+#!/usr/bin/env python
"""
sst.py =-- Super Star Trek in Python
This code is a Python translation of a C translation of a FORTRAN original.
-The FORTRANness still shows in many ways, notably the use of 1-origin index
-an a lot of parallel arrays where a more modern language would use structures
-or objects.
+The FORTRANness still shows in many ways, notably the use of a lot of
+parallel arrays where a more modern language would use structures
+or objects. (However, 1-origin array indexing was fixed.)
+
+Dave Matuszek says:
+
+SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
+LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
+were in the original non-"super" version of UT FORTRAN Star Trek.
+
+Tholians were not in the original. Dave is dubious about their merits.
+(They are now controlled by OPTION_THOLIAN and turned off if the game
+type is "plain".)
+
+Planets and dilithium crystals were not in the original. Dave is OK
+with this idea. (It's now controlled by OPTION_PLANETS and turned
+off if the game type is "plain".)
+
+Dave says the bit about the Galileo getting turned into a
+McDonald's is "consistant with our original vision". (This has been
+left permanently enabled, as it can only happen if OPTION_PLANETS
+is on.)
+
+Dave also says the Space Thingy should not be preserved across saved
+games, so you can't prove to others that you've seen it. He says it
+shouldn't fire back, either. It should do nothing except scream and
+disappear when hit by photon torpedos. It's OK that it may move
+when attacked, but it didn't in the original. (Whether the Thingy
+can fire back is now controlled by OPTION_THINGY and turned off if the
+game type is "plain" or "almy". The no-save behavior has been restored.)
+
+The Faerie Queen, black holes, and time warping were in the original.
+
+Here are Tom Almy's changes:
+
+In early 1997, I got the bright idea to look for references to
+"Super Star Trek" on the World Wide Web. There weren't many hits,
+but there was one that came up with 1979 Fortran sources! This
+version had a few additional features that mine didn't have,
+however mine had some feature it didn't have. So I merged its
+features that I liked. I also took a peek at the DECUS version (a
+port, less sources, to the PDP-10), and some other variations.
+
+1, Compared to the original UT version, I've changed the "help" command to
+"call" and the "terminate" command to "quit" to better match
+user expectations. The DECUS version apparently made those changes
+as well as changing "freeze" to "save". However I like "freeze".
+(Both "freeze" and "save" work in SST2K.)
+
+2. The experimental deathray originally had only a 5% chance of
+success, but could be used repeatedly. I guess after a couple
+years of use, it was less "experimental" because the 1979
+version had a 70% success rate. However it was prone to breaking
+after use. I upgraded the deathray, but kept the original set of
+failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
+and turned off if game type is "plain".)
+
+3. The 1979 version also mentions srscan and lrscan working when
+docked (using the starbase's scanners), so I made some changes here
+to do this (and indicating that fact to the player), and then realized
+the base would have a subspace radio as well -- doing a Chart when docked
+updates the star chart, and all radio reports will be heard. The Dock
+command will also give a report if a base is under attack.
+
+4. Tholian Web from the 1979 version. (Now controlled by
+OPTION_THOLIAN and turned off if game type is "plain".)
+
+5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
+and turned off if game type is "plain".)
+
+6. Regular Klingons and Romulans can move in Expert and Emeritus games.
+This code could use improvement. (Now controlled by OPTION_MVBADDY
+and turned off if game type is "plain".)
+
+7. The deep-space probe feature from the DECUS version. (Now controlled
+by OPTION_PROBE and turned off if game type is "plain").
+
+8. 'emexit' command from the 1979 version.
+
+9. Bugfix: Klingon commander movements are no longer reported if long-range
+sensors are damaged.
+
+10. Bugfix: Better base positioning at startup (more spread out).
+That made sense to add because most people abort games with
+bad base placement.
+
+In June 2002, I fixed two known bugs and a documentation typo.
+In June 2004 I fixed a number of bugs involving: 1) parsing invalid
+numbers, 2) manual phasers when SR scan is damaged and commander is
+present, 3) time warping into the future, 4) hang when moving
+klingons in crowded quadrants. (These fixes are in SST2K.)
+
+Here are Stas Sergeev's changes:
+
+1. The Space Thingy can be shoved, if you ram it, and can fire back if
+fired upon. (Now controlled by OPTION_THINGY and turned off if game
+type is "plain" or "almy".)
+
+2. When you are docked, base covers you with an almost invincible shield.
+(A commander can still ram you, or a Romulan can destroy the base,
+or a SCom can even succeed with direct attack IIRC, but this rarely
+happens.) (Now controlled by OPTION_BASE and turned off if game
+type is "plain" or "almy".)
+
+3. Ramming a black hole is no longer instant death. There is a
+chance you might get timewarped instead. (Now controlled by
+OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
+
+4. The Tholian can be hit with phasers.
+
+5. SCom can't escape from you if no more enemies remain
+(without this, chasing SCom can take an eternity).
+
+6. Probe target you enter is now the destination quadrant. Before I don't
+remember what it was, but it was something I had difficulty using.
+
+7. Secret password is now autogenerated.
+
+8. "Plaque" is adjusted for A4 paper :-)
+
+9. Phasers now tells you how much energy needed, but only if the computer
+is alive.
+
+10. Planets are auto-scanned when you enter the quadrant.
+
+11. Mining or using crystals in presense of enemy now yields an attack.
+There are other minor adjustments to what yields an attack
+and what does not.
+
+12. "freeze" command reverts to "save", most people will understand this
+better anyway. (SST2K recognizes both.)
+
+13. Screen-oriented interface, with sensor scans always up. (SST2K
+supports both screen-oriented and TTY modes.)
+
+Eric Raymond's changes:
+
+Mainly, I translated this C code out of FORTRAN into C -- created #defines
+for a lot of magic numbers and refactored the heck out of it.
+
+1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
+
+2. Status report now indicates when dilithium crystals are on board.
+
+3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
+
+4. Added game option selection so you can play a close (but not bug-for-
+bug identical) approximation of older versions.
+
+5. Half the quadrants now have inhabited planets, from which one
+cannot mine dilithium (there will still be the same additional number
+of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
+There is BSD-Trek-like logic for Klingons to attack and enslave
+inhabited worlds, producing more ships (only is skill is 'good' or
+better). (Controlled by OPTION_WORLDS and turned off if game
+type is "plain" or "almy".)
+
+6. User input is now logged so we can do regression testing.
+
+7. More BSD-Trek features: You can now lose if your entire crew
+dies in battle. When abandoning ship in a game with inhabited
+worlds enabled, they must have one in the quadrant to beam down
+to; otherwise they die in space and this counts heavily against
+your score. Docking at a starbase replenishes your crew.
+
+8. Still more BSD-Trek: we now have a weighted damage table.
+Also, the nav subsystem (enabling automatic course
+setting) can be damaged separately from the main computer (which
+handles weapons targeting, ETA calculation, and self-destruct).
"""
-import os, sys, math, curses, time, atexit, readline
+import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
-SSTDOC = "/usr/share/doc/sst/sst.doc"
+SSTDOC = "/usr/share/doc/sst/sst.doc"
+DOC_NAME = "sst.doc"
# Stub to be replaced
def _(str): return str
MAXUNINHAB = 10
PLNETMAX = (NINHAB + MAXUNINHAB)
QUADSIZE = 10
+BASEMIN = 2
BASEMAX = (GALSIZE * GALSIZE / 12)
MAXKLGAME = 127
MAXKLQUAD = 9
FOREVER = 1e30
# These functions hide the difference between 0-origin and 1-origin addressing.
-def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
-def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
+def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
+def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
def square(i): return ((i)*(i))
def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
IHMATER1 = 'o',
IHMATER2 = '0'
+IHEOL = '\n'
+IHREAL = 0.0
+IHALPHA = " "
+
class coord:
- def __init(self, x=None, y=None):
+ def __init__(self, x=None, y=None):
self.x = x
self.y = y
def invalidate(self):
def is_valid(self):
return self.x != None and self.y != None
def __eq__(self, other):
- return self.x == other.y and self.x == other.y
+ return other != None and self.x == other.y and self.x == other.y
def __add__(self, other):
return coord(self.x+self.x, self.y+self.y)
def __sub__(self, other):
def __hash__(self):
return hash((x, y))
def __str__(self):
- return "%d - %d" % (self.x, self.y)
+ return "%s - %s" % (self.x+1, self.y+1)
+ __repr__ = __str__
class planet:
- def __init(self):
+ def __init__(self):
self.name = None # string-valued if inhabited
self.w = coord() # quadrant located
self.pclass = None # could be ""M", "N", "O", or "destroyed"
- self.crystals = None # could be "mined", "present", "absent"
- self.known = None # could be "unknown", "known", "shuttle_down"
+ self.crystals = "absent"# could be "mined", "present", "absent"
+ self.known = "unknown" # could be "unknown", "known", "shuttle_down"
+ self.inhabited = False # is it inhabites?
def __str__(self):
return self.name
-NOPLANET = None
class quadrant:
- def __init(self):
+ def __init__(self):
self.stars = None
self.planet = None
self.starbase = None
self.status = None # Could be "secure", "distressed", "enslaved"
class page:
- def __init(self):
+ def __init__(self):
self.stars = None
self.starbase = None
self.klingons = None
+def fill2d(size, fillfun):
+ "Fill an empty list in 2D."
+ lst = []
+ for i in range(size):
+ lst.append([])
+ for j in range(size):
+ lst[i].append(fillfun(i, j))
+ return lst
+
class snapshot:
- def __init(self):
+ def __init__(self):
self.snap = False # snapshot taken
- self.crew = None # crew complement
- self.remkl = None # remaining klingons
- self.remcom = None # remaining commanders
- self.nscrem = None # remaining super commanders
- self.rembase = None # remaining bases
- self.starkl = None # destroyed stars
- self.basekl = None # destroyed bases
- self.nromrem = None # Romulans remaining
- self.nplankl = None # destroyed uninhabited planets
- self.nworldkl = None # destroyed inhabited planets
+ self.crew = 0 # crew complement
+ self.remkl = 0 # remaining klingons
+ self.remcom = 0 # remaining commanders
+ self.nscrem = 0 # remaining super commanders
+ self.rembase = 0 # remaining bases
+ self.starkl = 0 # destroyed stars
+ self.basekl = 0 # destroyed bases
+ self.nromrem = 0 # Romulans remaining
+ self.nplankl = 0 # destroyed uninhabited planets
+ self.nworldkl = 0 # destroyed inhabited planets
self.planets = [] # Planet information
- for i in range(PLNETMAX):
- self.planets.append(planet())
- self.date = None # stardate
- self.remres = None # remaining resources
- self.remtime = None # remaining time
+ self.date = 0.0 # stardate
+ self.remres = 0 # remaining resources
+ self.remtime = 0 # remaining time
self.baseq = [] # Base quadrant coordinates
- for i in range(BASEMAX+1):
+ for i in range(BASEMAX):
self.baseq.append(coord())
self.kcmdr = [] # Commander quadrant coordinates
- for i in range(QUADSIZE+1):
+ for i in range(QUADSIZE):
self.kcmdr.append(coord())
self.kscmdr = coord() # Supercommander quadrant coordinates
- self.galaxy = [] # The Galaxy (subscript 0 not used)
- for i in range(GALSIZE+1):
- self.chart.append([])
- for j in range(GALSIZE+1):
- self.galaxy[i].append(quadrant())
- self.chart = [] # the starchart (subscript 0 not used)
- for i in range(GALSIZE+1):
- self.chart.append([])
- for j in range(GALSIZE+1):
- self.chart[i].append(page())
+ # the galaxy (subscript 0 not used)
+ self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
+ # the starchart (subscript 0 not used)
+ self.chart = fill2d(GALSIZE, lambda i, j: page())
class event:
def __init__(self):
SKILL_EMERITUS = 5
def damaged(dev): return (game.damage[dev] != 0.0)
+def communicating(): return not damaged(DRADIO) or game.condition=="docked"
# Define future events
FSPY = 0 # Spy event happens always (no future[] entry)
class gamestate:
def __init__(self):
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
+ self.state = snapshot() # A snapshot structure
+ self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
+ self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
+ self.kpower = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy energy levels
+ self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy distances
+ self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0) # average distances
+ self.damage = [0.0] * NDEVICES # damage encountered
+ self.future = [] # 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.ks = fill2d(QUADSIZE, lambda i, j: coord()) # 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.casual = 0 # causalties
self.nhelp = 0 # calls for help
self.nkinks = 0 # count of energy-barrier crossings
- self.iplnet = 0 # planet # in quadrant
+ self.iplnet = None # planet # in quadrant
self.inplan = 0 # initial planets
self.nenhere = 0 # number of enemies in quadrant
self.irhere = 0 # Romulans in quadrant
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):
+ for n in range(game.state.remcom):
+ if game.state.kcmdr[n] == iq:
return False
# refuse to leave if currently attacking starbase
- if same(game.battle, game.quadrant):
+ if game.battle == game.quadrant:
return False
# don't leave if over 1000 units of energy
if game.kpower[loccom] > 1000.0:
unschedule(FSCDBAS)
game.state.kscmdr=iq
else:
- for n in range(1, game.state.remcom+1):
- if same(game.state.kcmdr[n], game.quadrant):
+ for n in range(game.state.remcom):
+ if game.state.kcmdr[n] == game.quadrant:
game.state.kcmdr[n]=iq
break
game.comhere = False
forces += 1000.0
motion = 0
if forces <= 1000.0 and game.condition != "docked": # Typical situation
- motion = ((forces+200.0*Rand())/150.0) - 5.0
+ motion = ((forces+200.0*random.random())/150.0) - 5.0
else:
if forces > 1000.0: # Very strong -- move in for kill
- motion = (1.0-square(Rand()))*dist1 + 1.0
+ motion = (1.0-square(random.random()))*dist1 + 1.0
if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
- motion -= game.skill*(2.0-square(Rand()))
+ motion -= game.skill*(2.0-square(random.random()))
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
- if look.x < 1 or look.x > QUADSIZE:
+ if look.x < 0 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:
+ elif look.y < 0 or look.y >= QUADSIZE:
if motion < 0 and tryexit(look, ienm, loccom, irun):
return
if krawly == my or mx == 0:
# 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):
+ if next != com:
# it moved
game.ks[loccom] = next
game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
# Figure out which Klingon is the commander (or Supercommander)
# and do move
if game.comhere:
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
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):
+ for i in range(game.nenhere):
w = game.ks[i]
if game.quad[w.x][w.y] == IHS:
movebaddy(w, i, IHS)
# 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):
+ for i in range(game.nenhere):
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])
def movescom(iq, avoid):
# commander movement helper
- if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \
+ if 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):
+ for i in range(game.state.rembase):
+ if game.state.baseq[i] == iq:
return True
if game.justin and not game.iscate:
return True
game.ishere = False
game.ientesc = False
unschedule(FSCDBAS)
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
break
game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
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:
+ if 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:
+ game.state.planets[i].pclass = "destroyed"
+ game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
+ if communicating():
announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
unschedule(FSCMOVE)
return
sc = game.state.kscmdr
- for i in range(1, game.state.rembase+1):
+ for i in range(game.state.rembase):
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):
+ for i2 in range(game.state.rembase):
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 \
+ if ibq == game.quadrant or 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:
+ for j in range(game.state.remcom):
+ if ibq == game.state.kcmdr[j] and ifindit!= 2:
ifindit = 2
iwhichb = i
break
if game.state.rembase == 0:
unschedule(FSCMOVE)
else:
- for i in range(1, game.state.rembase+1):
+ for i in range(game.state.rembase):
ibq = game.state.baseq[i]
- if same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle):
+ if ibq == game.state.kscmdr and 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())
+ schedule(FSCDBAS, 1.0 +2.0*random.random())
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
- if damaged(DRADIO) and game.condition != docked:
+ if not communicating():
return; # no warning
game.iseenit = True
announce()
return
# Check for intelligence report
if not idebug and \
- (Rand() > 0.2 or \
- (damaged(DRADIO) and game.condition != docked) or \
+ (random.random() > 0.2 or \
+ (not communicating()) or \
not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
return
announce()
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
+ if game.tholian.x == 0 and game.tholian.y == 0:
+ idx = 0; idy = QUADSIZE-1
+ elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
+ idx = QUADSIZE-1; idy = QUADSIZE-1
+ elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1:
+ idx = QUADSIZE-1; idy = 0
+ elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0:
+ idx = 0; idy = 0
else:
