U. S. S. ENTERPRISE\n"))
3430 fp.write("\n\n\n\n")
3431 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3433 fp.write(_(" Starfleet Command bestows to you\n"))
3435 fp.write("%*s%s\n\n" % (nskip, "", winner))
3436 fp.write(_(" the rank of\n\n"))
3437 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3439 if game.skill == SKILL_EXPERT:
3440 fp.write(_(" Expert level\n\n"))
3441 elif game.skill == SKILL_EMERITUS:
3442 fp.write(_("Emeritus level\n\n"))
3444 fp.write(_(" Cheat level\n\n"))
3445 timestring = ctime()
3446 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3447 (timestring+4, timestring+20, timestring+11))
3448 fp.write(_(" Your score: %d\n\n") % iscore)
3449 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3452 # Code from io.c begins here
3454 rows = linecount = 0 # for paging
3457 fullscreen_window = None
3458 srscan_window = None
3459 report_window = None
3460 status_window = None
3461 lrscan_window = None
3462 message_window = None
3463 prompt_window = None
3467 "wrap up, either normally or due to signal"
3468 if game.options & OPTION_CURSES:
3475 sys.stdout.write('\n')
3481 #setlocale(LC_ALL, "")
3482 #bindtextdomain(PACKAGE, LOCALEDIR)
3483 #textdomain(PACKAGE)
3484 if atexit.register(outro):
3485 sys.stderr.write("Unable to register outro(), exiting...\n")
3487 if not (game.options & OPTION_CURSES):
3488 ln_env = os.getenv("LINES")
3494 stdscr = curses.initscr()
3499 curses.start_color()
3500 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3501 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3502 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3503 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3504 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3505 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3506 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3507 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3509 global fullscreen_window, srscan_window, report_window, status_window
3510 global lrscan_window, message_window, prompt_window
3511 fullscreen_window = stdscr
3512 srscan_window = curses.newwin(12, 25, 0, 0)
3513 report_window = curses.newwin(11, 0, 1, 25)
3514 status_window = curses.newwin(10, 0, 1, 39)
3515 lrscan_window = curses.newwin(5, 0, 0, 64)
3516 message_window = curses.newwin(0, 0, 12, 0)
3517 prompt_window = curses.newwin(1, 0, rows-2, 0)
3518 message_window.scrollok(True)
3519 setwnd(fullscreen_window)
3523 "wait for user action -- OK to do nothing if on a TTY"
3524 if game.options & OPTION_CURSES:
3529 if game.skill > SKILL_FAIR:
3530 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3532 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3536 if game.skill > SKILL_FAIR:
3537 prompt = _("[CONTINUE?]")
3539 prompt = _("[PRESS ENTER TO CONTINUE]")
3541 if game.options & OPTION_CURSES:
3543 setwnd(prompt_window)
3544 prompt_window.wclear()
3545 prompt_window.addstr(prompt)
3546 prompt_window.getstr()
3547 prompt_window.clear()
3548 prompt_window.refresh()
3549 setwnd(message_window)
3552 sys.stdout.write('\n')
3555 for j in range(rows):
3556 sys.stdout.write('\n')
3560 "Skip i lines. Pause game if this would cause a scrolling event."
3561 for dummy in range(i):
3562 if game.options & OPTION_CURSES:
3563 (y, x) = curwnd.getyx()
3564 (my, mx) = curwnd.getmaxyx()
3565 if curwnd == message_window and y >= my - 3:
3573 if rows and linecount >= rows:
3576 sys.stdout.write('\n')
3579 "Utter a line with no following line feed."
3580 if game.options & OPTION_CURSES:
3584 sys.stdout.write(line)
3594 if not replayfp or replayfp.closed: # Don't slow down replays
3597 if game.options & OPTION_CURSES:
3601 if not replayfp or replayfp.closed:
3605 "Get a line of input."
3606 if game.options & OPTION_CURSES:
3607 line = curwnd.getstr() + "\n"
3610 if replayfp and not replayfp.closed:
3612 line = replayfp.readline()
3615 prout("*** Replay finished")
3618 elif line[0] != "#":
3621 line = raw_input() + "\n"
3627 "Change windows -- OK for this to be a no-op in tty mode."
3629 if game.options & OPTION_CURSES:
3631 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3634 "Clear to end of line -- can be a no-op in tty mode"
3635 if game.options & OPTION_CURSES:
3640 "Clear screen -- can be a no-op in tty mode."
3642 if game.options & OPTION_CURSES:
3648 def textcolor(color):
3649 "Set the current text color"
3650 if game.options & OPTION_CURSES:
3651 if color == DEFAULT:
3653 elif color == BLACK:
3654 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3656 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3657 elif color == GREEN:
3658 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3660 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3662 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3663 elif color == MAGENTA:
3664 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3665 elif color == BROWN:
3666 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3667 elif color == LIGHTGRAY:
3668 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3669 elif color == DARKGRAY:
3670 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3671 elif color == LIGHTBLUE:
3672 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3673 elif color == LIGHTGREEN:
3674 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3675 elif color == LIGHTCYAN:
3676 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3677 elif color == LIGHTRED:
3678 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3679 elif color == LIGHTMAGENTA:
3680 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3681 elif color == YELLOW:
3682 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3683 elif color == WHITE:
3684 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3687 "Set highlight video, if this is reasonable."
3688 if game.options & OPTION_CURSES:
3689 curwnd.attron(curses.A_REVERSE)
3692 # Things past this point have policy implications.
3696 "Hook to be called after moving to redraw maps."
3697 if game.options & OPTION_CURSES:
3700 setwnd(srscan_window)
3704 setwnd(status_window)
3705 status_window.clear()
3706 status_window.move(0, 0)
3707 setwnd(report_window)
3708 report_window.clear()
3709 report_window.move(0, 0)
3711 setwnd(lrscan_window)
3712 lrscan_window.clear()
3713 lrscan_window.move(0, 0)
3714 lrscan(silent=False)
3716 def put_srscan_sym(w, sym):
3717 "Emit symbol for short-range scan."
3718 srscan_window.move(w.x+1, w.y*2+2)
3719 srscan_window.addch(sym)
3720 srscan_window.refresh()
3723 "Enemy fall down, go boom."
3724 if game.options & OPTION_CURSES:
3726 setwnd(srscan_window)
3727 srscan_window.attron(curses.A_REVERSE)
3728 put_srscan_sym(w, game.quad[w.x][w.y])
3732 srscan_window.attroff(curses.A_REVERSE)
3733 put_srscan_sym(w, game.quad[w.x][w.y])
3734 curses.delay_output(500)
3735 setwnd(message_window)
3738 "Sound and visual effects for teleportation."
3739 if game.options & OPTION_CURSES:
3741 setwnd(message_window)
3743 prouts(" . . . . . ")
3744 if game.options & OPTION_CURSES:
3745 #curses.delay_output(1000)
3749 def tracktorpedo(w, l, i, n, iquad):
3750 "Torpedo-track animation."
3751 if not game.options & OPTION_CURSES:
3755 proutn(_("Track for torpedo number %d- ") % i)
3758 proutn(_("Torpedo track- "))
3761 proutn("%d - %d " % (w.x, w.y))
3763 if not damaged(DSRSENS) or game.condition=="docked":
3764 if i != 1 and l == 1:
3767 if (iquad==IHDOT) or (iquad==IHBLANK):
3768 put_srscan_sym(w, '+')
3772 put_srscan_sym(w, iquad)
3774 curwnd.attron(curses.A_REVERSE)
3775 put_srscan_sym(w, iquad)
3779 curwnd.attroff(curses.A_REVERSE)
3780 put_srscan_sym(w, iquad)
3782 proutn("%d - %d " % (w.x, w.y))
3785 "Display the current galaxy chart."
3786 if game.options & OPTION_CURSES:
3787 setwnd(message_window)
3788 message_window.clear()
3790 if game.options & OPTION_TTY:
3795 def prstat(txt, data):
3797 if game.options & OPTION_CURSES:
3799 setwnd(status_window)
3801 proutn(" " * (NSYM - len(txt)))
3804 if game.options & OPTION_CURSES:
3805 setwnd(report_window)
3807 # Code from moving.c begins here
3809 def imove(novapush):
3810 # movement execution for warp, impulse, supernova, and tractor-beam events
3811 w = coord(); final = coord()
3814 def no_quad_change():
3815 # No quadrant change -- compute new average enemy distances
3816 game.quad[game.sector.x][game.sector.y] = game.ship
3818 for m in range(game.nenhere):
3819 finald = distance(w, game.enemies[m].kloc)
3820 game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
3821 game.enemies[m].kdist = finald
3822 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3823 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3825 for m in range(game.nenhere):
3826 game.enemies[m].kavgd = game.enemies[m].kdist
3829 setwnd(message_window)
3832 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3833 game.inorbit = False
3834 angle = ((15.0 - game.direc) * 0.5235988)
3835 deltax = -math.sin(angle)
3836 deltay = math.cos(angle)
3837 if math.fabs(deltax) > math.fabs(deltay):
3838 bigger = math.fabs(deltax)
3840 bigger = math.fabs(deltay)
3843 # If tractor beam is to occur, don't move full distance
3844 if game.state.date+game.optime >= scheduled(FTBEAM):
3846 game.condition = "red"
3847 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3848 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3849 # Move within the quadrant
3850 game.quad[game.sector.x][game.sector.y] = IHDOT
3853 n = int(10.0*game.dist*bigger+0.5)
3855 for m in range(1, n+1):
3860 if not VALID_SECTOR(w.x, w.y):
3861 # Leaving quadrant -- allow final enemy attack
3862 # Don't do it if being pushed by Nova
3863 if game.nenhere != 0 and not novapush:
3865 for m in range(game.nenhere):
3866 finald = distance(w, game.enemies[m].kloc)
3867 game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
3869 # Stas Sergeev added the condition
3870 # that attacks only happen if Klingons
3871 # are present and your skill is good.
