+ self.options = None # Game options
+ self.state = None # A snapshot structure
+ self.snapsht = None # Last snapshot taken for time-travel purposes
+ self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
+ self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
+ self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
+ self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
+ self.damage = [0] * NDEVICES # damage encountered
+ self.future = [0.0] * NEVENTS # future events
+ for i in range(NEVENTS):
+ self.future.append(event())
+ self.passwd = None; # Self Destruct password
+ self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
+ self.quadrant = None # where we are in the large
+ self.sector = None # where we are in the small
+ self.tholian = None # coordinates of Tholian
+ self.base = None # position of base in current quadrant
+ self.battle = None # base coordinates being attacked
+ self.plnet = None # location of planet in quadrant
+ self.probec = None # current probe quadrant
+ self.gamewon = False # Finished!
+ self.ididit = False # action taken -- allows enemy to attack
+ self.alive = False # we are alive (not killed)
+ self.justin = False # just entered quadrant
+ self.shldup = False # shields are up
+ self.shldchg = False # shield is changing (affects efficiency)
+ self.comhere = False # commander here
+ self.ishere = False # super-commander in quadrant
+ self.iscate = False # super commander is here
+ self.ientesc = False # attempted escape from supercommander
+ self.ithere = False # Tholian is here
+ self.resting = False # rest time
+ self.icraft = False # Kirk in Galileo
+ self.landed = False # party on planet (true), on ship (false)
+ self.alldone = False # game is now finished
+ self.neutz = False # Romulan Neutral Zone
+ self.isarmed = False # probe is armed
+ self.inorbit = False # orbiting a planet
+ self.imine = False # mining
+ self.icrystl = False # dilithium crystals aboard
+ self.iseenit = False # seen base attack report
+ self.thawed = False # thawed game
+ self.condition = None # "green", "yellow", "red", "docked", "dead"
+ self.iscraft = None # "onship", "offship", "removed"
+ self.skill = None # Player skill level
+ self.inkling = 0 # initial number of klingons
+ self.inbase = 0 # initial number of bases
+ self.incom = 0 # initial number of commanders
+ self.inscom = 0 # initial number of commanders
+ self.inrom = 0 # initial number of commanders
+ self.instar = 0 # initial stars
+ self.intorps = 0 # initial/max torpedoes
+ self.torps = 0 # number of torpedoes
+ self.ship = 0 # ship type -- 'E' is Enterprise
+ self.abandoned = 0 # count of crew abandoned in space
+ self.length = 0 # length of game
+ self.klhere = 0 # klingons here
+ self.casual = 0 # causalties
+ self.nhelp = 0 # calls for help
+ self.nkinks = 0 # count of energy-barrier crossings
+ self.iplnet = 0 # planet # in quadrant
+ self.inplan = 0 # initial planets
+ self.nenhere = 0 # number of enemies in quadrant
+ self.irhere = 0 # Romulans in quadrant
+ self.isatb = 0 # =1 if super commander is attacking base
+ self.tourn = 0 # tournament number
+ self.proben = 0 # number of moves for probe
+ self.nprobes = 0 # number of probes available
+ self.inresor = 0.0 # initial resources
+ self.intime = 0.0 # initial time
+ self.inenrg = 0.0 # initial/max energy
+ self.inshld = 0.0 # initial/max shield
+ self.inlsr = 0.0 # initial life support resources
+ self.indate = 0.0 # initial date
+ self.energy = 0.0 # energy level
+ self.shield = 0.0 # shield level
+ self.warpfac = 0.0 # warp speed
+ self.wfacsq = 0.0 # squared warp factor
+ self.lsupres = 0.0 # life support reserves
+ self.dist = 0.0 # movement distance
+ self.direc = 0.0 # movement direction
+ self.optime = 0.0 # time taken by current operation
+ self.docfac = 0.0 # repair factor when docking (constant?)
+ self.damfac = 0.0 # damage factor
+ self.lastchart = 0.0 # time star chart was last updated
+ self.cryprob = 0.0 # probability that crystal will work
+ self.probex = 0.0 # location of probe
+ self.probey = 0.0 #
+ self.probeinx = 0.0 # probe x,y increment
+ self.probeiny = 0.0 #
+ self.height = 0.0 # height of orbit around planet
+ def recompute(self):
+ # Stas thinks this should be (C expression):
+ # game.state.remkl + game.state.remcom > 0 ?
+ # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
+ # He says the existing expression is prone to divide-by-zero errors
+ # after killing the last klingon when score is shown -- perhaps also
+ # if the only remaining klingon is SCOM.
+ game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
+# From enumerated type 'feature'
+IHR = 'R'
+IHK = 'K'
+IHC = 'C'
+IHS = 'S'
+IHSTAR = '*'
+IHP = 'P'
+IHW = '@'
+IHB = 'B'
+IHBLANK = ' '
+IHDOT = '.'
+IHQUEST = '?'
+IHE = 'E'
+IHF = 'F'
+IHT = 'T'
+IHWEB = '#'
+IHMATER0 = '-'
+IHMATER1 = 'o'
+IHMATER2 = '0'
+
+
+# From enumerated type 'FINTYPE'
+FWON = 0
+FDEPLETE = 1
+FLIFESUP = 2
+FNRG = 3
+FBATTLE = 4
+FNEG3 = 5
+FNOVA = 6
+FSNOVAED = 7
+FABANDN = 8
+FDILITHIUM = 9
+FMATERIALIZE = 10
+FPHASER = 11
+FLOST = 12
+FMINING = 13
+FDPLANET = 14
+FPNOVA = 15
+FSSC = 16
+FSTRACTOR = 17
+FDRAY = 18
+FTRIBBLE = 19
+FHOLE = 20
+FCREW = 21
+
+# From enumerated type 'COLORS'
+DEFAULT = 0
+BLACK = 1
+BLUE = 2
+GREEN = 3
+CYAN = 4
+RED = 5
+MAGENTA = 6
+BROWN = 7
+LIGHTGRAY = 8
+DARKGRAY = 9
+LIGHTBLUE = 10
+LIGHTGREEN = 11
+LIGHTCYAN = 12
+LIGHTRED = 13
+LIGHTMAGENTA = 14
+YELLOW = 15
+WHITE = 16
+
+# Code from ai.c begins here
+
+def tryexit(look, ienm, loccom, irun):
+ # a bad guy attempts to bug out
+ iq = coord()
+ iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
+ iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
+ if not VALID_QUADRANT(iq.x,iq.y) or \
+ game.state.galaxy[iq.x][iq.y].supernova or \
+ game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
+ return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
+ if ienm == IHR:
+ return False; # Romulans cannot escape!
+ if not irun:
+ # avoid intruding on another commander's territory
+ if ienm == IHC:
+ for n in range(1, game.state.remcom+1):
+ if same(game.state.kcmdr[n],iq):
+ return False
+ # refuse to leave if currently attacking starbase
+ if same(game.battle, game.quadrant):
+ return False
+ # don't leave if over 1000 units of energy
+ if game.kpower[loccom] > 1000.0:
+ return False
+ # print escape message and move out of quadrant.
+ # we know this if either short or long range sensors are working
+ if not damaged(DSRSENS) or not damaged(DLRSENS) or \
+ game.condition == docked:
+ crmena(True, ienm, "sector", game.ks[loccom])
+ prout(_(" escapes to Quadrant %s (and regains strength).") % q)
+ # handle local matters related to escape
+ game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
+ game.ks[loccom] = game.ks[game.nenhere]
+ game.kavgd[loccom] = game.kavgd[game.nenhere]
+ game.kpower[loccom] = game.kpower[game.nenhere]
+ game.kdist[loccom] = game.kdist[game.nenhere]
+ game.klhere -= 1
+ game.nenhere -= 1
+ if game.condition != docked:
+ newcnd()
+ # Handle global matters related to escape
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+ game.state.galaxy[iq.x][iq.y].klingons += 1
+ if ienm==IHS:
+ game.ishere = False
+ game.iscate = False
+ game.ientesc = False
+ game.isatb = 0
+ schedule(FSCMOVE, 0.2777)
+ unschedule(FSCDBAS)
+ game.state.kscmdr=iq
+ else:
+ for n in range(1, game.state.remcom+1):
+ if same(game.state.kcmdr[n], game.quadrant):
+ game.state.kcmdr[n]=iq
+ break
+ game.comhere = False
+ return True; # success
+
+#
+# The bad-guy movement algorithm:
+#
+# 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
+# If both are operating full strength, force is 1000. If both are damaged,
+# force is -1000. Having shields down subtracts an additional 1000.
+#
+# 2. Enemy has forces equal to the energy of the attacker plus
+# 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
+# 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
+#
+# Attacker Initial energy levels (nominal):
+# Klingon Romulan Commander Super-Commander
+# Novice 400 700 1200
+# Fair 425 750 1250
+# Good 450 800 1300 1750
+# Expert 475 850 1350 1875
+# Emeritus 500 900 1400 2000
+# VARIANCE 75 200 200 200
+#
+# Enemy vessels only move prior to their attack. In Novice - Good games
+# only commanders move. In Expert games, all enemy vessels move if there
+# is a commander present. In Emeritus games all enemy vessels move.
+#
+# 3. If Enterprise is not docked, an aggressive action is taken if enemy
+# forces are 1000 greater than Enterprise.
+#
+# Agressive action on average cuts the distance between the ship and
+# the enemy to 1/4 the original.
+#
+# 4. At lower energy advantage, movement units are proportional to the
+# advantage with a 650 advantage being to hold ground, 800 to move forward
+# 1, 950 for two, 150 for back 4, etc. Variance of 100.
+#
+# If docked, is reduced by roughly 1.75*game.skill, generally forcing a
+# retreat, especially at high skill levels.
+#
+# 5. Motion is limited to skill level, except for SC hi-tailing it out.
+#
+
+def movebaddy(com, loccom, ienm):
+ # tactical movement for the bad guys
+ next = coord(); look = coord()
+ irun = False
+ # This should probably be just game.comhere + game.ishere
+ if game.skill >= SKILL_EXPERT:
+ nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
+ else:
+ nbaddys = game.comhere + game.ishere
+
+ dist1 = game.kdist[loccom]
+ mdist = int(dist1 + 0.5); # Nearest integer distance
+
+ # If SC, check with spy to see if should hi-tail it
+ if ienm==IHS and \
+ (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+ irun = True
+ motion = -QUADSIZE
+ else:
+ # decide whether to advance, retreat, or hold position
+ forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+ if not game.shldup:
+ forces += 1000; # Good for enemy if shield is down!
+ if not damaged(DPHASER) or not damaged(DPHOTON):
+ if damaged(DPHASER): # phasers damaged
+ forces += 300.0
+ else:
+ forces -= 0.2*(game.energy - 2500.0)
+ if damaged(DPHOTON): # photon torpedoes damaged
+ forces += 300.0
+ else:
+ forces -= 50.0*game.torps
+ else:
+ # phasers and photon tubes both out!
+ forces += 1000.0
+ motion = 0
+ if forces <= 1000.0 and game.condition != "docked": # Typical situation
+ motion = ((forces+200.0*Rand())/150.0) - 5.0
+ else:
+ if forces > 1000.0: # Very strong -- move in for kill
+ motion = (1.0-square(Rand()))*dist1 + 1.0
+ if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
+ motion -= game.skill*(2.0-square(Rand()))
+ if idebug:
+ proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
+ # don't move if no motion
+ if motion==0:
+ return
+ # Limit motion according to skill
+ if abs(motion) > game.skill:
+ if motion < 0:
+ motion = -game.skill
+ else:
+ motion = game.skill
+ # calculate preferred number of steps
+ if motion < 0:
+ msteps = -motion
+ else:
+ msteps = motion
+ if motion > 0 and nsteps > mdist:
+ nsteps = mdist; # don't overshoot
+ if nsteps > QUADSIZE:
+ nsteps = QUADSIZE; # This shouldn't be necessary
+ if nsteps < 1:
+ nsteps = 1; # This shouldn't be necessary
+ if idebug:
+ proutn("NSTEPS = %d:" % nsteps)
+ # Compute preferred values of delta X and Y
+ mx = game.sector.x - com.x
+ my = game.sector.y - com.y
+ if 2.0 * abs(mx) < abs(my):
+ mx = 0
+ if 2.0 * abs(my) < abs(game.sector.x-com.x):
+ my = 0
+ if mx != 0:
+ if mx*motion < 0:
+ mx = -1
+ else:
+ mx = 1
+ if my != 0:
+ if my*motion < 0:
+ my = -1
+ else:
+ my = 1
+ next = com
+ # main move loop
+ for ll in range(nsteps):
+ if idebug:
+ proutn(" %d" % (ll+1))
+ # Check if preferred position available
+ look.x = next.x + mx
+ look.y = next.y + my
+ if mx < 0:
+ krawlx = 1
+ else:
+ krawlx = -1
+ if my < 0:
+ krawly = 1
+ else:
+ krawly = -1
+ success = False
+ attempts = 0; # Settle mysterious hang problem
+ while attempts < 20 and not success:
+ attempts += 1
+ if look.x < 1 or look.x > QUADSIZE:
+ if motion < 0 and tryexit(look, ienm, loccom, irun):
+ return
+ if krawlx == mx or my == 0:
+ break
+ look.x = next.x + krawlx
+ krawlx = -krawlx
+ elif look.y < 1 or look.y > QUADSIZE:
+ if motion < 0 and tryexit(look, ienm, loccom, irun):
+ return
+ if krawly == my or mx == 0:
+ break
+ look.y = next.y + krawly
+ krawly = -krawly
+ elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
+ # See if we should ram ship
+ if game.quad[look.x][look.y] == game.ship and \
+ (ienm == IHC or ienm == IHS):
+ ram(True, ienm, com)
+ return
+ if krawlx != mx and my != 0:
+ look.x = next.x + krawlx
+ krawlx = -krawlx
+ elif krawly != my and mx != 0:
+ look.y = next.y + krawly
+ krawly = -krawly
+ else:
+ break; # we have failed
+ else:
+ success = True
+ if success:
+ next = look
+ if idebug:
+ proutn(`next`)
+ else:
+ break; # done early
+
+ if idebug:
+ skip(1)
+ # Put commander in place within same quadrant
+ game.quad[com.x][com.y] = IHDOT
+ game.quad[next.x][next.y] = ienm
+ if not same(next, com):
+ # it moved
+ game.ks[loccom] = next
+ game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
+ if not damaged(DSRSENS) or game.condition == docked:
+ proutn("***")
+ cramen(ienm)
+ proutn(_(" from Sector %s") % com)
+ if game.kdist[loccom] < dist1:
+ proutn(_(" advances to "))
+ else:
+ proutn(_(" retreats to "))
+ prout("Sector %s." % next)
+
+def moveklings():
+ # Klingon tactical movement
+ if idebug:
+ prout("== MOVCOM")
+ # Figure out which Klingon is the commander (or Supercommander)
+ # and do move
+ if game.comhere:
+ for i in range(1, game.nenhere+1):
+ w = game.ks[i]
+ if game.quad[w.x][w.y] == IHC:
+ movebaddy(w, i, IHC)
+ break
+ if game.ishere:
+ for i in range(1, game.nenhere+1):
+ w = game.ks[i]
+ if game.quad[w.x][w.y] == IHS:
+ movebaddy(w, i, IHS)
+ break
+ # If skill level is high, move other Klingons and Romulans too!
+ # Move these last so they can base their actions on what the
+ # commander(s) do.
+ if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
+ for i in range(1, game.nenhere+1):
+ w = game.ks[i]
+ if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
+ movebaddy(w, i, game.quad[w.x][w.y])
+ sortklings();
+
+def movescom(iq, avoid):
+ # commander movement helper
+ if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \
+ game.state.galaxy[iq.x][iq.y].supernova or \
+ game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
+ return 1
+ if avoid:
+ # Avoid quadrants with bases if we want to avoid Enterprise
+ for i in range(1, game.state.rembase+1):
+ if same(game.state.baseq[i], iq):
+ return True
+ if game.justin and not game.iscate:
+ return True
+ # do the move
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
+ game.state.kscmdr = iq
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
+ if game.ishere:
+ # SC has scooted, Remove him from current quadrant
+ game.iscate=False
+ game.isatb=0
+ game.ishere = False
+ game.ientesc = False
+ unschedule(FSCDBAS)
+ for i in range(1, game.nenhere+1):
+ if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+ break
+ game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
+ game.ks[i] = game.ks[game.nenhere]
+ game.kdist[i] = game.kdist[game.nenhere]
+ game.kavgd[i] = game.kavgd[game.nenhere]
+ game.kpower[i] = game.kpower[game.nenhere]
+ game.klhere -= 1
+ game.nenhere -= 1
+ if game.condition!=docked:
+ newcnd()
+ sortklings()
+ # check for a helpful planet
+ for i in range(game.inplan):
+ if same(game.state.planets[i].w, game.state.kscmdr) and \
+ game.state.planets[i].crystals == present:
+ # destroy the planet
+ game.state.planets[i].pclass = destroyed
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
+ if not damaged(DRADIO) or game.condition == docked:
+ announce()
+ prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
+ proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
+ prout(_(" by the Super-commander.\""))
+ break
+ return False; # looks good!
+
+def supercommander():
+ # move the Super Commander
+ iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
+ basetbl = []
+ if idebug:
+ prout("== SUPERCOMMANDER")
+ # Decide on being active or passive
+ 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 \
+ (game.state.date-game.indate) < 3.0)
+ if not game.iscate and avoid:
+ # compute move away from Enterprise
+ idelta = game.state.kscmdr-game.quadrant
+ if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
+ # circulate in space
+ idelta.x = game.state.kscmdr.y-game.quadrant.y
+ idelta.y = game.quadrant.x-game.state.kscmdr.x
+ else:
+ # compute distances to starbases
+ if game.state.rembase <= 0:
+ # nothing left to do
+ unschedule(FSCMOVE)
+ return
+ sc = game.state.kscmdr
+ for i in range(1, game.state.rembase+1):
+ basetbl.append((i, distance(game.state.baseq[i], sc)))
+ if game.state.rembase > 1:
+ basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
+ # look for nearest base without a commander, no Enterprise, and
+ # without too many Klingons, and not already under attack.