# something is wrong!
game.ithere = False
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:
+ for i in range(QUADSIZE):
+ if game.quad[0][i]!=IHWEB and game.quad[0][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:
+ if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
return
if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
return
chew()
proutn(_("Energy to transfer to shields- "))
chew()
- if aaitem==0:
+ if aaitem == 0:
return
if aaitem > game.energy:
prout(_("Insufficient ship energy."))
#
# 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()
+ # all devices. If we wanted that, we'd return NDEVICES*random.random()
# and have done with it. Also, in the original game, DNAVYS
# and DCOMPTR were the same device.
#
10, # DDRAY: death ray 1.0%
30, # DDSP: deep-space probes 3.0%
)
- idx = Rand() * 1000.0 # weights must sum to 1000
+ idx = random.random() * 1000.0 # weights must sum to 1000
sum = 0
for (i, w) in enumerate(weights):
sum += w
proutn("***")
crmshp()
prout(_(" heavily damaged."))
- icas = 10.0+20.0*Rand()
+ icas = 10 + random.randrange(20)
prout(_("***Sickbay reports %d casualties"), icas)
game.casual += icas
game.state.crew -= icas
# which was silly. Instead, pick up to half the devices at
# random according to our weighting table,
#
- ncrits = Rand() * (NDEVICES/2)
+ ncrits = random.randrange(NDEVICES/2)
for m in range(ncrits):
dev = randdevice()
if game.damage[dev] < 0:
continue
- extradm = (10.0*hardness*Rand()+1.0)*game.damfac
+ extradm = (10.0*hardness*random.random()+1.0)*game.damfac
# Damage for at least time of travel!
game.damage[dev] += game.optime + extradm
game.shldup = False
proutn(_("Torpedo hits "))
crmshp()
prout(".")
- hit = 700.0 + 100.0*Rand() - \
+ hit = 700.0 + 100.0*random.random() - \
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)
+ ang = angle + 2.5*(random.random()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
crmshp()
shoved = True
elif iquad in (IHC, IHS): # Hit a commander
- if Rand() <= 0.05:
+ if random.random() <= 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]):
+ for ll in range(game.nenhere):
+ if w == game.ks[ll]:
break
kp = math.fabs(game.kpower[ll])
- h1 = 700.0 + 100.0*Rand() - \
+ h1 = 700.0 + 100.0*random.random() - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if kp < h1:
return None
crmena(True, iquad, "sector", w)
# If enemy damaged but not destroyed, try to displace
- ang = angle + 2.5*(Rand()-0.5)
+ ang = angle + 2.5*(random.random()-0.5)
temp = math.fabs(math.sin(ang))
if math.fabs(math.cos(ang)) > temp:
temp = math.fabs(math.cos(ang))
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):
+ for ll in range(game.state.rembase):
+ if game.state.baseq[ll] == game.quadrant:
game.state.baseq[ll]=game.state.baseq[game.state.rembase]
break
game.quad[w.x][w.y]=IHDOT
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
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
invalidate(game.plnet)
game.quad[w.x][w.y] = IHDOT
if game.landed:
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
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
invalidate(game.plnet)
game.quad[w.x][w.y] = IHDOT
if game.landed:
prout(_("Celebratory rallies are being held on the Klingon homeworld."))
return None
elif iquad == IHSTAR: # Hit a star
- if Rand() > 0.10:
+ if random.random() > 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:
+ if not (game.options & OPTION_THINGY) or random.random()>0.7:
skip(1)
prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
skip(1)
# 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.
- #
+ #
+ global iqengry
iqengry = True
shoved = True
return None
prout(_("***Torpedo absorbed by Tholian web."))
return None
elif iquad == IHT: # Hit a Tholian
- h1 = 700.0 + 100.0*Rand() - \
+ h1 = 700.0 + 100.0*random.random() - \
1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
h1 = math.fabs(h1)
if h1 >= 600:
return None
skip(1)
crmena(True, IHT, sector, w)
- if Rand() > 0.05:
+ if random.random() > 0.05:
prout(_(" survives photon blast."))
return None
prout(_(" disappears."))
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):
+ for ll in range(game.nenhere):
game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
sortklings()
return None
# critical-hit resolution
ktr=1
# a critical hit occured
- if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
+ if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
return
-
- ncrit = 1.0 + hit/(500.0+100.0*Rand())
+ ncrit = 1.0 + hit/(500.0+100.0*random.random())
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
cdam = []
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()))
+ extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
game.damage[j] += extradm
if loop1 > 0:
for loop2 in range(loop1):
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
+ # Tholian gets 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):
+ if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant 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()
-
+ chgfac = 0.25+0.5*random.random()
skip(1)
-
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
-
- for loop in range(1, game.nenhere+1):
+ for loop in range(game.nenhere):
if game.kpower[loop] < 0:
continue; # too weak to attack
# compute hit strength and diminish shield power
- r = Rand()
+ r = random.random()
# Increase chance of photon torpedos if docked or enemy energy low
if game.condition == "docked":
r *= 0.25
if game.condition == "docked":
continue; # Don't waste the effort!
attempt = True; # Attempt to attack
- dustfac = 0.8+0.05*Rand()
+ dustfac = 0.8+0.05*random.random()
hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
game.kpower[loop] *= 0.75
else: # Enemy uses photon torpedo
crmena(False, iquad, where, jay)
attempt = True
prout(" ")
- r = (Rand()+Rand())*0.5 -0.5
+ r = (random.random()+random.random())*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:
prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
# Check if anyone was hurt
if hitmax >= 200 or hittot >= 500:
- icas= hittot*Rand()*0.015
+ icas= hittot*random.random()*0.015
if icas >= 2:
skip(1)
prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
game.casual += icas
game.state.crew -= icas
# After attack, reset average distance to enemies
- for loop in range(1, game.nenhere+1):
+ for loop in range(game.nenhere):
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:
# Killed a Tholian
game.ithere = False
elif type == IHQUEST:
- # Killed a Thingy
- iqhere = iqengry = False
+ # Killed a Thingy
+ global iqengry
+ iqengry = False
invalidate(thing)
else:
# Some type of a Klingon
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):
+ for i in range(game.state.remcom):
+ if 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
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
return
game.recompute()
# Remove enemy ship from arrays describing local conditions
- if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC:
+ if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
unschedule(FCDBAS)
- for i in range(1, game.nenhere+1):
- if same(game.ks[i], w):
+ for i in range(game.nenhere):
+ if game.ks[i] == w:
+ for j in range(i, game.nenhere):
+ 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].x = 0
+ game.ks[game.nenhere].y = 0
+ game.kdist[game.nenhere] = 0
+ game.kavgd[game.nenhere] = 0
+ game.kpower[game.nenhere] = 0
+ game.nenhere -= 1
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
+ break
return;
def targetcheck(x, y):
if key != IHREAL:
huh()
return
- targ[i][1] = aaitem
+ targ[i][1] = int(aaitem-0.5)
key = scan()
if key != IHREAL:
huh()
return
- targ[i][2] = aaitem
+ targ[i][2] = int(aaitem-0.5)
chew()
course[i] = targetcheck(targ[i][1], targ[i][2])
if course[i] == None:
for i in range(1, n+1):
if game.condition != "docked":
game.torps -= 1
- r = (Rand()+Rand())*0.5 -0.5
+ r = (random.random()+random.random())*0.5 -0.5
if math.fabs(r) >= 0.47:
# misfire!
- r = (Rand()+1.2) * r
+ r = (random.random()+1.2) * r
if n>1:
prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
else:
skip(1)
if i < n:
prout(_(" Remainder of burst aborted."))
- if Rand() <= 0.2:
+ if random.random() <= 0.2:
prout(_("***Photon tubes damaged by misfire."))
- game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
+ game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
break
if game.shldup or game.condition == "docked":
r *= 1.0 + 0.0001*game.shield
# check for phasers overheating
if rpow > 1500:
chekbrn = (rpow-1500.)*0.00038
- if Rand() <= chekbrn:
+ if random.random() <= chekbrn:
prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
- game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
+ game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
def checkshctrl(rpow):
# check shield control
-
skip(1)
- if Rand() < 0.998:
+ if random.random() < 0.998:
prout(_("Shields lowered."))
return False
# Something bad has happened
prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
skip(2)
prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
- icas = hit*Rand()*0.012
+ icas = hit*random.random()*0.012
skip(1)
fry(0.8*hit)
if icas:
overheat(rpow)
return True;
-def hittem(doublehits):
+def hittem(hits):
# register a phaser hit on Klingons and Romulans
nenhr2=game.nenhere; kk=1
w = coord()
skip(1)
- for k in range(1, nenhr2+1):
+ for k in range(nenhr2):
wham = hits[k]
if wham==0:
continue
- dustfac = 0.9 + 0.01*Rand()
+ dustfac = 0.9 + 0.01*random.random()
hit = wham*math.pow(dustfac,game.kdist[kk])
kpini = game.kpower[kk]
kp = math.fabs(kpini)
proutn(_("Very small hit on "))
ienm = game.quad[w.x][w.y]
if ienm==IHQUEST:
+ global iqengry
iqengry = True
crmena(False, ienm, "sector", w)
skip(1)
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):
+ if kpow > 0 and random.random() >= 0.9 and \
+ kpow <= ((0.4 + 0.4*random.random())*kpini):
prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
prout(_(" has just lost its firepower.\""))
game.kpower[kk] = -kpow
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):
return
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
ifast = True
-
- # Original code so convoluted, I re-did it all
+ # Original code so convoluted, I re-did it all
+ # (That was Tom Almy talking about the C code, I think -- ESR)
while automode=="NOTSET":
key=scan()
if key == IHALPHA:
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
+ for i in range(game.nenhere):
+ irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
kz=1
proutn(_("%d units required. ") % irec)
chew()
if game.nenhere:
extra = 0.0
powrem = rpow
- for i in range(1, game.nenhere+1):
+ for i in range(game.nenhere):
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]
+ over = (0.01 + 0.05*random.random())*hits[i]
temp = powrem
powrem -= hits[i] + over
if powrem <= 0 and temp < hits[i]:
skip(1)
elif automode == "MANUAL":
rpow = 0.0
- for k in range(1, game.nenhere+1):
+ for k in range(game.nenhere):
aim = game.ks[k]
ienm = game.quad[aim.x][aim.y]
if msgflag:
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
+ irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
kz = k
proutn("(")
if not damaged(DCOMPTR):
if ifast:
skip(1)
if no == 0:
- if Rand() >= 0.99:
+ if random.random() >= 0.99:
prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
prouts(_(" CLICK CLICK POP . . ."))
prout(_(" No response, sir!"))