3873 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3877 # compute final position -- new quadrant and sector
3878 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3879 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3880 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3881 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3882 # check for edge of galaxy
3892 if w.x >= GALSIZE*QUADSIZE:
3893 w.x = (GALSIZE*QUADSIZE*2) - w.x
3895 if w.y >= GALSIZE*QUADSIZE:
3896 w.y = (GALSIZE*QUADSIZE*2) - w.y
3904 if game.nkinks == 3:
3905 # Three strikes -- you're out!
3909 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3910 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3911 prout(_("YOU WILL BE DESTROYED."))
3912 # Compute final position in new quadrant
3913 if trbeam: # Don't bother if we are to be beamed
3915 game.quadrant.x = w.x/QUADSIZE
3916 game.quadrant.y = w.y/QUADSIZE
3917 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3918 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3920 prout(_("Entering Quadrant %s.") % game.quadrant)
3921 game.quad[game.sector.x][game.sector.y] = game.ship
3923 if game.skill>SKILL_NOVICE:
3926 iquad = game.quad[w.x][w.y]
3928 # object encountered in flight path
3929 stopegy = 50.0*game.dist/game.optime
3930 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3931 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3933 for enemy in game.enemies:
3934 if enemy.kloc == game.sector:
3936 collision(rammed=False, enemy=enemy)
3938 elif iquad == IHBLANK:
3940 prouts(_("***RED ALERT! RED ALERT!"))
3944 proutn(_(" pulled into black hole at Sector %s") % w)
3946 # Getting pulled into a black hole was certain
3947 # death in Almy's original. Stas Sergeev added a
3948 # possibility that you'll get timewarped instead.
3951 for m in range(NDEVICES):
3952 if game.damage[m]>0:
3954 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3955 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3965 proutn(_(" encounters Tholian web at %s;") % w)
3967 proutn(_(" blocked by object at %s;") % w)
3968 proutn(_("Emergency stop required "))
3969 prout(_("%2d units of energy.") % int(stopegy))
3970 game.energy -= stopegy
3971 final.x = x-deltax+0.5
3972 final.y = y-deltay+0.5
3974 if game.energy <= 0:
3980 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3987 # dock our ship at a starbase
3989 if game.condition == "docked" and verbose:
3990 prout(_("Already docked."))
3993 prout(_("You must first leave standard orbit."))
3995 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3997 prout(_(" not adjacent to base."))
3999 game.condition = "docked"
4003 if game.energy < game.inenrg:
4004 game.energy = game.inenrg
4005 game.shield = game.inshld
4006 game.torps = game.intorps
4007 game.lsupres = game.inlsr
4008 game.state.crew = FULLCREW
4009 if not damaged(DRADIO) and \
4010 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
4011 # get attack report from base
4012 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
4016 # This program originally required input in terms of a (clock)
4017 # direction and distance. Somewhere in history, it was changed to
4018 # cartesian coordinates. So we need to convert. Probably
4019 # "manual" input should still be done this way -- it's a real
4020 # pain if the computer isn't working! Manual mode is still confusing
4021 # because it involves giving x and y motions, yet the coordinates
4022 # are always displayed y - x, where +y is downward!
4024 def getcourse(isprobe, akey):
4025 # get course and distance
4027 dquad = copy.copy(game.quadrant)
4028 navmode = "unspecified"
4032 if game.landed and not isprobe:
4033 prout(_("Dummy! You can't leave standard orbit until you"))
4034 proutn(_("are back aboard the ship."))
4037 while navmode == "unspecified":
4038 if damaged(DNAVSYS):
4040 prout(_("Computer damaged; manual navigation only"))
4042 prout(_("Computer damaged; manual movement only"))
4047 if isprobe and akey != -1:
4048 # For probe launch, use pre-scanned value first time
4054 proutn(_("Manual or automatic- "))
4057 elif key == IHALPHA:
4062 elif isit("automatic"):
4063 navmode = "automatic"
4072 prout(_("(Manual navigation assumed.)"))
4074 prout(_("(Manual movement assumed.)"))
4077 if navmode == "automatic":
4080 proutn(_("Target quadrant or quadrant§or- "))
4082 proutn(_("Destination sector or quadrant§or- "))
4089 xi = int(round(aaitem))-1
4094 xj = int(round(aaitem))-1
4097 # both quadrant and sector specified
4098 xk = int(round(aaitem))-1
4103 xl = int(round(aaitem))-1
4109 # only one pair of numbers was specified
4111 # only quadrant specified -- go to center of dest quad
4114 dsect.y = dsect.x = 4 # preserves 1-origin behavior
4116 # only sector specified
4120 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
4127 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4129 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4130 # the actual deltas get computed here
4131 deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
4132 deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
4135 proutn(_("X and Y displacements- "))
4149 # Check for zero movement
4150 if deltax == 0 and deltay == 0:
4153 if itemp == "verbose" and not isprobe:
4155 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4156 # Course actually laid in.
4157 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4158 game.direc = math.atan2(deltax, deltay)*1.90985932
4159 if game.direc < 0.0:
4165 # move under impulse power
4167 if damaged(DIMPULS):
4170 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4172 if game.energy > 30.0:
4173 if not getcourse(isprobe=False, akey=0):
4175 power = 20.0 + 100.0*game.dist
4178 if power >= game.energy:
4179 # Insufficient power for trip
4181 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4182 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4183 if game.energy > 30:
4184 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4185 int(0.01 * (game.energy-20.0)-0.05))
4186 prout(_(" quadrants.\""))
4188 prout(_("quadrant. They are, therefore, useless.\""))
4191 # Make sure enough time is left for the trip
4192 game.optime = game.dist/0.095
4193 if game.optime >= game.state.remtime:
4194 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4195 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4196 proutn(_("we dare spend the time?\" "))
4199 # Activate impulse engines and pay the cost
4200 imove(novapush=False)
4204 power = 20.0 + 100.0*game.dist
4205 game.energy -= power
4206 game.optime = game.dist/0.095
4207 if game.energy <= 0:
4212 # move under warp drive
4213 blooey = False; twarp = False
4214 if not timewarp: # Not WARPX entry
4216 if game.damage[DWARPEN] > 10.0:
4219 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4221 if damaged(DWARPEN) and game.warpfac > 4.0:
4224 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4225 prout(_(" is repaired, I can only give you warp 4.\""))
4227 # Read in course and distance
4228 if not getcourse(isprobe=False, akey=0):
4230 # Make sure starship has enough energy for the trip
4231 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4232 if power >= game.energy:
4233 # Insufficient power for trip
4236 prout(_("Engineering to bridge--"))
4237 if not game.shldup or 0.5*power > game.energy:
4238 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4240 prout(_("We can't do it, Captain. We don't have enough energy."))
4242 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4245 prout(_("if you'll lower the shields."))
4249 prout(_("We haven't the energy to go that far with the shields up."))
4252 # Make sure enough time is left for the trip
4253 game.optime = 10.0*game.dist/game.wfacsq
4254 if game.optime >= 0.8*game.state.remtime:
4256 prout(_("First Officer Spock- \"Captain, I compute that such"))
4257 proutn(_(" a trip would require approximately %2.0f") %
4258 (100.0*game.optime/game.state.remtime))
4259 prout(_(" percent of our"))
4260 proutn(_(" remaining time. Are you sure this is wise?\" "))
4266 if game.warpfac > 6.0:
4267 # Decide if engine damage will occur
4268 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4269 prob = game.dist*square(6.0-game.warpfac)/66.666666666
4270 if prob > randreal():
4272 game.dist = randreal(game.dist)
4273 # Decide if time warp will occur
4274 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4276 if idebug and game.warpfac==10 and not twarp:
4278 proutn("=== Force time warp? ")
4282 # If time warp or engine damage, check path
4283 # If it is obstructed, don't do warp or damage
4284 angle = ((15.0-game.direc)*0.5235998)
4285 deltax = -math.sin(angle)
4286 deltay = math.cos(angle)
4287 if math.fabs(deltax) > math.fabs(deltay):
4288 bigger = math.fabs(deltax)
4290 bigger = math.fabs(deltay)
4294 n = 10.0 * game.dist * bigger +0.5
4297 for l in range(1, n+1):
4302 if not VALID_SECTOR(ix, iy):
4304 if game.quad[ix][iy] != IHDOT:
4307 # Activate Warp Engines and pay the cost
4308 imove(novapush=False)
4311 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4312 if game.energy <= 0:
4314 game.optime = 10.0*game.dist/game.wfacsq
4318 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4320 prout(_("Engineering to bridge--"))
4321 prout(_(" Scott here. The warp engines are damaged."))
4322 prout(_(" We'll have to reduce speed to warp 4."))
4327 # change the warp factor
4333 proutn(_("Warp factor- "))
4338 if game.damage[DWARPEN] > 10.0:
4339 prout(_("Warp engines inoperative."))
4341 if damaged(DWARPEN) and aaitem > 4.0:
4342 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4343 prout(_(" but right now we can only go warp 4.\""))
4346 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4349 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4351 oldfac = game.warpfac
4352 game.warpfac = aaitem
4353 game.wfacsq=game.warpfac*game.warpfac
4354 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4355 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4358 if game.warpfac < 8.00:
4359 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4361 if game.warpfac == 10.0:
4362 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4364 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4368 # cope with being tossed out of quadrant by supernova or yanked by beam
4370 # is captain on planet?