+ ifindit = iwhichb = 0
+ for i2 in range(1, game.state.rembase+1):
+ i = basetbl[i2][0]; # bug in original had it not finding nearest
+ ibq = game.state.baseq[i]
+ if same(ibq, game.quadrant) or same(ibq, game.battle) or \
+ game.state.galaxy[ibq.x][ibq.y].supernova or \
+ game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
+ continue
+ # if there is a commander, and no other base is appropriate,
+ # we will take the one with the commander
+ for j in range(1, game.state.remcom+1):
+ if same(ibq, game.state.kcmdr[j]) and ifindit!= 2:
+ ifindit = 2
+ iwhichb = i
+ break
+ if j > game.state.remcom: # no commander -- use this one
+ ifindit = 1
+ iwhichb = i
+ break
+ if ifindit==0:
+ return; # Nothing suitable -- wait until next time
+ ibq = game.state.baseq[iwhichb]
+ # decide how to move toward base
+ idelta = ibq - game.state.kscmdr
+ # Maximum movement is 1 quadrant in either or both axes
+ idelta = idelta.sgn()
+ # try moving in both x and y directions
+ # there was what looked like a bug in the Almy C code here,
+ # but it might be this translation is just wrong.
+ iq = game.state.kscmdr + idelta
+ if movescom(iq, avoid):
+ # failed -- try some other maneuvers
+ if idelta.x==0 or idelta.y==0:
+ # attempt angle move
+ if idelta.x != 0:
+ iq.y = game.state.kscmdr.y + 1
+ if movescom(iq, avoid):
+ iq.y = game.state.kscmdr.y - 1
+ movescom(iq, avoid)
+ else:
+ iq.x = game.state.kscmdr.x + 1
+ if movescom(iq, avoid):
+ iq.x = game.state.kscmdr.x - 1
+ movescom(iq, avoid)
+ else:
+ # try moving just in x or y
+ iq.y = game.state.kscmdr.y
+ if movescom(iq, avoid):
+ iq.y = game.state.kscmdr.y + idelta.y
+ iq.x = game.state.kscmdr.x
+ movescom(iq, avoid)
+ # check for a base
+ if game.state.rembase == 0:
+ unschedule(FSCMOVE)
+ else:
+ for i in range(1, game.state.rembase+1):
+ ibq = game.state.baseq[i]
+ if same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle):
+ # attack the base
+ if avoid:
+ return; # no, don't attack base!
+ game.iseenit = False
+ game.isatb = 1
+ schedule(FSCDBAS, 1.0 +2.0*Rand())
+ if is_scheduled(FCDBAS):
+ postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
+ if damaged(DRADIO) and game.condition != docked:
+ return; # no warning
+ game.iseenit = True
+ announce()
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
+ % game.state.kscmdr)
+ prout(_(" reports that it is under attack from the Klingon Super-commander."))
+ proutn(_(" It can survive until stardate %d.\"") \
+ % int(scheduled(FSCDBAS)))
+ if not game.resting:
+ return
+ prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if ja() == False:
+ return
+ game.resting = False
+ game.optime = 0.0; # actually finished
+ return
+ # Check for intelligence report
+ if not idebug and \
+ (Rand() > 0.2 or \
+ (damaged(DRADIO) and game.condition != docked) or \
+ not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
+ return
+ announce()
+ prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
+ proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
+ return;
+
+def movetholian():
+ # move the Tholian
+ if not game.ithere or game.justin:
+ return
+
+ if game.tholian.x == 1 and game.tholian.y == 1:
+ idx = 1; idy = QUADSIZE
+ elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
+ idx = QUADSIZE; idy = QUADSIZE
+ elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
+ idx = QUADSIZE; idy = 1
+ elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
+ idx = 1; idy = 1
+ else:
+ # something is wrong!
+ game.ithere = False
+ return
+
+ # do nothing if we are blocked
+ if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
+ return
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB
+
+ if game.tholian.x != idx:
+ # move in x axis
+ im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
+ while game.tholian.x != idx:
+ game.tholian.x += im
+ if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB
+ elif game.tholian.y != idy:
+ # move in y axis
+ im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
+ while game.tholian.y != idy:
+ game.tholian.y += im
+ if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
+ game.quad[game.tholian.x][game.tholian.y] = IHWEB
+ game.quad[game.tholian.x][game.tholian.y] = IHT
+ game.ks[game.nenhere] = game.tholian
+
+ # check to see if all holes plugged
+ for i in range(1, QUADSIZE+1):
+ if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
+ return
+ if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
+ return
+ if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
+ return
+ if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
+ return
+ # All plugged up -- Tholian splits
+ game.quad[game.tholian.x][game.tholian.y]=IHWEB
+ dropin(IHBLANK)
+ crmena(True, IHT, "sector", game.tholian)
+ prout(_(" completes web."))
+ game.ithere = False
+ game.nenhere -= 1
+ return
+
+# Code from battle.c begins here
+
+def doshield(shraise):
+ # change shield status
+ action = "NONE"
+ game.ididit = False
+ if shraise:
+ action = "SHUP"
+ else:
+ key = scan()
+ if key == IHALPHA:
+ if isit("transfer"):
+ action = "NRG"
+ else:
+ chew()
+ if damaged(DSHIELD):
+ prout(_("Shields damaged and down."))
+ return
+ if isit("up"):
+ action = "SHUP"
+ elif isit("down"):
+ action = "SHDN"
+ if action=="NONE":
+ proutn(_("Do you wish to change shield energy? "))
+ if ja() == True:
+ proutn(_("Energy to transfer to shields- "))
+ action = "NRG"
+ elif damaged(DSHIELD):
+ prout(_("Shields damaged and down."))
+ return
+ elif game.shldup:
+ proutn(_("Shields are up. Do you want them down? "))
+ if ja() == True:
+ action = "SHDN"
+ else:
+ chew()
+ return
+ else:
+ proutn(_("Shields are down. Do you want them up? "))
+ if ja() == True:
+ action = "SHUP"
+ else:
+ chew()
+ return
+ if action == "SHUP": # raise shields
+ if game.shldup:
+ prout(_("Shields already up."))
+ return
+ game.shldup = True
+ game.shldchg = True
+ if game.condition != "docked":
+ game.energy -= 50.0
+ prout(_("Shields raised."))
+ if game.energy <= 0:
+ skip(1)
+ prout(_("Shields raising uses up last of energy."))
+ finish(FNRG)
+ return
+ game.ididit=True
+ return
+ elif action == "SHDN":
+ if not game.shldup:
+ prout(_("Shields already down."))
+ return
+ game.shldup=False
+ game.shldchg=True
+ prout(_("Shields lowered."))
+ game.ididit = True
+ return
+ elif action == "NRG":
+ while scan() != IHREAL:
+ chew()
+ proutn(_("Energy to transfer to shields- "))
+ chew()
+ if aaitem==0:
+ return
+ if aaitem > game.energy:
+ prout(_("Insufficient ship energy."))
+ return
+ game.ididit = True
+ if game.shield+aaitem >= game.inshld:
+ prout(_("Shield energy maximized."))
+ if game.shield+aaitem > game.inshld:
+ prout(_("Excess energy requested returned to ship energy"))
+ game.energy -= game.inshld-game.shield
+ game.shield = game.inshld
+ return
+ if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
+ # Prevent shield drain loophole
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ prout(_(" Scott here. Power circuit problem, Captain."))
+ prout(_(" I can't drain the shields."))
+ game.ididit = False
+ return
+ if game.shield+aaitem < 0:
+ prout(_("All shield energy transferred to ship."))
+ game.energy += game.shield
+ game.shield = 0.0
+ return
+ proutn(_("Scotty- \""))
+ if aaitem > 0:
+ prout(_("Transferring energy to shields.\""))
+ else:
+ prout(_("Draining energy from shields.\""))
+ game.shield += aaitem
+ game.energy -= aaitem
+ return
+
+def randdevice():
+ # choose a device to damage, at random.
+ #
+ # Quoth Eric Allman in the code of BSD-Trek:
+ # "Under certain conditions you can get a critical hit. This
+ # sort of hit damages devices. The probability that a given
+ # device is damaged depends on the device. Well protected
+ # devices (such as the computer, which is in the core of the
+ # ship and has considerable redundancy) almost never get
+ # damaged, whereas devices which are exposed (such as the
+ # warp engines) or which are particularly delicate (such as
+ # the transporter) have a much higher probability of being
+ # damaged."
+ #
+ # This is one place where OPTION_PLAIN does not restore the
+ # original behavior, which was equiprobable damage across
+ # all devices. If we wanted that, we'd return NDEVICES*Rand()
+ # and have done with it. Also, in the original game, DNAVYS
+ # and DCOMPTR were the same device.
+ #
+ # Instead, we use a table of weights similar to the one from BSD Trek.
+ # BSD doesn't have the shuttle, shield controller, death ray, or probes.
+ # We don't have a cloaking device. The shuttle got the allocation
+ # for the cloaking device, then we shaved a half-percent off
+ # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
+ #
+ weights = (
+ 105, # DSRSENS: short range scanners 10.5%
+ 105, # DLRSENS: long range scanners 10.5%
+ 120, # DPHASER: phasers 12.0%
+ 120, # DPHOTON: photon torpedoes 12.0%
+ 25, # DLIFSUP: life support 2.5%
+ 65, # DWARPEN: warp drive 6.5%
+ 70, # DIMPULS: impulse engines 6.5%
+ 145, # DSHIELD: deflector shields 14.5%
+ 30, # DRADIO: subspace radio 3.0%
+ 45, # DSHUTTL: shuttle 4.5%
+ 15, # DCOMPTR: computer 1.5%
+ 20, # NAVCOMP: navigation system 2.0%
+ 75, # DTRANSP: transporter 7.5%
+ 20, # DSHCTRL: high-speed shield controller 2.0%
+ 10, # DDRAY: death ray 1.0%
+ 30, # DDSP: deep-space probes 3.0%
+ )
+ idx = Rand() * 1000.0 # weights must sum to 1000
+ sum = 0
+ for (i, w) in enumerate(weights):
+ sum += w
+ if idx < sum:
+ return i
+ return None; # we should never get here
+
+def ram(ibumpd, ienm, w):
+ # make our ship ram something
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***COLLISION IMMINENT."))
+ skip(2)
+ proutn("***")
+ crmshp()
+ hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
+ if ibumpd:
+ proutn(_(" rammed by "))
+ else:
+ proutn(_(" rams "))
+ crmena(False, ienm, sector, w)
+ if ibumpd:
+ proutn(_(" (original position)"))
+ skip(1)
+ deadkl(w, ienm, game.sector)
+ proutn("***")
+ crmshp()
+ prout(_(" heavily damaged."))
+ icas = 10.0+20.0*Rand()
+ prout(_("***Sickbay reports %d casualties"), icas)
+ game.casual += icas
+ game.state.crew -= icas
+ #
+ # In the pre-SST2K version, all devices got equiprobably damaged,
+ # which was silly. Instead, pick up to half the devices at
+ # random according to our weighting table,
+ #
+ ncrits = Rand() * (NDEVICES/2)
+ for m in range(ncrits):
+ dev = randdevice()
+ if game.damage[dev] < 0:
+ continue
+ extradm = (10.0*hardness*Rand()+1.0)*game.damfac
+ # Damage for at least time of travel!
+ game.damage[dev] += game.optime + extradm
+ game.shldup = False
+ prout(_("***Shields are down."))
+ if game.state.remkl + game.state.remcom + game.state.nscrem:
+ announce()
+ damagereport()
+ else:
+ finish(FWON)
+ return;
+
+def torpedo(course, r, incoming, i, n):
+ # let a photon torpedo fly
+ iquad = 0
+ shoved = False
+ ac = course + 0.25*r
+ angle = (15.0-ac)*0.5235988
+ bullseye = (15.0 - course)*0.5235988
+ deltax = -math.sin(angle);
+ deltay = math.cos(angle);
+ x = incoming.x; y = incoming.y
+ w = coord(); jw = coord()
+ w.x = w.y = jw.x = jw.y = 0
+ bigger = max(math.fabs(deltax), math.fabs(deltay))
+ deltax /= bigger
+ deltay /= bigger
+ if not damaged(DSRSENS) or game.condition=="docked":
+ setwnd(srscan_window)
+ else:
+ setwnd(message_window)
+ # Loop to move a single torpedo
+ for l in range(1, 15+1):
+ x += deltax
+ w.x = x + 0.5
+ y += deltay
+ w.y = y + 0.5
+ if not VALID_SECTOR(w.x, w.y):
+ break
+ iquad=game.quad[w.x][w.y]
+ tracktorpedo(w, l, i, n, iquad)
+ if iquad==IHDOT:
+ continue
+ # hit something
+ setwnd(message_window)
+ if damaged(DSRSENS) and not game.condition=="docked":
+ skip(1); # start new line after text track
+ if iquad in (IHE, IHF): # Hit our ship
+ skip(1)
+ proutn(_("Torpedo hits "))
+ crmshp()
+ prout(".")
+ hit = 700.0 + 100.0*Rand() - \
+ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ newcnd(); # we're blown out of dock
+ # We may be displaced.
+ if game.landed or game.condition=="docked":
+ return hit # Cheat if on a planet
+ ang = angle + 2.5*(Rand()-0.5)
+ temp = math.fabs(math.sin(ang))
+ if math.fabs(math.cos(ang)) > temp:
+ temp = math.fabs(math.cos(ang))
+ xx = -math.sin(ang)/temp
+ yy = math.cos(ang)/temp
+ jw.x=w.x+xx+0.5
+ jw.y=w.y+yy+0.5
+ if not VALID_SECTOR(jw.x, jw.y):
+ return hit
+ if game.quad[jw.x][jw.y]==IHBLANK:
+ finish(FHOLE)
+ return hit
+ if game.quad[jw.x][jw.y]!=IHDOT:
+ # can't move into object
+ return hit
+ game.sector = jw
+ crmshp()
+ shoved = True
+ elif iquad in (IHC, IHS): # Hit a commander
+ if Rand() <= 0.05:
+ crmena(True, iquad, sector, w)
+ prout(_(" uses anti-photon device;"))
+ prout(_(" torpedo neutralized."))
+ return None
+ elif iquad in (IHR, IHK): # Hit a regular enemy
+ # find the enemy
+ for ll in range(1, game.nenhere+1):
+ if same(w, game.ks[ll]):
+ break
+ kp = math.fabs(game.kpower[ll])
+ h1 = 700.0 + 100.0*Rand() - \
+ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ h1 = math.fabs(h1)
+ if kp < h1:
+ h1 = kp
+ if game.kpower[ll] < 0:
+ game.kpower[ll] -= -h1
+ else:
+ game.kpower[ll] -= h1
+ if game.kpower[ll] == 0:
+ deadkl(w, iquad, w)
+ return None
+ crmena(True, iquad, "sector", w)
+ # If enemy damaged but not destroyed, try to displace
+ ang = angle + 2.5*(Rand()-0.5)
+ temp = math.fabs(math.sin(ang))
+ if math.fabs(math.cos(ang)) > temp:
+ temp = math.fabs(math.cos(ang))
+ xx = -math.sin(ang)/temp
+ yy = math.cos(ang)/temp
+ jw.x=w.x+xx+0.5
+ jw.y=w.y+yy+0.5
+ if not VALID_SECTOR(jw.x, jw.y):
+ prout(_(" damaged but not destroyed."))
+ return
+ if game.quad[jw.x][jw.y]==IHBLANK:
+ prout(_(" buffeted into black hole."))
+ deadkl(w, iquad, jw)
+ return None
+ if game.quad[jw.x][jw.y]!=IHDOT:
+ # can't move into object
+ prout(_(" damaged but not destroyed."))
+ return None
+ proutn(_(" damaged--"))
+ game.ks[ll] = jw
+ shoved = True
+ break
+ elif iquad == IHB: # Hit a base
+ skip(1)
+ prout(_("***STARBASE DESTROYED.."))
+ for ll in range(1, game.state.rembase+1):
+ if same(game.state.baseq[ll], game.quadrant):
+ game.state.baseq[ll]=game.state.baseq[game.state.rembase]
+ break
+ game.quad[w.x][w.y]=IHDOT
+ game.state.rembase -= 1
+ game.base.x=game.base.y=0
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
+ game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+ game.state.basekl += 1
+ newcnd()
+ return None
+ elif iquad == IHP: # Hit a planet
+ crmena(True, iquad, sector, w)
+ prout(_(" destroyed."))
+ game.state.nplankl += 1
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
+ game.state.planets[game.iplnet].pclass = destroyed
+ game.iplnet = 0
+ invalidate(game.plnet)
+ game.quad[w.x][w.y] = IHDOT
+ if game.landed:
+ # captain perishes on planet
+ finish(FDPLANET)
+ return None
+ elif iquad == IHW: # Hit an inhabited world -- very bad!
+ crmena(True, iquad, sector, w)
+ prout(_(" destroyed."))
+ game.state.nworldkl += 1
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
+ game.state.planets[game.iplnet].pclass = destroyed
+ game.iplnet = 0
+ invalidate(game.plnet)
+ game.quad[w.x][w.y] = IHDOT
+ if game.landed:
+ # captain perishes on planet
+ finish(FDPLANET)
+ prout(_("You have just destroyed an inhabited planet."))
+ prout(_("Celebratory rallies are being held on the Klingon homeworld."))
+ return None
+ elif iquad == IHSTAR: # Hit a star
+ if Rand() > 0.10:
+ nova(w)
+ return None
+ crmena(True, IHSTAR, sector, w)
+ prout(_(" unaffected by photon blast."))
+ return None
+ elif iquad == IHQUEST: # Hit a thingy
+ if not (game.options & OPTION_THINGY) or Rand()>0.7:
+ skip(1)
+ prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
+ skip(1)
+ prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
+ skip(1)
+ proutn(_("Mr. Spock-"))
+ prouts(_(" \"Fascinating!\""))
+ skip(1)
+ deadkl(w, iquad, w)
+ else:
+ #
+ # Stas Sergeev added the possibility that
+ # you can shove the Thingy and piss it off.
+ # It then becomes an enemy and may fire at you.
+ #
+ iqengry = True
+ shoved = True
+ return None
+ elif iquad == IHBLANK: # Black hole
+ skip(1)
+ crmena(True, IHBLANK, sector, w)
+ prout(_(" swallows torpedo."))
+ return None
+ elif iquad == IHWEB: # hit the web
+ skip(1)
+ prout(_("***Torpedo absorbed by Tholian web."))
+ return None
+ elif iquad == IHT: # Hit a Tholian
+ h1 = 700.0 + 100.0*Rand() - \
+ 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
+ h1 = math.fabs(h1)
+ if h1 >= 600:
+ game.quad[w.x][w.y] = IHDOT
+ game.ithere = False
+ deadkl(w, iquad, w)
+ return None
+ skip(1)
+ crmena(True, IHT, sector, w)
+ if Rand() > 0.05:
+ prout(_(" survives photon blast."))
+ return None
+ prout(_(" disappears."))