# 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].date
def schedule(evtype, offset):
- # schedule an event of specified type
+ # schedule an event of specified type
game.future[evtype].date = game.state.date + offset
return game.future[evtype]
game.resting = False
game.optime = 0.0
return True
-
return False
def events():
# Check to see if shuttle is aboard
if game.iscraft == "offship":
skip(1)
- if Rand() > 0.5:
+ if random.random() > 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.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))
+ prout(_(" is pulled to Quadrant %s, Sector %s") \
+ % (game.quadrant, game.sector))
if game.resting:
prout(_("(Remainder of rest/repair period cancelled.)"))
game.resting = False
# 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):
+ if 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"):
+ elif game.state.rembase != 1 and communicating():
# 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"))
+ proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
if game.isatb == 2:
prout(_("the Klingon Super-Commander"))
else:
# 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):
+ if game.state.baseq[i] == game.battle:
game.state.baseq[i] = game.state.baseq[game.state.rembase]
game.state.rembase -= 1
if game.isatb == 2:
if game.condition == "docked":
repair /= game.docfac
# Don't fix Deathray here
- for l in range(0, NDEVICES):
+ for l in range(NDEVICES):
if game.damage[l] > 0.0 and l != DDRAY:
if game.damage[l]-repair > 0.0:
game.damage[l] -= repair
if game.state.remcom == 0:
unschedule(FTBEAM)
continue
- i = Rand()*game.state.remcom+1.0
+ i = random.randrange(game.state.remcom)
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
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):
+ for j in range(game.state.rembase):
+ for k in range(game.state.remcom):
+ if game.state.baseq[j] == game.state.kcmdr[k] and \
+ not game.state.baseq[j] == game.quadrant and \
+ not game.state.baseq[j] == game.state.kscmdr:
i = 1
if i == 1:
continue
continue
# commander + starbase combination found -- launch attack
game.battle = game.state.baseq[j]
- schedule(FCDBAS, 1.0+3.0*Rand())
+ schedule(FCDBAS, 1.0+3.0*random.random())
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":
+ if not communicating():
continue # No warning :-(
game.iseenit = True
announce()
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):
+ for i in range(game.state.remcom):
+ if 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:
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":
+ if comunicating():
announce()
skip(1)
proutn(_("Lt. Uhura- \"The deep space probe "))
prout(".\"")
unschedule(FDSPROB)
continue
- if not damaged(DRADIO) or game.condition == "docked":
+ if not communicating():
announce()
skip(1)
- proutn(_("Lt. Uhura- \"The deep space probe is now in "))
- proutn(cramlc(quadrant, game.probec))
- prout(".\"")
+ proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
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":
+ if communicating():
chp = game.state.chart[game.probec.x][game.probec.y]
chp.klingons = pdest.klingons
chp.starbase = pdest.starbase
# 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 \
+ if not (game.quadrant == w or q.planet == None or \
+ not q.planet.inhabited or \
q.supernova or q.status!=secure or q.klingons<=0):
break
else:
q.status = distressed
# tell the captain about it if we can
- if not damaged(DRADIO) or game.condition == "docked":
+ if communicating():
prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
% (q.planet, `w`))
prout(_("by a Klingon invasion fleet."))
ev2.quadrant = ev.quadrant
# report the disaster if we can
- if not damaged(DRADIO) or game.condition == "docked":
+ if communicating():
prout(_("Uhura- We've lost contact with starsystem %s") % \
q.planet)
prout(_("in Quadrant %s.\n") % ev.quadrant)
# deliver the child
game.state.remkl += 1
q.klingons += 1
- if same(game.quadrant, w):
- newkling(++game.klhere)
-
+ if game.quadrant == w:
+ game.klhere += 1
+ 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):
+ if communicating():
+ if 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:
+ if q.planet != None:
proutn(_("near %s") % q.planet)
prout(_("in Quadrant %s.") % w)
proutn(_("Are you sure? "))
if ja() == False:
return
-
# Alternate resting periods (events) with attacks
-
game.resting = True
while True:
if delay <= 0:
return
temp = game.optime = delay
if game.nenhere:
- rtime = 1.0 + Rand()
+ rtime = 1.0 + random.random()
if rtime < temp:
temp = rtime
game.optime = temp
# 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:
+ if random.random() < 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)
if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
break
elif iquad == IHSTAR: # Affect another star
- if Rand() < 0.05:
+ if random.random() < 0.05:
# This star supernovas
scratch = supernova(False)
return
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.galaxy[game.quadrant.x][game.quadrant.y].planet = None
game.state.nplankl += 1
crmena(True, IHP, sector, scratch)
prout(_(" destroyed."))
- game.state.planets[game.iplnet].pclass = destroyed
- game.iplnet = 0
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
invalidate(game.plnet)
if game.landed:
finish(FPNOVA)
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):
+ for i in range(game.state.rembase):
+ if game.state.baseq[i] == game.quadrant:
break
game.state.baseq[i] = game.state.baseq[game.state.rembase]
game.state.rembase -= 1
game.shield = 0.0
game.shldup = False
prout(_("***Shields knocked out."))
- game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff
+ game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
else:
game.energy -= 2000.0
if game.energy <= 0:
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):
+ for ll in range(game.nenhere):
+ if game.ks[ll] == scratch:
break
game.kpower[ll] -= 800.0 # If firepower is lost, die
if game.kpower[ll] <= 0.0:
# can't move into something else
skip(1)
break
- proutn(_(", buffeted to "))
- proutn(cramlc(sector, newc))
+ proutn(_(", buffeted to Sector %s") % newc)
game.quad[scratch.x][scratch.y] = IHDOT
game.quad[newc.x][newc.y] = iquad
game.ks[ll] = newc
game.optime = 10.0*game.dist/16.0
skip(1)
prout(_("Force of nova displaces starship."))
- imove(True)
+ imove(novapush=True)
game.optime = 10.0*game.dist/16.0
return
# star goes supernova
num = 0; npdead = 0
nq = coord()
-
if w != None:
nq = w
else:
# 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):
+ for nq.x in range(GALSIZE):
+ for nq.y in range(GALSIZE):
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 = random.randrange(stars) + 1
+ for nq.x in range(GALSIZE):
+ for nq.y in range(GALSIZE):
num -= game.state.galaxy[nq.x][nq.y].stars
if num <= 0:
break
proutn("=== Super nova here?")
if ja() == True:
nq = game.quadrant
-
- if not same(nq, game.quadrant) or game.justin:
+ if not 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":
+ if communicating():
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):
+ num = random.randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
+ for ns.x in range(QUADSIZE):
+ for ns.y in range(QUADSIZE):
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)
# 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):
+ if 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(FSCDBAS)
if game.state.remcom:
maxloop = game.state.remcom
- for l in range(1, maxloop+1):
- if same(game.state.kcmdr[l], nq):
+ for l in range(maxloop):
+ if 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
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
+ if 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):
+ for loop in range(maxloop):
+ if 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
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":
+ if game.quadrant == nq or communicating():
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):
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
skip(2)
if not induced:
prout(_("Lucky you!"))
prouts(" 3"); skip(1)
prouts(" 2"); skip(1)
prouts(" 1"); skip(1)
- if Rand() < 0.15:
+ if random.random() < 0.15:
prouts(_("GOODBYE-CRUEL-WORLD"))
skip(1)
kaboom()
badpt += 200.0
return badpt
-
def finish(ifin):
# end the game, with appropriate notfications
igotit = 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():
+ if goodies/baddies >= 1.0+0.5*random.random():
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():
+ if goodies/baddies >= 3.0+random.random():
prout(_("favorable to the Federation."))
skip(1)
prout(_("Congratulations!"))
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
skip(2)
while True:
proutn(_("File or device name for your plaque: "))
- cgetline(winner, sizeof(winner))
+ winner = cgetline()
try:
fp = open(winner, "w")
break
prout(_("Invalid name."))
proutn(_("Enter name to go on plaque (up to 30 characters): "))
- cgetline(winner, sizeof(winner))
+ winner = cgetline()
# 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" )
rows = linecount = 0 # for paging
stdscr = None
+replayfp = None
fullscreen_window = None
srscan_window = None
report_window = None
lrscan_window = None
message_window = None
prompt_window = None
+curwnd = None
def outro():
"wrap up, either normally or due to signal"
#resetterm()
#echo()
curses.endwin()
- stdout.write('\n')
+ sys.stdout.write('\n')
if logfp:
logfp.close()
def iostart():
- global stdscr
+ global stdscr, rows
#setlocale(LC_ALL, "")
#bindtextdomain(PACKAGE, LOCALEDIR)
#textdomain(PACKAGE)
setwnd(fullscreen_window)
textcolor(DEFAULT)
-
def waitfor():
"wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
setwnd(message_window)
else:
global linecount
- stdout.write('\n')
+ sys.stdout.write('\n')
proutn(prompt)
raw_input()
- for j in range(0, rows):
- stdout.write('\n')
+ for j in range(rows):
+ sys.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):
+ for dummy in range(i):
if game.options & OPTION_CURSES:
(y, x) = curwnd.getyx()
(my, mx) = curwnd.getmaxyx()
else:
global linecount
linecount += 1
- if linecount >= rows:
+ if rows and linecount >= rows:
pause_game()
else:
- stdout.write('\n')
+ sys.stdout.write('\n')
def proutn(line):
"Utter a line with no following line feed."
curwnd.addstr(line)
curwnd.refresh()
else:
- stdout.write(line)
+ sys.stdout.write(line)
+ sys.stdout.flush()
def prout(line):
proutn(line)
def prouts(line):
"print slowly!"
for c in line:
- curses.delay_output(30)
+ time.sleep(0.03)
proutn(c)
if game.options & OPTION_CURSES:
wrefresh(curwnd)
else:
sys.stdout.flush()
- curses.delay_output(300)
+ time.sleep(0.03)
-def cgetline(line, max):
+def cgetline():
"Get a line of input."
if game.options & OPTION_CURSES:
line = curwnd.getstr() + "\n"
if replayfp and not replayfp.closed:
line = replayfp.readline()
else:
- sys.stdin.readline()
+ line = raw_input()
if logfp:
logfp.write(line)
+ return line
def setwnd(wnd):
- "Change windows -- OK for this to be a no-op in tty mode."
+ "Change windows -- OK for this to be a no-op in tty mode."
+ global curwnd
if game.options & OPTION_CURSES:
curwnd = wnd
curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
if game.options & OPTION_CURSES:
curwnd.attron(curses.A_REVERSE)
-def commandhook(cmd, before):
- pass
-
#
# Things past this point have policy implications.
#
setwnd(report_window)
report_window.clear()
report_window.move(0, 0)
- status(0)
+ status()
setwnd(lrscan_window)
lrscan_window.clear()
lrscan_window.move(0, 0)
srscan_window.attron(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
#sound(500)
- #delay(1000)
+ #time.sleep(1.0)
#nosound()
srscan_window.attroff(curses.A_REVERSE)
put_srscan_sym(w, game.quad[w.x][w.y])
if not damaged(DSRSENS) or game.condition=="docked":
if i != 1 and l == 1:
drawmaps(2)
- curses.delay_output(400)
+ time.sleep(0.4)
if (iquad==IHDOT) or (iquad==IHBLANK):
put_srscan_sym(w, '+')
#sound(l*10)
- #curses.delay_output(100)
+ #time.sleep(0.1)
#nosound()
put_srscan_sym(w, iquad)
else:
curwnd.attron(curses.A_REVERSE)
put_srscan_sym(w, iquad)
#sound(500)
- #curses.delay_output(1000)
+ #time.sleep(1.0)
#nosound()
curwnd.attroff(curses.A_REVERSE)
put_srscan_sym(w, iquad)
skip(1)
setwnd(status_window)
else:
- proutn(" " * NSYM - len(tx))
- vproutn(data)
+ proutn(" " * (NSYM - len(txt)))
+ proutn(data)
skip(1)
if game.options & OPTION_CURSES:
setwnd(report_window)
trbeam = False
def no_quad_change():
- # No quadrant change -- compute new avg enemy distances
+ # No quadrant change -- compute new average enemy distances
game.quad[game.sector.x][game.sector.y] = game.ship
if game.nenhere:
- for m in range(1, game.nenhere+1):
+ for m in range(game.nenhere):
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):
+ for m in range(game.nenhere):
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)
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.quad[game.sector.x][game.sector.y] = IHDOT
x = game.sector.x
y = game.sector.y
- n = 10.0*game.dist*bigger+0.5
-
+ n = int(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
+ w.x = int(round(x))
+ w.y = int(round(y))
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):
+ for m in range(game.nenhere):
finald = distance(w, game.ks[m])
game.kavgd[m] = 0.5 * (finald + game.kdist[m])
#
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
+ x = (QUADSIZE*game.quadrant.x)+game.sector.x
+ y = (QUADSIZE*game.quadrant.y)+game.sector.y
+ w.x = int(round(x+10.0*game.dist*bigger*deltax))
+ w.y = int(round(y+10.0*game.dist*bigger*deltay))
# 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
+ kink = False
+ if w.x < 0:
+ w.x = -w.x
+ kink = True
+ if w.y < 0:
+ w.y = -w.y
+ kink = True
+ if w.x >= GALSIZE*QUADSIZE:
+ w.x = (GALSIZE*QUADSIZE*2) - w.x
+ kink = True
+ if w.y >= GALSIZE*QUADSIZE:
+ w.y = (GALSIZE*QUADSIZE*2) - w.y
+ kink = True
if kink:
- kinks = 1
- if not kink:
- break
-
+ kinks += 1
+ else:
+ break
if kinks:
game.nkinks += 1
if game.nkinks == 3:
# 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):
+ if iquad in (IHT, IHK, OHC, IHS, IHR, IHQUEST):
game.sector = w
ram(False, iquad, game.sector)
final = game.sector
# possibility that you'll get timewarped instead.
#
n=0
- for m in range(0, NDEVICES):
+ for m in range(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:
+ if (game.options & OPTION_BLKHOLE) and random.random()>probf:
timwrp()
else:
finish(FHOLE)
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
# 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
+def getcourse(isprobe, akey):
+ # get course and distance
+ key = 0
+ dquad = copy.copy(game.quadrant)
navmode = "unspecified"
itemp = "curt"
- incr = coord()
+ dsect = 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
+ return False
while navmode == "unspecified":
if damaged(DNAVSYS):
if isprobe:
akey = -1
else:
key = scan()
-
if key == IHEOL:
proutn(_("Manual or automatic- "))
iprompt = True
else:
huh()
chew()
- return
+ return False
else: # numeric
if isprobe:
prout(_("(Manual navigation assumed.)"))