4372 if damaged(DTRANSP):
4375 prout(_("Scotty rushes to the transporter controls."))
4377 prout(_("But with the shields up it's hopeless."))
4379 prouts(_("His desperate attempt to rescue you . . ."))
4384 prout(_("SUCCEEDS!"))
4387 proutn(_("The crystals mined were "))
4395 # Check to see if captain in shuttle craft
4400 # Inform captain of attempt to reach safety
4404 prouts(_("***RED ALERT! RED ALERT!"))
4408 prout(_(" has stopped in a quadrant containing"))
4409 prouts(_(" a supernova."))
4411 proutn(_("***Emergency automatic override attempts to hurl "))
4414 prout(_("safely out of quadrant."))
4415 if not damaged(DRADIO):
4416 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4417 # Try to use warp engines
4418 if damaged(DWARPEN):
4420 prout(_("Warp engines damaged."))
4423 game.warpfac = randreal(6.0, 8.0)
4424 game.wfacsq = game.warpfac * game.warpfac
4425 prout(_("Warp factor set to %d") % int(game.warpfac))
4426 power = 0.75*game.energy
4427 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4428 distreq = randreal(math.sqrt(2))
4429 if distreq < game.dist:
4431 game.optime = 10.0*game.dist/game.wfacsq
4432 game.direc = randreal(12) # How dumb!
4434 game.inorbit = False
4437 # This is bad news, we didn't leave quadrant.
4441 prout(_("Insufficient energy to leave quadrant."))
4444 # Repeat if another snova
4445 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4447 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4448 finish(FWON) # Snova killed remaining enemy.
4451 # let's do the time warp again
4452 prout(_("***TIME WARP ENTERED."))
4453 if game.state.snap and withprob(0.5):
4455 prout(_("You are traveling backwards in time %d stardates.") %
4456 int(game.state.date-game.snapsht.date))
4457 game.state = game.snapsht
4458 game.state.snap = False
4459 if game.state.remcom:
4460 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4461 schedule(FBATTAK, expran(0.3*game.intime))
4462 schedule(FSNOVA, expran(0.5*game.intime))
4463 # next snapshot will be sooner
4464 schedule(FSNAP, expran(0.25*game.state.remtime))
4466 if game.state.nscrem:
4467 schedule(FSCMOVE, 0.2777)
4471 invalidate(game.battle)
4473 # Make sure Galileo is consistant -- Snapshot may have been taken
4474 # when on planet, which would give us two Galileos!
4476 for l in range(game.inplan):
4477 if game.state.planets[l].known == "shuttle_down":
4479 if game.iscraft == "onship" and game.ship==IHE:
4480 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4481 game.iscraft = "offship"
4482 # Likewise, if in the original time the Galileo was abandoned, but
4483 # was on ship earlier, it would have vanished -- let's restore it.
4484 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4485 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4486 game.iscraft = "onship"
4488 # * There used to be code to do the actual reconstrction here,
4489 # * but the starchart is now part of the snapshotted galaxy state.
4491 prout(_("Spock has reconstructed a correct star chart from memory"))
4493 # Go forward in time
4494 game.optime = -0.5*game.intime*math.log(randreal())
4495 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4496 # cheat to make sure no tractor beams occur during time warp
4497 postpone(FTBEAM, game.optime)
4498 game.damage[DRADIO] += game.optime
4500 events() # Stas Sergeev added this -- do pending events
4503 # launch deep-space probe
4504 # New code to launch a deep space probe
4505 if game.nprobes == 0:
4508 if game.ship == IHE:
4509 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4511 prout(_("Ye Faerie Queene has no deep space probes."))
4516 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4518 if is_scheduled(FDSPROB):
4521 if damaged(DRADIO) and game.condition != "docked":
4522 prout(_("Spock- \"Records show the previous probe has not yet"))
4523 prout(_(" reached its destination.\""))
4525 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4529 # slow mode, so let Kirk know how many probes there are left
4530 if game.nprobes == 1:
4531 prout(_("1 probe left."))
4533 prout(_("%d probes left") % game.nprobes)
4534 proutn(_("Are you sure you want to fire a probe? "))
4537 game.isarmed = False
4538 if key == IHALPHA and citem == "armed":
4542 proutn(_("Arm NOVAMAX warhead? "))
4544 if not getcourse(isprobe=True, akey=key):
4547 angle = ((15.0 - game.direc) * 0.5235988)
4548 game.probeinx = -math.sin(angle)
4549 game.probeiny = math.cos(angle)
4550 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4551 bigger = math.fabs(game.probeinx)
4553 bigger = math.fabs(game.probeiny)
4554 game.probeiny /= bigger
4555 game.probeinx /= bigger
4556 game.proben = 10.0*game.dist*bigger +0.5
4557 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4558 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4559 game.probec = game.quadrant
4560 schedule(FDSPROB, 0.01) # Time to move one sector
4561 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4565 # Here's how the mayday code works:
4567 # First, the closest starbase is selected. If there is a a starbase
4568 # in your own quadrant, you are in good shape. This distance takes
4569 # quadrant distances into account only.
4571 # A magic number is computed based on the distance which acts as the
4572 # probability that you will be rematerialized. You get three tries.
4574 # When it is determined that you should be able to be rematerialized
4575 # (i.e., when the probability thing mentioned above comes up
4576 # positive), you are put into that quadrant (anywhere). Then, we try
4577 # to see if there is a spot adjacent to the star- base. If not, you
4578 # can't be rematerialized!!! Otherwise, it drops you there. It only
4579 # tries five times to find a spot to drop you. After that, it's your
4583 # yell for help from nearest starbase
4584 # There's more than one way to move in this game!
4587 # Test for conditions which prevent calling for help
4588 if game.condition == "docked":
4589 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4592 prout(_("Subspace radio damaged."))
4594 if game.state.rembase==0:
4595 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4598 proutn(_("You must be aboard the "))
4602 # OK -- call for help from nearest starbase
4605 # There's one in this quadrant
4606 ddist = distance(game.base, game.sector)
4609 for m in range(game.state.rembase):
4610 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4614 # Since starbase not in quadrant, set up new quadrant
4615 game.quadrant = game.state.baseq[line]
4617 # dematerialize starship
4618 game.quad[game.sector.x][game.sector.y]=IHDOT
4619 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4621 prout(_(" dematerializes."))
4623 for m in range(1, 5+1):
4624 w = game.base.scatter()
4625 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4626 # found one -- finish up
4629 if not is_valid(game.sector):
4630 prout(_("You have been lost in space..."))
4631 finish(FMATERIALIZE)
4633 # Give starbase three chances to rematerialize starship
4634 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4635 for m in range(1, 3+1):
4636 if m == 1: proutn(_("1st"))
4637 elif m == 2: proutn(_("2nd"))
4638 elif m == 3: proutn(_("3rd"))
4639 proutn(_(" attempt to re-materialize "))
4641 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4644 if randreal() > probf:
4647 curses.delay_output(500)
4650 game.quad[ix][iy]=IHQUEST
4653 setwnd(message_window)
4654 finish(FMATERIALIZE)
4656 game.quad[ix][iy]=game.ship
4658 prout(_("succeeds."))
4662 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4664 # Abandon Ship (the BSD-Trek description)
4666 # The ship is abandoned. If your current ship is the Faire
4667 # Queene, or if your shuttlecraft is dead, you're out of
4668 # luck. You need the shuttlecraft in order for the captain
4669 # (that's you!!) to escape.
4671 # Your crew can beam to an inhabited starsystem in the
4672 # quadrant, if there is one and if the transporter is working.
4673 # If there is no inhabited starsystem, or if the transporter
4674 # is out, they are left to die in outer space.
4676 # If there are no starbases left, you are captured by the
4677 # Klingons, who torture you mercilessly. However, if there
4678 # is at least one starbase, you are returned to the
4679 # Federation in a prisoner of war exchange. Of course, this
4680 # can't happen unless you have taken some prisoners.
4685 if game.condition=="docked":
4687 prout(_("You cannot abandon Ye Faerie Queene."))
4690 # Must take shuttle craft to exit
4691 if game.damage[DSHUTTL]==-1:
4692 prout(_("Ye Faerie Queene has no shuttle craft."))
4694 if game.damage[DSHUTTL]<0:
4695 prout(_("Shuttle craft now serving Big Macs."))
4697 if game.damage[DSHUTTL]>0:
4698 prout(_("Shuttle craft damaged."))
4701 prout(_("You must be aboard the ship."))
4703 if game.iscraft != "onship":
4704 prout(_("Shuttle craft not currently available."))
4706 # Print abandon ship messages
4708 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4710 prouts(_("***ALL HANDS ABANDON SHIP!"))
4712 prout(_("Captain and crew escape in shuttle craft."))
4713 if game.state.rembase==0:
4714 # Oops! no place to go...
4717 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4719 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4720 prout(_("Remainder of ship's complement beam down"))
4721 prout(_("to nearest habitable planet."))
4722 elif q.planet != None and not damaged(DTRANSP):
4723 prout(_("Remainder of ship's complement beam down to %s.") %
4726 prout(_("Entire crew of %d left to die in outer space.") %
4728 game.casual += game.state.crew
4729 game.abandoned += game.state.crew
4731 # If at least one base left, give 'em the Faerie Queene
4733 game.icrystl = False # crystals are lost
4734 game.nprobes = 0 # No probes
4735 prout(_("You are captured by Klingons and released to"))
4736 prout(_("the Federation in a prisoner-of-war exchange."))