+ game.quad[w.x][w.y] = IHWEB
+ game.ithere = False
+ game.nenhere -= 1
+ dropin(IHBLANK)
+ return None
+ else: # Problem!
+ skip(1)
+ proutn("Don't know how to handle torpedo collision with ")
+ crmena(True, iquad, sector, w)
+ skip(1)
+ return None
+ break
+ if curwnd!=message_window:
+ setwnd(message_window)
+ if shoved:
+ game.quad[w.x][w.y]=IHDOT
+ game.quad[jw.x][jw.y]=iquad
+ prout(_(" displaced by blast to Sector %s ") % jw)
+ for ll in range(1, game.nenhere+1):
+ game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
+ sortklings()
+ return None
+ skip(1)
+ prout(_("Torpedo missed."))
+ return None;
+
+def fry(hit):
+ # critical-hit resolution
+ ktr=1
+ # a critical hit occured
+ if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
+ return
+
+ ncrit = 1.0 + hit/(500.0+100.0*Rand())
+ proutn(_("***CRITICAL HIT--"))
+ # Select devices and cause damage
+ cdam = []
+ for loop1 in range(ncrit):
+ while True:
+ j = randdevice()
+ # Cheat to prevent shuttle damage unless on ship
+ if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
+ break
+ cdam.append(j)
+ extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()))
+ game.damage[j] += extradm
+ if loop1 > 0:
+ for loop2 in range(loop1):
+ if j == cdam[loop2]:
+ break
+ if loop2 < loop1:
+ continue
+ ktr += 1
+ if ktr==3:
+ skip(1)
+ proutn(_(" and "))
+ proutn(device[j])
+ prout(_(" damaged."))
+ if damaged(DSHIELD) and game.shldup:
+ prout(_("***Shields knocked down."))
+ game.shldup=False
+
+def attack(torps_ok):
+ # bad guy attacks us
+ # torps_ok == false forces use of phasers in an attack
+ atackd = False; attempt = False; ihurt = False;
+ hitmax=0.0; hittot=0.0; chgfac=1.0
+ jay = coord()
+ where = "neither"
+
+ # game could be over at this point, check
+ if game.alldone:
+ return
+
+ if idebug:
+ prout("=== ATTACK!")
+
+ # Tholian gewts to move before attacking
+ if game.ithere:
+ movetholian()
+
+ # if you have just entered the RNZ, you'll get a warning
+ if game.neutz: # The one chance not to be attacked
+ game.neutz = False
+ return
+
+ # commanders get a chance to tac-move towards you
+ if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
+ moveklings()
+
+ # if no enemies remain after movement, we're done
+ if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
+ return
+
+ # set up partial hits if attack happens during shield status change
+ pfac = 1.0/game.inshld
+ if game.shldchg:
+ chgfac = 0.25+0.5*Rand()
+
+ skip(1)
+
+ # message verbosity control
+ if game.skill <= SKILL_FAIR:
+ where = "sector"
+
+ for loop in range(1, game.nenhere+1):
+ if game.kpower[loop] < 0:
+ continue; # too weak to attack
+ # compute hit strength and diminish shield power
+ r = Rand()
+ # Increase chance of photon torpedos if docked or enemy energy low
+ if game.condition == "docked":
+ r *= 0.25
+ if game.kpower[loop] < 500:
+ r *= 0.25;
+ jay = game.ks[loop]
+ iquad = game.quad[jay.x][jay.y]
+ if iquad==IHT or (iquad==IHQUEST and not iqengry):
+ continue
+ # different enemies have different probabilities of throwing a torp
+ usephasers = not torps_ok or \
+ (iquad == IHK and r > 0.0005) or \
+ (iquad==IHC and r > 0.015) or \
+ (iquad==IHR and r > 0.3) or \
+ (iquad==IHS and r > 0.07) or \
+ (iquad==IHQUEST and r > 0.05)
+ if usephasers: # Enemy uses phasers
+ if game.condition == "docked":
+ continue; # Don't waste the effort!
+ attempt = True; # Attempt to attack
+ dustfac = 0.8+0.05*Rand()
+ hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
+ game.kpower[loop] *= 0.75
+ else: # Enemy uses photon torpedo
+ course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
+ hit = 0
+ proutn(_("***TORPEDO INCOMING"))
+ if not damaged(DSRSENS):
+ proutn(_(" From "))
+ crmena(False, iquad, where, jay)
+ attempt = True
+ prout(" ")
+ r = (Rand()+Rand())*0.5 -0.5
+ r += 0.002*game.kpower[loop]*r
+ hit = torpedo(course, r, jay, 1, 1)
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ finish(FWON); # Klingons did themselves in!
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
+ return; # Supernova or finished
+ if hit == None:
+ continue
+ # incoming phaser or torpedo, shields may dissipate it
+ if game.shldup or game.shldchg or game.condition=="docked":
+ # shields will take hits
+ propor = pfac * game.shield
+ if game.condition =="docked":
+ propr *= 2.1
+ if propor < 0.1:
+ propor = 0.1
+ hitsh = propor*chgfac*hit+1.0
+ absorb = 0.8*hitsh
+ if absorb > game.shield:
+ absorb = game.shield
+ game.shield -= absorb
+ hit -= hitsh
+ # taking a hit blasts us out of a starbase dock
+ if game.condition == "docked":
+ dock(False)
+ # but the shields may take care of it
+ if propor > 0.1 and hit < 0.005*game.energy:
+ continue
+ # hit from this opponent got through shields, so take damage
+ ihurt = True
+ proutn(_("%d unit hit") % int(hit))
+ if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
+ proutn(_(" on the "))
+ crmshp()
+ if not damaged(DSRSENS) and usephasers:
+ proutn(_(" from "))
+ crmena(False, iquad, where, jay)
+ skip(1)
+ # Decide if hit is critical
+ if hit > hitmax:
+ hitmax = hit
+ hittot += hit
+ fry(hit)
+ game.energy -= hit
+ if game.energy <= 0:
+ # Returning home upon your shield, not with it...
+ finish(FBATTLE)
+ return
+ if not attempt and game.condition == "docked":
+ prout(_("***Enemies decide against attacking your ship."))
+ if not atackd:
+ return
+ percent = 100.0*pfac*game.shield+0.5
+ if not ihurt:
+ # Shields fully protect ship
+ proutn(_("Enemy attack reduces shield strength to "))
+ else:
+ # Print message if starship suffered hit(s)
+ skip(1)
+ proutn(_("Energy left %2d shields ") % int(game.energy))
+ if game.shldup:
+ proutn(_("up "))
+ elif not damaged(DSHIELD):
+ proutn(_("down "))
+ else:
+ proutn(_("damaged, "))
+ prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
+ # Check if anyone was hurt
+ if hitmax >= 200 or hittot >= 500:
+ icas= hittot*Rand()*0.015
+ if icas >= 2:
+ skip(1)
+ prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
+ prout(_(" in that last attack.\""))
+ game.casual += icas
+ game.state.crew -= icas
+ # After attack, reset average distance to enemies
+ for loop in range(1, game.nenhere+1):
+ game.kavgd[loop] = game.kdist[loop]
+ sortklings()
+ return;
+
+def deadkl(w, type, mv):
+ # kill a Klingon, Tholian, Romulan, or Thingy
+ # Added mv to allow enemy to "move" before dying
+
+ crmena(True, type, sector, mv)
+ # Decide what kind of enemy it is and update appropriately
+ if type == IHR:
+ # chalk up a Romulan
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+ game.irhere -= 1
+ game.state.nromrem -= 1
+ elif type == IHT:
+ # Killed a Tholian
+ game.ithere = False
+ elif type == IHQUEST:
+ # Killed a Thingy
+ iqhere = iqengry = False
+ invalidate(thing)
+ else:
+ # Some type of a Klingon
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+ game.klhere -= 1
+ if type == IHC:
+ game.comhere = False
+ for i in range(1, game.state.remcom+1):
+ if same(game.state.kcmdr[i], game.quadrant):
+ break
+ game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
+ game.state.kcmdr[game.state.remcom].x = 0
+ game.state.kcmdr[game.state.remcom].y = 0
+ game.state.remcom -= 1
+ unschedule(FTBEAM)
+ if game.state.remcom != 0:
+ schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
+ elif type == IHK:
+ game.state.remkl -= 1
+ elif type == IHS:
+ game.state.nscrem -= 1
+ game.ishere = False
+ game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ else:
+ prout("*** Internal error, deadkl() called on %s\n" % type)
+
+ # For each kind of enemy, finish message to player
+ prout(_(" destroyed."))
+ game.quad[w.x][w.y] = IHDOT
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ return
+ game.recompute()
+ # Remove enemy ship from arrays describing local conditions
+ if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC:
+ unschedule(FCDBAS)
+ for i in range(1, game.nenhere+1):
+ if same(game.ks[i], w):
+ break
+ game.nenhere -= 1
+ if i <= game.nenhere:
+ for j in range(i, game.nenhere+1):
+ game.ks[j] = game.ks[j+1]
+ game.kpower[j] = game.kpower[j+1]
+ game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
+ game.ks[game.nenhere+1].x = 0
+ game.ks[game.nenhere+1].x = 0
+ game.kdist[game.nenhere+1] = 0
+ game.kavgd[game.nenhere+1] = 0
+ game.kpower[game.nenhere+1] = 0
+ return;
+
+def targetcheck(x, y):
+ # Return None if target is invalid
+ if not VALID_SECTOR(x, y):
+ huh()
+ return None
+ deltx = 0.1*(y - game.sector.y)
+ delty = 0.1*(x - game.sector.x)
+ if deltx==0 and delty== 0:
+ skip(1)
+ prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
+ prout(_(" I recommend an immediate review of"))
+ prout(_(" the Captain's psychological profile.\""))
+ chew()
+ return None
+ return 1.90985932*math.atan2(deltx, delty)
+
+def photon():
+ # launch photon torpedo
+ game.ididit = False
+ if damaged(DPHOTON):
+ prout(_("Photon tubes damaged."))
+ chew()
+ return
+ if game.torps == 0:
+ prout(_("No torpedoes left."))
+ chew()
+ return
+ key = scan()
+ while True:
+ if key == IHALPHA:
+ huh()
+ return
+ elif key == IHEOL:
+ prout(_("%d torpedoes left.") % game.torps)
+ proutn(_("Number of torpedoes to fire- "))
+ key = scan()
+ else: # key == IHREAL {
+ n = aaitem + 0.5
+ if n <= 0: # abort command
+ chew()
+ return
+ if n > 3:
+ chew()
+ prout(_("Maximum of 3 torpedoes per burst."))
+ key = IHEOL
+ return
+ if n <= game.torps:
+ break
+ chew()
+ key = IHEOL
+ for i in range(1, n+1):
+ key = scan()
+ if i==1 and key == IHEOL:
+ break; # we will try prompting
+ if i==2 and key == IHEOL:
+ # direct all torpedoes at one target
+ while i <= n:
+ targ[i][1] = targ[1][1]
+ targ[i][2] = targ[1][2]
+ course[i] = course[1]
+ i += 1
+ break
+ if key != IHREAL:
+ huh()
+ return
+ targ[i][1] = aaitem
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return
+ targ[i][2] = aaitem
+ course[i] = targetcheck(targ[i][1], targ[i][2])
+ if course[i] == None:
+ return
+ chew()
+ if i == 1 and key == IHEOL:
+ # prompt for each one
+ for i in range(1, n+1):
+ proutn(_("Target sector for torpedo number %d- ") % i)
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return
+ targ[i][1] = aaitem
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return
+ targ[i][2] = aaitem
+ chew()
+ course[i] = targetcheck(targ[i][1], targ[i][2])
+ if course[i] == None:
+ return
+ game.ididit = True
+ # Loop for moving <n> torpedoes
+ for i in range(1, n+1):
+ if game.condition != "docked":
+ game.torps -= 1
+ r = (Rand()+Rand())*0.5 -0.5
+ if math.fabs(r) >= 0.47:
+ # misfire!
+ r = (Rand()+1.2) * r
+ if n>1:
+ prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
+ else:
+ prouts(_("***TORPEDO MISFIRES."))
+ skip(1)
+ if i < n:
+ prout(_(" Remainder of burst aborted."))
+ if Rand() <= 0.2:
+ prout(_("***Photon tubes damaged by misfire."))
+ game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
+ break
+ if game.shldup or game.condition == "docked":
+ r *= 1.0 + 0.0001*game.shield
+ torpedo(course[i], r, game.sector, i, n)
+ if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ return
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ finish(FWON);
+
+def overheat(rpow):
+ # check for phasers overheating
+ if rpow > 1500:
+ chekbrn = (rpow-1500.)*0.00038
+ if Rand() <= chekbrn:
+ prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
+ game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
+
+def checkshctrl(rpow):
+ # check shield control
+
+ skip(1)
+ if Rand() < 0.998:
+ prout(_("Shields lowered."))
+ return False
+ # Something bad has happened
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(2)
+ hit = rpow*game.shield/game.inshld
+ game.energy -= rpow+hit*0.8
+ game.shield -= hit*0.2
+ if game.energy <= 0.0:
+ prouts(_("Sulu- \"Captain! Shield malf***********************\""))
+ skip(1)
+ stars()
+ finish(FPHASER)
+ return True
+ prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
+ skip(2)
+ prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
+ icas = hit*Rand()*0.012
+ skip(1)
+ fry(0.8*hit)
+ if icas:
+ skip(1)
+ prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
+ prout(_(" %d casualties so far.\"") % icas)
+ game.casual += icas
+ game.state.crew -= icas
+ skip(1)
+ prout(_("Phaser energy dispersed by shields."))
+ prout(_("Enemy unaffected."))
+ overheat(rpow)
+ return True;
+
+def hittem(doublehits):
+ # register a phaser hit on Klingons and Romulans
+ nenhr2=game.nenhere; kk=1
+ w = coord()
+ skip(1)
+ for k in range(1, nenhr2+1):
+ wham = hits[k]
+ if wham==0:
+ continue
+ dustfac = 0.9 + 0.01*Rand()
+ hit = wham*math.pow(dustfac,game.kdist[kk])
+ kpini = game.kpower[kk]
+ kp = math.fabs(kpini)
+ if PHASEFAC*hit < kp:
+ kp = PHASEFAC*hit
+ if game.kpower[kk] < 0:
+ game.kpower[kk] -= -kp
+ else:
+ game.kpower[kk] -= kp
+ kpow = game.kpower[kk]
+ w = game.ks[kk]
+ if hit > 0.005:
+ if not damaged(DSRSENS):
+ boom(w)
+ proutn(_("%d unit hit on ") % int(hit))
+ else:
+ proutn(_("Very small hit on "))
+ ienm = game.quad[w.x][w.y]
+ if ienm==IHQUEST:
+ iqengry = True
+ crmena(False, ienm, "sector", w)
+ skip(1)
+ if kpow == 0:
+ deadkl(w, ienm, w)
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ finish(FWON);
+ if game.alldone:
+ return
+ kk -= 1; # don't do the increment
+ else: # decide whether or not to emasculate klingon
+ if kpow > 0 and Rand() >= 0.9 and \
+ kpow <= ((0.4 + 0.4*Rand())*kpini):
+ prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
+ prout(_(" has just lost its firepower.\""))
+ game.kpower[kk] = -kpow
+ kk += 1
+ return;
+
+def phasers():
+ # fire phasers
+ hits = []; rpow=0
+ kz = 0; k = 1; irec=0 # Cheating inhibitor
+ ifast = False; no = False; itarg = True; msgflag = True
+ automode = "NOTSET"
+ key=0
+
+ skip(1)
+ # SR sensors and Computer are needed fopr automode
+ if damaged(DSRSENS) or damaged(DCOMPTR):
+ itarg = False
+ if game.condition == "docked":
+ prout(_("Phasers can't be fired through base shields."))
+ chew()
+ return
+ if damaged(DPHASER):
+ prout(_("Phaser control damaged."))
+ chew()
+ return
+ if game.shldup:
+ if damaged(DSHCTRL):
+ prout(_("High speed shield control damaged."))
+ chew()
+ return
+ if game.energy <= 200.0:
+ prout(_("Insufficient energy to activate high-speed shield control."))
+ chew()
+ return
+ prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
+ ifast = True
+
+ # Original code so convoluted, I re-did it all
+ while automode=="NOTSET":
+ key=scan()
+ if key == IHALPHA:
+ if isit("manual"):
+ if game.nenhere==0:
+ prout(_("There is no enemy present to select."))
+ chew()
+ key = IHEOL
+ automode="AUTOMATIC"
+ else:
+ automode = "MANUAL"
+ key = scan()
+ elif isit("automatic"):
+ if (not itarg) and game.nenhere != 0:
+ automode = "FORCEMAN"
+ else:
+ if game.nenhere==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ key = scan()
+ elif isit("no"):
+ no = True
+ else:
+ huh()
+ return
+ elif key == IHREAL:
+ if game.nenhere==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ elif not itarg:
+ automode = "FORCEMAN"
+ else:
+ automode = "AUTOMATIC"
+ else:
+ # IHEOL
+ if game.nenhere==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ elif not itarg:
+ automode = "FORCEMAN"
+ else:
+ proutn(_("Manual or automatic? "))
+ avail = game.energy
+ if ifast:
+ avail -= 200.0
+ if automode == "AUTOMATIC":
+ if key == IHALPHA and isit("no"):
+ no = True
+ key = scan()
+ if key != IHREAL and game.nenhere != 0:
+ prout(_("Phasers locked on target. Energy available: %.2f")%avail)
+ irec=0
+ while True:
+ chew()
+ if not kz:
+ for i in range(1, game.nenhere+1):
+ irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0
+ kz=1
+ proutn(_("%d units required. ") % irec)
+ chew()
+ proutn(_("Units to fire= "))
+ key = scan()
+ if key!=IHREAL:
+ return
+ rpow = aaitem
+ if rpow > avail:
+ proutn(_("Energy available= %.2f") % avail)
+ skip(1)
+ key = IHEOL
+ if not rpow > avail:
+ break
+ if rpow<=0:
+ # chicken out
+ chew()
+ return
+ key=scan()
+ if key == IHALPHA and isit("no"):
+ no = True
+ if ifast:
+ game.energy -= 200; # Go and do it!