prout(_("(Manual movement assumed.)"))
navmode = "manual"
break
-
if navmode == "automatic":
while key == IHEOL:
if isprobe:
chew()
iprompt = True
key = scan()
-
if key != IHREAL:
huh()
- return
- xi = aaitem
+ return False
+ xi = int(round(aaitem))-1
key = scan()
if key != IHREAL:
huh()
- return
- xj = aaitem
+ return False
+ xj = int(round(aaitem))-1
key = scan()
if key == IHREAL:
# both quadrant and sector specified
- xk = aaitem
+ xk = int(round(aaitem))-1
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
+ return False
+ xl = int(round(aaitem))-1
+ dquad.x = xi
+ dquad.y = xj
+ dsect.y = xk
+ dsect.x = xl
else:
+ # only one pair of numbers was specified
if isprobe:
# only quadrant specified -- go to center of dest quad
- irowq = xi + 0.5
- icolq = xj + 0.5
- incr.y = incr.x = 5
+ dquad.x = xi
+ dquad.y = xj
+ dsect.y = dsect.x = 4 # preserves 1-origin behavior
else:
- incr.y = xi + 0.5
- incr.x = xj + 0.5
+ # only sector specified
+ dsect.y = xi
+ dsect.x = xj
itemp = "normal"
- if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
+ if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
huh()
- return
+ return False
skip(1)
if not isprobe:
if itemp > "curt":
if iprompt:
- prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
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)
+ # the actual deltas get computed here
+ deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
+ deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
else: # manual
while key == IHEOL:
proutn(_("X and Y displacements- "))
itemp = "verbose"
if key != IHREAL:
huh()
- return
+ return False
deltax = aaitem
key = scan()
if key != IHREAL:
huh()
- return
+ return False
deltay = aaitem
# Check for zero movement
if deltax == 0 and deltay == 0:
chew()
- return
+ return False
if itemp == "verbose" and not isprobe:
skip(1)
prout(_("Helmsman Sulu- \"Aye, Sir.\""))
+ # Course actually laid in.
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
+ return True
def impulse():
# move under impulse power
prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
return
if game.energy > 30.0:
- getcd(False, 0)
- if game.direc == -1.0:
+ if not getcourse(isprobe=False, akey=0):
return
power = 20.0 + 100.0*game.dist
else:
power = 30.0
-
if power >= game.energy:
# Insufficient power for trip
skip(1)
if ja() == False:
return
# Activate impulse engines and pay the cost
- imove(False)
+ imove(novapush=False)
game.ididit = True
if game.alldone:
return
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:
+ # Read in course and distance
+ if not getcourse(isprobe=False, akey=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:
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():
+ if prob > random.random():
blooey = True
- game.dist = Rand()*game.dist
+ game.dist = random.random()*game.dist
# Decide if time warp will occur
- if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand():
+ if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
twarp = True
if idebug and game.warpfac==10 and not twarp:
blooey = False
if game.quad[ix][iy] != IHDOT:
blooey = False
twarp = False
-
-
# Activate Warp Engines and pay the cost
- imove(False)
+ imove(novapush=False)
if game.alldone:
return
game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
if twarp:
timwrp()
if blooey:
- game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0)
+ game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
skip(1)
prout(_("Engineering to bridge--"))
prout(_(" Scott here. The warp engines are damaged."))
def atover(igrab):
# cope with being tossed out of quadrant by supernova or yanked by beam
-
chew()
# is captain on planet?
if game.landed:
prout(_("But with the shields up it's hopeless."))
finish(FPNOVA)
prouts(_("His desperate attempt to rescue you . . ."))
- if Rand() <= 0.5:
+ if random.random() <= 0.5:
prout(_("fails."))
finish(FPNOVA)
return
if game.imine:
game.imine = False
proutn(_("The crystals mined were "))
- if Rand() <= 0.25:
+ if random.random() <= 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:
prout(_("Warp engines damaged."))
finish(FSNOVAED)
return
- game.warpfac = 6.0+2.0*Rand()
+ game.warpfac = 6.0+2.0*random.random()
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()
+ distreq = 1.4142+random.random()
if distreq < game.dist:
game.dist = distreq
game.optime = 10.0*game.dist/game.wfacsq
- game.direc = 12.0*Rand() # How dumb!
+ game.direc = 12.0*random.random() # How dumb!
game.justin = False
game.inorbit = False
warp(True)
def timwrp():
# let's do the time warp again
prout(_("***TIME WARP ENTERED."))
- if game.state.snap and Rand() < 0.5:
+ if game.state.snap and random.random() < 0.5:
# Go back in time
prout(_("You are traveling backwards in time %d stardates.") %
int(game.state.date-game.snapsht.date))
prout(_("Spock has reconstructed a correct star chart from memory"))
else:
# Go forward in time
- game.optime = -0.5*game.intime*math.log(Rand())
+ game.optime = -0.5*game.intime*math.log(random.random())
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)
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:
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
elif key == IHEOL:
proutn(_("Arm NOVAMAX warhead? "))
game.isarmed = ja()
- getcd(True, key)
- if game.direc == -1.0:
+ if not getcourse(isprobe=True, akey=key):
return
game.nprobes -= 1
angle = ((15.0 - game.direc) * 0.5235988)
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
# 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":
ddist = distance(game.base, game.sector)
else:
ddist = FOREVER
- for m in range(1, game.state.rembase+1):
+ for m in range(game.state.rembase):
xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
if xdist < ddist:
ddist = xdist
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
+ ix = game.base.x+3.0*random.random()-1
+ iy = game.base.y+3.0*random.random()-1
if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
# found one -- finish up
game.sector.x=ix
game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
textcolor(RED)
warble()
- if Rand() > probf:
+ if random.random() > probf:
break
prout(_("fails."))
curses.delay_output(500)
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):
+ elif q.planet != None and not damaged(DTRANSP):
prout(_("Remainder of ship's complement beam down to %s.") %
q.planet)
else:
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
+ nb = random.random()*game.state.rembase+1
# Set up quadrant and position FQ adjacient to base
- if not same(game.quadrant, game.state.baseq[nb]):
+ if not 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
+ for l in range(QUADSIZE):
+ game.sector.x = 3.0*random.random() - 1.0 + game.base.x
+ game.sector.y = 3.0*random.random() - 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
game.iscraft = "offship" # Galileo disappears
# Resupply ship
game.condition="docked"
- for l in range(0, NDEVICES):
+ for l in range(NDEVICES):
game.damage[l] = 0.0
game.damage[DSHUTTL] = -1
game.energy = game.inenrg = 3000.0
prout(_("Spock- \"Planet report follows, Captain.\""))
skip(1)
for i in range(game.inplan):
- if game.state.planets[i].pclass == destroyed:
+ if game.state.planets[i].pclass == "destroyed":
continue
if (game.state.planets[i].known != "unknown" \
- and game.state.planets[i].inhabited == UNINHABITED) \
+ and not game.state.planets[i].inhabited) \
or idebug:
iknow = True
if idebug and game.state.planets[i].known=="unknown":
proutn("(Unknown) ")
- proutn(cramlc(quadrant, game.state.planets[i].w))
+ proutn(_("Quadrant %s") % game.state.planets[i].w)
proutn(_(" class "))
proutn(game.state.planets[i].pclass)
proutn(" ")
prout(_(" not adjacent to planet."))
skip(1)
return
- game.optime = 0.02+0.03*Rand()
+ game.optime = 0.02+0.03*random.random()
prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
newcnd()
if consumeTime():
return
- game.height = (1400.0+7200.0*Rand())
+ game.height = (1400.0+7200.0*random.random())
prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
game.inorbit = True
game.ididit = True
if game.options & OPTION_TTY:
prout(_("Short range sensors damaged."))
return
- if not is_valid(game.plnet):
+ if game.iplnet == None:
if game.options & OPTION_TTY:
prout(_("Spock- \"No planet in this quadrant, Captain.\""))
return
- if game.state.planets[game.iplnet].known == "unknown":
+ if 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":
+ (game.plnet, game.iplnet.pclass))
+ if game.iplnet.known=="shuttle_down":
prout(_(" Sensors show Galileo still on surface."))
proutn(_(" Readings indicate"))
- if game.state.planets[game.iplnet].crystals != present:
+ if 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"
+ if game.iplnet.known == "unknown":
+ game.iplnet.known = "known"
+ elif game.iplnet.inhabited:
+ prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
+ prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
def beam():
# use the transporter
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"):
+ if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
skip(1)
proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
if ja() == True:
if game.shldup:
prout(_("Impossible to transport through shields."))
return
- if game.state.planets[game.iplnet].known=="unknown":
+ if 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:
+ if not game.landed and 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?\" "))
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":
+ if 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:
return
if game.landed:
# Coming from planet
- if game.state.planets[game.iplnet].known=="shuttle_down":
+ if game.iplnet.known=="shuttle_down":
proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
if ja() == True:
chew()
skip(1)
prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
skip(2)
- if Rand() > 0.98:
+ if random.random() > 0.98:
prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
skip(2)
prout(_("Scotty- \"Oh my God! I've lost them.\""))
game.energy -= nrgneed
skip(2)
prout(_("Transport complete."))
- if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+ if game.landed and game.iplnet.known=="shuttle_down":
prout(_("The shuttle craft Galileo is here!"))
if not game.landed and game.imine:
game.icrystl = True
if not game.landed:
prout(_("Mining party not on planet."))
return
- if game.state.planets[game.iplnet].crystals == mined:
+ if game.iplnet.crystals == "mined":
prout(_("This planet has already been strip-mined for dilithium."))
return
- elif game.state.planets[game.iplnet].crystals == absent:
+ elif game.iplnet.crystals == "absent":
prout(_("No dilithium crystals on this planet."))
return
if game.imine:
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
+ game.optime = (0.1+0.2*random.random())*game.iplnet.pclass
if consumeTime():
return
prout(_("Mining operation complete."))
- game.state.planets[game.iplnet].crystals = mined
+ game.iplnet.crystals = "mined"
game.imine = game.ididit = True
def usecrystals():
skip(1)
prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
skip(1)
- if Rand() <= game.cryprob:
+ if random.random() <= game.cryprob:
prouts(_(" \"Activating now! - - No good! It's***"))
skip(2)
prouts(_("***RED ALERT! RED A*L********************************"))
skip(1)
kaboom()
return
- game.energy += 5000.0*(1.0 + 0.9*Rand())
+ game.energy += 5000.0*(1.0 + 0.9*random.random())
prouts(_(" \"Activating now! - - "))
prout(_("The instruments"))
prout(_(" are going crazy, but I think it's"))
skip(1)
if damaged(DSHUTTL):
if game.damage[DSHUTTL] == -1.0:
- if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
+ if game.inorbit and game.iplnet.known == "shuttle_down":
prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
else:
prout(_("Ye Faerie Queene had no shuttle craft."))
crmshp()
prout(_(" not in standard orbit."))
return
- if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
+ if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
prout(_("Shuttle craft not currently available."))
return
- if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
+ if not game.landed and game.iplnet.known=="shuttle_down":
prout(_("You will have to beam down to retrieve the shuttle craft."))
return
if game.shldup or game.condition == "docked":
prout(_("Shuttle craft cannot pass through shields."))
return
- if game.state.planets[game.iplnet].known=="unknown":
+ if 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 fly down.\""))
skip(1)
if consumeTime():
return
- game.state.planets[game.iplnet].known="shuttle_down"
+ game.iplnet.known="shuttle_down"
prout(_("Trip complete."))
return
else:
skip(1)
prouts(_("The short hop begins . . ."))
skip(1)
- game.state.planets[game.iplnet].known="known"
+ game.iplnet.known="known"
game.icraft = True
skip(1)
game.landed = False
game.iscraft = "offship"
if consumeTime():
return
- game.state.planets[game.iplnet].known = "shuttle_down"
+ game.iplnet.known = "shuttle_down"
game.landed = True
game.icraft = False
prout(_("Trip complete."))
def deathray():
# use the big zapper
- r = Rand()
-
+ r = random.random()
game.ididit = False
skip(1)
chew()
finish(FWON)
if (game.options & OPTION_PLAIN) == 0:
prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
- if Rand() <= 0.05:
+ if random.random() <= 0.05:
prout(_(" is still operational.\""))
else:
prout(_(" has been rendered nonfunctional.\""))
game.damage[DDRAY] = 39.95
return
- r = Rand() # Pick failure method
+ r = random.random() # Pick failure method
if r <= .30:
prouts(_("Sulu- \"Captain! It's working!\""))
skip(1)
proutn(_("Spock- \"I believe the word is"))
prouts(_(" *ASTONISHING*"))
prout(_(" Mr. Sulu."))
- for i in range(1, QUADSIZE+1):
- for j in range(1, QUADSIZE+1):
+ for i in range(QUADSIZE):
+ for j in range(QUADSIZE):
if game.quad[i][j] == IHDOT:
game.quad[i][j] = IHQUEST
prout(_(" Captain, our quadrant is now infested with"))
prout(_(" in Engineering, we can't move for 'em, Captain.\""))
finish(FTRIBBLE)
return
+
+# Code from reports.c begins here
+
+def attackreport(curt):
+ # report status of bases under attack
+ if not curt:
+ if is_scheduled(FCDBAS):
+ prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
+ prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
+ elif game.isatb == 1:
+ prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
+ prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
+ else:
+ prout(_("No Starbase is currently under attack."))
+ else:
+ if is_scheduled(FCDBAS):
+ proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
+ if game.isatb:
+ proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
+ clreol()
+
+def report():
+ # report on general game status
+ chew()
+ s1 = "" and game.thawed and _("thawed ")
+ s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
+ s3 = (None, _("novice"). _("fair"),
+ _("good"), _("expert"), _("emeritus"))[game.skill]
+ prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
+ if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
+ prout(_("No plaque is allowed."))
+ if game.tourn:
+ prout(_("This is tournament game %d.") % game.tourn)
+ prout(_("Your secret password is \"%s\"") % game.passwd)
+ proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
+ (game.inkling + game.incom + game.inscom)))
+ if game.incom - game.state.remcom:
+ prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
+ elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
+ prout(_(", but no Commanders."))
+ else:
+ prout(".")
+ if game.skill > SKILL_FAIR:
+ prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
+ if game.state.rembase != game.inbase:
+ proutn(_("There "))
+ if game.inbase-game.state.rembase==1:
+ proutn(_("has been 1 base"))
+ else:
+ proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
+ prout(_(" destroyed, %d remaining.") % game.state.rembase)
+ else:
+ prout(_("There are %d bases.") % game.inbase)
+ if communicating() or game.iseenit:
+ # Don't report this if not seen and
+ # either the radio is dead or not at base!
+ attackreport(False)
+ game.iseenit = True
+ if game.casual:
+ prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
+ if game.nhelp:
+ prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
+ if game.ship == IHE:
+ proutn(_("You have "))
+ if game.nprobes:
+ proutn("%d" % (game.nprobes))
+ else:
+ proutn(_("no"))
+ proutn(_(" deep space probe"))
+ if game.nprobes!=1:
+ proutn(_("s"))
+ prout(".")
+ if communicating() and is_scheduled(FDSPROB):
+ if game.isarmed:
+ proutn(_("An armed deep space probe is in "))
+ else:
+ proutn(_("A deep space probe is in "))
+ prout("Quadrant %s." % game.probec)
+ if game.icrystl:
+ if game.cryprob <= .05:
+ prout(_("Dilithium crystals aboard ship... not yet used."))
+ else:
+ i=0
+ ai = 0.05
+ while game.cryprob > ai:
+ ai *= 2.0
+ i += 1
+ prout(_("Dilithium crystals have been used %d time%s.") % \
+ (i, (_("s"), "")[i==1]))
+ skip(1)
+
+def lrscan():
+ # long-range sensor scan
+ if damaged(DLRSENS):
+ # Now allow base's sensors if docked
+ if game.condition != "docked":
+ prout(_("LONG-RANGE SENSORS DAMAGED."))
+ return
+ prout(_("Starbase's long-range scan"))
+ else:
+ prout(_("Long-range scan"))
+ for x in range(game.quadrant.x-1, game.quadrant.x+2):
+ proutn(" ")
+ for y in range(game.quadrant.y-1, game.quadrant.y+2):
+ if not VALID_QUADRANT(x, y):
+ proutn(" -1")
+ else:
+ if not damaged(DRADIO):
+ game.state.galaxy[x][y].charted = True
+ game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
+ game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
+ game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
+ if game.state.galaxy[x][y].supernova:
+ proutn(" ***")
+ else:
+ proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
+ prout(" ")
+
+def damagereport():
+ # damage report
+ jdam = False
+ chew()
+
+ for i in range(NDEVICES):
+ if damaged(i):
+ if not jdam:
+ prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
+ prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
+ jdam = True
+ prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
+ game.damage[i]+0.05,
+ game.docfac*game.damage[i]+0.005))
+ if not jdam:
+ prout(_("All devices functional."))
+
+def rechart():
+ # update the chart in the Enterprise's computer from galaxy data
+ game.lastchart = game.state.date
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ if game.state.galaxy[i][j].charted:
+ game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
+ game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
+ game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
+
+def chart():
+ # display the star chart
+ chew()
+ if not damaged(DRADIO):
+ rechart()
+ if game.lastchart < game.state.date and game.condition == "docked":
+ prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
+ rechart()
+
+ prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
+ if game.state.date > game.lastchart:
+ prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
+ prout(" 1 2 3 4 5 6 7 8")
+ for i in range(GALSIZE):
+ proutn("%d |" % (i+1))
+ for j in range(GALSIZE):
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+ proutn("<")
+ else:
+ proutn(" ")
+ if game.state.galaxy[i][j].supernova:
+ show = "***"
+ elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
+ show = ".1."
+ elif game.state.galaxy[i][j].charted:
+ show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
+ else:
+ show = "..."
+ proutn(show)
+ if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
+ proutn(">")
+ else:
+ proutn(" ")
+ proutn(" |")
+ if i<GALSIZE:
+ skip(1)
+
+def sectscan(goodScan, i, j):
+ # light up an individual dot in a sector
+ if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
+ if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
+ if game.condition == "red": textcolor(RED)
+ elif game.condition == "green": textcolor(GREEN)
+ elif game.condition == "yellow": textcolor(YELLOW)
+ elif game.condition == "docked": textcolor(CYAN)
+ elif game.condition == "dead": textcolor(BROWN)
+ if game.quad[i][j] != game.ship:
+ highvideo()
+ proutn("%c " % game.quad[i][j])
+ textcolor(DEFAULT)
+ else:
+ proutn("- ")
+
+def status(req=0):
+ # print status report lines
+
+ if not req or req == 1:
+ prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
+ % (game.state.date, game.state.remtime))
+ if not req or req == 2:
+ if game.condition != "docked":
+ newcnd()
+ dam = 0
+ for t in range(NDEVICES):
+ if game.damage[t]>0:
+ dam += 1
+ prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
+ if not req or req == 3:
+ prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
+ if not req or req == 4:
+ if damaged(DLIFSUP):
+ if game.condition == "docked":
+ s = _("DAMAGED, Base provides")
+ else:
+ s = _("DAMAGED, reserves=%4.2f") % game.lsupres
+ else:
+ s = _("ACTIVE")
+ prstat(_("Life Support"), s)
+ if not req or req == 5:
+ prstat(_("Warp Factor"), "%.1f" % game.warpfac)
+ if not req or req == 6:
+ extra = ""
+ if game.icrystl and (game.options & OPTION_SHOWME):
+ extra = _(" (have crystals)")
+ prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
+ if not req or req == 7:
+ prstat(_("Torpedoes"), "%d" % (game.torps))
+ if not req or req == 8:
+ if damaged(DSHIELD):
+ s = _("DAMAGED,")
+ elif game.shldup:
+ s = _("UP,")
+ else:
+ s = _("DOWN,")
+ data = _(" %d%% %.1f units") \
+ % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
+ prstat(_("Shields"), s+data)
+ if not req or req == 9:
+ prstat(_("Klingons Left"), "%d" \
+ % (game.state.remkl + game.state.remcom + game.state.nscrem))
+ if not req or req == 10:
+ if game.options & OPTION_WORLDS:
+ plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
+ if plnet and plnet.inhabited:
+ prstat(_("Major system"), plnet.name)
+ else:
+ prout(_("Sector is uninhabited"))
+ elif not req or req == 11:
+ attackreport(not req)
+
+def request():
+ requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
+ while scan() == IHEOL:
+ proutn(_("Information desired? "))
+ chew()
+ if citem in requests:
+ status(requests.index(citem))
+ else:
+ prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
+ prout((" date, condition, position, lsupport, warpfactor,"))
+ prout((" energy, torpedoes, shields, klingons, system, time."))
+
+def srscan():
+ # short-range scan
+ goodScan=True
+ if damaged(DSRSENS):
+ # Allow base's sensors if docked
+ if game.condition != "docked":
+ prout(_(" S.R. SENSORS DAMAGED!"))
+ goodScan=False
+ else:
+ prout(_(" [Using Base's sensors]"))
+ else:
+ prout(_(" Short-range scan"))
+ if goodScan and not damaged(DRADIO):
+ game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
+ game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
+ game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+ prout(" 1 2 3 4 5 6 7 8 9 10")
+ if game.condition != "docked":
+ newcnd()
+ for i in range(QUADSIZE):
+ proutn("%2d " % (i+1))
+ for j in range(QUADSIZE):
+ sectscan(goodScan, i, j)
+ skip(1)
+
+
+def eta():
+ # use computer to get estimated time of arrival for a warp jump
+ w1 = coord(); w2 = coord()
+ prompt = False
+ if damaged(DCOMPTR):
+ prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
+ skip(1)
+ return
+ if scan() != IHREAL:
+ prompt = True
+ chew()
+ proutn(_("Destination quadrant and/or sector? "))
+ if scan()!=IHREAL:
+ huh()
+ return
+ w1.y = int(aaitem-0.5)
+ if scan() != IHREAL:
+ huh()
+ return
+ w1.x = int(aaitem-0.5)
+ if scan() == IHREAL:
+ w2.y = int(aaitem-0.5)
+ if scan() != IHREAL:
+ huh()
+ return
+ w2.x = int(aaitem-0.5)
+ else:
+ if game.quadrant.y>w1.x:
+ w2.x = 0
+ else:
+ w2.x=QUADSIZE-1
+ if game.quadrant.x>w1.y:
+ w2.y = 0
+ else:
+ w2.y=QUADSIZE-1
+ if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
+ huh()
+ return
+ game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
+ square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
+ wfl = False
+ if prompt:
+ prout(_("Answer \"no\" if you don't know the value:"))
+ while True:
+ chew()
+ proutn(_("Time or arrival date? "))
+ if scan()==IHREAL:
+ ttime = aaitem
+ if ttime > game.state.date:
+ ttime -= game.state.date # Actually a star date
+ twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
+ if ttime <= 1e-10 or twarp > 10:
+ prout(_("We'll never make it, sir."))
+ chew()
+ return
+ if twarp < 1.0:
+ twarp = 1.0
+ break
+ chew()
+ proutn(_("Warp factor? "))
+ if scan()== IHREAL:
+ wfl = True
+ twarp = aaitem
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ break
+ prout(_("Captain, certainly you can give me one of these."))
+ while True:
+ chew()
+ ttime = (10.0*game.dist)/square(twarp)
+ tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
+ if tpower >= game.energy:
+ prout(_("Insufficient energy, sir."))
+ if not game.shldup or tpower > game.energy*2.0:
+ if not wfl:
+ return
+ proutn(_("New warp factor to try? "))
+ if scan() == IHREAL:
+ wfl = True
+ twarp = aaitem
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ continue
+ else:
+ chew()
+ skip(1)
+ return
+ prout(_("But if you lower your shields,"))
+ proutn(_("remaining"))
+ tpower /= 2
+ else:
+ proutn(_("Remaining"))
+ prout(_(" energy will be %.2f.") % (game.energy-tpower))
+ if wfl:
+ prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
+ elif twarp==1.0:
+ prout(_("Any warp speed is adequate."))
+ else:
+ prout(_("Minimum warp needed is %.2f,") % (twarp))
+ prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
+ if game.state.remtime < ttime:
+ prout(_("Unfortunately, the Federation will be destroyed by then."))
+ if twarp > 6.0:
+ prout(_("You'll be taking risks at that speed, Captain"))
+ if (game.isatb==1 and game.state.kscmdr == w1 and \
+ scheduled(FSCDBAS)< ttime+game.state.date) or \
+ (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
+ prout(_("The starbase there will be destroyed by then."))
+ proutn(_("New warp factor to try? "))
+ if scan() == IHREAL:
+ wfl = True
+ twarp = aaitem
+ if twarp<1.0 or twarp > 10.0:
+ huh()
+ return
+ else:
+ chew()
+ skip(1)
+ return
+
+
+#ifdef BSD_BUG_FOR_BUG
+# A visual scan is made in a particular direction of three sectors
+# in the general direction specified. This takes time, and
+# Klingons can attack you, so it should be done only when sensors
+# are out. Code swiped from BSD-Trek. Not presently used, as we
+# automatically display all adjacent sectors on the short-range
+# scan even when short-range sensors are out.
+
+# This struct[] has the delta x, delta y for particular directions
+
+visdelta = (
+ (-1,-1),
+ (-1, 0),
+ (-1, 1),
+ (0, 1),
+ (1, 1),
+ (1, 0),
+ (1, -1),
+ (0, -1),
+ (-1,-1),
+ (-1, 0),
+ (-1, 1),
+)
+
+def visual():
+ v = coord()
+ if scan() != IHREAL:
+ chew()
+ proutn(_("Direction? "))
+ if scan()!=IHREAL:
+ huh()
+ return
+ if aaitem < 0.0 or aaitem > 360.0:
+ return
+ co = (aaitem + 22) / 45
+ v = visdelta[co]
+ ix = game.sector.x + v.x
+ iy = game.sector.y + v.y
+ if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
+ co = '?'
+ else:
+ co = game.quad[ix][iy]
+ printf("%d,%d %c " % (ix+1, iy+1, co))
+ v += 1
+ ix = game.sector.x + v.x
+ iy = game.sector.y + v.y
+ if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
+ co = '?'
+ else:
+ co = game.quad[ix][iy]
+ printf("%c " % (co))
+ v += 1
+ ix = game.sector.x + v.x
+ iy = game.sector.y + v.y
+ if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
+ co = '?'
+ else:
+ co = game.quad[ix][iy]
+ prout("%c %d,%d\n" % (co, ix+1, iy+1))
+ game.optime = 0.5
+ game.ididit = True
+#endif
+
+# Code from setup.c begins here
+
+def prelim():
+ # issue a historically correct banner
+ skip(2)
+ prout(_("-SUPER- STAR TREK"))
+ skip(1)
+#ifdef __HISTORICAL__
+# prout(_("Latest update-21 Sept 78"))
+# skip(1)
+#endif __HISTORICAL__
+
+def freeze(boss):
+ # save game
+ if boss:
+ citem = "emsave.trk"
+ else:
+ key = scan()
+ if key == IHEOL:
+ proutn(_("File name: "))
+ key = scan()
+ if key != IHALPHA:
+ huh()
+ return
+ chew()
+ if '.' not in citem:
+ citem += ".trk"
+ try:
+ fp = open(citem, "wb")
+ except IOError:
+ prout(_("Can't freeze game as file %s") % citem)
+ return
+ cPickle.dump(game, fp)
+ fp.close()
+
+def thaw():
+ # retrieve saved game
+ game.passwd[0] = '\0'
+ key = scan()
+ if key == IHEOL:
+ proutn(_("File name: "))
+ key = scan()
+ if key != IHALPHA:
+ huh()
+ return True
+ chew()
+ if '.' not in citem:
+ citem += ".trk"
+ try:
+ fp = open(citem, "rb")
+ except IOError:
+ prout(_("Can't thaw game in %s") % citem)
+ return
+ game = cPickle.load(fp)
+ fp.close()
+ return False
+
+# I used <http://www.memory-alpha.org> to find planets
+# with references in ST:TOS. Eath and the Alpha Centauri
+# Colony have been omitted.
+#
+# Some planets marked Class G and P here will be displayed as class M
+# because of the way planets are generated. This is a known bug.
+systnames = (
+ # Federation Worlds
+ _("Andoria (Fesoan)"), # several episodes
+ _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
+ _("Vulcan (T'Khasi)"), # many episodes
+ _("Medusa"), # TOS: "Is There in Truth No Beauty?"
+ _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Ardana"), # TOS: "The Cloud Minders"
+ _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
+ _("Gideon"), # TOS: "The Mark of Gideon"
+ _("Aldebaran III"), # TOS: "The Deadly Years"
+ _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
+ _("Altair IV"), # TOS: "Amok Time
+ _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
+ _("Benecia"), # TOS: "The Conscience of the King"
+ _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
+ _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
+ _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
+ _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
+ _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
+ _("Eminiar VII"), # TOS: "A Taste of Armageddon"
+ _("Gamma Canaris IV"), # TOS: "Metamorphosis"
+ _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
+ _("Ingraham B"), # TOS: "Operation: Annihilate"
+ _("Janus IV"), # TOS: "The Devil in the Dark"
+ _("Makus III"), # TOS: "The Galileo Seven"
+ _("Marcos XII"), # TOS: "And the Children Shall Lead",
+ _("Omega IV"), # TOS: "The Omega Glory"
+ _("Regulus V"), # TOS: "Amok Time
+ _("Deneva"), # TOS: "Operation -- Annihilate!"
+ # Worlds from BSD Trek
+ _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
+ _("Beta III"), # TOS: "The Return of the Archons"
+ _("Triacus"), # TOS: "And the Children Shall Lead",
+ _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
+# # Others
+# _("Hansen's Planet"), # TOS: "The Galileo Seven"
+# _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
+# _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
+# _("Izar"), # TOS: "Whom Gods Destroy"
+# _("Tiburon"), # TOS: "The Way to Eden"
+# _("Merak II"), # TOS: "The Cloud Minders"
+# _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
+# _("Iotia"), # TOS: "A Piece of the Action"
+)
+
+device = (
+ _("S. R. Sensors"), \
+ _("L. R. Sensors"), \
+ _("Phasers"), \
+ _("Photon Tubes"), \
+ _("Life Support"), \
+ _("Warp Engines"), \
+ _("Impulse Engines"), \
+ _("Shields"), \
+ _("Subspace Radio"), \
+ _("Shuttle Craft"), \
+ _("Computer"), \
+ _("Navigation System"), \
+ _("Transporter"), \
+ _("Shield Control"), \
+ _("Death Ray"), \
+ _("D. S. Probe"), \
+)
+
+def setup(needprompt):
+ # prepare to play, set up cosmos
+ w = coord()
+ # Decide how many of everything
+ if choose(needprompt):
+ return # frozen game
+ # Prepare the Enterprise
+ game.alldone = game.gamewon = False
+ game.ship = IHE
+ game.state.crew = FULLCREW
+ game.energy = game.inenrg = 5000.0
+ game.shield = game.inshld = 2500.0
+ game.shldchg = False
+ game.shldup = False
+ game.inlsr = 4.0
+ game.lsupres = 4.0
+ game.quadrant = randplace(GALSIZE)
+ game.sector = randplace(QUADSIZE)
+ game.torps = game.intorps = 10
+ game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
+ game.warpfac = 5.0
+ game.wfacsq = game.warpfac * game.warpfac
+ for i in range(NDEVICES):
+ game.damage[i] = 0.0
+ # Set up assorted game parameters
+ game.battle = coord()
+ game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
+ game.nkinks = game.nhelp = game.casual = game.abandoned = 0
+ game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
+ game.isatb = game.state.nplankl = 0
+ game.state.starkl = game.state.basekl = 0
+ game.iscraft = "onship"
+ game.landed = False
+ game.alive = True
+ game.docfac = 0.25
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ quad = game.state.galaxy[i][j]
+ quad.charted = 0
+ quad.planet = None
+ quad.romulans = 0
+ quad.klingons = 0
+ quad.starbase = False
+ quad.supernova = False
+ quad.status = "secure"
+ # Initialize times for extraneous events
+ schedule(FSNOVA, expran(0.5 * game.intime))
+ schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
+ schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
+ else:
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ unschedule(FDSPROB)
+ if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
+ schedule(FDISTR, expran(1.0 + game.intime))
+ else:
+ unschedule(FDISTR)
+ unschedule(FENSLV)
+ unschedule(FREPRO)
+ # Starchart is functional but we've never seen it
+ game.lastchart = FOREVER
+ # Put stars in the galaxy
+ game.instar = 0
+ for i in range(GALSIZE):
+ for j in range(GALSIZE):
+ k = int(random.random()*9.0 + 1.0)
+ game.instar += k
+ game.state.galaxy[i][j].stars = k
+ # Locate star bases in galaxy
+ for i in range(game.inbase):
+ while True:
+ while True:
+ w = randplace(GALSIZE)
+ if not game.state.galaxy[w.x][w.y].starbase:
+ break
+ contflag = False
+ # C version: for (j = i-1; j > 0; j--)
+ # so it did them in the opposite order.
+ for j in range(1, i):
+ # Improved placement algorithm to spread out bases
+ distq = w.distance(game.state.baseq[j])
+ if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
+ contflag = True
+ if idebug:
+ prout("=== Abandoning base #%d at %s" % (i, w))
+ break
+ elif distq < 6.0 * (BASEMAX+1-game.inbase):
+ if idebug:
+ prout("=== Saving base #%d, close to #%d" % (i, j))
+ if not contflag:
+ break
+ game.state.baseq[i] = w
+ game.state.galaxy[w.x][w.y].starbase = True
+ game.state.chart[w.x][w.y].starbase = True
+ # Position ordinary Klingon Battle Cruisers
+ krem = game.inkling
+ klumper = 0.25*game.skill*(9.0-game.length)+1.0
+ if klumper > MAXKLQUAD:
+ klumper = MAXKLQUAD
+ while True:
+ r = random.random()
+ klump = (1.0 - r*r)*klumper
+ if klump > krem:
+ klump = krem
+ krem -= klump
+ while True:
+ w = randplace(GALSIZE)
+ if not game.state.galaxy[w.x][w.y].supernova and \
+ game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
+ break
+ game.state.galaxy[w.x][w.y].klingons += int(klump)
+ if krem <= 0:
+ break
+ # Position Klingon Commander Ships
+ for i in range(1, game.incom+1):
+ while True:
+ w = randplace(GALSIZE)
+ if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
+ not game.state.galaxy[w.x][w.y].supernova and \
+ game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
+ not w in game.state.kcmdr[:i]:
+ break
+ game.state.galaxy[w.x][w.y].klingons += 1
+ game.state.kcmdr[i] = w
+ # Locate planets in galaxy
+ for i in range(game.inplan):
+ while True:
+ w = randplace(GALSIZE)
+ if game.state.galaxy[w.x][w.y].planet == None:
+ break
+ new = planet()
+ new.w = w
+ new.crystals = "absent"
+ if (game.options & OPTION_WORLDS) and i < NINHAB:
+ new.pclass = "M" # All inhabited planets are class M
+ new.crystals = "absent"
+ new.known = "known"
+ new.name = systnames[i]
+ new.inhabited = True
+ else:
+ new.pclass = ("M", "N", "O")[random.randint(0, 2)]
+ if random.random()*1.5: # 1 in 3 chance of crystals
+ new.crystals = "present"
+ new.known = "unknown"
+ new.inhabited = False
+ game.state.galaxy[w.x][w.y].planet = new
+ game.state.planets.append(new)
+ # Locate Romulans
+ for i in range(game.state.nromrem):
+ w = randplace(GALSIZE)
+ game.state.galaxy[w.x][w.y].romulans += 1
+ # Locate the Super Commander
+ if game.state.nscrem > 0:
+ while True:
+ w = randplace(GALSIZE)
+ if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
+ break
+ game.state.kscmdr = w
+ game.state.galaxy[w.x][w.y].klingons += 1
+ # Place thing (in tournament game, thingx == -1, don't want one!)
+ global thing
+ if thing == None:
+ thing = randplace(GALSIZE)
+ skip(2)
+ game.state.snap = False
+ if game.skill == SKILL_NOVICE:
+ prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
+ prout(_("a deadly Klingon invasion force. As captain of the United"))
+ prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
+ prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
+ prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
+ prout(_("your mission. As you proceed you may be given more time."))
+ skip(1)
+ prout(_("You will have %d supporting starbases.") % (game.inbase))
+ proutn(_("Starbase locations- "))
+ else:
+ prout(_("Stardate %d.") % int(game.state.date))
+ skip(1)
+ prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
+ prout(_("An unknown number of Romulans."))
+ if game.state.nscrem:
+ prout(_("And one (GULP) Super-Commander."))
+ prout(_("%d stardates.") % int(game.intime))
+ proutn(_("%d starbases in ") % game.inbase)
+ for i in range(game.inbase):
+ proutn(`game.state.baseq[i]`)
+ proutn(" ")
+ skip(2)
+ proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
+ proutn(_(" Sector %s") % game.sector)
+ skip(2)
+ prout(_("Good Luck!"))
+ if game.state.nscrem:
+ prout(_(" YOU'LL NEED IT."))
+ waitfor()
+ newqad(False)
+ if game.nenhere - (thing == game.quadrant) - game.ithere:
+ game.shldup = True
+ if game.neutz: # bad luck to start in a Romulan Neutral Zone
+ attack(False)
+
+def choose(needprompt):
+ # choose your game type
+ global thing
+ while True:
+ game.tourn = 0
+ game.thawed = False
+ game.skill = SKILL_NONE
+ game.length = 0
+ if needprompt: # Can start with command line options
+ proutn(_("Would you like a regular, tournament, or saved game? "))
+ scan()
+ if len(citem)==0: # Try again
+ continue
+ if isit("tournament"):
+ while scan() == IHEOL:
+ proutn(_("Type in tournament number-"))
+ if aaitem == 0:
+ chew()
+ continue # We don't want a blank entry
+ game.tourn = int(round(aaitem))
+ random.seed(aaitem)
+ break
+ if isit("saved") or isit("frozen"):
+ if thaw():
+ continue
+ chew()
+ if game.passwd == None:
+ continue
+ if not game.alldone:
+ game.thawed = True # No plaque if not finished
+ report()
+ waitfor()
+ return True
+ if isit("regular"):
+ break
+ proutn(_("What is \"%s\"?"), citem)
+ chew()
+ while game.length==0 or game.skill==SKILL_NONE:
+ if scan() == IHALPHA:
+ if isit("short"):
+ game.length = 1
+ elif isit("medium"):
+ game.length = 2
+ elif isit("long"):
+ game.length = 4
+ elif isit("novice"):
+ game.skill = SKILL_NOVICE
+ elif isit("fair"):
+ game.skill = SKILL_FAIR
+ elif isit("good"):
+ game.skill = SKILL_GOOD
+ elif isit("expert"):
+ game.skill = SKILL_EXPERT
+ elif isit("emeritus"):
+ game.skill = SKILL_EMERITUS
+ else:
+ proutn(_("What is \""))
+ proutn(citem)
+ prout("\"?")
+ else:
+ chew()
+ if game.length==0:
+ proutn(_("Would you like a Short, Medium, or Long game? "))
+ elif game.skill == SKILL_NONE:
+ proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
+ # Choose game options -- added by ESR for SST2K
+ if scan() != IHALPHA:
+ chew()
+ proutn(_("Choose your game style (or just press enter): "))
+ scan()
+ if isit("plain"):
+ # Approximates the UT FORTRAN version.
+ game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options |= OPTION_PLAIN
+ elif isit("almy"):
+ # Approximates Tom Almy's version.
+ game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
+ game.options |= OPTION_ALMY
+ elif isit("fancy"):
+ pass
+ elif len(citem):
+ proutn(_("What is \"%s\"?") % citem)
+ setpassword()
+ if game.passwd == "debug":
+ idebug = True
+ fputs("=== Debug mode enabled\n", sys.stdout)
+
+ # Use parameters to generate initial values of things
+ game.damfac = 0.5 * game.skill
+ game.state.rembase = random.randint(BASEMIN, BASEMAX)
+ game.inbase = game.state.rembase
+ game.inplan = 0
+ if game.options & OPTION_PLANETS:
+ game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random())
+ if game.options & OPTION_WORLDS:
+ game.inplan += int(NINHAB)
+ game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill)
+ game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
+ game.state.remtime = 7.0 * game.length
+ game.intime = game.state.remtime
+ game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
+ game.incom = int(game.skill + 0.0625*game.inkling*random.random())
+ game.state.remcom = min(10, game.incom)
+ game.incom = game.state.remcom
+ game.state.remres = (game.inkling+4*game.incom)*game.intime
+ game.inresor = game.state.remres
+ if game.inkling > 50:
+ game.state.rembase += 1
+ game.inbase = game.state.rembase
+ return False
+
+def dropin(iquad):
+ # drop a feature on a random dot in the current quadrant
+ w = coord()
+ while True:
+ w = randplace(QUADSIZE)
+ if game.quad[w.x][w.y] == IHDOT:
+ break
+ game.quad[w.x][w.y] = iquad
+ return w
+
+def newcnd():
+ # update our alert status
+ game.condition = "green"
+ if game.energy < 1000.0:
+ game.condition = "yellow"
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
+ game.condition = "red"
+ if not game.alive:
+ game.condition="dead"
+
+def newkling(i):
+ # drop new Klingon into current quadrant
+ pi = dropin(IHK)
+ game.ks[i] = pi
+ game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
+ game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
+ return pi
+
+def newqad(shutup):
+ # set up a new state of quadrant, for when we enter or re-enter it
+ w = coord()
+ game.justin = True
+ game.klhere = 0
+ game.comhere = False
+ game.ishere = False
+ game.irhere = 0
+ game.iplnet = 0
+ game.nenhere = 0
+ game.neutz = False
+ game.inorbit = False
+ game.landed = False
+ game.ientesc = False
+ game.ithere = False
+ global iqengry
+ iqengry = False
+ game.iseenit = False
+ if game.iscate:
+ # Attempt to escape Super-commander, so tbeam back!
+ game.iscate = False
+ game.ientesc = True
+ q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+ # cope with supernova
+ if q.supernova:
+ return
+ game.klhere = q.klingons
+ game.irhere = q.romulans
+ game.nenhere = game.klhere + game.irhere
+ # Position Starship
+ game.quad[game.sector.x][game.sector.y] = game.ship
+ if q.klingons:
+ w.x = w.y = 0 # quiet a gcc warning
+ # Position ordinary Klingons
+ for i in range(game.klhere):
+ w = newkling(i)
+ # If we need a commander, promote a Klingon
+ for i in range(game.state.remcom):
+ if game.state.kcmdr[i] == game.quadrant:
+ break
+
+ if i <= game.state.remcom:
+ game.quad[w.x][w.y] = IHC
+ game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
+ game.comhere = True
+ # If we need a super-commander, promote a Klingon
+ if same(game.quadrant, game.state.kscmdr):
+ game.quad[game.ks[0].x][game.ks[0].y] = IHS
+ game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
+ game.iscate = (game.state.remkl > 1)
+ game.ishere = True
+ # Put in Romulans if needed
+ for i in range(game.klhere, game.nenhere):
+ w = dropin(IHR)
+ game.ks[i] = w
+ game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
+ game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
+ # If quadrant needs a starbase, put it in
+ if q.starbase:
+ game.base = dropin(IHB)
+ # If quadrant needs a planet, put it in
+ if q.planet:
+ game.iplnet = q.planet
+ if not q.planet.inhabited:
+ game.plnet = dropin(IHP)
+ else:
+ game.plnet = dropin(IHW)
+ # Check for condition
+ newcnd()
+ # And finally the stars
+ for i in range(q.stars):
+ dropin(IHSTAR)
+
+ # Check for RNZ
+ if game.irhere > 0 and game.klhere == 0:
+ game.neutz = True
+ if not damaged(DRADIO):
+ skip(1)
+ prout(_("LT. Uhura- \"Captain, an urgent message."))
+ prout(_(" I'll put it on audio.\" CLICK"))
+ skip(1)
+ prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
+ prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
+ if shutup==0:
+ # Put in THING if needed
+ global thing
+ if thing == game.quadrant:
+ w = dropin(IHQUEST)
+ thing = randplace(GALSIZE)
+ game.nenhere += 1
+ game.ks[game.nenhere] = w
+ game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
+ distance(game.sector, w)
+ game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
+ if not damaged(DSRSENS):
+ skip(1)
+ prout(_("Mr. Spock- \"Captain, this is most unusual."))
+ prout(_(" Please examine your short-range scan.\""))
+ # Decide if quadrant needs a Tholian; lighten up if skill is low
+ if game.options & OPTION_THOLIAN:
+ if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
+ (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
+ (game.skill > SKILL_GOOD and random.random() <= 0.08):
+ while True:
+ game.tholian.x = random.choice((0, QUADSIZE-1))
+ game.tholian.y = random.choice((0, QUADSIZE-1))
+ if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
+ break
+ game.quad[game.tholian.x][game.tholian.y] = IHT
+ game.ithere = True
+ game.nenhere += 1
+ game.ks[game.nenhere] = game.tholian
+ game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
+ distance(game.sector, game.tholian)
+ game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
+ # Reserve unoccupied corners
+ if game.quad[0][0]==IHDOT:
+ game.quad[0][0] = 'X'
+ if game.quad[0][QUADSIZE-1]==IHDOT:
+ game.quad[0][QUADSIZE-1] = 'X'
+ if game.quad[QUADSIZE-1][0]==IHDOT:
+ game.quad[QUADSIZE-1][0] = 'X'
+ if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
+ game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
+ sortklings()
+ # Put in a few black holes
+ for i in range(1, 3+1):
+ if random.random() > 0.5:
+ dropin(IHBLANK)
+ # Take out X's in corners if Tholian present
+ if game.ithere:
+ if game.quad[0][0]=='X':
+ game.quad[0][0] = IHDOT
+ if game.quad[0][QUADSIZE-1]=='X':
+ game.quad[0][QUADSIZE-1] = IHDOT
+ if game.quad[QUADSIZE-1][0]=='X':
+ game.quad[QUADSIZE-1][0] = IHDOT
+ if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
+ game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
+
+def sortklings():
+ # sort Klingons by distance from us
+ # The author liked bubble sort. So we will use it. :-(
+ if game.nenhere-(thing==game.quadrant)-game.ithere < 2:
+ return
+ while True:
+ sw = False
+ for j in range(game.nenhere):
+ if game.kdist[j] > game.kdist[j+1]:
+ sw = True
+ t = game.kdist[j]
+ game.kdist[j] = game.kdist[j+1]
+ game.kdist[j+1] = t
+ t = game.kavgd[j]
+ game.kavgd[j] = game.kavgd[j+1]
+ game.kavgd[j+1] = t
+ k = game.ks[j].x
+ game.ks[j].x = game.ks[j+1].x
+ game.ks[j+1].x = k
+ k = game.ks[j].y
+ game.ks[j].y = game.ks[j+1].y
+ game.ks[j+1].y = k
+ t = game.kpower[j]
+ game.kpower[j] = game.kpower[j+1]
+ game.kpower[j+1] = t
+ if not sw:
+ break
+
+def setpassword():
+ # set the self-destruct password
+ if game.options & OPTION_PLAIN:
+ while True:
+ chew()
+ proutn(_("Please type in a secret password- "))
+ scan()
+ game.passwd = citem
+ if game.passwd != None:
+ break
+ else:
+ game.passwd = ""
+ for i in range(3):
+ game.passwd += chr(97+int(random.random()*25))
+
+# Code from sst.c begins here
+
+commands = {
+ "SRSCAN": OPTION_TTY,
+ "STATUS": OPTION_TTY,
+ "REQUEST": OPTION_TTY,
+ "LRSCAN": OPTION_TTY,
+ "PHASERS": 0,
+ "TORPEDO": 0,
+ "PHOTONS": 0,
+ "MOVE": 0,
+ "SHIELDS": 0,
+ "DOCK": 0,
+ "DAMAGES": 0,
+ "CHART": 0,
+ "IMPULSE": 0,
+ "REST": 0,
+ "WARP": 0,
+ "SCORE": 0,
+ "SENSORS": OPTION_PLANETS,
+ "ORBIT": OPTION_PLANETS,
+ "TRANSPORT": OPTION_PLANETS,
+ "MINE": OPTION_PLANETS,
+ "CRYSTALS": OPTION_PLANETS,
+ "SHUTTLE": OPTION_PLANETS,
+ "PLANETS": OPTION_PLANETS,
+ "REPORT": 0,
+ "COMPUTER": 0,
+ "COMMANDS": 0,
+ "EMEXIT": 0,
+ "PROBE": OPTION_PROBE,
+ "SAVE": 0,
+ "FREEZE": 0, # Synonym for SAVE
+ "ABANDON": 0,
+ "DESTRUCT": 0,
+ "DEATHRAY": 0,
+ "DEBUG": 0,
+ "MAYDAY": 0,
+ "SOS": 0, # Synonym for MAYDAY
+ "CALL": 0, # Synonym for MAYDAY
+ "QUIT": 0,
+ "HELP": 0,
+ "SEED": 0,
+ "VISUAL": 0,
+}
+
+def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
+
+def listCommands():
+ # generate a list of legal commands
+ k = 0
+ proutn(_("LEGAL COMMANDS ARE:"))
+ for key in commands:
+ if ACCEPT(key):
+ if k % 5 == 0:
+ skip(1)
+ proutn("%-12s " % key)
+ k += 1
+ skip(1)
+
+def helpme():
+ # browse on-line help
+ # Give help on commands
+ key = scan()
+ while True:
+ if key == IHEOL:
+ setwnd(prompt_window)
+ proutn(_("Help on what command? "))
+ key = scan()
+ setwnd(message_window)
+ if key == IHEOL:
+ return
+ if citem in commands or citem == "ABBREV":
+ break
+ skip(1)
+ listCommands()
+ key = IHEOL
+ chew()
+ skip(1)
+ cmd = citem.upper()
+ try:
+ fp = open(SSTDOC, "r")
+ except IOError:
+ try:
+ fp = open(DOC_NAME, "r")
+ except IOError:
+ prout(_("Spock- \"Captain, that information is missing from the"))
+ proutn(_(" computer. You need to find "))
+ proutn(DOC_NAME)
+ prout(_(" and put it in the"))
+ proutn(_(" current directory or to "))
+ proutn(SSTDOC)
+ prout(".\"")
+ #
+ # This used to continue: "You need to find SST.DOC and put
+ # it in the current directory."