4737 nb = randrange(game.state.rembase)
4738 # Set up quadrant and position FQ adjacient to base
4739 if not game.quadrant == game.state.baseq[nb]:
4740 game.quadrant = game.state.baseq[nb]
4741 game.sector.x = game.sector.y = 5
4744 # position next to base by trial and error
4745 game.quad[game.sector.x][game.sector.y] = IHDOT
4746 for l in range(QUADSIZE):
4747 game.sector = game.base.scatter()
4748 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4749 game.quad[game.sector.x][game.sector.y] == IHDOT:
4752 break # found a spot
4753 game.sector.x=QUADSIZE/2
4754 game.sector.y=QUADSIZE/2
4756 # Get new commission
4757 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4758 game.state.crew = FULLCREW
4759 prout(_("Starfleet puts you in command of another ship,"))
4760 prout(_("the Faerie Queene, which is antiquated but,"))
4761 prout(_("still useable."))
4763 prout(_("The dilithium crystals have been moved."))
4765 game.iscraft = "offship" # Galileo disappears
4767 game.condition="docked"
4768 for l in range(NDEVICES):
4769 game.damage[l] = 0.0
4770 game.damage[DSHUTTL] = -1
4771 game.energy = game.inenrg = 3000.0
4772 game.shield = game.inshld = 1250.0
4773 game.torps = game.intorps = 6
4774 game.lsupres=game.inlsr=3.0
4780 # Code from planets.c begins here.
4783 # abort a lengthy operation if an event interrupts it
4786 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4791 # report on (uninhabited) planets in the galaxy
4795 prout(_("Spock- \"Planet report follows, Captain.\""))
4797 for i in range(game.inplan):
4798 if game.state.planets[i].pclass == "destroyed":
4800 if (game.state.planets[i].known != "unknown" \
4801 and not game.state.planets[i].inhabited) \
4804 if idebug and game.state.planets[i].known=="unknown":
4805 proutn("(Unknown) ")
4806 proutn(_("Quadrant %s") % game.state.planets[i].w)
4807 proutn(_(" class "))
4808 proutn(game.state.planets[i].pclass)
4810 if game.state.planets[i].crystals != present:
4812 prout(_("dilithium crystals present."))
4813 if game.state.planets[i].known=="shuttle_down":
4814 prout(_(" Shuttle Craft Galileo on surface."))
4816 prout(_("No information available."))
4819 # enter standard orbit
4823 prout(_("Already in standard orbit."))
4825 if damaged(DWARPEN) and damaged(DIMPULS):
4826 prout(_("Both warp and impulse engines damaged."))
4828 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4830 prout(_(" not adjacent to planet."))
4833 game.optime = randreal(0.02, 0.05)
4834 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4838 game.height = randreal(1400, 8600)
4839 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4844 # examine planets in this quadrant
4845 if damaged(DSRSENS):
4846 if game.options & OPTION_TTY:
4847 prout(_("Short range sensors damaged."))
4849 if game.iplnet == None:
4850 if game.options & OPTION_TTY:
4851 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4853 if game.iplnet.known == "unknown":
4854 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4856 prout(_(" Planet at Sector %s is of class %s.") %
4857 (game.plnet, game.iplnet.pclass))
4858 if game.iplnet.known=="shuttle_down":
4859 prout(_(" Sensors show Galileo still on surface."))
4860 proutn(_(" Readings indicate"))
4861 if game.iplnet.crystals != "present":
4863 prout(_(" dilithium crystals present.\""))
4864 if game.iplnet.known == "unknown":
4865 game.iplnet.known = "known"
4866 elif game.iplnet.inhabited:
4867 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4868 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4871 # use the transporter
4875 if damaged(DTRANSP):
4876 prout(_("Transporter damaged."))
4877 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4879 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4883 if not game.inorbit:
4885 prout(_(" not in standard orbit."))
4888 prout(_("Impossible to transport through shields."))
4890 if game.iplnet.known=="unknown":
4891 prout(_("Spock- \"Captain, we have no information on this planet"))
4892 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4893 prout(_(" you may not go down.\""))
4895 if not game.landed and game.iplnet.crystals=="absent":
4896 prout(_("Spock- \"Captain, I fail to see the logic in"))
4897 prout(_(" exploring a planet with no dilithium crystals."))
4898 proutn(_(" Are you sure this is wise?\" "))
4902 if not (game.options & OPTION_PLAIN):
4903 nrgneed = 50 * game.skill + game.height / 100.0
4904 if nrgneed > game.energy:
4905 prout(_("Engineering to bridge--"))
4906 prout(_(" Captain, we don't have enough energy for transportation."))
4908 if not game.landed and nrgneed * 2 > game.energy:
4909 prout(_("Engineering to bridge--"))
4910 prout(_(" Captain, we have enough energy only to transport you down to"))
4911 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4912 if game.iplnet.known == "shuttle_down":
4913 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4914 proutn(_(" Are you sure this is wise?\" "))
4919 # Coming from planet
4920 if game.iplnet.known=="shuttle_down":
4921 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4925 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4926 prout(_("Landing party assembled, ready to beam up."))
4928 prout(_("Kirk whips out communicator..."))
4929 prouts(_("BEEP BEEP BEEP"))
4931 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4934 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4936 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4938 prout(_("Kirk- \"Energize.\""))
4941 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4944 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4946 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4949 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4950 game.landed = not game.landed
4951 game.energy -= nrgneed
4953 prout(_("Transport complete."))
4954 if game.landed and game.iplnet.known=="shuttle_down":
4955 prout(_("The shuttle craft Galileo is here!"))
4956 if not game.landed and game.imine:
4963 # strip-mine a world for dilithium
4967 prout(_("Mining party not on planet."))
4969 if game.iplnet.crystals == "mined":
4970 prout(_("This planet has already been strip-mined for dilithium."))
4972 elif game.iplnet.crystals == "absent":
4973 prout(_("No dilithium crystals on this planet."))
4976 prout(_("You've already mined enough crystals for this trip."))
4978 if game.icrystl and game.cryprob == 0.05:
4979 proutn(_("With all those fresh crystals aboard the "))
4982 prout(_("there's no reason to mine more at this time."))
4984 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4987 prout(_("Mining operation complete."))
4988 game.iplnet.crystals = "mined"
4989 game.imine = game.ididit = True
4992 # use dilithium crystals
4996 if not game.icrystl:
4997 prout(_("No dilithium crystals available."))
4999 if game.energy >= 1000:
5000 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
5001 prout(_(" except when Condition Yellow exists."))
5003 prout(_("Spock- \"Captain, I must warn you that loading"))
5004 prout(_(" raw dilithium crystals into the ship's power"))
5005 prout(_(" system may risk a severe explosion."))
5006 proutn(_(" Are you sure this is wise?\" "))
5011 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
5012 prout(_(" Mr. Spock and I will try it.\""))
5014 prout(_("Spock- \"Crystals in place, Sir."))
5015 prout(_(" Ready to activate circuit.\""))
5017 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
5019 if with(game.cryprob):
5020 prouts(_(" \"Activating now! - - No good! It's***"))
5022 prouts(_("***RED ALERT! RED A*L********************************"))
5025 prouts(_("****************** KA-BOOM!!!! *******************"))
5029 game.energy += randreal(5000.0, 5500.0)
5030 prouts(_(" \"Activating now! - - "))
5031 prout(_("The instruments"))
5032 prout(_(" are going crazy, but I think it's"))
5033 prout(_(" going to work!! Congratulations, Sir!\""))
5038 # use shuttlecraft for planetary jaunt
5041 if damaged(DSHUTTL):
5042 if game.damage[DSHUTTL] == -1.0:
5043 if game.inorbit and game.iplnet.known == "shuttle_down":
5044 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5046 prout(_("Ye Faerie Queene had no shuttle craft."))
5047 elif game.damage[DSHUTTL] > 0:
5048 prout(_("The Galileo is damaged."))
5049 else: # game.damage[DSHUTTL] < 0
5050 prout(_("Shuttle craft is now serving Big Macs."))
5052 if not game.inorbit:
5054 prout(_(" not in standard orbit."))
5056 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
5057 prout(_("Shuttle craft not currently available."))
5059 if not game.landed and game.iplnet.known=="shuttle_down":
5060 prout(_("You will have to beam down to retrieve the shuttle craft."))
5062 if game.shldup or game.condition == "docked":
5063 prout(_("Shuttle craft cannot pass through shields."))
5065 if game.iplnet.known=="unknown":
5066 prout(_("Spock- \"Captain, we have no information on this planet"))
5067 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5068 prout(_(" you may not fly down.\""))
5070 game.optime = 3.0e-5*game.height
5071 if game.optime >= 0.8*game.state.remtime:
5072 prout(_("First Officer Spock- \"Captain, I compute that such"))
5073 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5074 int(100*game.optime/game.state.remtime))
5075 prout(_("remaining time."))
5076 proutn(_("Are you sure this is wise?\" "))
5082 if game.iscraft == "onship":
5084 if not damaged(DTRANSP):
5085 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5089 proutn(_("Shuttle crew"))
5091 proutn(_("Rescue party"))
5092 prout(_(" boards Galileo and swoops toward planet surface."))
5093 game.iscraft = "offship"
5097 game.iplnet.known="shuttle_down"
5098 prout(_("Trip complete."))
5101 # Ready to go back to ship
5102 prout(_("You and your mining party board the"))
5103 prout(_("shuttle craft for the trip back to the Enterprise."))