+ if checkshctrl(rpow):
+ return
+ chew()
+ game.energy -= rpow
+ extra = rpow
+ if game.nenhere:
+ extra = 0.0
+ powrem = rpow
+ for i in range(1, game.nenhere+1):
+ hits[i] = 0.0
+ if powrem <= 0:
+ continue
+ hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
+ over = (0.01 + 0.05*Rand())*hits[i]
+ temp = powrem
+ powrem -= hits[i] + over
+ if powrem <= 0 and temp < hits[i]:
+ hits[i] = temp
+ if powrem <= 0:
+ over = 0.0
+ extra += over
+ if powrem > 0.0:
+ extra += powrem
+ hittem(hits)
+ game.ididit = True
+ if extra > 0 and not game.alldone:
+ if game.ithere:
+ proutn(_("*** Tholian web absorbs "))
+ if game.nenhere>0:
+ proutn(_("excess "))
+ prout(_("phaser energy."))
+ else:
+ prout(_("%d expended on empty space.") % int(extra))
+ elif automode == "FORCEMAN":
+ chew()
+ key = IHEOL
+ if damaged(DCOMPTR):
+ prout(_("Battle computer damaged, manual fire only."))
+ else:
+ skip(1)
+ prouts(_("---WORKING---"))
+ skip(1)
+ prout(_("Short-range-sensors-damaged"))
+ prout(_("Insufficient-data-for-automatic-phaser-fire"))
+ prout(_("Manual-fire-must-be-used"))
+ skip(1)
+ elif automode == "MANUAL":
+ rpow = 0.0
+ for k in range(1, game.nenhere+1):
+ aim = game.ks[k]
+ ienm = game.quad[aim.x][aim.y]
+ if msgflag:
+ proutn(_("Energy available= %.2f") % (avail-0.006))
+ skip(1)
+ msgflag = False
+ rpow = 0.0
+ if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
+ (ienm == IHC or ienm == IHS):
+ cramen(ienm)
+ prout(_(" can't be located without short range scan."))
+ chew()
+ key = IHEOL
+ hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
+ k += 1
+ continue
+ if key == IHEOL:
+ chew()
+ if itarg and k > kz:
+ irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0
+ kz = k
+ proutn("(")
+ if not damaged(DCOMPTR):
+ proutn("%d" % irec)
+ else:
+ proutn("??")
+ proutn(") ")
+ proutn(_("units to fire at "))
+ crmena(False, ienm, sector, aim)
+ proutn("- ")
+ key = scan()
+ if key == IHALPHA and isit("no"):
+ no = True
+ key = scan()
+ continue
+ if key == IHALPHA:
+ huh()
+ return
+ if key == IHEOL:
+ if k==1: # Let me say I'm baffled by this
+ msgflag = True
+ continue
+ if aaitem < 0:
+ # abort out
+ chew()
+ return
+ hits[k] = aaitem
+ rpow += aaitem
+ # If total requested is too much, inform and start over
+ if rpow > avail:
+ prout(_("Available energy exceeded -- try again."))
+ chew()
+ return
+ key = scan(); # scan for next value
+ k += 1
+ if rpow == 0.0:
+ # zero energy -- abort
+ chew()
+ return
+ if key == IHALPHA and isit("no"):
+ no = True
+ game.energy -= rpow
+ chew()
+ if ifast:
+ game.energy -= 200.0
+ if checkshctrl(rpow):
+ return
+ hittem(hits)
+ game.ididit = True
+ # Say shield raised or malfunction, if necessary
+ if game.alldone:
+ return
+ if ifast:
+ skip(1)
+ if no == 0:
+ if Rand() >= 0.99:
+ prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
+ prouts(_(" CLICK CLICK POP . . ."))
+ prout(_(" No response, sir!"))
+ game.shldup = False
+ else:
+ prout(_("Shields raised."))
+ else:
+ game.shldup = False
+ overheat(rpow);
+
+# Code from events,c begins here.
+
+# This isn't a real event queue a la BSD Trek yet -- you can only have one
+# event of each type active at any given time. Mostly these means we can
+# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
+# BSD Trek, from which we swiped the idea, can have up to 5.
+
+import math
+
+def unschedule(evtype):
+ # remove an event from the schedule
+ game.future[evtype].date = FOREVER
+ return game.future[evtype]
+
+def is_scheduled(evtype):
+ # is an event of specified type scheduled
+ return game.future[evtype].date != FOREVER
+
+def scheduled(evtype):
+ # when will this event happen?
+ return game.future[evtype].date
+
+def schedule(evtype, offset):
+ # schedule an event of specified type
+ game.future[evtype].date = game.state.date + offset
+ return game.future[evtype]
+
+def postpone(evtype, offset):
+ # postpone a scheduled event
+ game.future[evtype].date += offset
+
+def cancelrest():
+ # rest period is interrupted by event
+ if game.resting:
+ skip(1)
+ proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if ja() == True:
+ game.resting = False
+ game.optime = 0.0
+ return True
+
+ return False
+
+def events():
+ # run through the event queue looking for things to do
+ i=0
+ fintim = game.state.date + game.optime; yank=0
+ ictbeam = False; istract = False
+ w = coord(); hold = coord()
+ ev = event(); ev2 = event()
+
+ def tractorbeam():
+ # tractor beaming cases merge here
+ yank = math.sqrt(yank)
+ announce()
+ game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
+ skip(1)
+ proutn("***")
+ crmshp()
+ prout(_(" caught in long range tractor beam--"))
+ # If Kirk & Co. screwing around on planet, handle
+ atover(True) # atover(true) is Grab
+ if game.alldone:
+ return
+ if game.icraft: # Caught in Galileo?
+ finish(FSTRACTOR)
+ return
+ # Check to see if shuttle is aboard
+ if game.iscraft == "offship":
+ skip(1)
+ if Rand() > 0.5:
+ prout(_("Galileo, left on the planet surface, is captured"))
+ prout(_("by aliens and made into a flying McDonald's."))
+ game.damage[DSHUTTL] = -10
+ game.iscraft = "removed"
+ else:
+ prout(_("Galileo, left on the planet surface, is well hidden."))
+ if evcode==0:
+ game.quadrant = game.state.kscmdr
+ else:
+ game.quadrant = game.state.kcmdr[i]
+ game.sector = randplace(QUADSIZE)
+ crmshp()
+ proutn(_(" is pulled to "))
+ proutn(cramlc(quadrant, game.quadrant))
+ proutn(", ")
+ prout(cramlc(sector, game.sector))
+ if game.resting:
+ prout(_("(Remainder of rest/repair period cancelled.)"))
+ game.resting = False
+ if not game.shldup:
+ if not damaged(DSHIELD) and game.shield > 0:
+ doshield(True) # raise shields
+ game.shldchg=False
+ else:
+ prout(_("(Shields not currently useable.)"))
+ newqad(False)
+ # Adjust finish time to time of tractor beaming
+ fintim = game.state.date+game.optime
+ attack(False)
+ if game.state.remcom <= 0:
+ unschedule(FTBEAM)
+ else:
+ schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
+
+ def destroybase():
+ # Code merges here for any commander destroying base
+ # Not perfect, but will have to do
+ # Handle case where base is in same quadrant as starship
+ if same(game.battle, game.quadrant):
+ game.state.chart[game.battle.x][game.battle.y].starbase = False
+ game.quad[game.base.x][game.base.y] = IHDOT
+ game.base.x=game.base.y=0
+ newcnd()
+ skip(1)
+ prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
+ elif game.state.rembase != 1 and \
+ (not damaged(DRADIO) or game.condition == "docked"):
+ # Get word via subspace radio
+ announce()
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
+ proutn(_(" the starbase in "))
+ proutn(cramlc(quadrant, game.battle))
+ prout(_(" has been destroyed by"))
+ if game.isatb == 2:
+ prout(_("the Klingon Super-Commander"))
+ else:
+ prout(_("a Klingon Commander"))
+ game.state.chart[game.battle.x][game.battle.y].starbase = False
+ # Remove Starbase from galaxy
+ game.state.galaxy[game.battle.x][game.battle.y].starbase = False
+ for i in range(1, game.state.rembase+1):
+ if same(game.state.baseq[i], game.battle):
+ game.state.baseq[i] = game.state.baseq[game.state.rembase]
+ game.state.rembase -= 1
+ if game.isatb == 2:
+ # reinstate a commander's base attack
+ game.battle = hold
+ game.isatb = 0
+ else:
+ invalidate(game.battle)
+
+ if idebug:
+ prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
+ for i in range(1, NEVENTS):
+ if i == FSNOVA: proutn("=== Supernova ")
+ elif i == FTBEAM: proutn("=== T Beam ")
+ elif i == FSNAP: proutn("=== Snapshot ")
+ elif i == FBATTAK: proutn("=== Base Attack ")
+ elif i == FCDBAS: proutn("=== Base Destroy ")
+ elif i == FSCMOVE: proutn("=== SC Move ")
+ elif i == FSCDBAS: proutn("=== SC Base Destroy ")
+ elif i == FDSPROB: proutn("=== Probe Move ")
+ elif i == FDISTR: proutn("=== Distress Call ")
+ elif i == FENSLV: proutn("=== Enslavement ")
+ elif i == FREPRO: proutn("=== Klingon Build ")
+ if is_scheduled(i):
+ prout("%.2f" % (scheduled(i)))
+ else:
+ prout("never")
+ radio_was_broken = damaged(DRADIO)
+ hold.x = hold.y = 0
+ while True:
+ # Select earliest extraneous event, evcode==0 if no events
+ evcode = FSPY
+ if game.alldone:
+ return
+ datemin = fintim
+ for l in range(1, NEVENTS):
+ if game.future[l].date < datemin:
+ evcode = l
+ if idebug:
+ prout("== Event %d fires" % evcode)
+ datemin = game.future[l].date
+ xtime = datemin-game.state.date
+ game.state.date = datemin
+ # Decrement Federation resources and recompute remaining time
+ game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
+ game.recompute()
+ if game.state.remtime <=0:
+ finish(FDEPLETE)
+ return
+ # Any crew left alive?
+ if game.state.crew <=0:
+ finish(FCREW)
+ return
+ # Is life support adequate?
+ if damaged(DLIFSUP) and game.condition != "docked":
+ if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
+ finish(FLIFESUP)
+ return
+ game.lsupres -= xtime
+ if game.damage[DLIFSUP] <= xtime:
+ game.lsupres = game.inlsr
+ # Fix devices
+ repair = xtime
+ if game.condition == "docked":
+ repair /= game.docfac
+ # Don't fix Deathray here
+ for l in range(0, NDEVICES):
+ if game.damage[l] > 0.0 and l != DDRAY:
+ if game.damage[l]-repair > 0.0:
+ game.damage[l] -= repair
+ else:
+ game.damage[l] = 0.0
+ # If radio repaired, update star chart and attack reports
+ if radio_was_broken and not damaged(DRADIO):
+ prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
+ prout(_(" surveillance reports are coming in."))
+ skip(1)
+ if not game.iseenit:
+ attackreport(False)
+ game.iseenit = True
+ rechart()
+ prout(_(" The star chart is now up to date.\""))
+ skip(1)
+ # Cause extraneous event EVCODE to occur
+ game.optime -= xtime
+ if evcode == FSNOVA: # Supernova
+ announce()
+ supernova(False)
+ schedule(FSNOVA, expran(0.5*game.intime))
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ return
+ elif evcode == FSPY: # Check with spy to see if SC should tractor beam
+ if game.state.nscrem == 0 or \
+ ictbeam or istract or \
+ game.condition=="docked" or game.isatb==1 or game.iscate:
+ return
+ if game.ientesc or \
+ (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
+ (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
+ (damaged(DSHIELD) and \
+ (game.energy < 2500 or damaged(DPHASER)) and \
+ (game.torps < 5 or damaged(DPHOTON))):
+ # Tractor-beam her!
+ istract = True
+ yank = distance(game.state.kscmdr, game.quadrant)
+ ictbeam = True
+ tractorbeam()
+ else:
+ return
+ elif evcode == FTBEAM: # Tractor beam
+ if game.state.remcom == 0:
+ unschedule(FTBEAM)
+ continue
+ i = Rand()*game.state.remcom+1.0
+ yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
+ if istract or game.condition == "docked" or yank == 0:
+ # Drats! Have to reschedule
+ schedule(FTBEAM,
+ game.optime + expran(1.5*game.intime/game.state.remcom))
+ continue
+ ictbeam = True
+ tractorbeam()
+ elif evcode == FSNAP: # Snapshot of the universe (for time warp)
+ game.snapsht = game.state
+ game.state.snap = True
+ schedule(FSNAP, expran(0.5 * game.intime))
+ elif evcode == FBATTAK: # Commander attacks starbase
+ if game.state.remcom==0 or game.state.rembase==0:
+ # no can do
+ unschedule(FBATTAK)
+ unschedule(FCDBAS)
+ continue
+ i = 0
+ for j in range(1, game.state.rembase+1):
+ for k in range(1, game.state.remcom+1):
+ if same(game.state.baseq[j], game.state.kcmdr[k]) and \
+ not same(game.state.baseq[j], game.quadrant) and \
+ not same(game.state.baseq[j], game.state.kscmdr):
+ i = 1
+ if i == 1:
+ continue
+ if j>game.state.rembase:
+ # no match found -- try later
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ continue
+ # commander + starbase combination found -- launch attack
+ game.battle = game.state.baseq[j]
+ schedule(FCDBAS, 1.0+3.0*Rand())
+ if game.isatb: # extra time if SC already attacking
+ postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
+ game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
+ game.iseenit = False
+ if damaged(DRADIO) and game.condition != "docked":
+ continue # No warning :-(
+ game.iseenit = True
+ announce()
+ skip(1)
+ proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
+ prout(_(" reports that it is under attack and that it can"))
+ proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
+ prout(".\"")
+ if cancelrest():
+ return
+ elif evcode == FSCDBAS: # Supercommander destroys base
+ unschedule(FSCDBAS)
+ game.isatb = 2
+ if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
+ continue # WAS RETURN!
+ hold = game.battle
+ game.battle = game.state.kscmdr
+ destroybase()
+ elif evcode == FCDBAS: # Commander succeeds in destroying base
+ if evcode==FCDBAS:
+ unschedule(FCDBAS)
+ # find the lucky pair
+ for i in range(1, game.state.remcom+1):
+ if same(game.state.kcmdr[i], game.battle):
+ break
+ if i > game.state.remcom or game.state.rembase == 0 or \
+ not game.state.galaxy[game.battle.x][game.battle.y].starbase:
+ # No action to take after all
+ invalidate(game.battle)
+ continue
+ destroybase()
+ elif evcode == FSCMOVE: # Supercommander moves
+ schedule(FSCMOVE, 0.2777)
+ if not game.ientesc and not istract and game.isatb != 1 and \
+ (not game.iscate or not game.justin):
+ supercommander()
+ elif evcode == FDSPROB: # Move deep space probe
+ schedule(FDSPROB, 0.01)
+ game.probex += game.probeinx
+ game.probey += game.probeiny
+ i = (int)(game.probex/QUADSIZE +0.05)
+ j = (int)(game.probey/QUADSIZE + 0.05)
+ if game.probec.x != i or game.probec.y != j:
+ game.probec.x = i
+ game.probec.y = j
+ if not VALID_QUADRANT(i, j) or \
+ game.state.galaxy[game.probec.x][game.probec.y].supernova:
+ # Left galaxy or ran into supernova
+ if not damaged(DRADIO) or game.condition == "docked":
+ announce()
+ skip(1)
+ proutn(_("Lt. Uhura- \"The deep space probe "))
+ if not VALID_QUADRANT(j, i):
+ proutn(_("has left the galaxy"))
+ else:
+ proutn(_("is no longer transmitting"))
+ prout(".\"")
+ unschedule(FDSPROB)
+ continue
+ if not damaged(DRADIO) or game.condition == "docked":
+ announce()
+ skip(1)
+ proutn(_("Lt. Uhura- \"The deep space probe is now in "))
+ proutn(cramlc(quadrant, game.probec))
+ prout(".\"")
+ pdest = game.state.galaxy[game.probec.x][game.probec.y]
+ # Update star chart if Radio is working or have access to radio
+ if not damaged(DRADIO) or game.condition == "docked":
+ chp = game.state.chart[game.probec.x][game.probec.y]
+ chp.klingons = pdest.klingons
+ chp.starbase = pdest.starbase
+ chp.stars = pdest.stars
+ pdest.charted = True
+ game.proben -= 1 # One less to travel
+ if game.proben == 0 and game.isarmed and pdest.stars:
+ # lets blow the sucker!
+ supernova(True, game.probec)
+ unschedule(FDSPROB)
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ return
+ elif evcode == FDISTR: # inhabited system issues distress call
+ unschedule(FDISTR)
+ # try a whole bunch of times to find something suitable
+ for i in range(100):
+ # need a quadrant which is not the current one,
+ # which has some stars which are inhabited and
+ # not already under attack, which is not
+ # supernova'ed, and which has some Klingons in it
+ w = randplace(GALSIZE)
+ q = game.state.galaxy[w.x][w.y]
+ if not (same(game.quadrant, w) or q.planet == NOPLANET or \
+ game.state.planets[q.planet].inhabited == UNINHABITED or \
+ q.supernova or q.status!=secure or q.klingons<=0):
+ break
+ else:
+ # can't seem to find one; ignore this call
+ if idebug:
+ prout("=== Couldn't find location for distress event.")
+ continue
+ # got one!! Schedule its enslavement
+ ev = schedule(FENSLV, expran(game.intime))
+ ev.quadrant = w
+ q.status = distressed
+
+ # tell the captain about it if we can
+ if not damaged(DRADIO) or game.condition == "docked":
+ prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
+ % (q.planet, `w`))
+ prout(_("by a Klingon invasion fleet."))
+ if cancelrest():
+ return
+ elif evcode == FENSLV: # starsystem is enslaved
+ ev = unschedule(FENSLV)
+ # see if current distress call still active
+ q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ if q.klingons <= 0:
+ q.status = "secure"
+ continue
+ q.status = "enslaved"
+
+ # play stork and schedule the first baby
+ ev2 = schedule(FREPRO, expran(2.0 * game.intime))
+ ev2.quadrant = ev.quadrant
+
+ # report the disaster if we can
+ if not damaged(DRADIO) or game.condition == "docked":
+ prout(_("Uhura- We've lost contact with starsystem %s") % \
+ q.planet)
+ prout(_("in Quadrant %s.\n") % ev.quadrant)
+ elif evcode == FREPRO: # Klingon reproduces
+ # If we ever switch to a real event queue, we'll need to
+ # explicitly retrieve and restore the x and y.