+ #
+ return
+ while True:
+ linebuf = fp.readline()
+ if linebuf == '':
+ prout(_("Spock- \"Captain, there is no information on that command.\""))
+ fp.close()
+ return
+ if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
+ linebuf = linebuf[3:].strip()
+ if cmd == linebuf:
+ break
+ skip(1)
+ prout(_("Spock- \"Captain, I've found the following information:\""))
+ skip(1)
+ while linebuf in fp:
+ if "******" in linebuf:
+ break
+ proutn(linebuf)
+ fp.close()
+
+def makemoves():
+ # command-interpretation loop
+ v = 0
+ clrscr()
+ setwnd(message_window)
+ while True: # command loop
+ drawmaps(1)
+ while True: # get a command
+ hitme = False
+ game.justin = False
+ game.optime = 0.0
+ chew()
+ setwnd(prompt_window)
+ clrscr()
+ proutn("COMMAND> ")
+ if scan() == IHEOL:
+ if game.options & OPTION_CURSES:
+ makechart()
+ continue
+ game.ididit = False
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ candidates = filter(lambda x: x.startswith(citem.upper()),
+ commands)
+ if len(candidates) == 1:
+ cmd = candidates[0]
+ break
+ elif candidates and not (game.options & OPTION_PLAIN):
+ prout("Commands with that prefix: " + " ".join(candidates))
+ else:
+ listCommands()
+ continue
+ if cmd == "SRSCAN": # srscan
+ srscan()
+ elif cmd == "STATUS": # status
+ status()
+ elif cmd == "REQUEST": # status request
+ request()
+ elif cmd == "LRSCAN": # long range scan
+ lrscan()
+ elif cmd == "PHASERS": # phasers
+ phasers()
+ if game.ididit:
+ hitme = True
+ elif cmd == "TORPEDO": # photon torpedos
+ photon()
+ if game.ididit:
+ hitme = True
+ elif cmd == "MOVE": # move under warp
+ warp(False)
+ elif cmd == "SHIELDS": # shields
+ doshield(False)
+ if game.ididit:
+ hitme = True
+ game.shldchg = False
+ elif cmd == "DOCK": # dock at starbase
+ dock(True)
+ if game.ididit:
+ attack(False)
+ elif cmd == "DAMAGES": # damage reports
+ damagereport()
+ elif cmd == "CHART": # chart
+ makechart()
+ elif cmd == "IMPULSE": # impulse
+ impulse()
+ elif cmd == "REST": # rest
+ os.wait()
+ if game.ididit:
+ hitme = True
+ elif cmd == "WARP": # warp
+ setwarp()
+ elif cmd == "SCORE": # score
+ score()
+ elif cmd == "SENSORS": # sensors
+ sensor()
+ elif cmd == "ORBIT": # orbit
+ orbit()
+ if game.ididit:
+ hitme = True
+ elif cmd == "TRANSPORT": # transport "beam"
+ beam()
+ elif cmd == "MINE": # mine
+ mine()
+ if game.ididit:
+ hitme = True
+ elif cmd == "CRYSTALS": # crystals
+ usecrystals()
+ if game.ididit:
+ hitme = True
+ elif cmd == "SHUTTLE": # shuttle
+ shuttle()
+ if game.ididit:
+ hitme = True
+ elif cmd == "PLANETS": # Planet list
+ survey()
+ elif cmd == "REPORT": # Game Report
+ report()
+ elif cmd == "COMPUTER": # use COMPUTER!
+ eta()
+ elif cmd == "COMMANDS":
+ listCommands()
+ elif cmd == "EMEXIT": # Emergency exit
+ clrscr() # Hide screen
+ freeze(True) # forced save
+ os.exit(1) # And quick exit
+ elif cmd == "PROBE":
+ probe() # Launch probe
+ if game.ididit:
+ hitme = True
+ elif cmd == "ABANDON": # Abandon Ship
+ abandon()
+ elif cmd == "DESTRUCT": # Self Destruct
+ selfdestruct()
+ elif cmd == "SAVE": # Save Game
+ freeze(False)
+ clrscr()
+ if game.skill > SKILL_GOOD:
+ prout(_("WARNING--Saved games produce no plaques!"))
+ elif cmd == "DEATHRAY": # Try a desparation measure
+ deathray()
+ if game.ididit:
+ hitme = True
+ elif cmd == "DEBUGCMD": # What do we want for debug???
+ debugme()
+ elif cmd == "MAYDAY": # Call for help
+ mayday()
+ if game.ididit:
+ hitme = True
+ elif cmd == "QUIT":
+ game.alldone = True # quit the game
+ elif cmd == "HELP":
+ helpme() # get help
+ elif cmd == "SEED": # set random-number seed
+ key = scan()
+ if key == IHREAL:
+ seed = int(round(aaitem))
+#ifdef BSD_BUG_FOR_BUG
+# elif cmd == "VISUAL":
+# visual() # perform visual scan
+#endif
+ while True:
+ if game.alldone:
+ break # Game has ended
+ if game.optime != 0.0:
+ events()
+ if game.alldone:
+ break # Events did us in
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ atover(False)
+ continue
+ if hitme and not game.justin:
+ attack(True)
+ if game.alldone:
+ break
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ atover(False)
+ hitme = True
+ continue
+ break
+ if game.alldone:
+ break
+ if idebug:
+ prout("=== Ending")
+
+def cramen(cmd):
+ # return an enemy
+ if cmd == IHR: s = _("Romulan")
+ elif cmd == IHK: s = _("Klingon")
+ elif cmd == IHC: s = _("Commander")
+ elif cmd == IHS: s = _("Super-commander")
+ elif cmd == IHSTAR: s = _("Star")
+ elif cmd == IHP: s = _("Planet")
+ elif cmd == IHB: s = _("Starbase")
+ elif cmd == IHBLANK: s = _("Black hole")
+ elif cmd == IHT: s = _("Tholian")
+ elif cmd == IHWEB: s = _("Tholian web")
+ elif cmd == IHQUEST: s = _("Stranger")
+ elif cmd == IHW: s = _("Inhabited World")
+ else: s = "Unknown??"
+ proutn(s)
+
+def crmena(stars, enemy, loctype, w):
+ # print an enemy and his location
+ if stars:
+ proutn("***")
+ cramen(enemy)
+ proutn(_(" at "))
+ if loctype == "quadrant":
+ buf = _("Quadrant ")
+ elif loctype == "sector":
+ buf = _("Sector ")
+ proutn(buf + `w`)
+
+def crmshp():
+ # print our ship name
+ if game.ship == IHE:
+ s = _("Enterprise")
+ elif game.ship == IHF:
+ s = _("Faerie Queene")
+ else:
+ s = "Ship???"
+ proutn(s)
+
+def stars():
+ # print a line of stars
+ prouts("******************************************************")
+ skip(1)
+
+def expran(avrage):
+ return -avrage*math.log(1e-7 + random.random())
+
+def randplace(size):
+ # choose a random location
+ w = coord()
+ w.x = random.randint(0, size-1)
+ w.y = random.randint(0, size-1)
+ return w
+
+def chew():
+ # Demand input for next scan
+ global inqueue
+ inqueue = None
+
+def chew2():
+ # return IHEOL next time
+ global inqueue
+ inqueue = []
+
+def scan():
+ # Get a token from the user
+ global inqueue, line, citem, aaitem
+ aaitem = 0.0
+ citem = ''
+
+ # Read a line if nothing here
+ if inqueue == None:
+ line = cgetline()
+ if curwnd==prompt_window:
+ clrscr()
+ setwnd(message_window)
+ clrscr()
+ # Skip leading white space
+ line = line.lstrip()
+ if line:
+ inqueue = line.split()
+ else:
+ inqueue = []
+ return IHEOL
+ elif not inqueue:
+ return IHEOL
+ # From here on in it's all looking at the queue
+ citem = inqueue.pop(0)
+ if citem == IHEOL:
+ return IHEOL
+ try:
+ aaitem = float(citem)
+ return IHREAL
+ except ValueError:
+ pass
+ # Treat as alpha
+ citem = citem.lower()
+ return IHALPHA
+
+def ja():
+ # yes-or-no confirmation
+ chew()
+ while True:
+ scan()
+ chew()
+ if citem == 'y':
+ return True
+ if citem == 'n':
+ return False
+ proutn(_("Please answer with \"y\" or \"n\": "))
+
+def huh():
+ # complain about unparseable input
+ chew()
+ skip(1)
+ prout(_("Beg your pardon, Captain?"))
+
+def isit(s):
+ # compares s to citem and returns true if it matches to the length of s
+ return s.startswith(citem)
+
+def debugme():
+ # access to the internals for debugging
+ proutn("Reset levels? ")
+ if ja() == True:
+ if game.energy < game.inenrg:
+ game.energy = game.inenrg
+ game.shield = game.inshld
+ game.torps = game.intorps
+ game.lsupres = game.inlsr
+ proutn("Reset damage? ")
+ if ja() == True:
+ for i in range(NDEVICES):
+ if game.damage[i] > 0.0:
+ game.damage[i] = 0.0
+ proutn("Toggle debug flag? ")
+ if ja() == True:
+ idebug = not idebug
+ if idebug:
+ prout("Debug output ON")
+ else:
+ prout("Debug output OFF")
+ proutn("Cause selective damage? ")
+ if ja() == True:
+ for i in range(NDEVICES):
+ proutn("Kill ")
+ proutn(device[i])
+ proutn("? ")
+ chew()
+ key = scan()
+ if key == IHALPHA and isit("y"):
+ game.damage[i] = 10.0
+ proutn("Examine/change events? ")
+ if ja() == True:
+ ev = event()
+ w = coord()
+ legends = {
+ FSNOVA: "Supernova ",
+ FTBEAM: "T Beam ",
+ FSNAP: "Snapshot ",
+ FBATTAK: "Base Attack ",
+ FCDBAS: "Base Destroy ",
+ FSCMOVE: "SC Move ",
+ FSCDBAS: "SC Base Destroy ",
+ FDSPROB: "Probe Move ",
+ FDISTR: "Distress Call ",
+ FENSLV: "Enslavement ",
+ FREPRO: "Klingon Build ",
+ }
+ for i in range(1, NEVENTS):
+ proutn(legends[i])
+ if is_scheduled(i):
+ proutn("%.2f" % (scheduled(i)-game.state.date))
+ if i == FENSLV or i == FREPRO:
+ ev = findevent(i)
+ proutn(" in %s" % ev.quadrant)
+ else:
+ proutn("never")
+ proutn("? ")
+ chew()
+ key = scan()
+ if key == 'n':
+ unschedule(i)
+ chew()
+ elif key == IHREAL:
+ ev = schedule(i, aaitem)
+ if i == FENSLV or i == FREPRO:
+ chew()
+ proutn("In quadrant- ")
+ key = scan()
+ # IHEOL says to leave coordinates as they are
+ if key != IHEOL:
+ if key != IHREAL:
+ prout("Event %d canceled, no x coordinate." % (i))
+ unschedule(i)
+ continue
+ w.x = int(round(aaitem))
+ key = scan()
+ if key != IHREAL:
+ prout("Event %d canceled, no y coordinate." % (i))
+ unschedule(i)
+ continue
+ w.y = int(round(aaitem))
+ ev.quadrant = w
+ chew()
+ proutn("Induce supernova here? ")
+ if ja() == True:
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
+ atover(True)
+
+if __name__ == '__main__':
+ global line, thing, game, idebug, iqengry
+ game = citem = aaitem = inqueue = None
+ line = ''
+ thing = coord()
+ iqengry = False
+ game = gamestate()
+ idebug = 0
+ game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
+ # Disable curses mode until the game logic is working.
+ # if os.getenv("TERM"):
+ # game.options |= OPTION_CURSES | OPTION_SHOWME
+ # else:
+ game.options |= OPTION_TTY
+ seed = time.time()
+ (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
+ for (switch, val) in options:
+ if switch == '-r':
+ try:
+ replayfp = open(optarg, "r")
+ except IOError:
+ sys.stderr.write("sst: can't open replay file %s\n" % optarg)
+ os.exit(1)
+ line = replayfp.readline().strip()
+ try:
+ (key, seed) = line.split()
+ seed = int(seed)
+ except ValueError:
+ sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
+ os.exit(1)
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-t':
+ game.options |= OPTION_TTY
+ game.options &=~ OPTION_CURSES
+ elif switch == '-x':
+ idebug = True
+ else:
+ sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
+ os.exit(0)
+ # where to save the input in case of bugs
+ try:
+ logfp = open("/usr/tmp/sst-input.log", "w")
+ except IOError:
+ sys.stderr.write("sst: warning, can't open logfile\n")
+ if logfp:
+ #setlinebuf(logfp)
+ logfp.write("seed %d\n" % (seed))
+ random.seed(seed)
+ iostart()
+ if arguments:
+ inqueue = arguments
+ else:
+ inqueue = None
+ while True: # Play a game
+ setwnd(fullscreen_window)
+ clrscr()
+ prelim()
+ setup(needprompt=not inqueue)
+ if game.alldone:
+ score()
+ game.alldone = False
+ else:
+ makemoves()
+ skip(1)
+ stars()
+ skip(1)
+ if game.tourn and game.alldone:
+ proutn(_("Do you want your score recorded?"))
+ if ja() == True:
+ chew2()
+ freeze(False)
+ proutn(_("Do you want to play again? "))
+ if not ja():
+ break
+ skip(1)
+ prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
+ raise SysExit, 0