5105 prouts(_("The short hop begins . . ."))
5107 game.iplnet.known="known"
5113 game.iscraft = "onship"
5119 prout(_("Trip complete."))
5124 prout(_("Mining party assembles in the hangar deck,"))
5125 prout(_("ready to board the shuttle craft \"Galileo\"."))
5127 prouts(_("The hangar doors open; the trip begins."))
5130 game.iscraft = "offship"
5133 game.iplnet.known = "shuttle_down"
5136 prout(_("Trip complete."))
5140 # use the big zapper
5144 if game.ship != IHE:
5145 prout(_("Ye Faerie Queene has no death ray."))
5148 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5151 prout(_("Death Ray is damaged."))
5153 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5154 prout(_(" is highly unpredictible. Considering the alternatives,"))
5155 proutn(_(" are you sure this is wise?\" "))
5158 prout(_("Spock- \"Acknowledged.\""))
5161 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5163 prout(_("Crew scrambles in emergency preparation."))
5164 prout(_("Spock and Scotty ready the death ray and"))
5165 prout(_("prepare to channel all ship's power to the device."))
5167 prout(_("Spock- \"Preparations complete, sir.\""))
5168 prout(_("Kirk- \"Engage!\""))
5170 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5173 if game.options & OPTION_PLAIN:
5177 prouts(_("Sulu- \"Captain! It's working!\""))
5179 while game.nenhere > 0:
5180 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5181 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5182 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5184 if (game.options & OPTION_PLAIN) == 0:
5185 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5187 prout(_(" is still operational.\""))
5189 prout(_(" has been rendered nonfunctional.\""))
5190 game.damage[DDRAY] = 39.95
5192 r = randreal() # Pick failure method
5194 prouts(_("Sulu- \"Captain! It's working!\""))
5196 prouts(_("***RED ALERT! RED ALERT!"))
5198 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5200 prouts(_("***RED ALERT! RED A*L********************************"))
5203 prouts(_("****************** KA-BOOM!!!! *******************"))
5208 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5210 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5212 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5213 prout(_(" have apparently been transformed into strange mutations."))
5214 prout(_(" Vulcans do not seem to be affected."))
5216 prout(_("Kirk- \"Raauch! Raauch!\""))
5221 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5223 proutn(_("Spock- \"I believe the word is"))
5224 prouts(_(" *ASTONISHING*"))
5225 prout(_(" Mr. Sulu."))
5226 for i in range(QUADSIZE):
5227 for j in range(QUADSIZE):
5228 if game.quad[i][j] == IHDOT:
5229 game.quad[i][j] = IHQUEST
5230 prout(_(" Captain, our quadrant is now infested with"))
5231 prouts(_(" - - - - - - *THINGS*."))
5233 prout(_(" I have no logical explanation.\""))
5235 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5237 prout(_("Scotty- \"There are so many tribbles down here"))
5238 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5242 # Code from reports.c begins here
5244 def attackreport(curt):
5245 # report status of bases under attack
5247 if is_scheduled(FCDBAS):
5248 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5249 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5250 elif game.isatb == 1:
5251 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5252 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5254 prout(_("No Starbase is currently under attack."))
5256 if is_scheduled(FCDBAS):
5257 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5259 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5263 # report on general game status
5265 s1 = "" and game.thawed and _("thawed ")
5266 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5267 s3 = (None, _("novice"). _("fair"),
5268 _("good"), _("expert"), _("emeritus"))[game.skill]
5269 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5270 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5271 prout(_("No plaque is allowed."))
5273 prout(_("This is tournament game %d.") % game.tourn)
5274 prout(_("Your secret password is \"%s\"") % game.passwd)
5275 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5276 (game.inkling + game.incom + game.inscom)))
5277 if game.incom - game.state.remcom:
5278 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5279 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5280 prout(_(", but no Commanders."))
5283 if game.skill > SKILL_FAIR:
5284 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5285 if game.state.rembase != game.inbase:
5287 if game.inbase-game.state.rembase==1:
5288 proutn(_("has been 1 base"))
5290 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5291 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5293 prout(_("There are %d bases.") % game.inbase)
5294 if communicating() or game.iseenit:
5295 # Don't report this if not seen and
5296 # either the radio is dead or not at base!
5300 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5302 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5303 if game.ship == IHE:
5304 proutn(_("You have "))
5306 proutn("%d" % (game.nprobes))
5309 proutn(_(" deep space probe"))
5313 if communicating() and is_scheduled(FDSPROB):
5315 proutn(_("An armed deep space probe is in "))
5317 proutn(_("A deep space probe is in "))
5318 prout("Quadrant %s." % game.probec)
5320 if game.cryprob <= .05:
5321 prout(_("Dilithium crystals aboard ship... not yet used."))
5325 while game.cryprob > ai:
5328 prout(_("Dilithium crystals have been used %d time%s.") % \
5329 (i, (_("s"), "")[i==1]))
5333 # long-range sensor scan
5334 if damaged(DLRSENS):
5335 # Now allow base's sensors if docked
5336 if game.condition != "docked":
5338 prout(_("LONG-RANGE SENSORS DAMAGED."))
5341 prout(_("Starbase's long-range scan"))
5343 prout(_("Long-range scan"))
5344 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5347 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5348 if not VALID_QUADRANT(x, y):
5352 if not damaged(DRADIO):
5353 game.state.galaxy[x][y].charted = True
5354 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5355 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5356 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5357 if not silent and game.state.galaxy[x][y].supernova:
5360 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5368 for i in range(NDEVICES):
5371 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5372 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5374 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5375 game.damage[i]+0.05,
5376 game.docfac*game.damage[i]+0.005))
5378 prout(_("All devices functional."))
5381 # update the chart in the Enterprise's computer from galaxy data
5382 game.lastchart = game.state.date
5383 for i in range(GALSIZE):
5384 for j in range(GALSIZE):
5385 if game.state.galaxy[i][j].charted:
5386 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5387 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5388 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5391 # display the star chart
5393 if (game.options & OPTION_AUTOSCAN):
5395 if not damaged(DRADIO):
5397 if game.lastchart < game.state.date and game.condition == "docked":
5398 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5401 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5402 if game.state.date > game.lastchart:
5403 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5404 prout(" 1 2 3 4 5 6 7 8")
5405 for i in range(GALSIZE):
5406 proutn("%d |" % (i+1))
5407 for j in range(GALSIZE):
5408 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5412 if game.state.galaxy[i][j].supernova:
5414 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5416 elif game.state.galaxy[i][j].charted:
5417 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5421 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5429 def sectscan(goodScan, i, j):
5430 # light up an individual dot in a sector
5431 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5432 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):
5433 if game.condition == "red": textcolor(RED)
5434 elif game.condition == "green": textcolor(GREEN)
5435 elif game.condition == "yellow": textcolor(YELLOW)
5436 elif game.condition == "docked": textcolor(CYAN)
5437 elif game.condition == "dead": textcolor(BROWN)
5438 if game.quad[i][j] != game.ship:
5440 proutn("%c " % game.quad[i][j])
5446 # print status report lines
5448 if not req or req == 1:
5449 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5450 % (game.state.date, game.state.remtime))
5451 if not req or req == 2:
5452 if game.condition != "docked":
5455 for t in range(NDEVICES):
5456 if game.damage[t]>0:
5458 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5459 if not req or req == 3:
5460 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5461 if not req or req == 4:
5462 if damaged(DLIFSUP):
5463 if game.condition == "docked":
5464 s = _("DAMAGED, Base provides")
5466 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5469 prstat(_("Life Support"), s)
5470 if not req or req == 5:
5471 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5472 if not req or req == 6:
5474 if game.icrystl and (game.options & OPTION_SHOWME):
5475 extra = _(" (have crystals)")
5476 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5477 if not req or req == 7:
5478 prstat(_("Torpedoes"), "%d" % (game.torps))
5479 if not req or req == 8:
5480 if damaged(DSHIELD):
5486 data = _(" %d%% %.1f units") \
5487 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5488 prstat(_("Shields"), s+data)
5489 if not req or req == 9:
5490 prstat(_("Klingons Left"), "%d" \
5491 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5492 if not req or req == 10:
5493 if game.options & OPTION_WORLDS:
5494 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5495 if plnet and plnet.inhabited:
5496 prstat(_("Major system"), plnet.name)
5498 prout(_("Sector is uninhabited"))
5499 elif not req or req == 11:
5500 attackreport(not req)
5503 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5504 while scan() == IHEOL:
5505 proutn(_("Information desired? "))
5507 if citem in requests:
5508 status(requests.index(citem))
5510 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5511 prout((" date, condition, position, lsupport, warpfactor,"))
5512 prout((" energy, torpedoes, shields, klingons, system, time."))
5517 if damaged(DSRSENS):
5518 # Allow base's sensors if docked
5519 if game.condition != "docked":
5520 prout(_(" S.R. SENSORS DAMAGED!"))