+ ev = schedule(FREPRO, expran(1.0 * game.intime))
+ # see if current distress call still active
+ q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ if q.klingons <= 0:
+ q.status = "secure"
+ continue
+ if game.state.remkl >=MAXKLGAME:
+ continue # full right now
+ # reproduce one Klingon
+ w = ev.quadrant
+ if game.klhere >= MAXKLQUAD:
+ try:
+ # this quadrant not ok, pick an adjacent one
+ for i in range(w.x - 1, w.x + 2):
+ for j in range(w.y - 1, w.y + 2):
+ if not VALID_QUADRANT(i, j):
+ continue
+ q = game.state.galaxy[w.x][w.y]
+ # check for this quad ok (not full & no snova)
+ if q.klingons >= MAXKLQUAD or q.supernova:
+ continue
+ raise "FOUNDIT"
+ else:
+ continue # search for eligible quadrant failed
+ except "FOUNDIT":
+ w.x = i
+ w.y = j
+ # deliver the child
+ game.state.remkl += 1
+ q.klingons += 1
+ if same(game.quadrant, w):
+ newkling(++game.klhere)
+
+ # recompute time left
+ game.recompute()
+ # report the disaster if we can
+ if not damaged(DRADIO) or game.condition == "docked":
+ if same(game.quadrant, w):
+ prout(_("Spock- sensors indicate the Klingons have"))
+ prout(_("launched a warship from %s.") % q.planet)
+ else:
+ prout(_("Uhura- Starfleet reports increased Klingon activity"))
+ if q.planet != NOPLANET:
+ proutn(_("near %s") % q.planet)
+ prout(_("in Quadrant %s.") % w)
+
+def wait():
+ # wait on events
+ game.ididit = False
+ while True:
+ key = scan()
+ if key != IHEOL:
+ break
+ proutn(_("How long? "))
+ chew()
+ if key != IHREAL:
+ huh()
+ return
+ origTime = delay = aaitem
+ if delay <= 0.0:
+ return
+ if delay >= game.state.remtime or game.nenhere != 0:
+ proutn(_("Are you sure? "))
+ if ja() == False:
+ return
+
+ # Alternate resting periods (events) with attacks
+
+ game.resting = True
+ while True:
+ if delay <= 0:
+ game.resting = False
+ if not game.resting:
+ prout(_("%d stardates left.") % int(game.state.remtime))
+ return
+ temp = game.optime = delay
+ if game.nenhere:
+ rtime = 1.0 + Rand()
+ if rtime < temp:
+ temp = rtime
+ game.optime = temp
+ if game.optime < delay:
+ attack(False)
+ if game.alldone:
+ return
+ events()
+ game.ididit = True
+ if game.alldone:
+ return
+ delay -= temp
+ # Repair Deathray if long rest at starbase
+ if origTime-delay >= 9.99 and game.condition == "docked":
+ game.damage[DDRAY] = 0.0
+ # leave if quadrant supernovas
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ break
+ game.resting = False
+ game.optime = 0
+
+# A nova occurs. It is the result of having a star hit with a
+# photon torpedo, or possibly of a probe warhead going off.
+# Stars that go nova cause stars which surround them to undergo
+# the same probabilistic process. Klingons next to them are
+# destroyed. And if the starship is next to it, it gets zapped.
+# If the zap is too much, it gets destroyed.
+
+def nova(nov):
+ # star goes nova
+ course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
+ newc = coord(); scratch = coord()
+
+ if Rand() < 0.05:
+ # Wow! We've supernova'ed
+ supernova(False, nov)
+ return
+
+ # handle initial nova
+ game.quad[nov.x][nov.y] = IHDOT
+ crmena(False, IHSTAR, sector, nov)
+ prout(_(" novas."))
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.state.starkl += 1
+
+ # Set up stack to recursively trigger adjacent stars
+ bot = top = top2 = 1
+ kount = 0
+ icx = icy = 0
+ hits[1][1] = nov.x
+ hits[1][2] = nov.y
+ while True:
+ for mm in range(bot, top+1):
+ for nn in range(1, 3+1): # nn,j represents coordinates around current
+ for j in range(1, 3+1):
+ if j==2 and nn== 2:
+ continue
+ scratch.x = hits[mm][1]+nn-2
+ scratch.y = hits[mm][2]+j-2
+ if not VALID_SECTOR(scratch.y, scratch.x):
+ continue
+ iquad = game.quad[scratch.x][scratch.y]
+ # Empty space ends reaction
+ if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
+ break
+ elif iquad == IHSTAR: # Affect another star
+ if Rand() < 0.05:
+ # This star supernovas
+ scratch = supernova(False)
+ return
+ top2 += 1
+ hits[top2][1]=scratch.x
+ hits[top2][2]=scratch.y
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.state.starkl += 1
+ crmena(True, IHSTAR, sector, scratch)
+ prout(_(" novas."))
+ game.quad[scratch.x][scratch.y] = IHDOT
+ elif iquad == IHP: # Destroy planet
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
+ game.state.nplankl += 1
+ crmena(True, IHP, sector, scratch)
+ prout(_(" destroyed."))
+ game.state.planets[game.iplnet].pclass = destroyed
+ game.iplnet = 0
+ invalidate(game.plnet)
+ if game.landed:
+ finish(FPNOVA)
+ return
+ game.quad[scratch.x][scratch.y] = IHDOT
+ elif iquad == IHB: # Destroy base
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
+ for i in range(1, game.state.rembase+1):
+ if same(game.state.baseq[i], game.quadrant):
+ break
+ game.state.baseq[i] = game.state.baseq[game.state.rembase]
+ game.state.rembase -= 1
+ invalidate(game.base)
+ game.state.basekl += 1
+ newcnd()
+ crmena(True, IHB, sector, scratch)
+ prout(_(" destroyed."))
+ game.quad[scratch.x][scratch.y] = IHDOT
+ elif iquad in (IHE, IHF): # Buffet ship
+ prout(_("***Starship buffeted by nova."))
+ if game.shldup:
+ if game.shield >= 2000.0:
+ game.shield -= 2000.0
+ else:
+ diff = 2000.0 - game.shield
+ game.energy -= diff
+ game.shield = 0.0
+ game.shldup = False
+ prout(_("***Shields knocked out."))
+ game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff
+ else:
+ game.energy -= 2000.0
+ if game.energy <= 0:
+ finish(FNOVA)
+ return
+ # add in course nova contributes to kicking starship
+ icx += game.sector.x-hits[mm][1]
+ icy += game.sector.y-hits[mm][2]
+ kount += 1
+ elif iquad == IHK: # kill klingon
+ deadkl(scratch,iquad, scratch)
+ elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
+ for ll in range(1, game.nenhere+1):
+ if same(game.ks[ll], scratch):
+ break
+ game.kpower[ll] -= 800.0 # If firepower is lost, die
+ if game.kpower[ll] <= 0.0:
+ deadkl(scratch, iquad, scratch)
+ break
+ newc.x = scratch.x + scratch.x - hits[mm][1]
+ newc.y = scratch.y + scratch.y - hits[mm][2]
+ crmena(True, iquad, sector, scratch)
+ proutn(_(" damaged"))
+ if not VALID_SECTOR(newc.x, newc.y):
+ # can't leave quadrant
+ skip(1)
+ break
+ iquad1 = game.quad[newc.x][newc.y]
+ if iquad1 == IHBLANK:
+ proutn(_(", blasted into "))
+ crmena(False, IHBLANK, sector, newc)
+ skip(1)
+ deadkl(scratch, iquad, newc)
+ break
+ if iquad1 != IHDOT:
+ # can't move into something else
+ skip(1)
+ break
+ proutn(_(", buffeted to "))
+ proutn(cramlc(sector, newc))
+ game.quad[scratch.x][scratch.y] = IHDOT
+ game.quad[newc.x][newc.y] = iquad
+ game.ks[ll] = newc
+ game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
+ skip(1)
+ if top == top2:
+ break
+ bot = top + 1
+ top = top2
+ if kount==0:
+ return
+
+ # Starship affected by nova -- kick it away.
+ game.dist = kount*0.1
+ icx = sgn(icx)
+ icy = sgn(icy)
+ game.direc = course[3*(icx+1)+icy+2]
+ if game.direc == 0.0:
+ game.dist = 0.0
+ if game.dist == 0.0:
+ return
+ game.optime = 10.0*game.dist/16.0
+ skip(1)
+ prout(_("Force of nova displaces starship."))
+ imove(True)
+ game.optime = 10.0*game.dist/16.0
+ return
+
+def supernova(induced, w=None):
+ # star goes supernova
+ num = 0; npdead = 0
+ nq = coord()
+
+ if w != None:
+ nq = w
+ else:
+ stars = 0
+ # Scheduled supernova -- select star
+ # logic changed here so that we won't favor quadrants in top
+ # left of universe
+ for nq.x in range(1, GALSIZE+1):
+ for nq.y in range(1, GALSIZE+1):
+ stars += game.state.galaxy[nq.x][nq.y].stars
+ if stars == 0:
+ return # nothing to supernova exists
+ num = Rand()*stars + 1
+ for nq.x in range(1, GALSIZE+1):
+ for nq.y in range(1, GALSIZE+1):
+ num -= game.state.galaxy[nq.x][nq.y].stars
+ if num <= 0:
+ break
+ if num <=0:
+ break
+ if idebug:
+ proutn("=== Super nova here?")
+ if ja() == True:
+ nq = game.quadrant
+
+ if not same(nq, game.quadrant) or game.justin:
+ # it isn't here, or we just entered (treat as enroute)
+ if not damaged(DRADIO) or game.condition == "docked":
+ skip(1)
+ prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
+ prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
+ else:
+ ns = coord()
+ # we are in the quadrant!
+ num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1
+ for ns.x in range(1, QUADSIZE+1):
+ for ns.y in range(1, QUADSIZE+1):
+ if game.quad[ns.x][ns.y]==IHSTAR:
+ num -= 1
+ if num==0:
+ break
+ if num==0:
+ break
+
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***Incipient supernova detected at Sector %s") % ns)
+ if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
+ proutn(_("Emergency override attempts t"))
+ prouts("***************")
+ skip(1)
+ stars()
+ game.alldone = True
+
+ # destroy any Klingons in supernovaed quadrant
+ kldead = game.state.galaxy[nq.x][nq.y].klingons
+ game.state.galaxy[nq.x][nq.y].klingons = 0
+ if same(nq, game.state.kscmdr):
+ # did in the Supercommander!
+ game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ if game.state.remcom:
+ maxloop = game.state.remcom
+ for l in range(1, maxloop+1):
+ if same(game.state.kcmdr[l], nq):
+ game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
+ invalidate(game.state.kcmdr[game.state.remcom])
+ game.state.remcom -= 1
+ kldead -= 1
+ if game.state.remcom==0:
+ unschedule(FTBEAM)
+ break
+ game.state.remkl -= kldead
+ # destroy Romulans and planets in supernovaed quadrant
+ nrmdead = game.state.galaxy[nq.x][nq.y].romulans
+ game.state.galaxy[nq.x][nq.y].romulans = 0
+ game.state.nromrem -= nrmdead
+ # Destroy planets
+ for loop in range(game.inplan):
+ if same(game.state.planets[loop].w, nq):
+ game.state.planets[loop].pclass = destroyed
+ npdead += 1
+ # Destroy any base in supernovaed quadrant
+ if game.state.rembase:
+ maxloop = game.state.rembase
+ for loop in range(1, maxloop+1):
+ if same(game.state.baseq[loop], nq):
+ game.state.baseq[loop] = game.state.baseq[game.state.rembase]
+ invalidate(game.state.baseq[game.state.rembase])
+ game.state.rembase -= 1
+ break
+ # If starship caused supernova, tally up destruction
+ if induced:
+ game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
+ game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+ game.state.nplankl += npdead
+ # mark supernova in galaxy and in star chart
+ if same(game.quadrant, nq) or not damaged(DRADIO) or game.condition == "docked":
+ game.state.galaxy[nq.x][nq.y].supernova = True
+ # If supernova destroys last Klingons give special message
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not same(nq, game.quadrant):
+ skip(2)
+ if not induced:
+ prout(_("Lucky you!"))
+ proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
+ finish(FWON)
+ return
+ # if some Klingons remain, continue or die in supernova
+ if game.alldone:
+ finish(FSNOVAED)
+ return
+
+# Code from finish.c ends here.
+
+def selfdestruct():
+ # self-destruct maneuver
+ # Finish with a BANG!
+ chew()
+ if damaged(DCOMPTR):
+ prout(_("Computer damaged; cannot execute destruct sequence."))
+ return
+ prouts(_("---WORKING---")); skip(1)
+ prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
+ prouts(" 10"); skip(1)
+ prouts(" 9"); skip(1)
+ prouts(" 8"); skip(1)
+ prouts(" 7"); skip(1)
+ prouts(" 6"); skip(1)
+ skip(1)
+ prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
+ skip(1)
+ prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
+ skip(1)
+ prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
+ skip(1)
+ scan()
+ chew()
+ if game.passwd != citem:
+ prouts(_("PASSWORD-REJECTED;"))
+ skip(1)
+ prouts(_("CONTINUITY-EFFECTED"))
+ skip(2)
+ return
+ prouts(_("PASSWORD-ACCEPTED")); skip(1)
+ prouts(" 5"); skip(1)
+ prouts(" 4"); skip(1)
+ prouts(" 3"); skip(1)
+ prouts(" 2"); skip(1)
+ prouts(" 1"); skip(1)
+ if Rand() < 0.15:
+ prouts(_("GOODBYE-CRUEL-WORLD"))
+ skip(1)
+ kaboom()
+
+def kaboom():
+ stars()
+ if game.ship==IHE:
+ prouts("***")
+ prouts(_("********* Entropy of "))
+ crmshp()
+ prouts(_(" maximized *********"))
+ skip(1)
+ stars()
+ skip(1)
+ if game.nenhere != 0:
+ whammo = 25.0 * game.energy
+ l=1
+ while l <= game.nenhere:
+ if game.kpower[l]*game.kdist[l] <= whammo:
+ deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
+ l += 1
+ finish(FDILITHIUM)
+
+def killrate():
+ "Compute our rate of kils over time."
+ return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
+
+def badpoints():
+ "Compute demerits."
+ badpt = 5.0*game.state.starkl + \
+ game.casual + \
+ 10.0*game.state.nplankl + \
+ 300*game.state.nworldkl + \
+ 45.0*game.nhelp +\
+ 100.0*game.state.basekl +\
+ 3.0*game.abandoned
+ if game.ship == IHF:
+ badpt += 100.0
+ elif game.ship == None:
+ badpt += 200.0
+ return badpt
+
+
+def finish(ifin):
+ # end the game, with appropriate notfications
+ igotit = False
+ game.alldone = True
+ skip(3)
+ prout(_("It is stardate %.1f.") % game.state.date)
+ skip(1)
+ if ifin == FWON: # Game has been won
+ if game.state.nromrem != 0:
+ prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
+ game.state.nromrem)
+
+ prout(_("You have smashed the Klingon invasion fleet and saved"))
+ prout(_("the Federation."))
+ game.gamewon = True
+ if game.alive:
+ badpt = badpoints()
+ if badpt < 100.0:
+ badpt = 0.0 # Close enough!
+ # killsPerDate >= RateMax
+ if game.state.date-game.indate < 5.0 or \
+ killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
+ skip(1)
+ prout(_("In fact, you have done so well that Starfleet Command"))
+ if game.skill == SKILL_NOVICE:
+ prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
+ elif game.skill == SKILL_FAIR:
+ prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
+ elif game.skill == SKILL_GOOD:
+ prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
+ elif game.skill == SKILL_EXPERT:
+ prout(_("promotes you to Commodore Emeritus."))
+ skip(1)
+ prout(_("Now that you think you're really good, try playing"))
+ prout(_("the \"Emeritus\" game. It will splatter your ego."))
+ elif game.skill == SKILL_EMERITUS:
+ skip(1)
+ proutn(_("Computer- "))
+ prouts(_("ERROR-ERROR-ERROR-ERROR"))
+ skip(2)
+ prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
+ skip(2)
+ prout(_("Now you can retire and write your own Star Trek game!"))
+ skip(1)
+ elif game.skill >= SKILL_EXPERT:
+ if game.thawed and not idebug:
+ prout(_("You cannot get a citation, so..."))
+ else:
+ proutn(_("Do you want your Commodore Emeritus Citation printed? "))
+ chew()
+ if ja() == True:
+ igotit = True
+ # Only grant long life if alive (original didn't!)
+ skip(1)
+ prout(_("LIVE LONG AND PROSPER."))
+ score()
+ if igotit:
+ plaque()
+ return
+ elif ifin == FDEPLETE: # Federation Resources Depleted
+ prout(_("Your time has run out and the Federation has been"))
+ prout(_("conquered. Your starship is now Klingon property,"))
+ prout(_("and you are put on trial as a war criminal. On the"))
+ proutn(_("basis of your record, you are "))
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+ prout(_("acquitted."))
+ skip(1)
+ prout(_("LIVE LONG AND PROSPER."))
+ else:
+ prout(_("found guilty and"))
+ prout(_("sentenced to death by slow torture."))
+ game.alive = False
+ score()
+ return
+ elif ifin == FLIFESUP:
+ prout(_("Your life support reserves have run out, and"))
+ prout(_("you die of thirst, starvation, and asphyxiation."))
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FNRG:
+ prout(_("Your energy supply is exhausted."))
+ skip(1)
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FBATTLE:
+ proutn(_("The "))
+ crmshp()
+ prout(_("has been destroyed in battle."))
+ skip(1)
+ prout(_("Dulce et decorum est pro patria mori."))
+ elif ifin == FNEG3:
+ prout(_("You have made three attempts to cross the negative energy"))
+ prout(_("barrier which surrounds the galaxy."))
+ skip(1)
+ prout(_("Your navigation is abominable."))
+ score()
+ elif ifin == FNOVA:
+ prout(_("Your starship has been destroyed by a nova."))
+ prout(_("That was a great shot."))
+ skip(1)
+ elif ifin == FSNOVAED:
+ proutn(_("The "))
+ crmshp()
+ prout(_(" has been fried by a supernova."))
+ prout(_("...Not even cinders remain..."))
+ elif ifin == FABANDN:
+ prout(_("You have been captured by the Klingons. If you still"))
+ prout(_("had a starbase to be returned to, you would have been"))
+ prout(_("repatriated and given another chance. Since you have"))
+ prout(_("no starbases, you will be mercilessly tortured to death."))
+ elif ifin == FDILITHIUM:
+ prout(_("Your starship is now an expanding cloud of subatomic particles"))
+ elif ifin == FMATERIALIZE:
+ prout(_("Starbase was unable to re-materialize your starship."))
+ prout(_("Sic transit gloria mundi"))
+ elif ifin == FPHASER:
+ proutn(_("The "))
+ crmshp()
+ prout(_(" has been cremated by its own phasers."))