5523 prout(_(" [Using Base's sensors]"))
5525 prout(_(" Short-range scan"))
5526 if goodScan and not damaged(DRADIO):
5527 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5528 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5529 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5530 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5531 prout(" 1 2 3 4 5 6 7 8 9 10")
5532 if game.condition != "docked":
5534 for i in range(QUADSIZE):
5535 proutn("%2d " % (i+1))
5536 for j in range(QUADSIZE):
5537 sectscan(goodScan, i, j)
5542 # use computer to get estimated time of arrival for a warp jump
5543 w1 = coord(); w2 = coord()
5545 if damaged(DCOMPTR):
5546 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5549 if scan() != IHREAL:
5552 proutn(_("Destination quadrant and/or sector? "))
5556 w1.y = int(aaitem-0.5)
5557 if scan() != IHREAL:
5560 w1.x = int(aaitem-0.5)
5561 if scan() == IHREAL:
5562 w2.y = int(aaitem-0.5)
5563 if scan() != IHREAL:
5566 w2.x = int(aaitem-0.5)
5568 if game.quadrant.y>w1.x:
5572 if game.quadrant.x>w1.y:
5576 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5579 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5580 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5583 prout(_("Answer \"no\" if you don't know the value:"))
5586 proutn(_("Time or arrival date? "))
5589 if ttime > game.state.date:
5590 ttime -= game.state.date # Actually a star date
5591 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5592 if ttime <= 1e-10 or twarp > 10:
5593 prout(_("We'll never make it, sir."))
5600 proutn(_("Warp factor? "))
5604 if twarp<1.0 or twarp > 10.0:
5608 prout(_("Captain, certainly you can give me one of these."))
5611 ttime = (10.0*game.dist)/square(twarp)
5612 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5613 if tpower >= game.energy:
5614 prout(_("Insufficient energy, sir."))
5615 if not game.shldup or tpower > game.energy*2.0:
5618 proutn(_("New warp factor to try? "))
5619 if scan() == IHREAL:
5622 if twarp<1.0 or twarp > 10.0:
5630 prout(_("But if you lower your shields,"))
5631 proutn(_("remaining"))
5634 proutn(_("Remaining"))
5635 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5637 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5639 prout(_("Any warp speed is adequate."))
5641 prout(_("Minimum warp needed is %.2f,") % (twarp))
5642 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5643 if game.state.remtime < ttime:
5644 prout(_("Unfortunately, the Federation will be destroyed by then."))
5646 prout(_("You'll be taking risks at that speed, Captain"))
5647 if (game.isatb==1 and game.state.kscmdr == w1 and \
5648 scheduled(FSCDBAS)< ttime+game.state.date) or \
5649 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5650 prout(_("The starbase there will be destroyed by then."))
5651 proutn(_("New warp factor to try? "))
5652 if scan() == IHREAL:
5655 if twarp<1.0 or twarp > 10.0:
5664 # Code from setup.c begins here
5667 # issue a historically correct banner
5669 prout(_("-SUPER- STAR TREK"))
5671 # From the FORTRAN original
5672 # prout(_("Latest update-21 Sept 78"))
5678 citem = "emsave.trk"
5682 proutn(_("File name: "))
5688 if '.' not in citem:
5691 fp = open(citem, "wb")
5693 prout(_("Can't freeze game as file %s") % citem)
5695 cPickle.dump(game, fp)
5699 # retrieve saved game
5700 game.passwd[0] = '\0'
5703 proutn(_("File name: "))
5709 if '.' not in citem:
5712 fp = open(citem, "rb")
5714 prout(_("Can't thaw game in %s") % citem)
5716 game = cPickle.load(fp)
5720 # I used <http://www.memory-alpha.org> to find planets
5721 # with references in ST:TOS. Eath and the Alpha Centauri
5722 # Colony have been omitted.
5724 # Some planets marked Class G and P here will be displayed as class M
5725 # because of the way planets are generated. This is a known bug.
5728 _("Andoria (Fesoan)"), # several episodes
5729 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5730 _("Vulcan (T'Khasi)"), # many episodes
5731 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5732 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5733 _("Ardana"), # TOS: "The Cloud Minders"
5734 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5735 _("Gideon"), # TOS: "The Mark of Gideon"
5736 _("Aldebaran III"), # TOS: "The Deadly Years"
5737 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5738 _("Altair IV"), # TOS: "Amok Time
5739 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5740 _("Benecia"), # TOS: "The Conscience of the King"
5741 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5742 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5743 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5744 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5745 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5746 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5747 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5748 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5749 _("Ingraham B"), # TOS: "Operation: Annihilate"
5750 _("Janus IV"), # TOS: "The Devil in the Dark"
5751 _("Makus III"), # TOS: "The Galileo Seven"
5752 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5753 _("Omega IV"), # TOS: "The Omega Glory"
5754 _("Regulus V"), # TOS: "Amok Time
5755 _("Deneva"), # TOS: "Operation -- Annihilate!"
5756 # Worlds from BSD Trek
5757 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5758 _("Beta III"), # TOS: "The Return of the Archons"
5759 _("Triacus"), # TOS: "And the Children Shall Lead",
5760 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5762 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5763 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5764 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5765 # _("Izar"), # TOS: "Whom Gods Destroy"
5766 # _("Tiburon"), # TOS: "The Way to Eden"
5767 # _("Merak II"), # TOS: "The Cloud Minders"
5768 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5769 # _("Iotia"), # TOS: "A Piece of the Action"
5773 _("S. R. Sensors"), \
5774 _("L. R. Sensors"), \
5776 _("Photon Tubes"), \
5777 _("Life Support"), \
5778 _("Warp Engines"), \
5779 _("Impulse Engines"), \
5781 _("Subspace Radio"), \
5782 _("Shuttle Craft"), \
5784 _("Navigation System"), \
5786 _("Shield Control"), \
5791 def setup(needprompt):
5792 # prepare to play, set up cosmos
5794 # Decide how many of everything
5795 if choose(needprompt):
5796 return # frozen game
5797 # Prepare the Enterprise
5798 game.alldone = game.gamewon = False
5800 game.state.crew = FULLCREW
5801 game.energy = game.inenrg = 5000.0
5802 game.shield = game.inshld = 2500.0
5803 game.shldchg = False
5807 game.quadrant = randplace(GALSIZE)
5808 game.sector = randplace(QUADSIZE)
5809 game.torps = game.intorps = 10
5810 game.nprobes = randrange(2, 5)
5812 game.wfacsq = game.warpfac * game.warpfac
5813 for i in range(NDEVICES):
5814 game.damage[i] = 0.0
5815 # Set up assorted game parameters
5816 game.battle = coord()
5817 game.state.date = game.indate = 100.0 * randreal(20, 51)
5818 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5819 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5820 game.isatb = game.state.nplankl = 0
5821 game.state.starkl = game.state.basekl = 0
5822 game.iscraft = "onship"
5826 for i in range(GALSIZE):
5827 for j in range(GALSIZE):
5828 quad = game.state.galaxy[i][j]
5833 quad.starbase = False
5834 quad.supernova = False
5835 quad.status = "secure"
5836 # Initialize times for extraneous events
5837 schedule(FSNOVA, expran(0.5 * game.intime))
5838 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5839 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5840 schedule(FBATTAK, expran(0.3*game.intime))
5842 if game.state.nscrem:
5843 schedule(FSCMOVE, 0.2777)
5848 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5849 schedule(FDISTR, expran(1.0 + game.intime))
5854 # Starchart is functional but we've never seen it
5855 game.lastchart = FOREVER
5856 # Put stars in the galaxy
5858 for i in range(GALSIZE):
5859 for j in range(GALSIZE):
5860 k = randrange(1, QUADSIZE**2/10+1)
5862 game.state.galaxy[i][j].stars = k
5863 # Locate star bases in galaxy
5864 for i in range(game.inbase):
5867 w = randplace(GALSIZE)
5868 if not game.state.galaxy[w.x][w.y].starbase:
5871 # C version: for (j = i-1; j > 0; j--)
5872 # so it did them in the opposite order.
5873 for j in range(1, i):
5874 # Improved placement algorithm to spread out bases
5875 distq = w.distance(game.state.baseq[j])
5876 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5879 prout("=== Abandoning base #%d at %s" % (i, w))
5881 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5883 prout("=== Saving base #%d, close to #%d" % (i, j))
5886 game.state.baseq[i] = w
5887 game.state.galaxy[w.x][w.y].starbase = True
5888 game.state.chart[w.x][w.y].starbase = True
5889 # Position ordinary Klingon Battle Cruisers
5891 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5892 if klumper > MAXKLQUAD:
5896 klump = (1.0 - r*r)*klumper
5901 w = randplace(GALSIZE)
5902 if not game.state.galaxy[w.x][w.y].supernova and \
5903 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5905 game.state.galaxy[w.x][w.y].klingons += int(klump)
5908 # Position Klingon Commander Ships
5909 for i in range(1, game.incom+1):
5911 w = randplace(GALSIZE)
5912 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
5913 not game.state.galaxy[w.x][w.y].supernova and \
5914 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
5915 not w in game.state.kcmdr[:i]:
5917 game.state.galaxy[w.x][w.y].klingons += 1
5918 game.state.kcmdr[i] = w
5919 # Locate planets in galaxy
5920 for i in range(game.inplan):
5922 w = randplace(GALSIZE)
5923 if game.state.galaxy[w.x][w.y].planet == None:
5927 new.crystals = "absent"
5928 if (game.options & OPTION_WORLDS) and i < NINHAB:
5929 new.pclass = "M" # All inhabited planets are class M
5930 new.crystals = "absent"
5932 new.name = systnames[i]
5933 new.inhabited = True
5935 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5937 new.crystals = "present"
5938 new.known = "unknown"
5939 new.inhabited = False
5940 game.state.galaxy[w.x][w.y].planet = new
5941 game.state.planets.append(new)
5943 for i in range(game.state.nromrem):
5944 w = randplace(GALSIZE)
5945 game.state.galaxy[w.x][w.y].romulans += 1
5946 # Locate the Super Commander
5947 if game.state.nscrem > 0:
5949 w = randplace(GALSIZE)
5950 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
5952 game.state.kscmdr = w
5953 game.state.galaxy[w.x][w.y].klingons += 1
5954 # Place thing (in tournament game, we don't want one!)
5956 if game.tourn is None:
5957 thing = randplace(GALSIZE)
5959 game.state.snap = False
5960 if game.skill == SKILL_NOVICE:
5961 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5962 prout(_("a deadly Klingon invasion force. As captain of the United"))
5963 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5964 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5965 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5966 prout(_("your mission. As you proceed you may be given more time."))
5968 prout(_("You will have %d supporting starbases.") % (game.inbase))
5969 proutn(_("Starbase locations- "))
5971 prout(_("Stardate %d.") % int(game.state.date))
5973 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5974 prout(_("An unknown number of Romulans."))
5975 if game.state.nscrem:
5976 prout(_("And one (GULP) Super-Commander."))
5977 prout(_("%d stardates.") % int(game.intime))
5978 proutn(_("%d starbases in ") % game.inbase)
5979 for i in range(game.inbase):
5980 proutn(`game.state.baseq[i]`)
5983 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5984 proutn(_(" Sector %s") % game.sector)
5986 prout(_("Good Luck!"))
5987 if game.state.nscrem:
5988 prout(_(" YOU'LL NEED IT."))
5991 if game.nenhere - (thing == game.quadrant) - (game.tholian != None):
5993 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5996 def choose(needprompt):
5997 # choose your game type
6002 game.skill = SKILL_NONE
6004 if needprompt: # Can start with command line options
6005 proutn(_("Would you like a regular, tournament, or saved game? "))
6007 if len(citem)==0: # Try again
6009 if isit("tournament"):
6010 while scan() == IHEOL:
6011 proutn(_("Type in tournament number-"))
6014 continue # We don't want a blank entry
6015 game.tourn = int(round(aaitem))
6018 logfp.write("# random.seed(%d)\n" % aaitem)
6020 if isit("saved") or isit("frozen"):
6024 if game.passwd == None:
6026 if not game.alldone:
6027 game.thawed = True # No plaque if not finished
6033 proutn(_("What is \"%s\"?"), citem)
6035 while game.length==0 or game.skill==SKILL_NONE:
6036 if scan() == IHALPHA:
6039 elif isit("medium"):
6043 elif isit("novice"):
6044 game.skill = SKILL_NOVICE
6046 game.skill = SKILL_FAIR
6048 game.skill = SKILL_GOOD
6049 elif isit("expert"):
6050 game.skill = SKILL_EXPERT
6051 elif isit("emeritus"):
6052 game.skill = SKILL_EMERITUS
6054 proutn(_("What is \""))
6060 proutn(_("Would you like a Short, Medium, or Long game? "))
6061 elif game.skill == SKILL_NONE:
6062 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6063 # Choose game options -- added by ESR for SST2K
6064 if scan() != IHALPHA:
6066 proutn(_("Choose your game style (or just press enter): "))
6069 # Approximates the UT FORTRAN version.
6070 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6071 game.options |= OPTION_PLAIN
6073 # Approximates Tom Almy's version.
6074 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6075 game.options |= OPTION_ALMY
6079 proutn(_("What is \"%s\"?") % citem)
6081 if game.passwd == "debug":
6083 fputs("=== Debug mode enabled\n", sys.stdout)
6085 # Use parameters to generate initial values of things
6086 game.damfac = 0.5 * game.skill
6087 game.state.rembase = randrange(BASEMIN, BASEMAX+1)
6088 game.inbase = game.state.rembase
6090 if game.options & OPTION_PLANETS:
6091 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
6092 if game.options & OPTION_WORLDS:
6093 game.inplan += int(NINHAB)
6094 game.state.nromrem = game.inrom = randrange(2 *game.skill)
6095 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6096 game.state.remtime = 7.0 * game.length
6097 game.intime = game.state.remtime
6098 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
6099 game.incom = int(game.skill + 0.0625*game.inkling*randreal())
6100 game.state.remcom = min(10, game.incom)
6101 game.incom = game.state.remcom
6102 game.state.remres = (game.inkling+4*game.incom)*game.intime
6103 game.inresor = game.state.remres
6104 if game.inkling > 50:
6105 game.state.rembase += 1
6106 game.inbase = game.state.rembase
6109 def dropin(iquad=None):
6110 # drop a feature on a random dot in the current quadrant
6113 w = randplace(QUADSIZE)
6114 if game.quad[w.x][w.y] == IHDOT:
6116 if iquad is not None:
6117 game.quad[w.x][w.y] = iquad
6121 # update our alert status
6122 game.condition = "green"
6123 if game.energy < 1000.0:
6124 game.condition = "yellow"
6125 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6126 game.condition = "red"
6128 game.condition="dead"
6131 # drop new Klingon into current quadrant
6132 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
6135 # set up a new state of quadrant, for when we enter or re-enter it
6139 game.comhere = False
6145 game.inorbit = False
6147 game.ientesc = False
6148 game.iseenit = False
6150 # Attempt to escape Super-commander, so tbeam back!
6153 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6154 # cope with supernova
6157 game.klhere = q.klingons
6158 game.irhere = q.romulans
6159 game.nenhere = game.klhere + game.irhere
6161 game.quad[game.sector.x][game.sector.y] = game.ship
6164 # Position ordinary Klingons
6165 for i in range(game.klhere):
6167 # If we need a commander, promote a Klingon
6168 for i in range(game.state.remcom):
6169 if game.state.kcmdr[i] == game.quadrant:
6170 e = game.enemies[game.klhere-1]
6171 game.quad[e.kloc.x][e.kloc.y] = IHC
6172 e.kpower = randreal(950,1350) + 50.0*game.skill
6175 # If we need a super-commander, promote a Klingon
6176 if game.quadrant == game.state.kscmdr:
6178 game.quad[e.kloc.x][e.kloc.y] = IHS
6179 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
6180 game.iscate = (game.state.remkl > 1)
6182 # Put in Romulans if needed
6183 for i in range(game.klhere, game.nenhere):
6184 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6185 # If quadrant needs a starbase, put it in
6187 game.base = dropin(IHB)
6188 # If quadrant needs a planet, put it in
6190 game.iplnet = q.planet
6191 if not q.planet.inhabited:
6192 game.plnet = dropin(IHP)
6194 game.plnet = dropin(IHW)
6195 # Check for condition
6198 if game.irhere > 0 and game.klhere == 0:
6200 if not damaged(DRADIO):
6202 prout(_("LT. Uhura- \"Captain, an urgent message."))
6203 prout(_(" I'll put it on audio.\" CLICK"))
6205 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6206 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6208 # Put in THING if needed
6209 if thing == game.quadrant:
6210 enemy(symbol=IHQUEST, loc=dropin(),
6211 power=randreal(6000,6500.0)+250.0*game.skill)
6212 if not damaged(DSRSENS):
6214 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6215 prout(_(" Please examine your short-range scan.\""))
6216 # Decide if quadrant needs a Tholian; lighten up if skill is low
6217 if game.options & OPTION_THOLIAN:
6218 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6219 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6220 (game.skill > SKILL_GOOD and withprob(0.08)):
6223 w.x = withprob(0.5) * (QUADSIZE-1)
6224 w.y = withprob(0.5) * (QUADSIZE-1)
6225 if game.quad[w.x][w.y] == IHDOT:
6227 game.tholian = enemy(symbol=IHT, loc=w,
6228 power=randrange(100, 500) + 25.0*game.skill)
6229 # Reserve unoccupied corners
6230 if game.quad[0][0]==IHDOT:
6231 game.quad[0][0] = 'X'
6232 if game.quad[0][QUADSIZE-1]==IHDOT:
6233 game.quad[0][QUADSIZE-1] = 'X'
6234 if game.quad[QUADSIZE-1][0]==IHDOT:
6235 game.quad[QUADSIZE-1][0] = 'X'
6236 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6237 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6238 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6239 # And finally the stars
6240 for i in range(q.stars):
6242 # Put in a few black holes
6243 for i in range(1, 3+1):
6246 # Take out X's in corners if Tholian present
6248 if game.quad[0][0]=='X':
6249 game.quad[0][0] = IHDOT
6250 if game.quad[0][QUADSIZE-1]=='X':
6251 game.quad[0][QUADSIZE-1] = IHDOT
6252 if game.quad[QUADSIZE-1][0]=='X':
6253 game.quad[QUADSIZE-1][0] = IHDOT
6254 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6255 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6258 # set the self-destruct password
6259 if game.options & OPTION_PLAIN:
6262 proutn(_("Please type in a secret password- "))
6265 if game.passwd != None:
6270 game.passwd += chr(ord('a')+randrange(26))
6272 # Code from sst.c begins here
6275 "SRSCAN": OPTION_TTY,
6276 "STATUS": OPTION_TTY,
6277 "REQUEST": OPTION_TTY,
6278 "LRSCAN": OPTION_TTY,
6291 "SENSORS": OPTION_PLANETS,
6292 "ORBIT": OPTION_PLANETS,
6293 "TRANSPORT": OPTION_PLANETS,
6294 "MINE": OPTION_PLANETS,
6295 "CRYSTALS": OPTION_PLANETS,
6296 "SHUTTLE": OPTION_PLANETS,
6297 "PLANETS": OPTION_PLANETS,
6302 "PROBE": OPTION_PROBE,
6304 "FREEZE": 0, # Synonym for SAVE
6310 "SOS": 0, # Synonym for MAYDAY
6311 "CALL": 0, # Synonym for MAYDAY
6318 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6321 # generate a list of legal commands
6323 proutn(_("LEGAL COMMANDS ARE:"))
6324 for key in commands:
6328 proutn("%-12s " % key)
6333 # browse on-line help
6334 # Give help on commands
6338 setwnd(prompt_window)
6339 proutn(_("Help on what command? "))
6341 setwnd(message_window)
6344 if citem in commands or citem == "ABBREV":
6353 fp = open(SSTDOC, "r")
6356 fp = open(DOC_NAME, "r")
6358 prout(_("Spock- \"Captain, that information is missing from the"))
6359 proutn(_(" computer. You need to find "))
6361 prout(_(" and put it in the"))
6362 proutn(_(" current directory or to "))
6366 # This used to continue: "You need to find SST.DOC and put
6367 # it in the current directory."