+ elif ifin == FLOST:
+ prout(_("You and your landing party have been"))
+ prout(_("converted to energy, disipating through space."))
+ elif ifin == FMINING:
+ prout(_("You are left with your landing party on"))
+ prout(_("a wild jungle planet inhabited by primitive cannibals."))
+ skip(1)
+ prout(_("They are very fond of \"Captain Kirk\" soup."))
+ skip(1)
+ proutn(_("Without your leadership, the "))
+ crmshp()
+ prout(_(" is destroyed."))
+ elif ifin == FDPLANET:
+ prout(_("You and your mining party perish."))
+ skip(1)
+ prout(_("That was a great shot."))
+ skip(1)
+ elif ifin == FSSC:
+ prout(_("The Galileo is instantly annihilated by the supernova."))
+ prout(_("You and your mining party are atomized."))
+ skip(1)
+ proutn(_("Mr. Spock takes command of the "))
+ crmshp()
+ prout(_(" and"))
+ prout(_("joins the Romulans, reigning terror on the Federation."))
+ elif ifin == FPNOVA:
+ prout(_("You and your mining party are atomized."))
+ skip(1)
+ proutn(_("Mr. Spock takes command of the "))
+ crmshp()
+ prout(_(" and"))
+ prout(_("joins the Romulans, reigning terror on the Federation."))
+ elif ifin == FSTRACTOR:
+ prout(_("The shuttle craft Galileo is also caught,"))
+ prout(_("and breaks up under the strain."))
+ skip(1)
+ prout(_("Your debris is scattered for millions of miles."))
+ proutn(_("Without your leadership, the "))
+ crmshp()
+ prout(_(" is destroyed."))
+ elif ifin == FDRAY:
+ prout(_("The mutants attack and kill Spock."))
+ prout(_("Your ship is captured by Klingons, and"))
+ prout(_("your crew is put on display in a Klingon zoo."))
+ elif ifin == FTRIBBLE:
+ prout(_("Tribbles consume all remaining water,"))
+ prout(_("food, and oxygen on your ship."))
+ skip(1)
+ prout(_("You die of thirst, starvation, and asphyxiation."))
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FHOLE:
+ prout(_("Your ship is drawn to the center of the black hole."))
+ prout(_("You are crushed into extremely dense matter."))
+ elif ifin == FCREW:
+ prout(_("Your last crew member has died."))
+ if game.ship == IHF:
+ game.ship = None
+ elif game.ship == IHE:
+ game.ship = IHF
+ game.alive = False
+ if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
+ goodies = game.state.remres/game.inresor
+ baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
+ if goodies/baddies >= 1.0+0.5*Rand():
+ prout(_("As a result of your actions, a treaty with the Klingon"))
+ prout(_("Empire has been signed. The terms of the treaty are"))
+ if goodies/baddies >= 3.0+Rand():
+ prout(_("favorable to the Federation."))
+ skip(1)
+ prout(_("Congratulations!"))
+ else:
+ prout(_("highly unfavorable to the Federation."))
+ else:
+ prout(_("The Federation will be destroyed."))
+ else:
+ prout(_("Since you took the last Klingon with you, you are a"))
+ prout(_("martyr and a hero. Someday maybe they'll erect a"))
+ prout(_("statue in your memory. Rest in peace, and try not"))
+ prout(_("to think about pigeons."))
+ game.gamewon = True
+ score()
+
+def score():
+ # compute player's score
+ timused = game.state.date - game.indate
+
+ iskill = game.skill
+ if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
+ timused = 5.0
+ perdate = killrate()
+ ithperd = 500*perdate + 0.5
+ iwon = 0
+ if game.gamewon:
+ iwon = 100*game.skill
+ if game.ship == IHE:
+ klship = 0
+ elif game.ship == IHF:
+ klship = 1
+ else:
+ klship = 2
+ if not game.gamewon:
+ game.state.nromrem = 0 # None captured if no win
+ iscore = 10*(game.inkling - game.state.remkl) \
+ + 50*(game.incom - game.state.remcom) \
+ + ithperd + iwon \
+ + 20*(game.inrom - game.state.nromrem) \
+ + 200*(game.inscom - game.state.nscrem) \
+ - game.state.nromrem \
+ - badpoints()
+ if not game.alive:
+ iscore -= 200
+ skip(2)
+ prout(_("Your score --"))
+ if game.inrom - game.state.nromrem:
+ prout(_("%6d Romulans destroyed %5d") %
+ (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
+ if game.state.nromrem:
+ prout(_("%6d Romulans captured %5d") %
+ (game.state.nromrem, game.state.nromrem))
+ if game.inkling - game.state.remkl:
+ prout(_("%6d ordinary Klingons destroyed %5d") %
+ (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
+ if game.incom - game.state.remcom:
+ prout(_("%6d Klingon commanders destroyed %5d") %
+ (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
+ if game.inscom - game.state.nscrem:
+ prout(_("%6d Super-Commander destroyed %5d") %
+ (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
+ if ithperd:
+ prout(_("%6.2f Klingons per stardate %5d") %
+ (perdate, ithperd))
+ if game.state.starkl:
+ prout(_("%6d stars destroyed by your action %5d") %
+ (game.state.starkl, -5*game.state.starkl))
+ if game.state.nplankl:
+ prout(_("%6d planets destroyed by your action %5d") %
+ (game.state.nplankl, -10*game.state.nplankl))
+ if (game.options & OPTION_WORLDS) and game.state.nworldkl:
+ prout(_("%6d inhabited planets destroyed by your action %5d") %
+ (game.state.nplankl, -300*game.state.nworldkl))
+ if game.state.basekl:
+ prout(_("%6d bases destroyed by your action %5d") %
+ (game.state.basekl, -100*game.state.basekl))
+ if game.nhelp:
+ prout(_("%6d calls for help from starbase %5d") %
+ (game.nhelp, -45*game.nhelp))
+ if game.casual:
+ prout(_("%6d casualties incurred %5d") %
+ (game.casual, -game.casual))
+ if game.abandoned:
+ prout(_("%6d crew abandoned in space %5d") %
+ (game.abandoned, -3*game.abandoned))
+ if klship:
+ prout(_("%6d ship(s) lost or destroyed %5d") %
+ (klship, -100*klship))
+ if not game.alive:
+ prout(_("Penalty for getting yourself killed -200"))
+ if game.gamewon:
+ proutn(_("Bonus for winning "))
+ if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
+ elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
+ elif game.skill == SKILL_GOOD: proutn(_("Good game "))
+ elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
+ elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
+ prout(" %5d" % iwon)
+ skip(1)
+ prout(_("TOTAL SCORE %5d") % iscore)
+
+def plaque():
+ # emit winner's commemmorative plaque
+ skip(2)
+ while True:
+ proutn(_("File or device name for your plaque: "))
+ cgetline(winner, sizeof(winner))
+ try:
+ fp = open(winner, "w")
+ break
+ except IOError:
+ prout(_("Invalid name."))
+
+ proutn(_("Enter name to go on plaque (up to 30 characters): "))
+ cgetline(winner, sizeof(winner))
+ # The 38 below must be 64 for 132-column paper
+ nskip = 38 - len(winner)/2
+
+ fp.write("\n\n\n\n")
+ # --------DRAW ENTERPRISE PICTURE.
+ fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
+ fp.write(" EEE E : : : E\n" )
+ fp.write(" EE EEE E : : NCC-1701 : E\n")
+ fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
+ fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
+ fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
+ fp.write(" EEEEEEE EEEEE E E E E\n")
+ fp.write(" EEE E E E E\n")
+ fp.write(" E E E E\n")
+ fp.write(" EEEEEEEEEEEEE E E\n")
+ fp.write(" EEE : EEEEEEE EEEEEEEE\n")
+ fp.write(" :E : EEEE E\n")
+ fp.write(" .-E -:----- E\n")
+ fp.write(" :E : E\n")
+ fp.write(" EE : EEEEEEEE\n")
+ fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
+ fp.write("\n\n\n")
+ fp.write(_(" U. S. S. ENTERPRISE\n"))
+ fp.write("\n\n\n\n")
+ fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
+ fp.write("\n")
+ fp.write(_(" Starfleet Command bestows to you\n"))
+ fp.write("\n")
+ fp.write("%*s%s\n\n" % (nskip, "", winner))
+ fp.write(_(" the rank of\n\n"))
+ fp.write(_(" \"Commodore Emeritus\"\n\n"))
+ fp.write(" ")
+ if game.skill == SKILL_EXPERT:
+ fp.write(_(" Expert level\n\n"))
+ elif game.skill == SKILL_EMERITUS:
+ fp.write(_("Emeritus level\n\n"))
+ else:
+ fp.write(_(" Cheat level\n\n"))
+ timestring = ctime()
+ fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
+ (timestring+4, timestring+20, timestring+11))
+ fp.write(_(" Your score: %d\n\n") % iscore)
+ fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
+ fp.close()
+
+# Code from io.c begins here
+
+rows = linecount = 0 # for paging
+stdscr = None
+fullscreen_window = None
+srscan_window = None
+report_window = None
+status_window = None
+lrscan_window = None
+message_window = None
+prompt_window = None
+
+def outro():
+ "wrap up, either normally or due to signal"
+ if game.options & OPTION_CURSES:
+ #clear()
+ #curs_set(1)
+ #refresh()
+ #resetterm()
+ #echo()
+ curses.endwin()
+ stdout.write('\n')
+ if logfp:
+ logfp.close()
+
+def iostart():
+ global stdscr
+ #setlocale(LC_ALL, "")
+ #bindtextdomain(PACKAGE, LOCALEDIR)
+ #textdomain(PACKAGE)
+ if atexit.register(outro):
+ sys.stderr.write("Unable to register outro(), exiting...\n")
+ os.exit(1)
+ if not (game.options & OPTION_CURSES):
+ ln_env = os.getenv("LINES")
+ if ln_env:
+ rows = ln_env
+ else:
+ rows = 25
+ else:
+ stdscr = curses.initscr()
+ stdscr.keypad(True)
+ #saveterm()
+ curses.nonl()
+ curses.cbreak()
+ curses.start_color()
+ curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
+ #noecho()
+ global fullscreen_window, srscan_window, report_window, status_window
+ global lrscan_window, message_window, prompt_window
+ fullscreen_window = stdscr
+ srscan_window = curses.newwin(12, 25, 0, 0)
+ report_window = curses.newwin(11, 0, 1, 25)
+ status_window = curses.newwin(10, 0, 1, 39)
+ lrscan_window = curses.newwin(5, 0, 0, 64)
+ message_window = curses.newwin(0, 0, 12, 0)
+ prompt_window = curses.newwin(1, 0, rows-2, 0)
+ message_window.scrollok(True)
+ setwnd(fullscreen_window)
+ textcolor(DEFAULT)
+
+
+def waitfor():
+ "wait for user action -- OK to do nothing if on a TTY"
+ if game.options & OPTION_CURSES:
+ stsdcr.getch()
+
+def announce():
+ skip(1)
+ if game.skill > SKILL_FAIR:
+ prouts(_("[ANOUNCEMENT ARRIVING...]"))
+ else:
+ prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
+ skip(1)
+
+def pause_game():
+ if game.skill > SKILL_FAIR:
+ prompt = _("[CONTINUE?]")
+ else:
+ prompt = _("[PRESS ENTER TO CONTINUE]")
+
+ if game.options & OPTION_CURSES:
+ drawmaps(0)
+ setwnd(prompt_window)
+ prompt_window.wclear()
+ prompt_window.addstr(prompt)
+ prompt_window.getstr()
+ prompt_window.clear()
+ prompt_window.refresh()
+ setwnd(message_window)
+ else:
+ global linecount
+ stdout.write('\n')
+ proutn(prompt)
+ raw_input()
+ for j in range(0, rows):
+ stdout.write('\n')
+ linecount = 0
+
+def skip(i):
+ "Skip i lines. Pause game if this would cause a scrolling event."
+ while dummy in range(i):
+ if game.options & OPTION_CURSES:
+ (y, x) = curwnd.getyx()
+ (my, mx) = curwnd.getmaxyx()
+ if curwnd == message_window and y >= my - 3:
+ pause_game()
+ clrscr()
+ else:
+ proutn("\n")
+ else:
+ global linecount
+ linecount += 1
+ if linecount >= rows:
+ pause_game()
+ else:
+ stdout.write('\n')
+
+def proutn(line):
+ "Utter a line with no following line feed."
+ if game.options & OPTION_CURSES:
+ curwnd.addstr(line)
+ curwnd.refresh()
+ else:
+ stdout.write(line)
+
+def prout(line):
+ proutn(line)
+ skip(1)
+
+def prouts(line):
+ "print slowly!"
+ for c in line:
+ curses.delay_output(30)
+ proutn(c)
+ if game.options & OPTION_CURSES:
+ wrefresh(curwnd)
+ else:
+ sys.stdout.flush()
+ curses.delay_output(300)
+
+def cgetline(line, max):
+ "Get a line of input."
+ if game.options & OPTION_CURSES:
+ line = curwnd.getstr() + "\n"
+ curwnd.refresh()
+ else:
+ if replayfp and not replayfp.closed:
+ line = replayfp.readline()
+ else:
+ sys.stdin.readline()
+ if logfp:
+ logfp.write(line)
+
+def setwnd(wnd):
+ "Change windows -- OK for this to be a no-op in tty mode."
+ if game.options & OPTION_CURSES:
+ curwnd = wnd
+ curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
+
+def clreol():
+ "Clear to end of line -- can be a no-op in tty mode"
+ if game.options & OPTION_CURSES:
+ wclrtoeol(curwnd)
+ wrefresh(curwnd)
+
+def clrscr():
+ "Clear screen -- can be a no-op in tty mode."
+ global linecount
+ if game.options & OPTION_CURSES:
+ curwnd.clear()
+ curwnd.move(0, 0)
+ curwnd.refresh()
+ linecount = 0
+
+def textcolor(color):
+ "Set the current text color"
+ if game.options & OPTION_CURSES:
+ if color == DEFAULT:
+ curwnd.attrset(0)
+ elif color == BLACK:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
+ elif color == BLUE:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
+ elif color == GREEN:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
+ elif color == CYAN:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
+ elif color == RED:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
+ elif color == MAGENTA:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
+ elif color == BROWN:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
+ elif color == LIGHTGRAY:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
+ elif color == DARKGRAY:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
+ elif color == LIGHTBLUE:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
+ elif color == LIGHTGREEN:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
+ elif color == LIGHTCYAN:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
+ elif color == LIGHTRED:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
+ elif color == LIGHTMAGENTA:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
+ elif color == YELLOW:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
+ elif color == WHITE:
+ curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
+
+def highvideo():
+ "Set highlight video, if this is reasonable."
+ if game.options & OPTION_CURSES:
+ curwnd.attron(curses.A_REVERSE)
+
+def commandhook(cmd, before):
+ pass
+
+#
+# Things past this point have policy implications.
+#
+
+def drawmaps(mode):
+ "Hook to be called after moving to redraw maps."
+ if game.options & OPTION_CURSES:
+ if mode == 1:
+ sensor()
+ setwnd(srscan_window)
+ curwnd.move(0, 0)
+ srscan()
+ if mode != 2:
+ setwnd(status_window)
+ status_window.clear()
+ status_window.move(0, 0)
+ setwnd(report_window)
+ report_window.clear()
+ report_window.move(0, 0)
+ status(0)
+ setwnd(lrscan_window)
+ lrscan_window.clear()
+ lrscan_window.move(0, 0)
+ lrscan()
+
+def put_srscan_sym(w, sym):
+ "Emit symbol for short-range scan."
+ srscan_window.move(w.x+1, w.y*2+2)
+ srscan_window.addch(sym)
+ srscan_window.refresh()
+
+def boom(w):
+ "Enemy fall down, go boom."
+ if game.options & OPTION_CURSES:
+ drawmaps(2)
+ setwnd(srscan_window)
+ srscan_window.attron(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.x][w.y])
+ #sound(500)
+ #delay(1000)
+ #nosound()
+ srscan_window.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.x][w.y])
+ curses.delay_output(500)
+ setwnd(message_window)
+
+def warble():
+ "Sound and visual effects for teleportation."
+ if game.options & OPTION_CURSES:
+ drawmaps(2)
+ setwnd(message_window)
+ #sound(50)
+ prouts(" . . . . . ")
+ if game.options & OPTION_CURSES:
+ #curses.delay_output(1000)
+ #nosound()
+ pass
+
+def tracktorpedo(w, l, i, n, iquad):
+ "Torpedo-track animation."
+ if not game.options & OPTION_CURSES:
+ if l == 1:
+ if n != 1:
+ skip(1)
+ proutn(_("Track for torpedo number %d- ") % i)
+ else:
+ skip(1)
+ proutn(_("Torpedo track- "))
+ elif l==4 or l==9:
+ skip(1)
+ proutn("%d - %d " % (w.x, w.y))
+ else:
+ if not damaged(DSRSENS) or game.condition=="docked":
+ if i != 1 and l == 1:
+ drawmaps(2)
+ curses.delay_output(400)
+ if (iquad==IHDOT) or (iquad==IHBLANK):
+ put_srscan_sym(w, '+')
+ #sound(l*10)
+ #curses.delay_output(100)
+ #nosound()
+ put_srscan_sym(w, iquad)
+ else:
+ curwnd.attron(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ #sound(500)
+ #curses.delay_output(1000)
+ #nosound()
+ curwnd.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ else:
+ proutn("%d - %d " % (w.x, w.y))
+
+def makechart():
+ "Display the current galaxy chart."
+ if game.options & OPTION_CURSES:
+ setwnd(message_window)
+ message_window.clear()
+ chart()
+ if game.options & OPTION_TTY:
+ skip(1)
+
+NSYM = 14
+
+def prstat(txt, data):
+ proutn(txt)
+ if game.options & OPTION_CURSES:
+ skip(1)
+ setwnd(status_window)
+ else:
+ proutn(" " * NSYM - len(tx))
+ vproutn(data)
+ skip(1)
+ if game.options & OPTION_CURSES:
+ setwnd(report_window)
+
+# Code from moving.c begins here
+
+def imove(novapush):
+ # movement execution for warp, impulse, supernova, and tractor-beam events
+ w = coord(); final = coord()
+ trbeam = False
+
+ def no_quad_change():
+ # No quadrant change -- compute new avg enemy distances
+ game.quad[game.sector.x][game.sector.y] = game.ship
+ if game.nenhere:
+ for m in range(1, game.nenhere+1):
+ finald = distance(w, game.ks[m])
+ game.kavgd[m] = 0.5 * (finald+game.kdist[m])
+ game.kdist[m] = finald
+ sortklings()
+ if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ attack(False)
+ for m in range(1, game.nenhere+1):
+ game.kavgd[m] = game.kdist[m]
+ newcnd()
+ drawmaps(0)
+ setwnd(message_window)
+
+ w.x = w.y = 0
+ if game.inorbit:
+ prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
+ game.inorbit = False
+
+ angle = ((15.0 - game.direc) * 0.5235988)
+ deltax = -math.sin(angle)
+ deltay = math.cos(angle)
+ if math.fabs(deltax) > math.fabs(deltay):
+ bigger = math.fabs(deltax)
+ else:
+ bigger = math.fabs(deltay)
+
+ deltay /= bigger
+ deltax /= bigger
+
+ # If tractor beam is to occur, don't move full distance
+ if game.state.date+game.optime >= scheduled(FTBEAM):
+ trbeam = True
+ game.condition = "red"
+ game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+ # Move within the quadrant
+ game.quad[game.sector.x][game.sector.y] = IHDOT
+ x = game.sector.x
+ y = game.sector.y
+ n = 10.0*game.dist*bigger+0.5
+
+ if n > 0:
+ for m in range(1, n+1):
+ x += deltax
+ y += deltay
+ w.x = x + 0.5
+ w.y = y + 0.5
+ if not VALID_SECTOR(w.x, w.y):
+ # Leaving quadrant -- allow final enemy attack
+ # Don't do it if being pushed by Nova
+ if game.nenhere != 0 and not novapush:
+ newcnd()
+ for m in range(1, game.nenhere+1):
+ finald = distance(w, game.ks[m])
+ game.kavgd[m] = 0.5 * (finald + game.kdist[m])
+ #
+ # Stas Sergeev added the condition
+ # that attacks only happen if Klingons
+ # are present and your skill is good.
+ #
+ if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ attack(False)
+ if game.alldone:
+ return
+ # compute final position -- new quadrant and sector
+ x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
+ y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
+ w.x = x+10.0*game.dist*bigger*deltax+0.5
+ w.y = y+10.0*game.dist*bigger*deltay+0.5
+ # check for edge of galaxy
+ kinks = 0
+ while True:
+ kink = 0
+ if w.x <= 0:
+ w.x = -w.x + 1
+ kink = 1
+ if w.y <= 0:
+ w.y = -w.y + 1
+ kink = 1
+ if w.x > GALSIZE*QUADSIZE:
+ w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
+ kink = 1
+ if w.y > GALSIZE*QUADSIZE:
+ w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
+ kink = 1
+ if kink:
+ kinks = 1
+ if not kink:
+ break
+
+ if kinks:
+ game.nkinks += 1
+ if game.nkinks == 3:
+ # Three strikes -- you're out!
+ finish(FNEG3)
+ return
+ skip(1)
+ prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+ prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
+ prout(_("YOU WILL BE DESTROYED."))
+ # Compute final position in new quadrant
+ if trbeam: # Don't bother if we are to be beamed
+ return
+ game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
+ game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
+ game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
+ game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
+ skip(1)
+ prout(_("Entering Quadrant %s.") % game.quadrant)
+ game.quad[game.sector.x][game.sector.y] = game.ship
+ newqad(False)
+ if game.skill>SKILL_NOVICE:
+ attack(False)
+ return
+ iquad = game.quad[w.x][w.y]
+ if iquad != IHDOT:
+ # object encountered in flight path
+ stopegy = 50.0*game.dist/game.optime
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+ if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
+ game.sector = w
+ ram(False, iquad, game.sector)
+ final = game.sector
+ elif iquad == IHBLANK:
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn("***")
+ crmshp()
+ proutn(_(" pulled into black hole at Sector %s") % w)
+ #
+ # Getting pulled into a black hole was certain
+ # death in Almy's original. Stas Sergeev added a
+ # possibility that you'll get timewarped instead.
+ #
+ n=0
+ for m in range(0, NDEVICES):
+ if game.damage[m]>0:
+ n += 1
+ probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
+ if (game.options & OPTION_BLKHOLE) and Rand()>probf:
+ timwrp()
+ else:
+ finish(FHOLE)
+ return
+ else:
+ # something else
+ skip(1)
+ crmshp()
+ if iquad == IHWEB:
+ proutn(_(" encounters Tholian web at %s;") % w)
+ else:
+ proutn(_(" blocked by object at %s;") % w)
+ proutn(_("Emergency stop required "))
+ prout(_("%2d units of energy.") % int(stopegy))
+ game.energy -= stopegy
+ final.x = x-deltax+0.5
+ final.y = y-deltay+0.5
+ game.sector = final
+ if game.energy <= 0:
+ finish(FNRG)
+ return
+ # We're here!
+ no_quad_change()
+ return
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+ game.sector = w
+ final = game.sector
+ no_quad_change()
+ return
+
+def dock(verbose):
+ # dock our ship at a starbase
+ chew()
+ if game.condition == "docked" and verbose:
+ prout(_("Already docked."))
+ return
+ if game.inorbit:
+ prout(_("You must first leave standard orbit."))
+ return
+ if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+ crmshp()
+ prout(_(" not adjacent to base."))
+ return
+ game.condition = "docked"
+ if "verbose":
+ prout(_("Docked."))
+ game.ididit = True
+ if game.energy < game.inenrg:
+ game.energy = game.inenrg
+ game.shield = game.inshld
+ game.torps = game.intorps
+ game.lsupres = game.inlsr
+ game.state.crew = FULLCREW
+ if not damaged(DRADIO) and \
+ ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
+ # get attack report from base
+ prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
+ attackreport(False)
+ game.iseenit = True
+
+#
+# This program originally required input in terms of a (clock)
+# direction and distance. Somewhere in history, it was changed to
+# cartesian coordinates. So we need to convert. Probably
+# "manual" input should still be done this way -- it's a real
+# pain if the computer isn't working! Manual mode is still confusing
+# because it involves giving x and y motions, yet the coordinates
+# are always displayed y - x, where +y is downward!
+#
+
+def getcd(isprobe, akey):
+ # get course and distance
+ irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
+ navmode = "unspecified"
+ itemp = "curt"
+ incr = coord()
+ iprompt = False
+
+ # Get course direction and distance. If user types bad values, return
+ # with DIREC = -1.0.
+ game.direc = -1.0
+
+ if game.landed and not isprobe:
+ prout(_("Dummy! You can't leave standard orbit until you"))
+ proutn(_("are back aboard the ship."))
+ chew()
+ return
+ while navmode == "unspecified":
+ if damaged(DNAVSYS):
+ if isprobe:
+ prout(_("Computer damaged; manual navigation only"))
+ else:
+ prout(_("Computer damaged; manual movement only"))
+ chew()
+ navmode = "manual"
+ key = IHEOL
+ break
+ if isprobe and akey != -1:
+ # For probe launch, use pre-scanned value first time
+ key = akey
+ akey = -1
+ else:
+ key = scan()
+
+ if key == IHEOL:
+ proutn(_("Manual or automatic- "))
+ iprompt = True
+ chew()
+ elif key == IHALPHA:
+ if isit("manual"):
+ navmode = "manual"
+ key = scan()
+ break
+ elif isit("automatic"):
+ navmode = "automatic"
+ key = scan()
+ break
+ else:
+ huh()
+ chew()
+ return
+ else: # numeric
+ if isprobe:
+ prout(_("(Manual navigation assumed.)"))
+ else:
+ prout(_("(Manual movement assumed.)"))
+ navmode = "manual"
+ break
+
+ if navmode == "automatic":
+ while key == IHEOL:
+ if isprobe:
+ proutn(_("Target quadrant or quadrant§or- "))
+ else:
+ proutn(_("Destination sector or quadrant§or- "))
+ chew()
+ iprompt = True
+ key = scan()
+
+ if key != IHREAL:
+ huh()
+ return
+ xi = aaitem
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return
+ xj = aaitem
+ key = scan()
+ if key == IHREAL:
+ # both quadrant and sector specified
+ xk = aaitem
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return
+ xl = aaitem
+
+ irowq = xi + 0.5
+ icolq = xj + 0.5
+ incr.y = xk + 0.5
+ incr.x = xl + 0.5
+ else:
+ if isprobe:
+ # only quadrant specified -- go to center of dest quad
+ irowq = xi + 0.5
+ icolq = xj + 0.5
+ incr.y = incr.x = 5
+ else:
+ incr.y = xi + 0.5
+ incr.x = xj + 0.5
+ itemp = "normal"
+ if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
+ huh()
+ return
+ skip(1)
+ if not isprobe:
+ if itemp > "curt":
+ if iprompt:
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
+ else:
+ prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
+ deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
+ deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
+ else: # manual
+ while key == IHEOL:
+ proutn(_("X and Y displacements- "))
+ chew()
+ iprompt = True
+ key = scan()
+ itemp = "verbose"
+ if key != IHREAL:
+ huh()
+ return
+ deltax = aaitem
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return
+ deltay = aaitem
+ # Check for zero movement
+ if deltax == 0 and deltay == 0:
+ chew()
+ return
+ if itemp == "verbose" and not isprobe:
+ skip(1)
+ prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+ game.dist = math.sqrt(deltax*deltax + deltay*deltay)
+ game.direc = math.atan2(deltax, deltay)*1.90985932
+ if game.direc < 0.0:
+ game.direc += 12.0
+ chew()
+ return
+
+def impulse():
+ # move under impulse power
+ game.ididit = False
+ if damaged(DIMPULS):
+ chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ return
+ if game.energy > 30.0:
+ getcd(False, 0)
+ if game.direc == -1.0:
+ return
+ power = 20.0 + 100.0*game.dist
+ else:
+ power = 30.0
+
+ if power >= game.energy:
+ # Insufficient power for trip
+ skip(1)
+ prout(_("First Officer Spock- \"Captain, the impulse engines"))
+ prout(_("require 20.0 units to engage, plus 100.0 units per"))
+ if game.energy > 30:
+ proutn(_("quadrant. We can go, therefore, a maximum of %d") %
+ int(0.01 * (game.energy-20.0)-0.05))
+ prout(_(" quadrants.\""))
+ else:
+ prout(_("quadrant. They are, therefore, useless.\""))
+ chew()
+ return
+ # Make sure enough time is left for the trip
+ game.optime = game.dist/0.095
+ if game.optime >= game.state.remtime:
+ prout(_("First Officer Spock- \"Captain, our speed under impulse"))
+ prout(_("power is only 0.95 sectors per stardate. Are you sure"))
+ proutn(_("we dare spend the time?\" "))
+ if ja() == False:
+ return
+ # Activate impulse engines and pay the cost
+ imove(False)
+ game.ididit = True
+ if game.alldone:
+ return
+ power = 20.0 + 100.0*game.dist
+ game.energy -= power
+ game.optime = game.dist/0.095
+ if game.energy <= 0:
+ finish(FNRG)
+ return
+
+def warp(timewarp):
+ # move under warp drive
+ blooey = False; twarp = False
+ if not timewarp: # Not WARPX entry
+ game.ididit = False
+ if game.damage[DWARPEN] > 10.0:
+ chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ return
+ if damaged(DWARPEN) and game.warpfac > 4.0:
+ chew()
+ skip(1)
+ prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
+ prout(_(" is repaired, I can only give you warp 4.\""))
+ return
+
+ # Read in course and distance
+ getcd(False, 0)
+ if game.direc == -1.0:
+ return
+
+ # Make sure starship has enough energy for the trip
+ power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+ if power >= game.energy:
+ # Insufficient power for trip
+ game.ididit = False
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ if not game.shldup or 0.5*power > game.energy:
+ iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
+ if iwarp <= 0:
+ prout(_("We can't do it, Captain. We don't have enough energy."))
+ else:
+ proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
+ if game.shldup:
+ prout(",")
+ prout(_("if you'll lower the shields."))
+ else:
+ prout(".")
+ else:
+ prout(_("We haven't the energy to go that far with the shields up."))
+ return
+
+ # Make sure enough time is left for the trip
+ game.optime = 10.0*game.dist/game.wfacsq
+ if game.optime >= 0.8*game.state.remtime:
+ skip(1)
+ prout(_("First Officer Spock- \"Captain, I compute that such"))
+ proutn(_(" a trip would require approximately %2.0f") %
+ (100.0*game.optime/game.state.remtime))
+ prout(_(" percent of our"))
+ proutn(_(" remaining time. Are you sure this is wise?\" "))
+ if ja() == False:
+ game.ididit = False
+ game.optime=0
+ return
+ # Entry WARPX
+ if game.warpfac > 6.0:
+ # Decide if engine damage will occur
+ prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
+ if prob > Rand():
+ blooey = True
+ game.dist = Rand()*game.dist
+ # Decide if time warp will occur
+ if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand():
+ twarp = True
+ if idebug and game.warpfac==10 and not twarp:
+ blooey = False
+ proutn("=== Force time warp? ")
+ if ja() == True:
+ twarp = True
+ if blooey or twarp:
+ # If time warp or engine damage, check path
+ # If it is obstructed, don't do warp or damage
+ angle = ((15.0-game.direc)*0.5235998)
+ deltax = -math.sin(angle)
+ deltay = math.cos(angle)
+ if math.fabs(deltax) > math.fabs(deltay):
+ bigger = math.fabs(deltax)
+ else:
+ bigger = math.fabs(deltay)
+
+ deltax /= bigger
+ deltay /= bigger
+ n = 10.0 * game.dist * bigger +0.5
+ x = game.sector.x
+ y = game.sector.y
+ for l in range(1, n+1):
+ x += deltax
+ ix = x + 0.5
+ y += deltay
+ iy = y +0.5
+ if not VALID_SECTOR(ix, iy):
+ break
+ if game.quad[ix][iy] != IHDOT:
+ blooey = False
+ twarp = False
+
+
+ # Activate Warp Engines and pay the cost
+ imove(False)
+ if game.alldone:
+ return
+ game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+ if game.energy <= 0:
+ finish(FNRG)
+ game.optime = 10.0*game.dist/game.wfacsq
+ if twarp:
+ timwrp()
+ if blooey:
+ game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0)
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ prout(_(" Scott here. The warp engines are damaged."))
+ prout(_(" We'll have to reduce speed to warp 4."))
+ game.ididit = True
+ return
+
+def setwarp():
+ # change the warp factor
+ while True:
+ key=scan()
+ if key != IHEOL:
+ break
+ chew()
+ proutn(_("Warp factor- "))
+ chew()
+ if key != IHREAL:
+ huh()
+ return
+ if game.damage[DWARPEN] > 10.0:
+ prout(_("Warp engines inoperative."))
+ return
+ if damaged(DWARPEN) and aaitem > 4.0:
+ prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
+ prout(_(" but right now we can only go warp 4.\""))
+ return
+ if aaitem > 10.0:
+ prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
+ return
+ if aaitem < 1.0:
+ prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
+ return
+ oldfac = game.warpfac
+ game.warpfac = aaitem
+ game.wfacsq=game.warpfac*game.warpfac
+ if game.warpfac <= oldfac or game.warpfac <= 6.0:
+ prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
+ int(game.warpfac))
+ return
+ if game.warpfac < 8.00:
+ prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
+ return
+ if game.warpfac == 10.0:
+ prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
+ return
+ prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
+ return
+
+def atover(igrab):
+ # cope with being tossed out of quadrant by supernova or yanked by beam
+
+ chew()
+ # is captain on planet?
+ if game.landed:
+ if damaged(DTRANSP):
+ finish(FPNOVA)
+ return
+ prout(_("Scotty rushes to the transporter controls."))
+ if game.shldup:
+ prout(_("But with the shields up it's hopeless."))
+ finish(FPNOVA)
+ prouts(_("His desperate attempt to rescue you . . ."))
+ if Rand() <= 0.5:
+ prout(_("fails."))
+ finish(FPNOVA)
+ return
+ prout(_("SUCCEEDS!"))
+ if game.imine:
+ game.imine = False
+ proutn(_("The crystals mined were "))
+ if Rand() <= 0.25:
+ prout(_("lost."))
+ else:
+ prout(_("saved."))
+ game.icrystl = True
+ if igrab:
+ return
+
+ # Check to see if captain in shuttle craft
+ if game.icraft:
+ finish(FSTRACTOR)
+ if game.alldone:
+ return
+
+ # Inform captain of attempt to reach safety
+ skip(1)
+ while True:
+ if game.justin:
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn(_("The "))
+ crmshp()
+ prout(_(" has stopped in a quadrant containing"))
+ prouts(_(" a supernova."))
+ skip(2)
+ proutn(_("***Emergency automatic override attempts to hurl "))
+ crmshp()
+ skip(1)
+ prout(_("safely out of quadrant."))
+ if not damaged(DRADIO):
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+ # Try to use warp engines
+ if damaged(DWARPEN):
+ skip(1)
+ prout(_("Warp engines damaged."))
+ finish(FSNOVAED)
+ return
+ game.warpfac = 6.0+2.0*Rand()
+ game.wfacsq = game.warpfac * game.warpfac
+ prout(_("Warp factor set to %d") % int(game.warpfac))
+ power = 0.75*game.energy
+ game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
+ distreq = 1.4142+Rand()
+ if distreq < game.dist:
+ game.dist = distreq
+ game.optime = 10.0*game.dist/game.wfacsq
+ game.direc = 12.0*Rand() # How dumb!
+ game.justin = False
+ game.inorbit = False
+ warp(True)
+ if not game.justin:
+ # This is bad news, we didn't leave quadrant.
+ if game.alldone:
+ return
+ skip(1)
+ prout(_("Insufficient energy to leave quadrant."))
+ finish(FSNOVAED)
+ return
+ # Repeat if another snova
+ if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ break
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ finish(FWON) # Snova killed remaining enemy.
+
+def timwrp():
+ # let's do the time warp again
+ prout(_("***TIME WARP ENTERED."))
+ if game.state.snap and Rand() < 0.5:
+ # Go back in time
+ prout(_("You are traveling backwards in time %d stardates.") %
+ int(game.state.date-game.snapsht.date))
+ game.state = game.snapsht
+ game.state.snap = False
+ if game.state.remcom:
+ schedule(FTBEAM, expran(game.intime/game.state.remcom))
+ schedule(FBATTAK, expran(0.3*game.intime))
+ schedule(FSNOVA, expran(0.5*game.intime))
+ # next snapshot will be sooner
+ schedule(FSNAP, expran(0.25*game.state.remtime))
+
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
+ game.isatb = 0
+ unschedule(FCDBAS)
+ unschedule(FSCDBAS)
+ invalidate(game.battle)
+
+ # Make sure Galileo is consistant -- Snapshot may have been taken
+ # when on planet, which would give us two Galileos!
+ gotit = False
+ for l in range(game.inplan):
+ if game.state.planets[l].known == "shuttle_down":
+ gotit = True
+ if game.iscraft == "onship" and game.ship==IHE:
+ prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
+ game.iscraft = "offship"
+ # Likewise, if in the original time the Galileo was abandoned, but
+ # was on ship earlier, it would have vanished -- let's restore it.
+ if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
+ prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
+ game.iscraft = "onship"
+ #
+# * There used to be code to do the actual reconstrction here,
+# * but the starchart is now part of the snapshotted galaxy state.
+#
+ prout(_("Spock has reconstructed a correct star chart from memory"))
+ else:
+ # Go forward in time
+ game.optime = -0.5*game.intime*math.log(Rand())
+ prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
+ # cheat to make sure no tractor beams occur during time warp
+ postpone(FTBEAM, game.optime)
+ game.damage[DRADIO] += game.optime
+ newqad(False)
+ events() # Stas Sergeev added this -- do pending events
+
+def probe():
+ # launch deep-space probe
+ # New code to launch a deep space probe
+ if game.nprobes == 0:
+ chew()
+ skip(1)
+ if game.ship == IHE:
+ prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
+ else:
+ prout(_("Ye Faerie Queene has no deep space probes."))
+ return
+ if damaged(DDSP):
+ chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
+ return
+ if is_scheduled(FDSPROB):
+ chew()
+ skip(1)
+ if damaged(DRADIO) and game.condition != "docked":
+ prout(_("Spock- \"Records show the previous probe has not yet"))
+ prout(_(" reached its destination.\""))
+ else:
+ prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
+ return
+ key = scan()
+
+ if key == IHEOL:
+ # slow mode, so let Kirk know how many probes there are left
+ if game.nprobes == 1:
+ prout(_("1 probe left."))
+ else:
+ prout(_("%d probes left") % game.nprobes)
+ proutn(_("Are you sure you want to fire a probe? "))
+ if ja() == False:
+ return
+
+ game.isarmed = False
+ if key == IHALPHA and citem == "armed":
+ game.isarmed = True
+ key = scan()
+ elif key == IHEOL:
+ proutn(_("Arm NOVAMAX warhead? "))
+ game.isarmed = ja()
+ getcd(True, key)
+ if game.direc == -1.0:
+ return
+ game.nprobes -= 1
+ angle = ((15.0 - game.direc) * 0.5235988)
+ game.probeinx = -math.sin(angle)
+ game.probeiny = math.cos(angle)
+ if math.fabs(game.probeinx) > math.fabs(game.probeiny):
+ bigger = math.fabs(game.probeinx)
+ else:
+ bigger = math.fabs(game.probeiny)
+
+ game.probeiny /= bigger
+ game.probeinx /= bigger
+ game.proben = 10.0*game.dist*bigger +0.5
+ game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
+ game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
+ game.probec = game.quadrant
+ schedule(FDSPROB, 0.01) # Time to move one sector
+ prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
+ game.ididit = True
+ return
+
+# Here's how the mayday code works:
+#
+# First, the closest starbase is selected. If there is a a starbase
+# in your own quadrant, you are in good shape. This distance takes
+# quadrant distances into account only.
+#
+# A magic number is computed based on the distance which acts as the
+# probability that you will be rematerialized. You get three tries.
+#
+# When it is determined that you should be able to be rematerialized
+# (i.e., when the probability thing mentioned above comes up
+# positive), you are put into that quadrant (anywhere). Then, we try
+# to see if there is a spot adjacent to the star- base. If not, you
+# can't be rematerialized!!! Otherwise, it drops you there. It only
+# tries five times to find a spot to drop you. After that, it's your
+# problem.
+
+def mayday():
+ # yell for help from nearest starbase
+ # There's more than one way to move in this game!
+ line = 0
+
+ chew()
+ # Test for conditions which prevent calling for help
+ if game.condition == "docked":
+ prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
+ return
+ if damaged(DRADIO):
+ prout(_("Subspace radio damaged."))
+ return
+ if game.state.rembase==0:
+ prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
+ return
+ if game.landed:
+ proutn(_("You must be aboard the "))
+ crmshp()
+ prout(".")
+ return
+ # OK -- call for help from nearest starbase
+ game.nhelp += 1
+ if game.base.x!=0:
+ # There's one in this quadrant
+ ddist = distance(game.base, game.sector)
+ else:
+ ddist = FOREVER
+ for m in range(1, game.state.rembase+1):
+ xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
+ if xdist < ddist:
+ ddist = xdist
+ line = m
+ # Since starbase not in quadrant, set up new quadrant
+ game.quadrant = game.state.baseq[line]
+ newqad(True)
+ # dematerialize starship
+ game.quad[game.sector.x][game.sector.y]=IHDOT
+ proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
+ crmshp()
+ prout(_(" dematerializes."))
+ game.sector.x=0
+ for m in range(1, 5+1):
+ ix = game.base.x+3.0*Rand()-1
+ iy = game.base.y+3.0*Rand()-1
+ if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
+ # found one -- finish up
+ game.sector.x=ix
+ game.sector.y=iy
+ break
+ if not is_valid(game.sector):
+ prout(_("You have been lost in space..."))
+ finish(FMATERIALIZE)
+ return
+ # Give starbase three chances to rematerialize starship
+ probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
+ for m in range(1, 3+1):
+ if m == 1: proutn(_("1st"))
+ elif m == 2: proutn(_("2nd"))
+ elif m == 3: proutn(_("3rd"))
+ proutn(_(" attempt to re-materialize "))
+ crmshp()
+ game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
+ textcolor(RED)
+ warble()
+ if Rand() > probf:
+ break
+ prout(_("fails."))
+ curses.delay_output(500)
+ textcolor(DEFAULT)
+ if m > 3:
+ game.quad[ix][iy]=IHQUEST
+ game.alive = False
+ drawmaps(1)
+ setwnd(message_window)
+ finish(FMATERIALIZE)
+ return
+ game.quad[ix][iy]=game.ship
+ textcolor(GREEN)
+ prout(_("succeeds."))
+ textcolor(DEFAULT)
+ dock(False)
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, we made it!\""))
+
+# Abandon Ship (the BSD-Trek description)
+#
+# The ship is abandoned. If your current ship is the Faire
+# Queene, or if your shuttlecraft is dead, you're out of
+# luck. You need the shuttlecraft in order for the captain
+# (that's you!!) to escape.
+#
+# Your crew can beam to an inhabited starsystem in the
+# quadrant, if there is one and if the transporter is working.
+# If there is no inhabited starsystem, or if the transporter
+# is out, they are left to die in outer space.
+#
+# If there are no starbases left, you are captured by the
+# Klingons, who torture you mercilessly. However, if there
+# is at least one starbase, you are returned to the
+# Federation in a prisoner of war exchange. Of course, this
+# can't happen unless you have taken some prisoners.
+
+def abandon():
+ # abandon ship
+ chew()
+ if game.condition=="docked":
+ if game.ship!=IHE:
+ prout(_("You cannot abandon Ye Faerie Queene."))
+ return
+ else:
+ # Must take shuttle craft to exit
+ if game.damage[DSHUTTL]==-1:
+ prout(_("Ye Faerie Queene has no shuttle craft."))
+ return
+ if game.damage[DSHUTTL]<0:
+ prout(_("Shuttle craft now serving Big Macs."))
+ return
+ if game.damage[DSHUTTL]>0:
+ prout(_("Shuttle craft damaged."))
+ return
+ if game.landed:
+ prout(_("You must be aboard the ship."))
+ return
+ if game.iscraft != "onship":
+ prout(_("Shuttle craft not currently available."))
+ return
+ # Print abandon ship messages
+ skip(1)
+ prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
+ skip(1)
+ prouts(_("***ALL HANDS ABANDON SHIP!"))
+ skip(2)
+ prout(_("Captain and crew escape in shuttle craft."))
+ if game.state.rembase==0:
+ # Oops! no place to go...
+ finish(FABANDN)
+ return
+ q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+ # Dispose of crew
+ if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down"))
+ prout(_("to nearest habitable planet."))
+ elif q.planet != NOPLANET and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down to %s.") %
+ q.planet)
+ else:
+ prout(_("Entire crew of %d left to die in outer space.") %
+ game.state.crew)
+ game.casual += game.state.crew
+ game.abandoned += game.state.crew
+
+ # If at least one base left, give 'em the Faerie Queene
+ skip(1)
+ game.icrystl = False # crystals are lost
+ game.nprobes = 0 # No probes
+ prout(_("You are captured by Klingons and released to"))
+ prout(_("the Federation in a prisoner-of-war exchange."))
+ nb = Rand()*game.state.rembase+1
+ # Set up quadrant and position FQ adjacient to base
+ if not same(game.quadrant, game.state.baseq[nb]):
+ game.quadrant = game.state.baseq[nb]
+ game.sector.x = game.sector.y = 5
+ newqad(True)
+ while True:
+ # position next to base by trial and error
+ game.quad[game.sector.x][game.sector.y] = IHDOT
+ for l in range(1, QUADSIZE+1):
+ game.sector.x = 3.0*Rand() - 1.0 + game.base.x
+ game.sector.y = 3.0*Rand() - 1.0 + game.base.y
+ if VALID_SECTOR(game.sector.x, game.sector.y) and \
+ game.quad[game.sector.x][game.sector.y] == IHDOT:
+ break
+ if l < QUADSIZE+1:
+ break # found a spot
+ game.sector.x=QUADSIZE/2
+ game.sector.y=QUADSIZE/2
+ newqad(True)
+ # Get new commission
+ game.quad[game.sector.x][game.sector.y] = game.ship = IHF
+ game.state.crew = FULLCREW
+ prout(_("Starfleet puts you in command of another ship,"))
+ prout(_("the Faerie Queene, which is antiquated but,"))
+ prout(_("still useable."))
+ if game.icrystl:
+ prout(_("The dilithium crystals have been moved."))
+ game.imine = False
+ game.iscraft = "offship" # Galileo disappears
+ # Resupply ship
+ game.condition="docked"
+ for l in range(0, NDEVICES):
+ game.damage[l] = 0.0
+ game.damage[DSHUTTL] = -1
+ game.energy = game.inenrg = 3000.0
+ game.shield = game.inshld = 1250.0
+ game.torps = game.intorps = 6
+ game.lsupres=game.inlsr=3.0
+ game.shldup=False
+ game.warpfac=5.0
+ game.wfacsq=25.0
+ return
+
+# Code from planets.c begins here.
+
+def consumeTime():
+ # abort a lengthy operation if an event interrupts it
+ game.ididit = True
+ events()
+ if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
+ return True
+ return False
+
+def survey():
+ # report on (uninhabited) planets in the galaxy
+ iknow = False
+ skip(1)
+ chew()
+ prout(_("Spock- \"Planet report follows, Captain.\""))
+ skip(1)
+ for i in range(game.inplan):
+ if game.state.planets[i].pclass == destroyed:
+ continue
+ if (game.state.planets[i].known != "unknown" \
+ and game.state.planets[i].inhabited == UNINHABITED) \
+ or idebug:
+ iknow = True
+ if idebug and game.state.planets[i].known=="unknown":
+ proutn("(Unknown) ")
+ proutn(cramlc(quadrant, game.state.planets[i].w))
+ proutn(_(" class "))
+ proutn(game.state.planets[i].pclass)
+ proutn(" ")
+ if game.state.planets[i].crystals != present:
+ proutn(_("no "))
+ prout(_("dilithium crystals present."))
+ if game.state.planets[i].known=="shuttle_down":
+ prout(_(" Shuttle Craft Galileo on surface."))
+ if not iknow:
+ prout(_("No information available."))
+
+def orbit():
+ # enter standard orbit
+ skip(1)
+ chew()
+ if game.inorbit:
+ prout(_("Already in standard orbit."))
+ return
+ if damaged(DWARPEN) and damaged(DIMPULS):
+ prout(_("Both warp and impulse engines damaged."))
+ return
+ if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
+ crmshp()
+ prout(_(" not adjacent to planet."))
+ skip(1)
+ return
+ game.optime = 0.02+0.03*Rand()
+ prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
+ newcnd()
+ if consumeTime():
+ return
+ game.height = (1400.0+7200.0*Rand())
+ prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
+ game.inorbit = True
+ game.ididit = True
+
+def sensor():
+ # examine planets in this quadrant
+ if damaged(DSRSENS):
+ if game.options & OPTION_TTY:
+ prout(_("Short range sensors damaged."))
+ return
+ if not is_valid(game.plnet):
+ if game.options & OPTION_TTY:
+ prout(_("Spock- \"No planet in this quadrant, Captain.\""))
+ return
+ if game.state.planets[game.iplnet].known == "unknown":
+ prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
+ skip(1)
+ prout(_(" Planet at Sector %s is of class %s.") %
+ (sector,game.plnet, game.state.planets[game.iplnet]))
+ if game.state.planets[game.iplnet].known=="shuttle_down":
+ prout(_(" Sensors show Galileo still on surface."))
+ proutn(_(" Readings indicate"))
+ if game.state.planets[game.iplnet].crystals != present:
+ proutn(_(" no"))
+ prout(_(" dilithium crystals present.\""))
+ if game.state.planets[game.iplnet].known == "unknown":
+ game.state.planets[game.iplnet].known = "known"
+
+def beam():
+ # use the transporter
+ nrgneed = 0
+ chew()
+ skip(1)
+ if damaged(DTRANSP):
+ prout(_("Transporter damaged."))
+ if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
+ skip(1)
+ proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
+ if ja() == True:
+ shuttle()
+ return
+ if not game.inorbit:
+ crmshp()
+ prout(_(" not in standard orbit."))
+ return
+ if game.shldup:
+ prout(_("Impossible to transport through shields."))
+ return
+ if game.state.planets[game.iplnet].known=="unknown":
+ prout(_("Spock- \"Captain, we have no information on this planet"))
+ prout(_(" and Starfleet Regulations clearly state that in this situation"))
+ prout(_(" you may not go down.\""))
+ return
+ if not game.landed and game.state.planets[game.iplnet].crystals==absent:
+ prout(_("Spock- \"Captain, I fail to see the logic in"))
+ prout(_(" exploring a planet with no dilithium crystals."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if ja() == False:
+ chew()
+ return
+ if not (game.options & OPTION_PLAIN):
+ nrgneed = 50 * game.skill + game.height / 100.0
+ if nrgneed > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we don't have enough energy for transportation."))
+ return
+ if not game.landed and nrgneed * 2 > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we have enough energy only to transport you down to"))
+ prout(_(" the planet, but there wouldn't be an energy for the trip back."))
+ if game.state.planets[game.iplnet].known == "shuttle_down":
+ prout(_(" Although the Galileo shuttle craft may still be on a surface."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if ja() == False:
+ chew()
+ return
+ if game.landed:
+ # Coming from planet
+ if game.state.planets[game.iplnet].known=="shuttle_down":
+ proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
+ if ja() == True:
+ chew()
+ return
+ prout(_("Your crew hides the Galileo to prevent capture by aliens."))
+ prout(_("Landing party assembled, ready to beam up."))
+ skip(1)
+ prout(_("Kirk whips out communicator..."))
+ prouts(_("BEEP BEEP BEEP"))
+ skip(2)
+ prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
+ else:
+ # Going to planet
+ prout(_("Scotty- \"Transporter room ready, Sir.\""))
+ skip(1)
+ prout(_("Kirk and landing party prepare to beam down to planet surface."))
+ skip(1)
+ prout(_("Kirk- \"Energize.\""))
+ game.ididit = True
+ skip(1)
+ prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
+ skip(2)
+ if Rand() > 0.98:
+ prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
+ skip(2)
+ prout(_("Scotty- \"Oh my God! I've lost them.\""))
+ finish(FLOST)
+ return
+ prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
+ game.landed = not game.landed
+ game.energy -= nrgneed
+ skip(2)
+ prout(_("Transport complete."))
+ if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+ prout(_("The shuttle craft Galileo is here!"))
+ if not game.landed and game.imine:
+ game.icrystl = True
+ game.cryprob = 0.05
+ game.imine = False
+ return
+
+def mine():
+ # strip-mine a world for dilithium
+ skip(1)
+ chew()
+ if not game.landed:
+ prout(_("Mining party not on planet."))
+ return
+ if game.state.planets[game.iplnet].crystals == mined:
+ prout(_("This planet has already been strip-mined for dilithium."))
+ return
+ elif game.state.planets[game.iplnet].crystals == absent:
+ prout(_("No dilithium crystals on this planet."))
+ return
+ if game.imine:
+ prout(_("You've already mined enough crystals for this trip."))
+ return
+ if game.icrystl and game.cryprob == 0.05:
+ proutn(_("With all those fresh crystals aboard the "))
+ crmshp()
+ skip(1)
+ prout(_("there's no reason to mine more at this time."))
+ return
+ game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass
+ if consumeTime():
+ return
+ prout(_("Mining operation complete."))
+ game.state.planets[game.iplnet].crystals = mined
+ game.imine = game.ididit = True
+
+def usecrystals():
+ # use dilithium crystals
+ game.ididit = False
+ skip(1)
+ chew()
+ if not game.icrystl:
+ prout(_("No dilithium crystals available."))
+ return
+ if game.energy >= 1000:
+ prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
+ prout(_(" except when Condition Yellow exists."))
+ return
+ prout(_("Spock- \"Captain, I must warn you that loading"))
+ prout(_(" raw dilithium crystals into the ship's power"))
+ prout(_(" system may risk a severe explosion."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if ja() == False:
+ chew()
+ return
+ skip(1)
+ prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
+ prout(_(" Mr. Spock and I will try it.\""))
+ skip(1)
+ prout(_("Spock- \"Crystals in place, Sir."))
+ prout(_(" Ready to activate circuit.\""))
+ skip(1)
+ prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
+ skip(1)
+ if Rand() <= game.cryprob:
+ prouts(_(" \"Activating now! - - No good! It's***"))
+ skip(2)
+ prouts(_("***RED ALERT! RED A*L********************************"))
+ skip(1)
+ stars()
+ prouts(_("****************** KA-BOOM!!!! *******************"))
+ skip(1)
+ kaboom()
+ return
+ game.energy += 5000.0*(1.0 + 0.9*Rand())
+ prouts(_(" \"Activating now! - - "))
+ prout(_("The instruments"))
+ prout(_(" are going crazy, but I think it's"))
+ prout(_(" going to work!! Congratulations, Sir!\""))
+ game.cryprob *= 2.0
+ game.ididit = True