6371 linebuf = fp.readline()
6373 prout(_("Spock- \"Captain, there is no information on that command.\""))
6376 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6377 linebuf = linebuf[3:].strip()
6381 prout(_("Spock- \"Captain, I've found the following information:\""))
6383 while linebuf in fp:
6384 if "******" in linebuf:
6390 # command-interpretation loop
6393 setwnd(message_window)
6394 while True: # command loop
6396 while True: # get a command
6401 setwnd(prompt_window)
6405 if game.options & OPTION_CURSES:
6410 setwnd(message_window)
6412 candidates = filter(lambda x: x.startswith(citem.upper()),
6414 if len(candidates) == 1:
6417 elif candidates and not (game.options & OPTION_PLAIN):
6418 prout("Commands with that prefix: " + " ".join(candidates))
6422 if cmd == "SRSCAN": # srscan
6424 elif cmd == "STATUS": # status
6426 elif cmd == "REQUEST": # status request
6428 elif cmd == "LRSCAN": # long range scan
6429 lrscan(silent=False)
6430 elif cmd == "PHASERS": # phasers
6434 elif cmd == "TORPEDO": # photon torpedos
6438 elif cmd == "MOVE": # move under warp
6440 elif cmd == "SHIELDS": # shields
6441 doshield(shraise=False)
6444 game.shldchg = False
6445 elif cmd == "DOCK": # dock at starbase
6449 elif cmd == "DAMAGES": # damage reports
6451 elif cmd == "CHART": # chart
6453 elif cmd == "IMPULSE": # impulse
6455 elif cmd == "REST": # rest
6459 elif cmd == "WARP": # warp
6461 elif cmd == "SCORE": # score
6463 elif cmd == "SENSORS": # sensors
6465 elif cmd == "ORBIT": # orbit
6469 elif cmd == "TRANSPORT": # transport "beam"
6471 elif cmd == "MINE": # mine
6475 elif cmd == "CRYSTALS": # crystals
6479 elif cmd == "SHUTTLE": # shuttle
6483 elif cmd == "PLANETS": # Planet list
6485 elif cmd == "REPORT": # Game Report
6487 elif cmd == "COMPUTER": # use COMPUTER!
6489 elif cmd == "COMMANDS":
6491 elif cmd == "EMEXIT": # Emergency exit
6492 clrscr() # Hide screen
6493 freeze(True) # forced save
6494 raise SysExit,1 # And quick exit
6495 elif cmd == "PROBE":
6496 probe() # Launch probe
6499 elif cmd == "ABANDON": # Abandon Ship
6501 elif cmd == "DESTRUCT": # Self Destruct
6503 elif cmd == "SAVE": # Save Game
6506 if game.skill > SKILL_GOOD:
6507 prout(_("WARNING--Saved games produce no plaques!"))
6508 elif cmd == "DEATHRAY": # Try a desparation measure
6512 elif cmd == "DEBUGCMD": # What do we want for debug???
6514 elif cmd == "MAYDAY": # Call for help
6519 game.alldone = True # quit the game
6524 break # Game has ended
6525 if game.optime != 0.0:
6528 break # Events did us in
6529 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6532 if hitme and not game.justin:
6536 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6548 if cmd == IHR: s = _("Romulan")
6549 elif cmd == IHK: s = _("Klingon")
6550 elif cmd == IHC: s = _("Commander")
6551 elif cmd == IHS: s = _("Super-commander")
6552 elif cmd == IHSTAR: s = _("Star")
6553 elif cmd == IHP: s = _("Planet")
6554 elif cmd == IHB: s = _("Starbase")
6555 elif cmd == IHBLANK: s = _("Black hole")
6556 elif cmd == IHT: s = _("Tholian")
6557 elif cmd == IHWEB: s = _("Tholian web")
6558 elif cmd == IHQUEST: s = _("Stranger")
6559 elif cmd == IHW: s = _("Inhabited World")
6560 else: s = "Unknown??"
6563 def crmena(stars, enemy, loctype, w):
6564 # print an enemy and his location
6570 if loctype == "quadrant":
6571 buf = _("Quadrant ")
6572 elif loctype == "sector":
6577 # print our ship name
6578 if game.ship == IHE:
6580 elif game.ship == IHF:
6581 s = _("Faerie Queene")
6587 # print a line of stars
6588 prouts("******************************************************")
6592 return -avrage*math.log(1e-7 + randreal())
6594 def randplace(size):
6595 # choose a random location
6597 w.x = randrange(size)
6598 w.y = randrange(size)
6602 # Demand input for next scan
6607 # return IHEOL next time
6612 # Get a token from the user
6613 global inqueue, line, citem, aaitem
6617 # Read a line if nothing here
6620 if curwnd==prompt_window:
6622 setwnd(message_window)
6624 # Skip leading white space
6625 line = line.lstrip()
6627 inqueue = line.split()
6633 # From here on in it's all looking at the queue
6634 citem = inqueue.pop(0)
6638 aaitem = float(citem)
6643 citem = citem.lower()
6647 # yes-or-no confirmation
6656 proutn(_("Please answer with \"y\" or \"n\": "))
6659 # complain about unparseable input
6662 prout(_("Beg your pardon, Captain?"))
6665 # compares s to citem and returns true if it matches to the length of s
6666 return s.startswith(citem)
6669 # access to the internals for debugging
6670 proutn("Reset levels? ")
6672 if game.energy < game.inenrg:
6673 game.energy = game.inenrg
6674 game.shield = game.inshld
6675 game.torps = game.intorps
6676 game.lsupres = game.inlsr
6677 proutn("Reset damage? ")
6679 for i in range(NDEVICES):
6680 if game.damage[i] > 0.0:
6681 game.damage[i] = 0.0
6682 proutn("Toggle debug flag? ")
6686 prout("Debug output ON")
6688 prout("Debug output OFF")
6689 proutn("Cause selective damage? ")
6691 for i in range(NDEVICES):
6697 if key == IHALPHA and isit("y"):
6698 game.damage[i] = 10.0
6699 proutn("Examine/change events? ")
6704 FSNOVA: "Supernova ",
6707 FBATTAK: "Base Attack ",
6708 FCDBAS: "Base Destroy ",
6709 FSCMOVE: "SC Move ",
6710 FSCDBAS: "SC Base Destroy ",
6711 FDSPROB: "Probe Move ",
6712 FDISTR: "Distress Call ",
6713 FENSLV: "Enslavement ",
6714 FREPRO: "Klingon Build ",
6716 for i in range(1, NEVENTS):
6719 proutn("%.2f" % (scheduled(i)-game.state.date))
6720 if i == FENSLV or i == FREPRO:
6722 proutn(" in %s" % ev.quadrant)
6732 ev = schedule(i, aaitem)
6733 if i == FENSLV or i == FREPRO:
6735 proutn("In quadrant- ")
6737 # IHEOL says to leave coordinates as they are
6740 prout("Event %d canceled, no x coordinate." % (i))
6743 w.x = int(round(aaitem))
6746 prout("Event %d canceled, no y coordinate." % (i))
6749 w.y = int(round(aaitem))
6752 proutn("Induce supernova here? ")
6754 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6757 if __name__ == '__main__':
6759 global line, thing, game, idebug
6760 game = citem = aaitem = inqueue = None
6766 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6767 # Disable curses mode until the game logic is working.
6768 # if os.getenv("TERM"):
6769 # game.options |= OPTION_CURSES | OPTION_SHOWME
6771 game.options |= OPTION_TTY
6772 seed = int(time.time())
6773 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6774 for (switch, val) in options:
6777 replayfp = open(val, "r")
6779 sys.stderr.write("sst: can't open replay file %s\n" % val)
6782 line = replayfp.readline().strip()
6783 (leader, key, seed) = line.split()
6785 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6786 line = replayfp.readline().strip()
6787 arguments += line.split()[2:]
6789 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6791 game.options |= OPTION_TTY
6792 game.options &=~ OPTION_CURSES
6793 elif switch == '-t':
6794 game.options |= OPTION_TTY
6795 game.options &=~ OPTION_CURSES
6796 elif switch == '-x':
6799 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6801 # where to save the input in case of bugs
6803 logfp = open("/usr/tmp/sst-input.log", "w")
6805 sys.stderr.write("sst: warning, can't open logfile\n")
6807 logfp.write("# seed %s\n" % seed)
6808 logfp.write("# options %s\n" % " ".join(arguments))
6815 while True: # Play a game
6816 setwnd(fullscreen_window)
6819 setup(needprompt=not inqueue)
6822 game.alldone = False
6828 if game.tourn and game.alldone:
6829 proutn(_("Do you want your score recorded?"))
6834 proutn(_("Do you want to play again? "))
6838 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6840 except KeyboardInterrupt: