+#!/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 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).
+
+After these features were added, I translated this into Python and added
+more:
+
+9. A long-range scan is done silently whenever you call CHART; thus
+the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
+and turned off if game type is "plain" or "almy".)
"""
-import os, sys, math, curses
+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
FULLCREW = 428 # BSD Trek was 387, that's wrong
FOREVER = 1e30
+MAXBURST = 3
# 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))
def invalidate(w): w.x = w.y = 0
def is_valid(w): return (w.x != 0 and w.y != 0)
+# How to represent features
+IHR = 'R',
+IHK = 'K',
+IHC = 'C',
+IHS = 'S',
+IHSTAR = '*',
+IHP = 'P',
+IHW = '@',
+IHB = 'B',
+IHBLANK = ' ',
+IHDOT = '.',
+IHQUEST = '?',
+IHE = 'E',
+IHF = 'F',
+IHT = 'T',
+IHWEB = '#',
+IHMATER0 = '-',
+IHMATER1 = 'o',
+IHMATER2 = '0'
+
+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 distance(self, other):
return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
def sgn(self):
- return coord(self.x / abs(x), self.y / abs(y));
+ s = coord()
+ if self.x == 0:
+ s.x = 0
+ else:
+ s.x = self.x / abs(self.x)
+ if self.y == 0:
+ s.y = 0
+ else:
+ s.y = self.y / abs(self.y)
+ return s
+ def scatter(self):
+ s = coord()
+ s.x = self.x + randrange(-1, 2)
+ s.y = self.y + randrange(-1, 2)
+ return s
def __hash__(self):
return hash((x, y))
def __str__(self):
- return "%d - %d" % (self.x, self.y)
+ if self.x == None or self.y == None:
+ return "Nowhere"
+ 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"
-
-# How to represent features
-IHR = 'R',
-IHK = 'K',
-IHC = 'C',
-IHS = 'S',
-IHSTAR = '*',
-IHP = 'P',
-IHW = '@',
-IHB = 'B',
-IHBLANK = ' ',
-IHDOT = '.',
-IHQUEST = '?',
-IHE = 'E',
-IHF = 'F',
-IHT = 'T',
-IHWEB = '#',
-IHMATER0 = '-',
-IHMATER1 = 'o',
-IHMATER2 = '0'
+ 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):
OPTION_CURSES = 0x00000002 # new interface
OPTION_IOMODES = 0x00000003 # cover both interfaces
OPTION_PLANETS = 0x00000004 # planets and mining
-OPTION_THOLIAN = 0x00000008 # Tholians and their webs
-OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
-OPTION_PROBE = 0x00000020 # deep-space probes
+OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
+OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
+OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
-OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
-OPTION_MVBADDY = 0x00000100 # more enemies can move
-OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
-OPTION_BASE = 0x00000400 # bases have good shields
-OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
+OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
+OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
+OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
+OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
+OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
+OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
OPTION_PLAIN = 0x01000000 # user chose plain game
OPTION_ALMY = 0x02000000 # user chose Almy variant
DDSP = 15
NDEVICES= 16 # Number of devices
+SKILL_NONE = 0
+SKILL_NOVICE = 1
+SKILL_FAIR = 2
+SKILL_GOOD = 3
+SKILL_EXPERT = 4
+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)
#
def findevent(evtype): return game.future[evtype]
+class enemy:
+ def __init__(self, type=None, loc=None, power=None):
+ self.type = type
+ self.kloc = coord()
+ if loc:
+ self.move(loc)
+ self.kpower = power # enemy energy level
+ game.enemies.append(self)
+ def move(self, loc):
+ motion = (loc != self.kloc)
+ if self.kloc.x is not None and self.kloc.y is not None:
+ game.quad[self.kloc.x][self.kloc.y] = IHDOT
+ if loc:
+ self.kloc = loc
+ game.quad[self.kloc.x][self.kloc.y] = self.type
+ self.kdist = self.kavgd = distance(game.sector, loc)
+ else:
+ self.kloc = coord() # enemy sector location
+ self.kdist = self.kavgd = None
+ game.enemies.remove(self)
+ return motion
+ def __repr__(self):
+ return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
+
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.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.enemies = []
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.tholian = None # Tholian enemy object
self.base = None # position of base in current quadrant
self.battle = None # base coordinates being attacked
self.plnet = None # location of planet in quadrant
self.ishere = False # super-commander in quadrant
self.iscate = False # super commander is here
self.ientesc = False # attempted escape from supercommander
- self.ithere = False # Tholian is here
self.resting = False # rest time
self.icraft = False # Kirk in Galileo
self.landed = False # party on planet (true), on ship (false)
self.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
self.isatb = 0 # =1 if super commander is attacking base
- self.tourn = 0 # tournament number
+ self.tourn = None # tournament number
self.proben = 0 # number of moves for probe
self.nprobes = 0 # number of probes available
self.inresor = 0.0 # initial resources
self.probeinx = 0.0 # probe x,y increment
self.probeiny = 0.0 #
self.height = 0.0 # height of orbit around planet
-
+ def recompute(self):
+ # Stas thinks this should be (C expression):
+ # game.state.remkl + game.state.remcom > 0 ?
+ # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
+ # He says the existing expression is prone to divide-by-zero errors
+ # after killing the last klingon when score is shown -- perhaps also
+ # if the only remaining klingon is SCOM.
+ game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
# From enumerated type 'feature'
IHR = 'R'
IHK = 'K'
FHOLE = 20
FCREW = 21
-# From enumerated type 'COLORS'
-DEFAULT = 0
-BLACK = 1
-BLUE = 2
-GREEN = 3
-CYAN = 4
-RED = 5
-MAGENTA = 6
-BROWN = 7
-LIGHTGRAY = 8
-DARKGRAY = 9
-LIGHTBLUE = 10
-LIGHTGREEN = 11
-LIGHTCYAN = 12
-LIGHTRED = 13
-LIGHTMAGENTA = 14
-YELLOW = 15
-WHITE = 16
+# Log the results of pulling random numbers so we can check determinism.
+
+import traceback
+
+def withprob(p):
+ v = random.random()
+ #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
+ return v < p
+
+def randrange(*args):
+ v = random.randrange(*args)
+ #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
+
+def randreal(*args):
+ v = random.random()
+ if len(args) == 1:
+ v *= args[0] # returns from [0, a1)
+ elif len(args) == 2:
+ v = args[0] + v*args[1] # returns from [a1, a2)
+ #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
+ return v
# Code from ai.c begins here
-def tryexit(look, ienm, loccom, irun):
+def tryexit(enemy, look, irun):
# a bad guy attempts to bug out
iq = coord()
iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
game.state.galaxy[iq.x][iq.y].supernova or \
game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
- if ienm == IHR:
+ if enemy.type == IHR:
return False; # Romulans cannot escape!
if not irun:
# avoid intruding on another commander's territory
- if ienm == IHC:
- for n in range(1, game.state.remcom+1):
- if same(game.state.kcmdr[n],iq):
+ if enemy.type == IHC:
+ 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:
+ if enemy.kpower > 1000.0:
return False
# print escape message and move out of quadrant.
# we know this if either short or long range sensors are working
if not damaged(DSRSENS) or not damaged(DLRSENS) or \
- game.condition == docked:
- crmena(True, ienm, "sector", game.ks[loccom])
+ game.condition == "docked":
+ crmena(True, enemy.type, "sector", enemy.kloc)
prout(_(" escapes to Quadrant %s (and regains strength).") % q)
- # handle local matters related to escape
- game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
- game.ks[loccom] = game.ks[game.nenhere]
- game.kavgd[loccom] = game.kavgd[game.nenhere]
- game.kpower[loccom] = game.kpower[game.nenhere]
- game.kdist[loccom] = game.kdist[game.nenhere]
+ # handle local matters related to escape
+ enemy.move(None)
game.klhere -= 1
- game.nenhere -= 1
- if game.condition != docked:
+ if game.condition != "docked":
newcnd()
# Handle global matters related to escape
game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
game.state.galaxy[iq.x][iq.y].klingons += 1
- if ienm==IHS:
+ if enemy.type==IHS:
game.ishere = False
game.iscate = False
game.ientesc = False
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
# 5. Motion is limited to skill level, except for SC hi-tailing it out.
#
-def movebaddy(com, loccom, ienm):
+def movebaddy(enemy):
# tactical movement for the bad guys
next = coord(); look = coord()
irun = False
nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
else:
nbaddys = game.comhere + game.ishere
-
- dist1 = game.kdist[loccom]
+ dist1 = enemy.kdist
mdist = int(dist1 + 0.5); # Nearest integer distance
-
# If SC, check with spy to see if should hi-tail it
- if ienm==IHS and \
- (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
+ if enemy.type==IHS and \
+ (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
irun = True
motion = -QUADSIZE
else:
# decide whether to advance, retreat, or hold position
- forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
+ forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
if not game.shldup:
forces += 1000; # Good for enemy if shield is down!
if not damaged(DPHASER) or not damaged(DPHOTON):
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 + randreal(200))/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(randreal()))*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(randreal()))
if idebug:
proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
# don't move if no motion
motion = game.skill
# calculate preferred number of steps
if motion < 0:
- msteps = -motion
+ nsteps = -motion
else:
- msteps = motion
+ nsteps = motion
if motion > 0 and nsteps > mdist:
nsteps = mdist; # don't overshoot
if nsteps > QUADSIZE:
if idebug:
proutn("NSTEPS = %d:" % nsteps)
# Compute preferred values of delta X and Y
- mx = game.sector.x - com.x
- my = game.sector.y - com.y
- if 2.0 * abs(mx) < abs(my):
- mx = 0
- if 2.0 * abs(my) < abs(game.sector.x-com.x):
- my = 0
- if mx != 0:
- if mx*motion < 0:
- mx = -1
+ m = game.sector - enemy.kloc
+ if 2.0 * abs(m.x) < abs(m.y):
+ m.x = 0
+ if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
+ m.y = 0
+ if m.x != 0:
+ if m.x*motion < 0:
+ m.x = -1
else:
- mx = 1
- if my != 0:
- if my*motion < 0:
- my = -1
+ m.x = 1
+ if m.y != 0:
+ if m.y*motion < 0:
+ m.y = -1
else:
- my = 1
- next = com
+ m.y = 1
+ next = enemy.kloc
# main move loop
for ll in range(nsteps):
if idebug:
proutn(" %d" % (ll+1))
# Check if preferred position available
- look.x = next.x + mx
- look.y = next.y + my
- if mx < 0:
+ look = next + m
+ if m.x < 0:
krawlx = 1
else:
krawlx = -1
- if my < 0:
+ if m.y < 0:
krawly = 1
else:
krawly = -1
attempts = 0; # Settle mysterious hang problem
while attempts < 20 and not success:
attempts += 1
- if look.x < 1 or look.x > QUADSIZE:
- if motion < 0 and tryexit(look, ienm, loccom, irun):
+ if look.x < 0 or look.x >= QUADSIZE:
+ if motion < 0 and tryexit(enemy, look, irun):
return
- if krawlx == mx or my == 0:
+ if krawlx == m.x or m.y == 0:
break
look.x = next.x + krawlx
krawlx = -krawlx
- elif look.y < 1 or look.y > QUADSIZE:
- if motion < 0 and tryexit(look, ienm, loccom, irun):
+ elif look.y < 0 or look.y >= QUADSIZE:
+ if motion < 0 and tryexit(enemy, look, irun):
return
- if krawly == my or mx == 0:
+ if krawly == m.y or m.x == 0:
break
look.y = next.y + krawly
krawly = -krawly
elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
- # See if we should ram ship
+ # See if enemy should ram ship
if game.quad[look.x][look.y] == game.ship and \
- (ienm == IHC or ienm == IHS):
- ram(True, ienm, com)
+ (enemy.type == IHC or enemy.type == IHS):
+ collision(rammed=True, enemy=enemy)
return
- if krawlx != mx and my != 0:
+ if krawlx != m.x and m.y != 0:
look.x = next.x + krawlx
krawlx = -krawlx
- elif krawly != my and mx != 0:
+ elif krawly != m.y and m.x != 0:
look.y = next.y + krawly
krawly = -krawly
else:
proutn(`next`)
else:
break; # done early
-
if idebug:
skip(1)
- # Put commander in place within same quadrant
- game.quad[com.x][com.y] = IHDOT
- game.quad[next.x][next.y] = ienm
- if not same(next, com):
- # it moved
- game.ks[loccom] = next
- game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
- if not damaged(DSRSENS) or game.condition == docked:
+ if enemy.move(next):
+ if not damaged(DSRSENS) or game.condition == "docked":
proutn("***")
- cramen(ienm)
- proutn(_(" from Sector %s") % com)
- if game.kdist[loccom] < dist1:
+ cramen(enemy.type)
+ proutn(_(" from Sector %s") % enemy.kloc)
+ if enemy.kdist < dist1:
proutn(_(" advances to "))
else:
proutn(_(" retreats to "))
# Figure out which Klingon is the commander (or Supercommander)
# and do move
if game.comhere:
- for i in range(1, game.nenhere+1):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHC:
- movebaddy(w, i, IHC)
- break
+ for enemy in game.enemies:
+ if enemy.type == IHC:
+ movebaddy(enemy)
if game.ishere:
- for i in range(1, game.nenhere+1):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHS:
- movebaddy(w, i, IHS)
+ for enemy in game.enemies:
+ if enemy.type == IHS:
+ movebaddy(enemy)
break
# If skill level is high, move other Klingons and Romulans too!
# Move these last so they can base their actions on what the
# commander(s) do.
if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
- for i in range(1, game.nenhere+1):
- w = game.ks[i]
- if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
- movebaddy(w, i, game.quad[w.x][w.y])
- sortklings();
+ for enemy in game.enemies:
+ if enemy.type in (IHK, IHR):
+ movebaddy(enemy)
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
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):
- if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
+ for enemy in game.enemies:
+ if enemy.type == IHS:
break
- game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
- game.ks[i] = game.ks[game.nenhere]
- game.kdist[i] = game.kdist[game.nenhere]
- game.kavgd[i] = game.kavgd[game.nenhere]
- game.kpower[i] = game.kpower[game.nenhere]
+ enemy.move(None)
game.klhere -= 1
- game.nenhere -= 1
- if game.condition!=docked:
+ if game.condition != "docked":
newcnd()
- sortklings()
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
# 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:
- pause_game(True)
+ 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)
prout(_(" by the Super-commander.\""))
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
iwhichb = i
break
if ifindit==0:
- return; # Nothing suitable -- wait until next time
+ return # Nothing suitable -- wait until next time
ibq = game.state.baseq[iwhichb]
# decide how to move toward base
idelta = ibq - game.state.kscmdr
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!
+ return # no, don't attack base!
game.iseenit = False
game.isatb = 1
- schedule(FSCDBAS, 1.0 +2.0*Rand())
+ schedule(FSCDBAS, randreal(1.0, 3.0))
if is_scheduled(FCDBAS):
postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
- if damaged(DRADIO) and game.condition != docked:
- return; # no warning
+ if not communicating():
+ return # no warning
game.iseenit = True
- pause_game(True)
+ announce()
prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
% game.state.kscmdr)
prout(_(" reports that it is under attack from the Klingon Super-commander."))
return
# Check for intelligence report
if not idebug and \
- (Rand() > 0.2 or \
- (damaged(DRADIO) and game.condition != docked) or \
+ (withprob(0.8) or \
+ (not communicating()) or \
not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
return
- pause_game(True)
+ announce()
prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
- return;
+ return
def movetholian():
# move the Tholian
- if not game.ithere or game.justin:
+ if not game.tholian 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.kloc.x == 0 and game.tholian.kloc.y == 0:
+ idx = 0; idy = QUADSIZE-1
+ elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
+ idx = QUADSIZE-1; idy = QUADSIZE-1
+ elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
+ idx = QUADSIZE-1; idy = 0
+ elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
+ idx = 0; idy = 0
else:
# something is wrong!
- game.ithere = False
+ game.tholian = None
return
-
# do nothing if we are blocked
if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
return
- game.quad[game.tholian.x][game.tholian.y] = IHWEB
-
- if game.tholian.x != idx:
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
+ if game.tholian.kloc.x != idx:
# move in x axis
- im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
- while game.tholian.x != idx:
- game.tholian.x += im
- if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
- game.quad[game.tholian.x][game.tholian.y] = IHWEB
- elif game.tholian.y != idy:
+ im = math.fabs(idx - game.tholian.kloc.x)*1.0/(idx - game.tholian.kloc.x)
+ while game.tholian.kloc.x != idx:
+ game.tholian.kloc.x += im
+ if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
+ elif game.tholian.kloc.y != idy:
# move in y axis
- im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
- while game.tholian.y != idy:
- game.tholian.y += im
- if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
- game.quad[game.tholian.x][game.tholian.y] = IHWEB
- game.quad[game.tholian.x][game.tholian.y] = IHT
- game.ks[game.nenhere] = game.tholian
-
+ im = math.fabs(idy - game.tholian.kloc.y)*1.0/(idy - game.tholian.kloc.y)
+ while game.tholian.kloc.y != idy:
+ game.tholian.kloc.y += im
+ if game.quad[game.tholian.kloc.x][game.tholian.kloc.y]==IHDOT:
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHWEB
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y] = IHT
+ #game.enemies[-1].kloc = game.tholian #FIXME
# 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
# All plugged up -- Tholian splits
- game.quad[game.tholian.x][game.tholian.y]=IHWEB
+ game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
dropin(IHBLANK)
crmena(True, IHT, "sector", game.tholian)
prout(_(" completes web."))
- game.ithere = False
- game.nenhere -= 1
+ game.tholian.move(None)
+ return
+
+# Code from battle.c begins here
+
+def doshield(shraise):
+ # change shield status
+ action = "NONE"
+ game.ididit = False
+ if shraise:
+ action = "SHUP"
+ else:
+ key = scan()
+ if key == IHALPHA:
+ if isit("transfer"):
+ action = "NRG"
+ else:
+ chew()
+ if damaged(DSHIELD):
+ prout(_("Shields damaged and down."))
+ return
+ if isit("up"):
+ action = "SHUP"
+ elif isit("down"):
+ action = "SHDN"
+ if action=="NONE":
+ proutn(_("Do you wish to change shield energy? "))
+ if ja() == True:
+ proutn(_("Energy to transfer to shields- "))
+ action = "NRG"
+ elif damaged(DSHIELD):
+ prout(_("Shields damaged and down."))
+ return
+ elif game.shldup:
+ proutn(_("Shields are up. Do you want them down? "))
+ if ja() == True:
+ action = "SHDN"
+ else:
+ chew()
+ return
+ else:
+ proutn(_("Shields are down. Do you want them up? "))
+ if ja() == True:
+ action = "SHUP"
+ else:
+ chew()
+ return
+ if action == "SHUP": # raise shields
+ if game.shldup:
+ prout(_("Shields already up."))
+ return
+ game.shldup = True
+ game.shldchg = True
+ if game.condition != "docked":
+ game.energy -= 50.0
+ prout(_("Shields raised."))
+ if game.energy <= 0:
+ skip(1)
+ prout(_("Shields raising uses up last of energy."))
+ finish(FNRG)
+ return
+ game.ididit=True
+ return
+ elif action == "SHDN":
+ if not game.shldup:
+ prout(_("Shields already down."))
+ return
+ game.shldup=False
+ game.shldchg=True
+ prout(_("Shields lowered."))
+ game.ididit = True
+ return
+ elif action == "NRG":
+ while scan() != IHREAL:
+ chew()
+ proutn(_("Energy to transfer to shields- "))
+ chew()
+ if aaitem == 0:
+ return
+ if aaitem > game.energy:
+ prout(_("Insufficient ship energy."))
+ return
+ game.ididit = True
+ if game.shield+aaitem >= game.inshld:
+ prout(_("Shield energy maximized."))
+ if game.shield+aaitem > game.inshld:
+ prout(_("Excess energy requested returned to ship energy"))
+ game.energy -= game.inshld-game.shield
+ game.shield = game.inshld
+ return
+ if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
+ # Prevent shield drain loophole
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ prout(_(" Scott here. Power circuit problem, Captain."))
+ prout(_(" I can't drain the shields."))
+ game.ididit = False
+ return
+ if game.shield+aaitem < 0:
+ prout(_("All shield energy transferred to ship."))
+ game.energy += game.shield
+ game.shield = 0.0
+ return
+ proutn(_("Scotty- \""))
+ if aaitem > 0:
+ prout(_("Transferring energy to shields.\""))
+ else:
+ prout(_("Draining energy from shields.\""))
+ game.shield += aaitem
+ game.energy -= aaitem
+ return
+
+def randdevice():
+ # choose a device to damage, at random.
+ #
+ # Quoth Eric Allman in the code of BSD-Trek:
+ # "Under certain conditions you can get a critical hit. This
+ # sort of hit damages devices. The probability that a given
+ # device is damaged depends on the device. Well protected
+ # devices (such as the computer, which is in the core of the
+ # ship and has considerable redundancy) almost never get
+ # damaged, whereas devices which are exposed (such as the
+ # warp engines) or which are particularly delicate (such as
+ # the transporter) have a much higher probability of being
+ # damaged."
+ #
+ # This is one place where OPTION_PLAIN does not restore the
+ # original behavior, which was equiprobable damage across
+ # all devices. If we wanted that, we'd return randrange(NDEVICES)
+ # and have done with it. Also, in the original game, DNAVYS
+ # and DCOMPTR were the same device.
+ #
+ # Instead, we use a table of weights similar to the one from BSD Trek.
+ # BSD doesn't have the shuttle, shield controller, death ray, or probes.
+ # We don't have a cloaking device. The shuttle got the allocation
+ # for the cloaking device, then we shaved a half-percent off
+ # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
+ #
+ weights = (
+ 105, # DSRSENS: short range scanners 10.5%
+ 105, # DLRSENS: long range scanners 10.5%
+ 120, # DPHASER: phasers 12.0%
+ 120, # DPHOTON: photon torpedoes 12.0%
+ 25, # DLIFSUP: life support 2.5%
+ 65, # DWARPEN: warp drive 6.5%
+ 70, # DIMPULS: impulse engines 6.5%
+ 145, # DSHIELD: deflector shields 14.5%
+ 30, # DRADIO: subspace radio 3.0%
+ 45, # DSHUTTL: shuttle 4.5%
+ 15, # DCOMPTR: computer 1.5%
+ 20, # NAVCOMP: navigation system 2.0%
+ 75, # DTRANSP: transporter 7.5%
+ 20, # DSHCTRL: high-speed shield controller 2.0%
+ 10, # DDRAY: death ray 1.0%
+ 30, # DDSP: deep-space probes 3.0%
+ )
+ idx = randrange(1000) # weights must sum to 1000
+ sum = 0
+ for (i, w) in enumerate(weights):
+ sum += w
+ if idx < sum:
+ return i
+ return None; # we should never get here
+
+def collision(rammed, enemy):
+ # collision handling
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***COLLISION IMMINENT."))
+ skip(2)
+ proutn("***")
+ crmshp()
+ hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
+ if rammed:
+ proutn(_(" rammed by "))
+ else:
+ proutn(_(" rams "))
+ crmena(False, enemy.type, "sector", enemy.kloc)
+ if rammed:
+ proutn(_(" (original position)"))
+ skip(1)
+ deadkl(enemy.kloc, enemy.type, game.sector)
+ proutn("***")
+ crmshp()
+ prout(_(" heavily damaged."))
+ icas = randrange(10, 30)
+ prout(_("***Sickbay reports %d casualties"), icas)
+ game.casual += icas
+ game.state.crew -= icas
+ #
+ # In the pre-SST2K version, all devices got equiprobably damaged,
+ # which was silly. Instead, pick up to half the devices at
+ # random according to our weighting table,
+ #
+ ncrits = randrange(NDEVICES/2)
+ for m in range(ncrits):
+ dev = randdevice()
+ if game.damage[dev] < 0:
+ continue
+ extradm = (10.0*hardness*randreal()+1.0)*game.damfac
+ # Damage for at least time of travel!
+ game.damage[dev] += game.optime + extradm
+ game.shldup = False
+ prout(_("***Shields are down."))
+ if game.state.remkl + game.state.remcom + game.state.nscrem:
+ announce()
+ damagereport()
+ else:
+ finish(FWON)
+ return
+
+def torpedo(course, dispersion, origin, number, nburst):
+ # let a photon torpedo fly
+ iquad = 0
+ shoved = False
+ ac = course + 0.25*dispersion
+ angle = (15.0-ac)*0.5235988
+ bullseye = (15.0 - course)*0.5235988
+ deltax = -math.sin(angle);
+ deltay = math.cos(angle);
+ x = origin.x; y = origin.y
+ w = coord(); jw = coord()
+ w.x = w.y = jw.x = jw.y = 0
+ bigger = max(math.fabs(deltax), math.fabs(deltay))
+ deltax /= bigger
+ deltay /= bigger
+ if not damaged(DSRSENS) or game.condition=="docked":
+ setwnd(srscan_window)
+ else:
+ setwnd(message_window)
+ # Loop to move a single torpedo
+ for step in range(1, 15+1):
+ x += deltax
+ w.x = int(x + 0.5)
+ y += deltay
+ w.y = int(y + 0.5)
+ if not VALID_SECTOR(w.x, w.y):
+ break
+ iquad=game.quad[w.x][w.y]
+ tracktorpedo(w, step, number, nburst, iquad)
+ if iquad==IHDOT:
+ continue
+ # hit something
+ setwnd(message_window)
+ if damaged(DSRSENS) and not game.condition=="docked":
+ skip(1); # start new line after text track
+ if iquad in (IHE, IHF): # Hit our ship
+ skip(1)
+ proutn(_("Torpedo hits "))
+ crmshp()
+ prout(".")
+ hit = 700.0 + randreal(100) - \
+ 1000.0 * distance(w, origin) * 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*(randreal()-0.5)
+ temp = math.fabs(math.sin(ang))
+ if math.fabs(math.cos(ang)) > temp:
+ temp = math.fabs(math.cos(ang))
+ xx = -math.sin(ang)/temp
+ yy = math.cos(ang)/temp
+ jw.x = int(w.x+xx+0.5)
+ jw.y = int(w.y+yy+0.5)
+ if not VALID_SECTOR(jw.x, jw.y):
+ return hit
+ if game.quad[jw.x][jw.y]==IHBLANK:
+ finish(FHOLE)
+ return hit
+ if game.quad[jw.x][jw.y]!=IHDOT:
+ # can't move into object
+ return hit
+ game.sector = jw
+ crmshp()
+ shoved = True
+ elif iquad in (IHC, IHS): # Hit a commander
+ if withprob(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 enemy in game.enemies:
+ if w == game.enemies[ll].kloc:
+ break
+ kp = math.fabs(e.kpower)
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+ h1 = math.fabs(h1)
+ if kp < h1:
+ h1 = kp
+ if enemy.kpower < 0:
+ enemy.kpower -= -h1
+ else:
+ enemy.kpower -= h1
+ if enemy.kpower == 0:
+ deadkl(w, iquad, w)
+ return None
+ crmena(True, iquad, "sector", w)
+ # If enemy damaged but not destroyed, try to displace
+ ang = angle + 2.5*(randreal()-0.5)
+ temp = math.fabs(math.sin(ang))
+ if math.fabs(math.cos(ang)) > temp:
+ temp = math.fabs(math.cos(ang))
+ xx = -math.sin(ang)/temp
+ yy = math.cos(ang)/temp
+ jw.x = int(w.x+xx+0.5)
+ jw.y = int(w.y+yy+0.5)
+ if not VALID_SECTOR(jw.x, jw.y):
+ prout(_(" damaged but not destroyed."))
+ return
+ if game.quad[jw.x][jw.y]==IHBLANK:
+ prout(_(" buffeted into black hole."))
+ deadkl(w, iquad, jw)
+ return None
+ if game.quad[jw.x][jw.y]!=IHDOT:
+ # can't move into object
+ prout(_(" damaged but not destroyed."))
+ return None
+ proutn(_(" damaged--"))
+ enemy.kloc = jw
+ shoved = True
+ break
+ elif iquad == IHB: # Hit a base
+ skip(1)
+ prout(_("***STARBASE DESTROYED.."))
+ 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
+ game.state.rembase -= 1
+ game.base.x=game.base.y=0
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
+ game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
+ game.state.basekl += 1
+ newcnd()
+ return None
+ elif iquad == IHP: # Hit a planet
+ crmena(True, iquad, "sector", w)
+ prout(_(" destroyed."))
+ game.state.nplankl += 1
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ invalidate(game.plnet)
+ game.quad[w.x][w.y] = IHDOT
+ if game.landed:
+ # captain perishes on planet
+ finish(FDPLANET)
+ return None
+ elif iquad == IHW: # Hit an inhabited world -- very bad!
+ crmena(True, iquad, "sector", w)
+ prout(_(" destroyed."))
+ game.state.nworldkl += 1
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ invalidate(game.plnet)
+ game.quad[w.x][w.y] = IHDOT
+ if game.landed:
+ # captain perishes on planet
+ finish(FDPLANET)
+ prout(_("You have just destroyed an inhabited planet."))
+ prout(_("Celebratory rallies are being held on the Klingon homeworld."))
+ return None
+ elif iquad == IHSTAR: # Hit a star
+ if withprob(0.9):
+ nova(w)
+ else:
+ 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 withprob(0.3):
+ skip(1)
+ prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
+ skip(1)
+ prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
+ skip(1)
+ proutn(_("Mr. Spock-"))
+ prouts(_(" \"Fascinating!\""))
+ skip(1)
+ deadkl(w, iquad, w)
+ else:
+ #
+ # Stas Sergeev added the possibility that
+ # you can shove the Thingy and piss it off.
+ # It then becomes an enemy and may fire at you.
+ #
+ thing.angry = True
+ shoved = True
+ return None
+ elif iquad == IHBLANK: # Black hole
+ skip(1)
+ crmena(True, IHBLANK, "sector", w)
+ prout(_(" swallows torpedo."))
+ return None
+ elif iquad == IHWEB: # hit the web
+ skip(1)
+ prout(_("***Torpedo absorbed by Tholian web."))
+ return None
+ elif iquad == IHT: # Hit a Tholian
+ h1 = 700.0 + randrange(100) - \
+ 1000.0 * distance(w, origin) * math.fabs(math.sin(bullseye-angle))
+ h1 = math.fabs(h1)
+ if h1 >= 600:
+ game.quad[w.x][w.y] = IHDOT
+ deadkl(w, iquad, w)
+ game.tholian = None
+ return None
+ skip(1)
+ crmena(True, IHT, "sector", w)
+ if withprob(0.05):
+ prout(_(" survives photon blast."))
+ return None
+ prout(_(" disappears."))
+ game.tholian.move(None)
+ game.quad[w.x][w.y] = IHWEB
+ dropin(IHBLANK)
+ return None
+ else: # Problem!
+ skip(1)
+ proutn("Don't know how to handle torpedo collision with ")
+ crmena(True, iquad, "sector", w)
+ skip(1)
+ return None
+ break
+ if curwnd!=message_window:
+ setwnd(message_window)
+ if shoved:
+ game.quad[w.x][w.y]=IHDOT
+ game.quad[jw.x][jw.y]=iquad
+ prout(_(" displaced by blast to Sector %s ") % jw)
+ for ll in range(len(game.enemies)):
+ game.enemies[ll].kdist = game.enemies[ll].kavgd = distance(game.sector,game.enemies[ll].kloc)
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return None
+ skip(1)
+ prout(_("Torpedo missed."))
+ return None;
+
+def fry(hit):
+ # critical-hit resolution
+ if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
+ return
+ ncrit = int(1.0 + hit/(500.0+randreal(100)))
+ proutn(_("***CRITICAL HIT--"))
+ # Select devices and cause damage
+ cdam = []
+ for loop1 in range(ncrit):
+ while True:
+ j = randdevice()
+ # Cheat to prevent shuttle damage unless on ship
+ if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
+ break
+ cdam.append(j)
+ extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
+ game.damage[j] += extradm
+ skipcount = 0
+ for (i, j) in enumerate(cdam):
+ proutn(device[j])
+ if skipcount % 3 == 2 and i < len(cdam)-1:
+ skip()
+ skipcount += 1
+ if i < len(cdam)-1:
+ proutn(_(" and "))
+ prout(_(" damaged."))
+ if damaged(DSHIELD) and game.shldup:
+ prout(_("***Shields knocked down."))
+ game.shldup=False
+
+def attack(torps_ok):
+ # bad guy attacks us
+ # torps_ok == False forces use of phasers in an attack
+ attempt = False; ihurt = False;
+ hitmax=0.0; hittot=0.0; chgfac=1.0
+ where = "neither"
+ # game could be over at this point, check
+ if game.alldone:
+ return
+ if idebug:
+ prout("=== ATTACK!")
+ # Tholian gets to move before attacking
+ if game.tholian:
+ 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 len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
+ return
+ # set up partial hits if attack happens during shield status change
+ pfac = 1.0/game.inshld
+ if game.shldchg:
+ chgfac = 0.25 + randreal(0.5)
+ skip(1)
+ # message verbosity control
+ if game.skill <= SKILL_FAIR:
+ where = "sector"
+ for enemy in game.enemies:
+ if enemy.kpower < 0:
+ continue; # too weak to attack
+ # compute hit strength and diminish shield power
+ r = randreal()
+ # Increase chance of photon torpedos if docked or enemy energy is low
+ if game.condition == "docked":
+ r *= 0.25
+ if enemy.kpower < 500:
+ r *= 0.25;
+ if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
+ continue
+ # different enemies have different probabilities of throwing a torp
+ usephasers = not torps_ok or \
+ (enemy.type == IHK and r > 0.0005) or \
+ (enemy.type==IHC and r > 0.015) or \
+ (enemy.type==IHR and r > 0.3) or \
+ (enemy.type==IHS and r > 0.07) or \
+ (enemy.type==IHQUEST and r > 0.05)
+ if usephasers: # Enemy uses phasers
+ if game.condition == "docked":
+ continue; # Don't waste the effort!
+ attempt = True; # Attempt to attack
+ dustfac = 0.8 + randreal(0.5)
+ hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
+ enemy.kpower *= 0.75
+ else: # Enemy uses photon torpedo
+ course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
+ hit = 0
+ proutn(_("***TORPEDO INCOMING"))
+ if not damaged(DSRSENS):
+ proutn(_(" From "))
+ crmena(False, enemy.type, where, enemy.kloc)
+ attempt = True
+ prout(" ")
+ dispersion = (randreal()+randreal())*0.5 - 0.5
+ dispersion += 0.002*enemy.kpower*dispersion
+ hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ finish(FWON); # Klingons did themselves in!
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
+ return # Supernova or finished
+ if hit == None:
+ continue
+ # incoming phaser or torpedo, shields may dissipate it
+ if game.shldup or game.shldchg or game.condition=="docked":
+ # shields will take hits
+ propor = pfac * game.shield
+ if game.condition =="docked":
+ propr *= 2.1
+ if propor < 0.1:
+ propor = 0.1
+ hitsh = propor*chgfac*hit+1.0
+ absorb = 0.8*hitsh
+ if absorb > game.shield:
+ absorb = game.shield
+ game.shield -= absorb
+ hit -= hitsh
+ # taking a hit blasts us out of a starbase dock
+ if game.condition == "docked":
+ dock(False)
+ # but the shields may take care of it
+ if propor > 0.1 and hit < 0.005*game.energy:
+ continue
+ # hit from this opponent got through shields, so take damage
+ ihurt = True
+ proutn(_("%d unit hit") % int(hit))
+ if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
+ proutn(_(" on the "))
+ crmshp()
+ if not damaged(DSRSENS) and usephasers:
+ proutn(_(" from "))
+ crmena(False, enemy.type, where, enemy.kloc)
+ skip(1)
+ # Decide if hit is critical
+ if hit > hitmax:
+ hitmax = hit
+ hittot += hit
+ fry(hit)
+ game.energy -= hit
+ if game.energy <= 0:
+ # Returning home upon your shield, not with it...
+ finish(FBATTLE)
+ return
+ if not attempt and game.condition == "docked":
+ prout(_("***Enemies decide against attacking your ship."))
+ percent = 100.0*pfac*game.shield+0.5
+ if not ihurt:
+ # Shields fully protect ship
+ proutn(_("Enemy attack reduces shield strength to "))
+ else:
+ # Print message if starship suffered hit(s)
+ skip(1)
+ proutn(_("Energy left %2d shields ") % int(game.energy))
+ if game.shldup:
+ proutn(_("up "))
+ elif not damaged(DSHIELD):
+ proutn(_("down "))
+ else:
+ proutn(_("damaged, "))
+ prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
+ # Check if anyone was hurt
+ if hitmax >= 200 or hittot >= 500:
+ icas = randrange(int(hittot * 0.015))
+ if icas >= 2:
+ skip(1)
+ prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
+ prout(_(" in that last attack.\""))
+ game.casual += icas
+ game.state.crew -= icas
+ # After attack, reset average distance to enemies
+ for enemy in game.enemies:
+ enemy.kavgd = enemy.kdist
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ return
+
+def deadkl(w, type, mv):
+ # kill a Klingon, Tholian, Romulan, or Thingy
+ # Added mv to allow enemy to "move" before dying
+ crmena(True, type, "sector", mv)
+ # Decide what kind of enemy it is and update appropriately
+ if type == IHR:
+ # chalk up a Romulan
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
+ game.irhere -= 1
+ game.state.nromrem -= 1
+ elif type == IHT:
+ # Killed a Tholian
+ game.tholian = None
+ elif type == IHQUEST:
+ # Killed a Thingy
+ global thing
+ thing = None
+ else:
+ # Some type of a Klingon
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
+ game.klhere -= 1
+ if type == IHC:
+ game.comhere = False
+ for i in range(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
+ game.state.kcmdr[game.state.remcom].y = 0
+ game.state.remcom -= 1
+ unschedule(FTBEAM)
+ if game.state.remcom != 0:
+ schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
+ if is_scheduled(FCDBAS) and game.battle == game.quadrant:
+ unschedule(FCDBAS)
+ elif type == IHK:
+ game.state.remkl -= 1
+ elif type == IHS:
+ game.state.nscrem -= 1
+ game.ishere = False
+ game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ # For each kind of enemy, finish message to player
+ prout(_(" destroyed."))
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ return
+ game.recompute()
+ # Remove enemy ship from arrays describing local conditions
+ for e in game.enemies:
+ if e.kloc == w:
+ e.move(None)
+ break
+ return
+
+def targetcheck(w):
+ # Return None if target is invalid
+ if not VALID_SECTOR(w.x, w.y):
+ huh()
+ return None
+ deltx = 0.1*(w.y - game.sector.y)
+ delty = 0.1*(w.x - game.sector.x)
+ if deltx==0 and delty== 0:
+ skip(1)
+ prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
+ prout(_(" I recommend an immediate review of"))
+ prout(_(" the Captain's psychological profile.\""))
+ chew()
+ return None
+ return 1.90985932*math.atan2(deltx, delty)
+
+def photon():
+ # launch photon torpedo
+ game.ididit = False
+ if damaged(DPHOTON):
+ prout(_("Photon tubes damaged."))
+ chew()
+ return
+ if game.torps == 0:
+ prout(_("No torpedoes left."))
+ chew()
+ return
+ key = scan()
+ while True:
+ if key == IHALPHA:
+ huh()
+ return
+ elif key == IHEOL:
+ prout(_("%d torpedoes left.") % game.torps)
+ chew()
+ proutn(_("Number of torpedoes to fire- "))
+ key = scan()
+ else: # key == IHREAL {
+ n = aaitem + 0.5
+ if n <= 0: # abort command
+ chew()
+ return
+ if n > MAXBURST:
+ chew()
+ prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
+ key = IHEOL
+ return
+ if n <= game.torps:
+ break
+ chew()
+ key = IHEOL
+ targ = []
+ for i in range(MAXBURST):
+ targ.append(coord())
+ for i in range(n):
+ key = scan()
+ if i==0 and key == IHEOL:
+ break; # we will try prompting
+ if i==1 and key == IHEOL:
+ # direct all torpedoes at one target
+ while i <= n:
+ targ[i] = targ[0]
+ course[i] = course[0]
+ i += 1
+ break
+ if key != IHREAL:
+ huh()
+ return
+ targ[i].x = aaitem
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return
+ targ[i].y = aaitem
+ course[i] = targetcheck(targ[i])
+ if course[i] == None:
+ return
+ chew()
+ if i == 1 and key == IHEOL:
+ # prompt for each one
+ for i in range(n):
+ proutn(_("Target sector for torpedo number %d- ") % (i+1))
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return
+ targ[i].x = int(aaitem-0.5)
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return
+ targ[i].y = int(aaitem-0.5)
+ chew()
+ course[i] = targetcheck(targ[i])
+ if course[i] == None:
+ return
+ game.ididit = True
+ # Loop for moving <n> torpedoes
+ for i in range(n):
+ if game.condition != "docked":
+ game.torps -= 1
+ dispersion = (randreal()+randreal())*0.5 -0.5
+ if math.fabs(dispersion) >= 0.47:
+ # misfire!
+ dispersion *= randreal(1.2, 2.2)
+ if n > 0:
+ prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
+ else:
+ prouts(_("***TORPEDO MISFIRES."))
+ skip(1)
+ if i < n:
+ prout(_(" Remainder of burst aborted."))
+ if withprob(0.2):
+ prout(_("***Photon tubes damaged by misfire."))
+ game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
+ break
+ if game.shldup or game.condition == "docked":
+ dispersion *= 1.0 + 0.0001*game.shield
+ torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
+ if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ return
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ finish(FWON);
+
+def overheat(rpow):
+ # check for phasers overheating
+ if rpow > 1500:
+ checkburn = (rpow-1500.0)*0.00038
+ if withprob(checkburn):
+ prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
+ game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
+
+def checkshctrl(rpow):
+ # check shield control
+ skip(1)
+ if withprob(0.998):
+ prout(_("Shields lowered."))
+ return False
+ # Something bad has happened
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(2)
+ hit = rpow*game.shield/game.inshld
+ game.energy -= rpow+hit*0.8
+ game.shield -= hit*0.2
+ if game.energy <= 0.0:
+ prouts(_("Sulu- \"Captain! Shield malf***********************\""))
+ skip(1)
+ stars()
+ finish(FPHASER)
+ return True
+ prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
+ skip(2)
+ prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
+ icas = randrange(int(hit*0.012))
+ skip(1)
+ fry(0.8*hit)
+ if icas:
+ skip(1)
+ prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
+ prout(_(" %d casualties so far.\"") % icas)
+ game.casual += icas
+ game.state.crew -= icas
+ skip(1)
+ prout(_("Phaser energy dispersed by shields."))
+ prout(_("Enemy unaffected."))
+ overheat(rpow)
+ return True;
+
+def hittem(hits):
+ # register a phaser hit on Klingons and Romulans
+ nenhr2 = game.nenhere; kk=0
+ w = coord()
+ skip(1)
+ for (k, wham) in enumerate(hits):
+ if wham==0:
+ continue
+ dustfac = randreal(0.9, 1.0)
+ hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
+ kpini = game.enemies[kk].kpower
+ kp = math.fabs(kpini)
+ if PHASEFAC*hit < kp:
+ kp = PHASEFAC*hit
+ if game.enemies[kk].kpower < 0:
+ game.enemies[kk].kpower -= -kp
+ else:
+ game.enemies[kk].kpower -= kp
+ kpow = game.enemies[kk].kpower
+ w = game.enemies[kk].kloc
+ if hit > 0.005:
+ if not damaged(DSRSENS):
+ boom(w)
+ proutn(_("%d unit hit on ") % int(hit))
+ else:
+ proutn(_("Very small hit on "))
+ ienm = game.quad[w.x][w.y]
+ if ienm==IHQUEST:
+ thing.angry = True
+ crmena(False, ienm, "sector", w)
+ skip(1)
+ if kpow == 0:
+ deadkl(w, ienm, w)
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ finish(FWON);
+ if game.alldone:
+ return
+ kk -= 1 # don't do the increment
+ continue
+ else: # decide whether or not to emasculate klingon
+ if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
+ prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
+ prout(_(" has just lost its firepower.\""))
+ game.enemies[kk].kpower = -kpow
+ kk += 1
return
+
+def phasers():
+ # fire phasers
+ hits = []
+ kz = 0; k = 1; irec=0 # Cheating inhibitor
+ ifast = False; no = False; itarg = True; msgflag = True; rpow=0
+ automode = "NOTSET"
+ key=0
+ skip(1)
+ # SR sensors and Computer are needed fopr automode
+ if damaged(DSRSENS) or damaged(DCOMPTR):
+ itarg = False
+ if game.condition == "docked":
+ prout(_("Phasers can't be fired through base shields."))
+ chew()
+ return
+ if damaged(DPHASER):
+ prout(_("Phaser control damaged."))
+ chew()
+ return
+ if game.shldup:
+ if damaged(DSHCTRL):
+ prout(_("High speed shield control damaged."))
+ chew()
+ return
+ if game.energy <= 200.0:
+ prout(_("Insufficient energy to activate high-speed shield control."))
+ chew()
+ return
+ prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
+ ifast = True
+ # Original code so convoluted, I re-did it all
+ # (That was Tom Almy talking about the C code, I think -- ESR)
+ while automode=="NOTSET":
+ key=scan()
+ if key == IHALPHA:
+ if isit("manual"):
+ if game.nenhere==0:
+ prout(_("There is no enemy present to select."))
+ chew()
+ key = IHEOL
+ automode="AUTOMATIC"
+ else:
+ automode = "MANUAL"
+ key = scan()
+ elif isit("automatic"):
+ if (not itarg) and game.nenhere != 0:
+ automode = "FORCEMAN"
+ else:
+ if game.nenhere==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ key = scan()
+ elif isit("no"):
+ no = True
+ else:
+ huh()
+ return
+ elif key == IHREAL:
+ if game.nenhere==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ elif not itarg:
+ automode = "FORCEMAN"
+ else:
+ automode = "AUTOMATIC"
+ else:
+ # IHEOL
+ if game.nenhere==0:
+ prout(_("Energy will be expended into space."))
+ automode = "AUTOMATIC"
+ elif not itarg:
+ automode = "FORCEMAN"
+ else:
+ proutn(_("Manual or automatic? "))
+ chew()
+ avail = game.energy
+ if ifast:
+ avail -= 200.0
+ if automode == "AUTOMATIC":
+ if key == IHALPHA and isit("no"):
+ no = True
+ key = scan()
+ if key != IHREAL and game.nenhere != 0:
+ prout(_("Phasers locked on target. Energy available: %.2f")%avail)
+ irec=0
+ while True:
+ chew()
+ if not kz:
+ for i in range(game.nenhere):
+ irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
+ kz=1
+ proutn(_("%d units required. ") % irec)
+ chew()
+ proutn(_("Units to fire= "))
+ key = scan()
+ if key!=IHREAL:
+ return
+ rpow = aaitem
+ if rpow > avail:
+ proutn(_("Energy available= %.2f") % avail)
+ skip(1)
+ key = IHEOL
+ if not rpow > avail:
+ break
+ if rpow<=0:
+ # chicken out
+ chew()
+ return
+ key=scan()
+ if key == IHALPHA and isit("no"):
+ no = True
+ if ifast:
+ game.energy -= 200; # Go and do it!
+ if checkshctrl(rpow):
+ return
+ chew()
+ game.energy -= rpow
+ extra = rpow
+ if game.nenhere:
+ extra = 0.0
+ powrem = rpow
+ for i in range(game.nenhere):
+ hits.append(0.0)
+ if powrem <= 0:
+ continue
+ hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
+ over = randreal(1.01, 1.06) * hits[i]
+ temp = powrem
+ powrem -= hits[i] + over
+ if powrem <= 0 and temp < hits[i]:
+ hits[i] = temp
+ if powrem <= 0:
+ over = 0.0
+ extra += over
+ if powrem > 0.0:
+ extra += powrem
+ hittem(hits)
+ game.ididit = True
+ if extra > 0 and not game.alldone:
+ if game.tholian:
+ proutn(_("*** Tholian web absorbs "))
+ if game.nenhere>0:
+ proutn(_("excess "))
+ prout(_("phaser energy."))
+ else:
+ prout(_("%d expended on empty space.") % int(extra))
+ elif automode == "FORCEMAN":
+ chew()
+ key = IHEOL
+ if damaged(DCOMPTR):
+ prout(_("Battle computer damaged, manual fire only."))
+ else:
+ skip(1)
+ prouts(_("---WORKING---"))
+ skip(1)
+ prout(_("Short-range-sensors-damaged"))
+ prout(_("Insufficient-data-for-automatic-phaser-fire"))
+ prout(_("Manual-fire-must-be-used"))
+ skip(1)
+ elif automode == "MANUAL":
+ rpow = 0.0
+ for k in range(game.nenhere):
+ aim = game.enemies[k].kloc
+ ienm = game.quad[aim.x][aim.y]
+ if msgflag:
+ proutn(_("Energy available= %.2f") % (avail-0.006))
+ skip(1)
+ msgflag = False
+ rpow = 0.0
+ if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
+ (ienm == IHC or ienm == IHS):
+ cramen(ienm)
+ prout(_(" can't be located without short range scan."))
+ chew()
+ key = IHEOL
+ hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
+ k += 1
+ continue
+ if key == IHEOL:
+ chew()
+ if itarg and k > kz:
+ irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
+ kz = k
+ proutn("(")
+ if not damaged(DCOMPTR):
+ proutn("%d" % irec)
+ else:
+ proutn("??")
+ proutn(") ")
+ proutn(_("units to fire at "))
+ crmena(False, ienm, "sector", aim)
+ proutn("- ")
+ key = scan()
+ if key == IHALPHA and isit("no"):
+ no = True
+ key = scan()
+ continue
+ if key == IHALPHA:
+ huh()
+ return
+ if key == IHEOL:
+ if k==1: # Let me say I'm baffled by this
+ msgflag = True
+ continue
+ if aaitem < 0:
+ # abort out
+ chew()
+ return
+ hits[k] = aaitem
+ rpow += aaitem
+ # If total requested is too much, inform and start over
+ if rpow > avail:
+ prout(_("Available energy exceeded -- try again."))
+ chew()
+ return
+ key = scan(); # scan for next value
+ k += 1
+ if rpow == 0.0:
+ # zero energy -- abort
+ chew()
+ return
+ if key == IHALPHA and isit("no"):
+ no = True
+ game.energy -= rpow
+ chew()
+ if ifast:
+ game.energy -= 200.0
+ if checkshctrl(rpow):
+ return
+ hittem(hits)
+ game.ididit = True
+ # Say shield raised or malfunction, if necessary
+ if game.alldone:
+ return
+ if ifast:
+ skip(1)
+ if no == 0:
+ if withprob(0.99):
+ prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
+ prouts(_(" CLICK CLICK POP . . ."))
+ prout(_(" No response, sir!"))
+ game.shldup = False
+ else:
+ prout(_("Shields raised."))
+ else:
+ game.shldup = False
+ overheat(rpow);
+
+# Code from events,c begins here.
+
+# This isn't a real event queue a la BSD Trek yet -- you can only have one
+# event of each type active at any given time. Mostly these means we can
+# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
+# BSD Trek, from which we swiped the idea, can have up to 5.
+
+def unschedule(evtype):
+ # remove an event from the schedule
+ game.future[evtype].date = FOREVER
+ return game.future[evtype]
+
+def is_scheduled(evtype):
+ # is an event of specified type scheduled
+ return game.future[evtype].date != FOREVER
+
+def scheduled(evtype):
+ # when will this event happen?
+ return game.future[evtype].date
+
+def schedule(evtype, offset):
+ # schedule an event of specified type
+ game.future[evtype].date = game.state.date + offset
+ return game.future[evtype]
+
+def postpone(evtype, offset):
+ # postpone a scheduled event
+ game.future[evtype].date += offset
+
+def cancelrest():
+ # rest period is interrupted by event
+ if game.resting:
+ skip(1)
+ proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
+ if ja() == True:
+ game.resting = False
+ game.optime = 0.0
+ return True
+ return False
+
+def events():
+ # run through the event queue looking for things to do
+ i=0
+ fintim = game.state.date + game.optime; yank=0
+ ictbeam = False; istract = False
+ w = coord(); hold = coord()
+ ev = event(); ev2 = event()
+
+ def tractorbeam(yank):
+ # tractor beaming cases merge here
+ announce()
+ game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
+ skip(1)
+ proutn("***")
+ crmshp()
+ prout(_(" caught in long range tractor beam--"))
+ # If Kirk & Co. screwing around on planet, handle
+ atover(True) # atover(true) is Grab
+ if game.alldone:
+ return
+ if game.icraft: # Caught in Galileo?
+ finish(FSTRACTOR)
+ return
+ # Check to see if shuttle is aboard
+ if game.iscraft == "offship":
+ skip(1)
+ if withprob(0.5):
+ prout(_("Galileo, left on the planet surface, is captured"))
+ prout(_("by aliens and made into a flying McDonald's."))
+ game.damage[DSHUTTL] = -10
+ game.iscraft = "removed"
+ else:
+ prout(_("Galileo, left on the planet surface, is well hidden."))
+ if evcode == FSPY:
+ game.quadrant = game.state.kscmdr
+ else:
+ game.quadrant = game.state.kcmdr[i]
+ game.sector = randplace(QUADSIZE)
+ crmshp()
+ 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
+ if not game.shldup:
+ if not damaged(DSHIELD) and game.shield > 0:
+ doshield(shraise=True) # raise shields
+ game.shldchg = False
+ else:
+ prout(_("(Shields not currently useable.)"))
+ newqad(False)
+ # Adjust finish time to time of tractor beaming
+ fintim = game.state.date+game.optime
+ attack(torps_ok=False)
+ if game.state.remcom <= 0:
+ unschedule(FTBEAM)
+ else:
+ schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
+
+ def destroybase():
+ # Code merges here for any commander destroying base
+ # Not perfect, but will have to do
+ # Handle case where base is in same quadrant as starship
+ if 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 communicating():
+ # Get word via subspace radio
+ announce()
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
+ proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
+ if game.isatb == 2:
+ prout(_("the Klingon Super-Commander"))
+ else:
+ prout(_("a Klingon Commander"))
+ game.state.chart[game.battle.x][game.battle.y].starbase = False
+ # Remove Starbase from galaxy
+ game.state.galaxy[game.battle.x][game.battle.y].starbase = False
+ for i in range(1, game.state.rembase+1):
+ if game.state.baseq[i] == game.battle:
+ game.state.baseq[i] = game.state.baseq[game.state.rembase]
+ game.state.rembase -= 1
+ if game.isatb == 2:
+ # reinstate a commander's base attack
+ game.battle = hold
+ game.isatb = 0
+ else:
+ invalidate(game.battle)
+
+ if idebug:
+ prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
+ for i in range(1, NEVENTS):
+ if i == FSNOVA: proutn("=== Supernova ")
+ elif i == FTBEAM: proutn("=== T Beam ")
+ elif i == FSNAP: proutn("=== Snapshot ")
+ elif i == FBATTAK: proutn("=== Base Attack ")
+ elif i == FCDBAS: proutn("=== Base Destroy ")
+ elif i == FSCMOVE: proutn("=== SC Move ")
+ elif i == FSCDBAS: proutn("=== SC Base Destroy ")
+ elif i == FDSPROB: proutn("=== Probe Move ")
+ elif i == FDISTR: proutn("=== Distress Call ")
+ elif i == FENSLV: proutn("=== Enslavement ")
+ elif i == FREPRO: proutn("=== Klingon Build ")
+ if is_scheduled(i):
+ prout("%.2f" % (scheduled(i)))
+ else:
+ prout("never")
+ radio_was_broken = damaged(DRADIO)
+ hold.x = hold.y = 0
+ while True:
+ # Select earliest extraneous event, evcode==0 if no events
+ evcode = FSPY
+ if game.alldone:
+ return
+ datemin = fintim
+ for l in range(1, NEVENTS):
+ if game.future[l].date < datemin:
+ evcode = l
+ if idebug:
+ prout("== Event %d fires" % evcode)
+ datemin = game.future[l].date
+ xtime = datemin-game.state.date
+ game.state.date = datemin
+ # Decrement Federation resources and recompute remaining time
+ game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
+ game.recompute()
+ if game.state.remtime <=0:
+ finish(FDEPLETE)
+ return
+ # Any crew left alive?
+ if game.state.crew <=0:
+ finish(FCREW)
+ return
+ # Is life support adequate?
+ if damaged(DLIFSUP) and game.condition != "docked":
+ if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
+ finish(FLIFESUP)
+ return
+ game.lsupres -= xtime
+ if game.damage[DLIFSUP] <= xtime:
+ game.lsupres = game.inlsr
+ # Fix devices
+ repair = xtime
+ if game.condition == "docked":
+ repair /= game.docfac
+ # Don't fix Deathray here
+ for l in range(NDEVICES):
+ if game.damage[l] > 0.0 and l != DDRAY:
+ if game.damage[l]-repair > 0.0:
+ game.damage[l] -= repair
+ else:
+ game.damage[l] = 0.0
+ # If radio repaired, update star chart and attack reports
+ if radio_was_broken and not damaged(DRADIO):
+ prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
+ prout(_(" surveillance reports are coming in."))
+ skip(1)
+ if not game.iseenit:
+ attackreport(False)
+ game.iseenit = True
+ rechart()
+ prout(_(" The star chart is now up to date.\""))
+ skip(1)
+ # Cause extraneous event EVCODE to occur
+ game.optime -= xtime
+ if evcode == FSNOVA: # Supernova
+ announce()
+ supernova(False)
+ schedule(FSNOVA, expran(0.5*game.intime))
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ return
+ elif evcode == FSPY: # Check with spy to see if SC should tractor beam
+ if game.state.nscrem == 0 or \
+ ictbeam or istract or \
+ game.condition=="docked" or game.isatb==1 or game.iscate:
+ return
+ if game.ientesc or \
+ (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
+ (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
+ (damaged(DSHIELD) and \
+ (game.energy < 2500 or damaged(DPHASER)) and \
+ (game.torps < 5 or damaged(DPHOTON))):
+ # Tractor-beam her!
+ istract = ictbeam = True
+ tractorbeam(distance(game.state.kscmdr, game.quadrant))
+ else:
+ return
+ elif evcode == FTBEAM: # Tractor beam
+ if game.state.remcom == 0:
+ unschedule(FTBEAM)
+ continue
+ i = randrange(game.state.remcom)
+ yank = distance(game.state.kcmdr[i], game.quadrant)
+ if istract or game.condition == "docked" or yank == 0:
+ # Drats! Have to reschedule
+ schedule(FTBEAM,
+ game.optime + expran(1.5*game.intime/game.state.remcom))
+ continue
+ ictbeam = True
+ tractorbeam(yank)
+ elif evcode == FSNAP: # Snapshot of the universe (for time warp)
+ game.snapsht = copy.deepcopy(game.state)
+ game.state.snap = True
+ schedule(FSNAP, expran(0.5 * game.intime))
+ elif evcode == FBATTAK: # Commander attacks starbase
+ if game.state.remcom==0 or game.state.rembase==0:
+ # no can do
+ unschedule(FBATTAK)
+ unschedule(FCDBAS)
+ continue
+ i = 0
+ for j in range(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
+ if j>game.state.rembase:
+ # no match found -- try later
+ schedule(FBATTAK, expran(0.3*game.intime))
+ unschedule(FCDBAS)
+ continue
+ # commander + starbase combination found -- launch attack
+ game.battle = game.state.baseq[j]
+ schedule(FCDBAS, randreal(1.0, 4.0))
+ 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 not communicating():
+ continue # No warning :-(
+ game.iseenit = True
+ announce()
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
+ prout(_(" reports that it is under attack and that it can"))
+ prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
+ if cancelrest():
+ return
+ elif evcode == FSCDBAS: # Supercommander destroys base
+ unschedule(FSCDBAS)
+ game.isatb = 2
+ if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
+ continue # WAS RETURN!
+ hold = game.battle
+ game.battle = game.state.kscmdr
+ destroybase()
+ elif evcode == FCDBAS: # Commander succeeds in destroying base
+ if evcode==FCDBAS:
+ unschedule(FCDBAS)
+ # find the lucky pair
+ for i in range(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:
+ # No action to take after all
+ invalidate(game.battle)
+ continue
+ destroybase()
+ elif evcode == FSCMOVE: # Supercommander moves
+ schedule(FSCMOVE, 0.2777)
+ if not game.ientesc and not istract and game.isatb != 1 and \
+ (not game.iscate or not game.justin):
+ supercommander()
+ elif evcode == FDSPROB: # Move deep space probe
+ schedule(FDSPROB, 0.01)
+ game.probex += game.probeinx
+ game.probey += game.probeiny
+ i = (int)(game.probex/QUADSIZE +0.05)
+ j = (int)(game.probey/QUADSIZE + 0.05)
+ if game.probec.x != i or game.probec.y != j:
+ game.probec.x = i
+ game.probec.y = j
+ if not VALID_QUADRANT(i, j) or \
+ game.state.galaxy[game.probec.x][game.probec.y].supernova:
+ # Left galaxy or ran into supernova
+ if comunicating():
+ announce()
+ skip(1)
+ proutn(_("Lt. Uhura- \"The deep space probe "))
+ if not VALID_QUADRANT(j, i):
+ proutn(_("has left the galaxy"))
+ else:
+ proutn(_("is no longer transmitting"))
+ prout(".\"")
+ unschedule(FDSPROB)
+ continue
+ if not communicating():
+ announce()
+ skip(1)
+ 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 communicating():
+ chp = game.state.chart[game.probec.x][game.probec.y]
+ chp.klingons = pdest.klingons
+ chp.starbase = pdest.starbase
+ chp.stars = pdest.stars
+ pdest.charted = True
+ game.proben -= 1 # One less to travel
+ if game.proben == 0 and game.isarmed and pdest.stars:
+ # lets blow the sucker!
+ supernova(True, game.probec)
+ unschedule(FDSPROB)
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ return
+ elif evcode == FDISTR: # inhabited system issues distress call
+ unschedule(FDISTR)
+ # try a whole bunch of times to find something suitable
+ for i in range(100):
+ # need a quadrant which is not the current one,
+ # which has some stars which are inhabited and
+ # not already under attack, which is not
+ # supernova'ed, and which has some Klingons in it
+ w = randplace(GALSIZE)
+ q = game.state.galaxy[w.x][w.y]
+ if not (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:
+ # can't seem to find one; ignore this call
+ if idebug:
+ prout("=== Couldn't find location for distress event.")
+ continue
+ # got one!! Schedule its enslavement
+ ev = schedule(FENSLV, expran(game.intime))
+ ev.quadrant = w
+ q.status = distressed
+
+ # tell the captain about it if we can
+ if communicating():
+ prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
+ % (q.planet, `w`))
+ prout(_("by a Klingon invasion fleet."))
+ if cancelrest():
+ return
+ elif evcode == FENSLV: # starsystem is enslaved
+ ev = unschedule(FENSLV)
+ # see if current distress call still active
+ q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ if q.klingons <= 0:
+ q.status = "secure"
+ continue
+ q.status = "enslaved"
+
+ # play stork and schedule the first baby
+ ev2 = schedule(FREPRO, expran(2.0 * game.intime))
+ ev2.quadrant = ev.quadrant
+
+ # report the disaster if we can
+ if communicating():
+ prout(_("Uhura- We've lost contact with starsystem %s") % \
+ q.planet)
+ prout(_("in Quadrant %s.\n") % ev.quadrant)
+ elif evcode == FREPRO: # Klingon reproduces
+ # If we ever switch to a real event queue, we'll need to
+ # explicitly retrieve and restore the x and y.
+ ev = schedule(FREPRO, expran(1.0 * game.intime))
+ # see if current distress call still active
+ q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
+ if q.klingons <= 0:
+ q.status = "secure"
+ continue
+ if game.state.remkl >=MAXKLGAME:
+ continue # full right now
+ # reproduce one Klingon
+ w = ev.quadrant
+ if game.klhere >= MAXKLQUAD:
+ try:
+ # this quadrant not ok, pick an adjacent one
+ for i in range(w.x - 1, w.x + 2):
+ for j in range(w.y - 1, w.y + 2):
+ if not VALID_QUADRANT(i, j):
+ continue
+ q = game.state.galaxy[w.x][w.y]
+ # check for this quad ok (not full & no snova)
+ if q.klingons >= MAXKLQUAD or q.supernova:
+ continue
+ raise "FOUNDIT"
+ else:
+ continue # search for eligible quadrant failed
+ except "FOUNDIT":
+ w.x = i
+ w.y = j
+ # deliver the child
+ game.state.remkl += 1
+ q.klingons += 1
+ if game.quadrant == w:
+ game.klhere += 1
+ game.enemies.append(newkling())
+ # recompute time left
+ game.recompute()
+ # report the disaster if we can
+ 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 != None:
+ proutn(_("near %s") % q.planet)
+ prout(_("in Quadrant %s.") % w)
+
+def wait():
+ # wait on events
+ game.ididit = False
+ while True:
+ key = scan()
+ if key != IHEOL:
+ break
+ proutn(_("How long? "))
+ chew()
+ if key != IHREAL:
+ huh()
+ return
+ origTime = delay = aaitem
+ if delay <= 0.0:
+ return
+ if delay >= game.state.remtime or game.nenhere != 0:
+ proutn(_("Are you sure? "))
+ if ja() == False:
+ return
+ # Alternate resting periods (events) with attacks
+ game.resting = True
+ while True:
+ if delay <= 0:
+ game.resting = False
+ if not game.resting:
+ prout(_("%d stardates left.") % int(game.state.remtime))
+ return
+ temp = game.optime = delay
+ if game.nenhere:
+ rtime = randreal(1.0, 2.0)
+ if rtime < temp:
+ temp = rtime
+ game.optime = temp
+ if game.optime < delay:
+ attack(torps_ok=False)
+ if game.alldone:
+ return
+ events()
+ game.ididit = True
+ if game.alldone:
+ return
+ delay -= temp
+ # Repair Deathray if long rest at starbase
+ if origTime-delay >= 9.99 and game.condition == "docked":
+ game.damage[DDRAY] = 0.0
+ # leave if quadrant supernovas
+ if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ break
+ game.resting = False
+ game.optime = 0
+
+# A nova occurs. It is the result of having a star hit with a
+# photon torpedo, or possibly of a probe warhead going off.
+# Stars that go nova cause stars which surround them to undergo
+# the same probabilistic process. Klingons next to them are
+# destroyed. And if the starship is next to it, it gets zapped.
+# If the zap is too much, it gets destroyed.
+
+def nova(nov):
+ # star goes nova
+ course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
+ newc = coord(); neighbor = coord(); bump = coord(0, 0)
+ if withprob(0.05):
+ # Wow! We've supernova'ed
+ supernova(False, nov)
+ return
+ # handle initial nova
+ game.quad[nov.x][nov.y] = IHDOT
+ crmena(False, IHSTAR, "sector", nov)
+ prout(_(" novas."))
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.state.starkl += 1
+ # Set up queue to recursively trigger adjacent stars
+ hits = [nov]
+ kount = 0
+ while hits:
+ offset = coord()
+ start = hits.pop()
+ for offset.x in range(-1, 1+1):
+ for offset.y in range(-1, 1+1):
+ if offset.y==0 and offset.x==0:
+ continue
+ neighbor = start + offset
+ if not VALID_SECTOR(neighbor.y, neighbor.x):
+ continue
+ iquad = game.quad[neighbor.x][neighbor.y]
+ # Empty space ends reaction
+ if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
+ pass
+ elif iquad == IHSTAR: # Affect another star
+ if withprob(0.05):
+ # This star supernovas
+ supernova(False)
+ return
+ else:
+ hits.append(neighbor)
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
+ game.state.starkl += 1
+ crmena(True, IHSTAR, "sector", neighbor)
+ prout(_(" novas."))
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ kount += 1
+ elif iquad in (IHP, IHW): # Destroy planet
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
+ if iquad == IHP:
+ game.state.nplankl += 1
+ else:
+ game.state.worldkl += 1
+ crmena(True, iquad, "sector", neighbor)
+ prout(_(" destroyed."))
+ game.iplnet.pclass = "destroyed"
+ game.iplnet = None
+ invalidate(game.plnet)
+ if game.landed:
+ finish(FPNOVA)
+ return
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ elif iquad == IHB: # Destroy base
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
+ 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
+ invalidate(game.base)
+ game.state.basekl += 1
+ newcnd()
+ crmena(True, IHB, "sector", neighbor)
+ prout(_(" destroyed."))
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ elif iquad in (IHE, IHF): # Buffet ship
+ prout(_("***Starship buffeted by nova."))
+ if game.shldup:
+ if game.shield >= 2000.0:
+ game.shield -= 2000.0
+ else:
+ diff = 2000.0 - game.shield
+ game.energy -= diff
+ game.shield = 0.0
+ game.shldup = False
+ prout(_("***Shields knocked out."))
+ game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
+ else:
+ game.energy -= 2000.0
+ if game.energy <= 0:
+ finish(FNOVA)
+ return
+ # add in course nova contributes to kicking starship
+ bump += (game.sector-hits[mm]).sgn()
+ elif iquad == IHK: # kill klingon
+ deadkl(neighbor, iquad, neighbor)
+ elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
+ for ll in range(game.nenhere):
+ if game.enemies[ll].kloc == neighbor:
+ break
+ game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
+ if game.enemies[ll].kpower <= 0.0:
+ deadkl(neighbor, iquad, neighbor)
+ break
+ newc = neighbor + neighbor - hits[mm]
+ crmena(True, iquad, "sector", neighbor)
+ proutn(_(" damaged"))
+ if not VALID_SECTOR(newc.x, newc.y):
+ # can't leave quadrant
+ skip(1)
+ break
+ iquad1 = game.quad[newc.x][newc.y]
+ if iquad1 == IHBLANK:
+ proutn(_(", blasted into "))
+ crmena(False, IHBLANK, "sector", newc)
+ skip(1)
+ deadkl(neighbor, iquad, newc)
+ break
+ if iquad1 != IHDOT:
+ # can't move into something else
+ skip(1)
+ break
+ proutn(_(", buffeted to Sector %s") % newc)
+ game.quad[neighbor.x][neighbor.y] = IHDOT
+ game.quad[newc.x][newc.y] = iquad
+ game.enemies[ll].move(newc)
+ # Starship affected by nova -- kick it away.
+ game.dist = kount*0.1
+ game.direc = course[3*(bump.x+1)+bump.y+2]
+ if game.direc == 0.0:
+ game.dist = 0.0
+ if game.dist == 0.0:
+ return
+ game.optime = 10.0*game.dist/16.0
+ skip(1)
+ prout(_("Force of nova displaces starship."))
+ imove(novapush=True)
+ game.optime = 10.0*game.dist/16.0
+ return
+
+def supernova(induced, w=None):
+ # star goes supernova
+ num = 0; npdead = 0
+ nq = coord()
+ if w != None:
+ nq = w
+ else:
+ stars = 0
+ # Scheduled supernova -- select star
+ # logic changed here so that we won't favor quadrants in top
+ # left of universe
+ for nq.x in range(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 = 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
+ if num <=0:
+ break
+ if idebug:
+ proutn("=== Super nova here?")
+ if ja() == True:
+ nq = game.quadrant
+ if not nq == game.quadrant or game.justin:
+ # it isn't here, or we just entered (treat as enroute)
+ 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 = 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)
+ prout(_("***Incipient supernova detected at Sector %s") % ns)
+ if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
+ proutn(_("Emergency override attempts t"))
+ prouts("***************")
+ skip(1)
+ stars()
+ game.alldone = True
+
+ # destroy any Klingons in supernovaed quadrant
+ kldead = game.state.galaxy[nq.x][nq.y].klingons
+ game.state.galaxy[nq.x][nq.y].klingons = 0
+ if nq == game.state.kscmdr:
+ # did in the Supercommander!
+ game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
+ game.iscate = False
+ unschedule(FSCMOVE)
+ unschedule(FSCDBAS)
+ if game.state.remcom:
+ maxloop = game.state.remcom
+ for l in range(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
+ kldead -= 1
+ if game.state.remcom==0:
+ unschedule(FTBEAM)
+ break
+ game.state.remkl -= kldead
+ # destroy Romulans and planets in supernovaed quadrant
+ nrmdead = game.state.galaxy[nq.x][nq.y].romulans
+ game.state.galaxy[nq.x][nq.y].romulans = 0
+ game.state.nromrem -= nrmdead
+ # Destroy planets
+ for loop in range(game.inplan):
+ if 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(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
+ break
+ # If starship caused supernova, tally up destruction
+ if induced:
+ game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
+ game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
+ game.state.nplankl += npdead
+ # mark supernova in galaxy and in star chart
+ if 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 nq == game.quadrant:
+ skip(2)
+ if not induced:
+ prout(_("Lucky you!"))
+ proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
+ finish(FWON)
+ return
+ # if some Klingons remain, continue or die in supernova
+ if game.alldone:
+ finish(FSNOVAED)
+ return
+
+# Code from finish.c ends here.
+
+def selfdestruct():
+ # self-destruct maneuver
+ # Finish with a BANG!
+ chew()
+ if damaged(DCOMPTR):
+ prout(_("Computer damaged; cannot execute destruct sequence."))
+ return
+ prouts(_("---WORKING---")); skip(1)
+ prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
+ prouts(" 10"); skip(1)
+ prouts(" 9"); skip(1)
+ prouts(" 8"); skip(1)
+ prouts(" 7"); skip(1)
+ prouts(" 6"); skip(1)
+ skip(1)
+ prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
+ skip(1)
+ prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
+ skip(1)
+ prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
+ skip(1)
+ scan()
+ chew()
+ if game.passwd != citem:
+ prouts(_("PASSWORD-REJECTED;"))
+ skip(1)
+ prouts(_("CONTINUITY-EFFECTED"))
+ skip(2)
+ return
+ prouts(_("PASSWORD-ACCEPTED")); skip(1)
+ prouts(" 5"); skip(1)
+ prouts(" 4"); skip(1)
+ prouts(" 3"); skip(1)
+ prouts(" 2"); skip(1)
+ prouts(" 1"); skip(1)
+ if withprob(0.15):
+ prouts(_("GOODBYE-CRUEL-WORLD"))
+ skip(1)
+ kaboom()
+
+def kaboom():
+ stars()
+ if game.ship==IHE:
+ prouts("***")
+ prouts(_("********* Entropy of "))
+ crmshp()
+ prouts(_(" maximized *********"))
+ skip(1)
+ stars()
+ skip(1)
+ if game.nenhere != 0:
+ whammo = 25.0 * game.energy
+ l=1
+ while l <= game.nenhere:
+ if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
+ deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
+ l += 1
+ finish(FDILITHIUM)
+
+def killrate():
+ "Compute our rate of kils over time."
+ elapsed = game.state.date - game.indate
+ if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
+ return 0
+ else:
+ starting = (game.inkling + game.incom + game.inscom)
+ remaining = (game.state.remkl + game.state.remcom + game.state.nscrem)
+ return (starting - remaining)/elapsed
+
+def badpoints():
+ "Compute demerits."
+ badpt = 5.0*game.state.starkl + \
+ game.casual + \
+ 10.0*game.state.nplankl + \
+ 300*game.state.nworldkl + \
+ 45.0*game.nhelp +\
+ 100.0*game.state.basekl +\
+ 3.0*game.abandoned
+ if game.ship == IHF:
+ badpt += 100.0
+ elif game.ship == None:
+ badpt += 200.0
+ return badpt
+
+def finish(ifin):
+ # end the game, with appropriate notfications
+ igotit = False
+ game.alldone = True
+ skip(3)
+ prout(_("It is stardate %.1f.") % game.state.date)
+ skip(1)
+ if ifin == FWON: # Game has been won
+ if game.state.nromrem != 0:
+ prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
+ game.state.nromrem)
+
+ prout(_("You have smashed the Klingon invasion fleet and saved"))
+ prout(_("the Federation."))
+ game.gamewon = True
+ if game.alive:
+ badpt = badpoints()
+ if badpt < 100.0:
+ badpt = 0.0 # Close enough!
+ # killsPerDate >= RateMax
+ if game.state.date-game.indate < 5.0 or \
+ killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
+ skip(1)
+ prout(_("In fact, you have done so well that Starfleet Command"))
+ if game.skill == SKILL_NOVICE:
+ prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
+ elif game.skill == SKILL_FAIR:
+ prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
+ elif game.skill == SKILL_GOOD:
+ prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
+ elif game.skill == SKILL_EXPERT:
+ prout(_("promotes you to Commodore Emeritus."))
+ skip(1)
+ prout(_("Now that you think you're really good, try playing"))
+ prout(_("the \"Emeritus\" game. It will splatter your ego."))
+ elif game.skill == SKILL_EMERITUS:
+ skip(1)
+ proutn(_("Computer- "))
+ prouts(_("ERROR-ERROR-ERROR-ERROR"))
+ skip(2)
+ prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
+ skip(1)
+ prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
+ skip(2)
+ prout(_("Now you can retire and write your own Star Trek game!"))
+ skip(1)
+ elif game.skill >= SKILL_EXPERT:
+ if game.thawed and not idebug:
+ prout(_("You cannot get a citation, so..."))
+ else:
+ proutn(_("Do you want your Commodore Emeritus Citation printed? "))
+ chew()
+ if ja() == True:
+ igotit = True
+ # Only grant long life if alive (original didn't!)
+ skip(1)
+ prout(_("LIVE LONG AND PROSPER."))
+ score()
+ if igotit:
+ plaque()
+ return
+ elif ifin == FDEPLETE: # Federation Resources Depleted
+ prout(_("Your time has run out and the Federation has been"))
+ prout(_("conquered. Your starship is now Klingon property,"))
+ prout(_("and you are put on trial as a war criminal. On the"))
+ proutn(_("basis of your record, you are "))
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
+ prout(_("acquitted."))
+ skip(1)
+ prout(_("LIVE LONG AND PROSPER."))
+ else:
+ prout(_("found guilty and"))
+ prout(_("sentenced to death by slow torture."))
+ game.alive = False
+ score()
+ return
+ elif ifin == FLIFESUP:
+ prout(_("Your life support reserves have run out, and"))
+ prout(_("you die of thirst, starvation, and asphyxiation."))
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FNRG:
+ prout(_("Your energy supply is exhausted."))
+ skip(1)
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FBATTLE:
+ proutn(_("The "))
+ crmshp()
+ prout(_(" has been destroyed in battle."))
+ skip(1)
+ prout(_("Dulce et decorum est pro patria mori."))
+ elif ifin == FNEG3:
+ prout(_("You have made three attempts to cross the negative energy"))
+ prout(_("barrier which surrounds the galaxy."))
+ skip(1)
+ prout(_("Your navigation is abominable."))
+ score()
+ elif ifin == FNOVA:
+ prout(_("Your starship has been destroyed by a nova."))
+ prout(_("That was a great shot."))
+ skip(1)
+ elif ifin == FSNOVAED:
+ proutn(_("The "))
+ crmshp()
+ prout(_(" has been fried by a supernova."))
+ prout(_("...Not even cinders remain..."))
+ elif ifin == FABANDN:
+ prout(_("You have been captured by the Klingons. If you still"))
+ prout(_("had a starbase to be returned to, you would have been"))
+ prout(_("repatriated and given another chance. Since you have"))
+ prout(_("no starbases, you will be mercilessly tortured to death."))
+ elif ifin == FDILITHIUM:
+ prout(_("Your starship is now an expanding cloud of subatomic particles"))
+ elif ifin == FMATERIALIZE:
+ prout(_("Starbase was unable to re-materialize your starship."))
+ prout(_("Sic transit gloria mundi"))
+ elif ifin == FPHASER:
+ proutn(_("The "))
+ crmshp()
+ prout(_(" has been cremated by its own phasers."))
+ elif ifin == FLOST:
+ prout(_("You and your landing party have been"))
+ prout(_("converted to energy, disipating through space."))
+ elif ifin == FMINING:
+ prout(_("You are left with your landing party on"))
+ prout(_("a wild jungle planet inhabited by primitive cannibals."))
+ skip(1)
+ prout(_("They are very fond of \"Captain Kirk\" soup."))
+ skip(1)
+ proutn(_("Without your leadership, the "))
+ crmshp()
+ prout(_(" is destroyed."))
+ elif ifin == FDPLANET:
+ prout(_("You and your mining party perish."))
+ skip(1)
+ prout(_("That was a great shot."))
+ skip(1)
+ elif ifin == FSSC:
+ prout(_("The Galileo is instantly annihilated by the supernova."))
+ prout(_("You and your mining party are atomized."))
+ skip(1)
+ proutn(_("Mr. Spock takes command of the "))
+ crmshp()
+ prout(_(" and"))
+ prout(_("joins the Romulans, reigning terror on the Federation."))
+ elif ifin == FPNOVA:
+ prout(_("You and your mining party are atomized."))
+ skip(1)
+ proutn(_("Mr. Spock takes command of the "))
+ crmshp()
+ prout(_(" and"))
+ prout(_("joins the Romulans, reigning terror on the Federation."))
+ elif ifin == FSTRACTOR:
+ prout(_("The shuttle craft Galileo is also caught,"))
+ prout(_("and breaks up under the strain."))
+ skip(1)
+ prout(_("Your debris is scattered for millions of miles."))
+ proutn(_("Without your leadership, the "))
+ crmshp()
+ prout(_(" is destroyed."))
+ elif ifin == FDRAY:
+ prout(_("The mutants attack and kill Spock."))
+ prout(_("Your ship is captured by Klingons, and"))
+ prout(_("your crew is put on display in a Klingon zoo."))
+ elif ifin == FTRIBBLE:
+ prout(_("Tribbles consume all remaining water,"))
+ prout(_("food, and oxygen on your ship."))
+ skip(1)
+ prout(_("You die of thirst, starvation, and asphyxiation."))
+ prout(_("Your starship is a derelict in space."))
+ elif ifin == FHOLE:
+ prout(_("Your ship is drawn to the center of the black hole."))
+ prout(_("You are crushed into extremely dense matter."))
+ elif ifin == FCREW:
+ prout(_("Your last crew member has died."))
+ if game.ship == IHF:
+ game.ship = None
+ elif game.ship == IHE:
+ game.ship = IHF
+ game.alive = False
+ if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
+ goodies = game.state.remres/game.inresor
+ baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
+ if goodies/baddies >= randreal(1.0, 1.5):
+ 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 >= randreal(3.0):
+ prout(_("favorable to the Federation."))
+ skip(1)
+ prout(_("Congratulations!"))
+ else:
+ prout(_("highly unfavorable to the Federation."))
+ else:
+ prout(_("The Federation will be destroyed."))
+ else:
+ prout(_("Since you took the last Klingon with you, you are a"))
+ prout(_("martyr and a hero. Someday maybe they'll erect a"))
+ prout(_("statue in your memory. Rest in peace, and try not"))
+ prout(_("to think about pigeons."))
+ game.gamewon = True
+ score()
+
+def score():
+ # compute player's score
+ timused = game.state.date - game.indate
+ iskill = game.skill
+ if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
+ timused = 5.0
+ perdate = killrate()
+ ithperd = 500*perdate + 0.5
+ iwon = 0
+ if game.gamewon:
+ iwon = 100*game.skill
+ if game.ship == IHE:
+ klship = 0
+ elif game.ship == IHF:
+ klship = 1
+ else:
+ klship = 2
+ if not game.gamewon:
+ game.state.nromrem = 0 # None captured if no win
+ iscore = 10*(game.inkling - game.state.remkl) \
+ + 50*(game.incom - game.state.remcom) \
+ + ithperd + iwon \
+ + 20*(game.inrom - game.state.nromrem) \
+ + 200*(game.inscom - game.state.nscrem) \
+ - game.state.nromrem \
+ - badpoints()
+ if not game.alive:
+ iscore -= 200
+ skip(2)
+ prout(_("Your score --"))
+ if game.inrom - game.state.nromrem:
+ prout(_("%6d Romulans destroyed %5d") %
+ (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
+ if game.state.nromrem:
+ prout(_("%6d Romulans captured %5d") %
+ (game.state.nromrem, game.state.nromrem))
+ if game.inkling - game.state.remkl:
+ prout(_("%6d ordinary Klingons destroyed %5d") %
+ (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
+ if game.incom - game.state.remcom:
+ prout(_("%6d Klingon commanders destroyed %5d") %
+ (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
+ if game.inscom - game.state.nscrem:
+ prout(_("%6d Super-Commander destroyed %5d") %
+ (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
+ if ithperd:
+ prout(_("%6.2f Klingons per stardate %5d") %
+ (perdate, ithperd))
+ if game.state.starkl:
+ prout(_("%6d stars destroyed by your action %5d") %
+ (game.state.starkl, -5*game.state.starkl))
+ if game.state.nplankl:
+ prout(_("%6d planets destroyed by your action %5d") %
+ (game.state.nplankl, -10*game.state.nplankl))
+ if (game.options & OPTION_WORLDS) and game.state.nworldkl:
+ prout(_("%6d inhabited planets destroyed by your action %5d") %
+ (game.state.nplankl, -300*game.state.nworldkl))
+ if game.state.basekl:
+ prout(_("%6d bases destroyed by your action %5d") %
+ (game.state.basekl, -100*game.state.basekl))
+ if game.nhelp:
+ prout(_("%6d calls for help from starbase %5d") %
+ (game.nhelp, -45*game.nhelp))
+ if game.casual:
+ prout(_("%6d casualties incurred %5d") %
+ (game.casual, -game.casual))
+ if game.abandoned:
+ prout(_("%6d crew abandoned in space %5d") %
+ (game.abandoned, -3*game.abandoned))
+ if klship:
+ prout(_("%6d ship(s) lost or destroyed %5d") %
+ (klship, -100*klship))
+ if not game.alive:
+ prout(_("Penalty for getting yourself killed -200"))
+ if game.gamewon:
+ proutn(_("Bonus for winning "))
+ if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
+ elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
+ elif game.skill == SKILL_GOOD: proutn(_("Good game "))
+ elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
+ elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
+ prout(" %5d" % iwon)
+ skip(1)
+ prout(_("TOTAL SCORE %5d") % iscore)
+
+def plaque():
+ # emit winner's commemmorative plaque
+ skip(2)
+ while True:
+ proutn(_("File or device name for your plaque: "))
+ winner = cgetline()
+ try:
+ fp = open(winner, "w")
+ break
+ except IOError:
+ prout(_("Invalid name."))
+
+ proutn(_("Enter name to go on plaque (up to 30 characters): "))
+ 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" )
+ fp.write(" EEE E : : : E\n" )
+ fp.write(" EE EEE E : : NCC-1701 : E\n")
+ fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
+ fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
+ fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
+ fp.write(" EEEEEEE EEEEE E E E E\n")
+ fp.write(" EEE E E E E\n")
+ fp.write(" E E E E\n")
+ fp.write(" EEEEEEEEEEEEE E E\n")
+ fp.write(" EEE : EEEEEEE EEEEEEEE\n")
+ fp.write(" :E : EEEE E\n")
+ fp.write(" .-E -:----- E\n")
+ fp.write(" :E : E\n")
+ fp.write(" EE : EEEEEEEE\n")
+ fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
+ fp.write("\n\n\n")
+ fp.write(_(" U. S. S. ENTERPRISE\n"))
+ fp.write("\n\n\n\n")
+ fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
+ fp.write("\n")
+ fp.write(_(" Starfleet Command bestows to you\n"))
+ fp.write("\n")
+ fp.write("%*s%s\n\n" % (nskip, "", winner))
+ fp.write(_(" the rank of\n\n"))
+ fp.write(_(" \"Commodore Emeritus\"\n\n"))
+ fp.write(" ")
+ if game.skill == SKILL_EXPERT:
+ fp.write(_(" Expert level\n\n"))
+ elif game.skill == SKILL_EMERITUS:
+ fp.write(_("Emeritus level\n\n"))
+ else:
+ fp.write(_(" Cheat level\n\n"))
+ timestring = ctime()
+ fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
+ (timestring+4, timestring+20, timestring+11))
+ fp.write(_(" Your score: %d\n\n") % iscore)
+ fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
+ fp.close()
+
+# Code from io.c begins here
+
+rows = linecount = 0 # for paging
+stdscr = None
+replayfp = None
+fullscreen_window = None
+srscan_window = None
+report_window = None
+status_window = None
+lrscan_window = None
+message_window = None
+prompt_window = None
+curwnd = None
+
+def outro():
+ "wrap up, either normally or due to signal"
+ if game.options & OPTION_CURSES:
+ #clear()
+ #curs_set(1)
+ #refresh()
+ #resetterm()
+ #echo()
+ curses.endwin()
+ sys.stdout.write('\n')
+ if logfp:
+ logfp.close()
+
+def iostart():
+ global stdscr, rows
+ #setlocale(LC_ALL, "")
+ #bindtextdomain(PACKAGE, LOCALEDIR)
+ #textdomain(PACKAGE)
+ if atexit.register(outro):
+ sys.stderr.write("Unable to register outro(), exiting...\n")
+ raise SysExit,1
+ if not (game.options & OPTION_CURSES):
+ ln_env = os.getenv("LINES")
+ if ln_env:
+ rows = ln_env
+ else:
+ rows = 25
+ else:
+ stdscr = curses.initscr()
+ stdscr.keypad(True)
+ #saveterm()
+ curses.nonl()
+ curses.cbreak()
+ curses.start_color()
+ curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
+ curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
+ #noecho()
+ global fullscreen_window, srscan_window, report_window, status_window
+ global lrscan_window, message_window, prompt_window
+ (rows, columns) = stdscr.getmaxyx()
+ fullscreen_window = stdscr
+ srscan_window = curses.newwin(12, 25, 0, 0)
+ report_window = curses.newwin(11, 0, 1, 25)
+ status_window = curses.newwin(10, 0, 1, 39)
+ lrscan_window = curses.newwin(5, 0, 0, 64)
+ message_window = curses.newwin(0, 0, 12, 0)
+ prompt_window = curses.newwin(1, 0, rows-2, 0)
+ message_window.scrollok(True)
+ setwnd(fullscreen_window)
+ textcolor(DEFAULT)
+
+def textcolor(color):
+ "Set text foreground color. Presently a stub."
+ pass # FIXME
+
+def ioend():
+ "Wrap up I/O. Presently a stub."
+ pass
+
+def waitfor():
+ "Wait for user action -- OK to do nothing if on a TTY"
+ if game.options & OPTION_CURSES:
+ stsdcr.getch()
+
+def announce():
+ skip(1)
+ if game.skill > SKILL_FAIR:
+ prouts(_("[ANOUNCEMENT ARRIVING...]"))
+ else:
+ prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
+ skip(1)
+
+def pause_game():
+ if game.skill > SKILL_FAIR:
+ prompt = _("[CONTINUE?]")
+ else:
+ prompt = _("[PRESS ENTER TO CONTINUE]")
+
+ if game.options & OPTION_CURSES:
+ drawmaps(0)
+ setwnd(prompt_window)
+ prompt_window.wclear()
+ prompt_window.addstr(prompt)
+ prompt_window.getstr()
+ prompt_window.clear()
+ prompt_window.refresh()
+ setwnd(message_window)
+ else:
+ global linecount
+ sys.stdout.write('\n')
+ proutn(prompt)
+ raw_input()
+ 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."
+ for dummy in range(i):
+ if game.options & OPTION_CURSES:
+ (y, x) = curwnd.getyx()
+ (my, mx) = curwnd.getmaxyx()
+ if curwnd == message_window and y >= my - 3:
+ pause_game()
+ clrscr()
+ else:
+ proutn("\n")
+ else:
+ global linecount
+ linecount += 1
+ if rows and linecount >= rows:
+ pause_game()
+ else:
+ sys.stdout.write('\n')
+
+def proutn(line):
+ "Utter a line with no following line feed."
+ if game.options & OPTION_CURSES:
+ curwnd.addstr(line)
+ curwnd.refresh()
+ else:
+ sys.stdout.write(line)
+ sys.stdout.flush()
+
+def prout(line):
+ proutn(line)
+ skip(1)
+
+def prouts(line):
+ "print slowly!"
+ for c in line:
+ if not replayfp or replayfp.closed: # Don't slow down replays
+ time.sleep(0.03)
+ proutn(c)
+ if game.options & OPTION_CURSES:
+ wrefresh(curwnd)
+ else:
+ sys.stdout.flush()
+ if not replayfp or replayfp.closed:
+ time.sleep(0.03)
+
+def cgetline():
+ "Get a line of input."
+ if game.options & OPTION_CURSES:
+ line = curwnd.getstr() + "\n"
+ curwnd.refresh()
+ else:
+ if replayfp and not replayfp.closed:
+ while True:
+ line = replayfp.readline()
+ proutn(line)
+ if line == '':
+ prout("*** Replay finished")
+ replayfp.close()
+ break
+ elif line[0] != "#":
+ break
+ else:
+ line = raw_input() + "\n"
+ if logfp:
+ logfp.write(line)
+ return line
+
+def setwnd(wnd):
+ "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)
+
+def clreol():
+ "Clear to end of line -- can be a no-op in tty mode"
+ if game.options & OPTION_CURSES:
+ wclrtoeol(curwnd)
+ wrefresh(curwnd)
+
+def clrscr():
+ "Clear screen -- can be a no-op in tty mode."
+ global linecount
+ if game.options & OPTION_CURSES:
+ curwnd.clear()
+ curwnd.move(0, 0)
+ curwnd.refresh()
+ linecount = 0
+
+def highvideo():
+ "Set highlight video, if this is reasonable."
+ if game.options & OPTION_CURSES:
+ curwnd.attron(curses.A_REVERSE)
+
+#
+# Things past this point have policy implications.
+#
+
+def drawmaps(mode):
+ "Hook to be called after moving to redraw maps."
+ if game.options & OPTION_CURSES:
+ if mode == 1:
+ sensor()
+ setwnd(srscan_window)
+ curwnd.move(0, 0)
+ srscan()
+ if mode != 2:
+ setwnd(status_window)
+ status_window.clear()
+ status_window.move(0, 0)
+ setwnd(report_window)
+ report_window.clear()
+ report_window.move(0, 0)
+ status()
+ setwnd(lrscan_window)
+ lrscan_window.clear()
+ lrscan_window.move(0, 0)
+ lrscan(silent=False)
+
+def put_srscan_sym(w, sym):
+ "Emit symbol for short-range scan."
+ srscan_window.move(w.x+1, w.y*2+2)
+ srscan_window.addch(sym)
+ srscan_window.refresh()
+
+def boom(w):
+ "Enemy fall down, go boom."
+ if game.options & OPTION_CURSES:
+ drawmaps(2)
+ setwnd(srscan_window)
+ srscan_window.attron(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.x][w.y])
+ #sound(500)
+ #time.sleep(1.0)
+ #nosound()
+ srscan_window.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, game.quad[w.x][w.y])
+ curses.delay_output(500)
+ setwnd(message_window)
+
+def warble():
+ "Sound and visual effects for teleportation."
+ if game.options & OPTION_CURSES:
+ drawmaps(2)
+ setwnd(message_window)
+ #sound(50)
+ prouts(" . . . . . ")
+ if game.options & OPTION_CURSES:
+ #curses.delay_output(1000)
+ #nosound()
+ pass
+
+def tracktorpedo(w, step, i, n, iquad):
+ "Torpedo-track animation."
+ if not game.options & OPTION_CURSES:
+ if step == 1:
+ if n != 1:
+ skip(1)
+ proutn(_("Track for torpedo number %d- ") % i)
+ else:
+ skip(1)
+ proutn(_("Torpedo track- "))
+ elif step==4 or step==9:
+ skip(1)
+ proutn("%s " % w)
+ else:
+ if not damaged(DSRSENS) or game.condition=="docked":
+ if i != 0 and step == 1:
+ drawmaps(2)
+ time.sleep(0.4)
+ if (iquad==IHDOT) or (iquad==IHBLANK):
+ put_srscan_sym(w, '+')
+ #sound(step*10)
+ #time.sleep(0.1)
+ #nosound()
+ put_srscan_sym(w, iquad)
+ else:
+ curwnd.attron(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ #sound(500)
+ #time.sleep(1.0)
+ #nosound()
+ curwnd.attroff(curses.A_REVERSE)
+ put_srscan_sym(w, iquad)
+ else:
+ proutn("%s " % w)
+
+def makechart():
+ "Display the current galaxy chart."
+ if game.options & OPTION_CURSES:
+ setwnd(message_window)
+ message_window.clear()
+ chart()
+ if game.options & OPTION_TTY:
+ skip(1)
+
+NSYM = 14
+
+def prstat(txt, data):
+ proutn(txt)
+ if game.options & OPTION_CURSES:
+ skip(1)
+ setwnd(status_window)
+ else:
+ proutn(" " * (NSYM - len(txt)))
+ proutn(data)
+ skip(1)
+ if game.options & OPTION_CURSES:
+ setwnd(report_window)
+
+# Code from moving.c begins here
+
+def imove(novapush):
+ # movement execution for warp, impulse, supernova, and tractor-beam events
+ w = coord(); final = coord()
+ trbeam = False
+
+ def no_quad_change():
+ # No quadrant change -- compute new average enemy distances
+ game.quad[game.sector.x][game.sector.y] = game.ship
+ if game.nenhere:
+ for m in range(game.nenhere):
+ finald = distance(w, game.enemies[m].kloc)
+ game.enemies[m].kavgd = 0.5 * (finald+game.enemies[m].kdist)
+ game.enemies[m].kdist = finald
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ attack(torps_ok=False)
+ for m in range(game.nenhere):
+ game.enemies[m].kavgd = game.enemies[m].kdist
+ newcnd()
+ drawmaps(0)
+ setwnd(message_window)
+ w.x = w.y = 0
+ if game.inorbit:
+ prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
+ game.inorbit = False
+ angle = ((15.0 - game.direc) * 0.5235988)
+ deltax = -math.sin(angle)
+ deltay = math.cos(angle)
+ if math.fabs(deltax) > math.fabs(deltay):
+ bigger = math.fabs(deltax)
+ else:
+ bigger = math.fabs(deltay)
+ deltay /= bigger
+ deltax /= bigger
+ # If tractor beam is to occur, don't move full distance
+ if game.state.date+game.optime >= scheduled(FTBEAM):
+ trbeam = True
+ game.condition = "red"
+ game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
+ game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
+ # Move within the quadrant
+ game.quad[game.sector.x][game.sector.y] = IHDOT
+ x = game.sector.x
+ y = game.sector.y
+ n = int(10.0*game.dist*bigger+0.5)
+ if n > 0:
+ for m in range(1, n+1):
+ x += deltax
+ y += deltay
+ 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(game.nenhere):
+ finald = distance(w, game.enemies[m].kloc)
+ game.enemies[m].kavgd = 0.5 * (finald + game.enemies[m].kdist)
+ #
+ # Stas Sergeev added the condition
+ # that attacks only happen if Klingons
+ # are present and your skill is good.
+ #
+ if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ attack(torps_ok=False)
+ if game.alldone:
+ return
+ # compute final position -- new quadrant and sector
+ 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 = 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
+ else:
+ break
+ if kinks:
+ game.nkinks += 1
+ if game.nkinks == 3:
+ # Three strikes -- you're out!
+ finish(FNEG3)
+ return
+ skip(1)
+ prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
+ prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
+ prout(_("YOU WILL BE DESTROYED."))
+ # Compute final position in new quadrant
+ if trbeam: # Don't bother if we are to be beamed
+ return
+ game.quadrant.x = w.x/QUADSIZE
+ game.quadrant.y = w.y/QUADSIZE
+ game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
+ game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
+ skip(1)
+ prout(_("Entering Quadrant %s.") % game.quadrant)
+ game.quad[game.sector.x][game.sector.y] = game.ship
+ newqad(False)
+ if game.skill>SKILL_NOVICE:
+ attack(torps_ok=False)
+ return
+ iquad = game.quad[w.x][w.y]
+ if iquad != IHDOT:
+ # object encountered in flight path
+ stopegy = 50.0*game.dist/game.optime
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+ if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
+ game.sector = w
+ for enemy in game.enemies:
+ if enemy.kloc == game.sector:
+ break
+ collision(rammed=False, enemy=enemy)
+ final = game.sector
+ elif iquad == IHBLANK:
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn("***")
+ crmshp()
+ proutn(_(" pulled into black hole at Sector %s") % w)
+ #
+ # Getting pulled into a black hole was certain
+ # death in Almy's original. Stas Sergeev added a
+ # possibility that you'll get timewarped instead.
+ #
+ n=0
+ for m in range(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 withprob(1-probf):
+ timwrp()
+ else:
+ finish(FHOLE)
+ return
+ else:
+ # something else
+ skip(1)
+ crmshp()
+ if iquad == IHWEB:
+ proutn(_(" encounters Tholian web at %s;") % w)
+ else:
+ proutn(_(" blocked by object at %s;") % w)
+ proutn(_("Emergency stop required "))
+ prout(_("%2d units of energy.") % int(stopegy))
+ game.energy -= stopegy
+ final.x = x-deltax+0.5
+ final.y = y-deltay+0.5
+ game.sector = final
+ if game.energy <= 0:
+ finish(FNRG)
+ return
+ # We're here!
+ no_quad_change()
+ return
+ game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
+ game.sector = w
+ final = game.sector
+ no_quad_change()
+ return
+
+def dock(verbose):
+ # dock our ship at a starbase
+ chew()
+ if game.condition == "docked" and verbose:
+ prout(_("Already docked."))
+ return
+ if game.inorbit:
+ prout(_("You must first leave standard orbit."))
+ return
+ if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
+ crmshp()
+ prout(_(" not adjacent to base."))
+ return
+ game.condition = "docked"
+ if "verbose":
+ prout(_("Docked."))
+ game.ididit = True
+ if game.energy < game.inenrg:
+ game.energy = game.inenrg
+ game.shield = game.inshld
+ game.torps = game.intorps
+ game.lsupres = game.inlsr
+ game.state.crew = FULLCREW
+ if not damaged(DRADIO) and \
+ ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
+ # get attack report from base
+ prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
+ attackreport(False)
+ game.iseenit = True
+
+# This program originally required input in terms of a (clock)
+# direction and distance. Somewhere in history, it was changed to
+# cartesian coordinates. So we need to convert. Probably
+# "manual" input should still be done this way -- it's a real
+# pain if the computer isn't working! Manual mode is still confusing
+# because it involves giving x and y motions, yet the coordinates
+# are always displayed y - x, where +y is downward!
+
+def getcourse(isprobe, akey):
+ # get course and distance
+ key = 0
+ dquad = copy.copy(game.quadrant)
+ navmode = "unspecified"
+ itemp = "curt"
+ dsect = coord()
+ iprompt = False
+ if game.landed and not isprobe:
+ prout(_("Dummy! You can't leave standard orbit until you"))
+ proutn(_("are back aboard the ship."))
+ chew()
+ return False
+ while navmode == "unspecified":
+ if damaged(DNAVSYS):
+ if isprobe:
+ prout(_("Computer damaged; manual navigation only"))
+ else:
+ prout(_("Computer damaged; manual movement only"))
+ chew()
+ navmode = "manual"
+ key = IHEOL
+ break
+ if isprobe and akey != -1:
+ # For probe launch, use pre-scanned value first time
+ key = akey
+ akey = -1
+ else:
+ key = scan()
+ if key == IHEOL:
+ proutn(_("Manual or automatic- "))
+ iprompt = True
+ chew()
+ elif key == IHALPHA:
+ if isit("manual"):
+ navmode = "manual"
+ key = scan()
+ break
+ elif isit("automatic"):
+ navmode = "automatic"
+ key = scan()
+ break
+ else:
+ huh()
+ chew()
+ return False
+ else: # numeric
+ if isprobe:
+ prout(_("(Manual navigation assumed.)"))
+ else:
+ prout(_("(Manual movement assumed.)"))
+ navmode = "manual"
+ break
+ if navmode == "automatic":
+ while key == IHEOL:
+ if isprobe:
+ proutn(_("Target quadrant or quadrant§or- "))
+ else:
+ proutn(_("Destination sector or quadrant§or- "))
+ chew()
+ iprompt = True
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return False
+ xi = int(round(aaitem))-1
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return False
+ xj = int(round(aaitem))-1
+ key = scan()
+ if key == IHREAL:
+ # both quadrant and sector specified
+ xk = int(round(aaitem))-1
+ key = scan()
+ if key != IHREAL:
+ huh()
+ 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
+ dquad.x = xi
+ dquad.y = xj
+ dsect.y = dsect.x = 4 # preserves 1-origin behavior
+ else:
+ # only sector specified
+ dsect.y = xi
+ dsect.x = xj
+ itemp = "normal"
+ if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
+ huh()
+ return False
+ skip(1)
+ if not isprobe:
+ if itemp > "curt":
+ if iprompt:
+ prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
+ else:
+ prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
+ # 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- "))
+ chew()
+ iprompt = True
+ key = scan()
+ itemp = "verbose"
+ if key != IHREAL:
+ huh()
+ return False
+ deltax = aaitem
+ key = scan()
+ if key != IHREAL:
+ huh()
+ return False
+ deltay = aaitem
+ # Check for zero movement
+ if deltax == 0 and deltay == 0:
+ chew()
+ 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 True
+
+def impulse():
+ # move under impulse power
+ game.ididit = False
+ if damaged(DIMPULS):
+ chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ return
+ if game.energy > 30.0:
+ 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)
+ prout(_("First Officer Spock- \"Captain, the impulse engines"))
+ prout(_("require 20.0 units to engage, plus 100.0 units per"))
+ if game.energy > 30:
+ proutn(_("quadrant. We can go, therefore, a maximum of %d") %
+ int(0.01 * (game.energy-20.0)-0.05))
+ prout(_(" quadrants.\""))
+ else:
+ prout(_("quadrant. They are, therefore, useless.\""))
+ chew()
+ return
+ # Make sure enough time is left for the trip
+ game.optime = game.dist/0.095
+ if game.optime >= game.state.remtime:
+ prout(_("First Officer Spock- \"Captain, our speed under impulse"))
+ prout(_("power is only 0.95 sectors per stardate. Are you sure"))
+ proutn(_("we dare spend the time?\" "))
+ if ja() == False:
+ return
+ # Activate impulse engines and pay the cost
+ imove(novapush=False)
+ game.ididit = True
+ if game.alldone:
+ return
+ power = 20.0 + 100.0*game.dist
+ game.energy -= power
+ game.optime = game.dist/0.095
+ if game.energy <= 0:
+ finish(FNRG)
+ return
+
+def warp(timewarp):
+ # move under warp drive
+ blooey = False; twarp = False
+ if not timewarp: # Not WARPX entry
+ game.ididit = False
+ if game.damage[DWARPEN] > 10.0:
+ chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
+ return
+ if damaged(DWARPEN) and game.warpfac > 4.0:
+ chew()
+ skip(1)
+ prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
+ prout(_(" is repaired, I can only give you warp 4.\""))
+ return
+ # Read in course and distance
+ 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:
+ # Insufficient power for trip
+ game.ididit = False
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ if not game.shldup or 0.5*power > game.energy:
+ iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
+ if iwarp <= 0:
+ prout(_("We can't do it, Captain. We don't have enough energy."))
+ else:
+ proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
+ if game.shldup:
+ prout(",")
+ prout(_("if you'll lower the shields."))
+ else:
+ prout(".")
+ else:
+ prout(_("We haven't the energy to go that far with the shields up."))
+ return
+
+ # Make sure enough time is left for the trip
+ game.optime = 10.0*game.dist/game.wfacsq
+ if game.optime >= 0.8*game.state.remtime:
+ skip(1)
+ prout(_("First Officer Spock- \"Captain, I compute that such"))
+ proutn(_(" a trip would require approximately %2.0f") %
+ (100.0*game.optime/game.state.remtime))
+ prout(_(" percent of our"))
+ proutn(_(" remaining time. Are you sure this is wise?\" "))
+ if ja() == False:
+ game.ididit = False
+ game.optime=0
+ return
+ # Entry WARPX
+ if game.warpfac > 6.0:
+ # Decide if engine damage will occur
+ # ESR: Seems wrong. Probability of damage goes *down* with distance?
+ prob = game.dist*square(6.0-game.warpfac)/66.666666666
+ if prob > randreal():
+ blooey = True
+ game.dist = randreal(game.dist)
+ # Decide if time warp will occur
+ if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
+ twarp = True
+ if idebug and game.warpfac==10 and not twarp:
+ blooey = False
+ proutn("=== Force time warp? ")
+ if ja() == True:
+ twarp = True
+ if blooey or twarp:
+ # If time warp or engine damage, check path
+ # If it is obstructed, don't do warp or damage
+ angle = ((15.0-game.direc)*0.5235998)
+ deltax = -math.sin(angle)
+ deltay = math.cos(angle)
+ if math.fabs(deltax) > math.fabs(deltay):
+ bigger = math.fabs(deltax)
+ else:
+ bigger = math.fabs(deltay)
+
+ deltax /= bigger
+ deltay /= bigger
+ n = 10.0 * game.dist * bigger +0.5
+ x = game.sector.x
+ y = game.sector.y
+ for l in range(1, n+1):
+ x += deltax
+ ix = x + 0.5
+ y += deltay
+ iy = y +0.5
+ if not VALID_SECTOR(ix, iy):
+ break
+ if game.quad[ix][iy] != IHDOT:
+ blooey = False
+ twarp = False
+ # Activate Warp Engines and pay the cost
+ imove(novapush=False)
+ if game.alldone:
+ return
+ game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
+ if game.energy <= 0:
+ finish(FNRG)
+ game.optime = 10.0*game.dist/game.wfacsq
+ if twarp:
+ timwrp()
+ if blooey:
+ game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
+ skip(1)
+ prout(_("Engineering to bridge--"))
+ prout(_(" Scott here. The warp engines are damaged."))
+ prout(_(" We'll have to reduce speed to warp 4."))
+ game.ididit = True
+ return
+
+def setwarp():
+ # change the warp factor
+ while True:
+ key=scan()
+ if key != IHEOL:
+ break
+ chew()
+ proutn(_("Warp factor- "))
+ chew()
+ if key != IHREAL:
+ huh()
+ return
+ if game.damage[DWARPEN] > 10.0:
+ prout(_("Warp engines inoperative."))
+ return
+ if damaged(DWARPEN) and aaitem > 4.0:
+ prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
+ prout(_(" but right now we can only go warp 4.\""))
+ return
+ if aaitem > 10.0:
+ prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
+ return
+ if aaitem < 1.0:
+ prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
+ return
+ oldfac = game.warpfac
+ game.warpfac = aaitem
+ game.wfacsq=game.warpfac*game.warpfac
+ if game.warpfac <= oldfac or game.warpfac <= 6.0:
+ prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
+ int(game.warpfac))
+ return
+ if game.warpfac < 8.00:
+ prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
+ return
+ if game.warpfac == 10.0:
+ prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
+ return
+ prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
+ return
+
+def atover(igrab):
+ # cope with being tossed out of quadrant by supernova or yanked by beam
+ chew()
+ # is captain on planet?
+ if game.landed:
+ if damaged(DTRANSP):
+ finish(FPNOVA)
+ return
+ prout(_("Scotty rushes to the transporter controls."))
+ if game.shldup:
+ prout(_("But with the shields up it's hopeless."))
+ finish(FPNOVA)
+ prouts(_("His desperate attempt to rescue you . . ."))
+ if withprob(0.5):
+ prout(_("fails."))
+ finish(FPNOVA)
+ return
+ prout(_("SUCCEEDS!"))
+ if game.imine:
+ game.imine = False
+ proutn(_("The crystals mined were "))
+ if withprob(0.25):
+ prout(_("lost."))
+ else:
+ prout(_("saved."))
+ game.icrystl = True
+ if igrab:
+ return
+ # Check to see if captain in shuttle craft
+ if game.icraft:
+ finish(FSTRACTOR)
+ if game.alldone:
+ return
+ # Inform captain of attempt to reach safety
+ skip(1)
+ while True:
+ if game.justin:
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ proutn(_("The "))
+ crmshp()
+ prout(_(" has stopped in a quadrant containing"))
+ prouts(_(" a supernova."))
+ skip(2)
+ proutn(_("***Emergency automatic override attempts to hurl "))
+ crmshp()
+ skip(1)
+ prout(_("safely out of quadrant."))
+ if not damaged(DRADIO):
+ game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
+ # Try to use warp engines
+ if damaged(DWARPEN):
+ skip(1)
+ prout(_("Warp engines damaged."))
+ finish(FSNOVAED)
+ return
+ game.warpfac = randreal(6.0, 8.0)
+ 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 = randreal(math.sqrt(2))
+ if distreq < game.dist:
+ game.dist = distreq
+ game.optime = 10.0*game.dist/game.wfacsq
+ game.direc = randreal(12) # How dumb!
+ game.justin = False
+ game.inorbit = False
+ warp(True)
+ if not game.justin:
+ # This is bad news, we didn't leave quadrant.
+ if game.alldone:
+ return
+ skip(1)
+ prout(_("Insufficient energy to leave quadrant."))
+ finish(FSNOVAED)
+ return
+ # Repeat if another snova
+ if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
+ break
+ if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
+ finish(FWON) # Snova killed remaining enemy.
+
+def timwrp():
+ # let's do the time warp again
+ prout(_("***TIME WARP ENTERED."))
+ if game.state.snap and withprob(0.5):
+ # Go back in time
+ prout(_("You are traveling backwards in time %d stardates.") %
+ int(game.state.date-game.snapsht.date))
+ game.state = game.snapsht
+ game.state.snap = False
+ if game.state.remcom:
+ schedule(FTBEAM, expran(game.intime/game.state.remcom))
+ schedule(FBATTAK, expran(0.3*game.intime))
+ schedule(FSNOVA, expran(0.5*game.intime))
+ # next snapshot will be sooner
+ schedule(FSNAP, expran(0.25*game.state.remtime))
+
+ if game.state.nscrem:
+ schedule(FSCMOVE, 0.2777)
+ game.isatb = 0
+ unschedule(FCDBAS)
+ unschedule(FSCDBAS)
+ invalidate(game.battle)
+
+ # Make sure Galileo is consistant -- Snapshot may have been taken
+ # when on planet, which would give us two Galileos!
+ gotit = False
+ for l in range(game.inplan):
+ if game.state.planets[l].known == "shuttle_down":
+ gotit = True
+ if game.iscraft == "onship" and game.ship==IHE:
+ prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
+ game.iscraft = "offship"
+ # Likewise, if in the original time the Galileo was abandoned, but
+ # was on ship earlier, it would have vanished -- let's restore it.
+ if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
+ prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
+ game.iscraft = "onship"
+ #
+# * There used to be code to do the actual reconstrction here,
+# * but the starchart is now part of the snapshotted galaxy state.
+#
+ prout(_("Spock has reconstructed a correct star chart from memory"))
+ else:
+ # Go forward in time
+ game.optime = -0.5*game.intime*math.log(randreal())
+ prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
+ # cheat to make sure no tractor beams occur during time warp
+ postpone(FTBEAM, game.optime)
+ game.damage[DRADIO] += game.optime
+ newqad(False)
+ events() # Stas Sergeev added this -- do pending events
+
+def probe():
+ # launch deep-space probe
+ # New code to launch a deep space probe
+ if game.nprobes == 0:
+ chew()
+ skip(1)
+ if game.ship == IHE:
+ prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
+ else:
+ prout(_("Ye Faerie Queene has no deep space probes."))
+ return
+ if damaged(DDSP):
+ chew()
+ skip(1)
+ prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
+ return
+ if is_scheduled(FDSPROB):
+ chew()
+ skip(1)
+ if damaged(DRADIO) and game.condition != "docked":
+ prout(_("Spock- \"Records show the previous probe has not yet"))
+ prout(_(" reached its destination.\""))
+ else:
+ prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
+ return
+ key = scan()
+ if key == IHEOL:
+ # slow mode, so let Kirk know how many probes there are left
+ if game.nprobes == 1:
+ prout(_("1 probe left."))
+ else:
+ prout(_("%d probes left") % game.nprobes)
+ proutn(_("Are you sure you want to fire a probe? "))
+ if ja() == False:
+ return
+ game.isarmed = False
+ if key == IHALPHA and citem == "armed":
+ game.isarmed = True
+ key = scan()
+ elif key == IHEOL:
+ proutn(_("Arm NOVAMAX warhead? "))
+ game.isarmed = ja()
+ if not getcourse(isprobe=True, akey=key):
+ return
+ game.nprobes -= 1
+ angle = ((15.0 - game.direc) * 0.5235988)
+ game.probeinx = -math.sin(angle)
+ game.probeiny = math.cos(angle)
+ if math.fabs(game.probeinx) > math.fabs(game.probeiny):
+ bigger = math.fabs(game.probeinx)
+ else:
+ bigger = math.fabs(game.probeiny)
+ game.probeiny /= bigger
+ game.probeinx /= bigger
+ game.proben = 10.0*game.dist*bigger +0.5
+ game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
+ game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
+ game.probec = game.quadrant
+ schedule(FDSPROB, 0.01) # Time to move one sector
+ prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
+ game.ididit = True
+ return
+
+# Here's how the mayday code works:
+#
+# First, the closest starbase is selected. If there is a a starbase
+# in your own quadrant, you are in good shape. This distance takes
+# quadrant distances into account only.
+#
+# A magic number is computed based on the distance which acts as the
+# probability that you will be rematerialized. You get three tries.
+#
+# When it is determined that you should be able to be rematerialized
+# (i.e., when the probability thing mentioned above comes up
+# positive), you are put into that quadrant (anywhere). Then, we try
+# to see if there is a spot adjacent to the star- base. If not, you
+# can't be rematerialized!!! Otherwise, it drops you there. It only
+# tries five times to find a spot to drop you. After that, it's your
+# problem.
+
+def mayday():
+ # yell for help from nearest starbase
+ # There's more than one way to move in this game!
+ line = 0
+ chew()
+ # Test for conditions which prevent calling for help
+ if game.condition == "docked":
+ prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
+ return
+ if damaged(DRADIO):
+ prout(_("Subspace radio damaged."))
+ return
+ if game.state.rembase==0:
+ prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
+ return
+ if game.landed:
+ proutn(_("You must be aboard the "))
+ crmshp()
+ prout(".")
+ return
+ # OK -- call for help from nearest starbase
+ game.nhelp += 1
+ if game.base.x!=0:
+ # There's one in this quadrant
+ ddist = distance(game.base, game.sector)
+ else:
+ ddist = FOREVER
+ for m in range(game.state.rembase):
+ xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
+ if xdist < ddist:
+ ddist = xdist
+ line = m
+ # Since starbase not in quadrant, set up new quadrant
+ game.quadrant = game.state.baseq[line]
+ newqad(True)
+ # dematerialize starship
+ game.quad[game.sector.x][game.sector.y]=IHDOT
+ proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
+ crmshp()
+ prout(_(" dematerializes."))
+ game.sector.x=0
+ for m in range(1, 5+1):
+ w = game.base.scatter()
+ if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
+ # found one -- finish up
+ game.sector = w
+ break
+ if not is_valid(game.sector):
+ prout(_("You have been lost in space..."))
+ finish(FMATERIALIZE)
+ return
+ # Give starbase three chances to rematerialize starship
+ probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
+ for m in range(1, 3+1):
+ if m == 1: proutn(_("1st"))
+ elif m == 2: proutn(_("2nd"))
+ elif m == 3: proutn(_("3rd"))
+ proutn(_(" attempt to re-materialize "))
+ crmshp()
+ game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
+ textcolor("red")
+ warble()
+ if randreal() > probf:
+ break
+ prout(_("fails."))
+ curses.delay_output(500)
+ textcolor(None)
+ if m > 3:
+ game.quad[ix][iy]=IHQUEST
+ game.alive = False
+ drawmaps(1)
+ setwnd(message_window)
+ finish(FMATERIALIZE)
+ return
+ game.quad[ix][iy]=game.ship
+ textcolor("green")
+ prout(_("succeeds."))
+ textcolor(None)
+ dock(False)
+ skip(1)
+ prout(_("Lt. Uhura- \"Captain, we made it!\""))
+
+# Abandon Ship (the BSD-Trek description)
+#
+# The ship is abandoned. If your current ship is the Faire
+# Queene, or if your shuttlecraft is dead, you're out of
+# luck. You need the shuttlecraft in order for the captain
+# (that's you!!) to escape.
+#
+# Your crew can beam to an inhabited starsystem in the
+# quadrant, if there is one and if the transporter is working.
+# If there is no inhabited starsystem, or if the transporter
+# is out, they are left to die in outer space.
+#
+# If there are no starbases left, you are captured by the
+# Klingons, who torture you mercilessly. However, if there
+# is at least one starbase, you are returned to the
+# Federation in a prisoner of war exchange. Of course, this
+# can't happen unless you have taken some prisoners.
+
+def abandon():
+ # abandon ship
+ chew()
+ if game.condition=="docked":
+ if game.ship!=IHE:
+ prout(_("You cannot abandon Ye Faerie Queene."))
+ return
+ else:
+ # Must take shuttle craft to exit
+ if game.damage[DSHUTTL]==-1:
+ prout(_("Ye Faerie Queene has no shuttle craft."))
+ return
+ if game.damage[DSHUTTL]<0:
+ prout(_("Shuttle craft now serving Big Macs."))
+ return
+ if game.damage[DSHUTTL]>0:
+ prout(_("Shuttle craft damaged."))
+ return
+ if game.landed:
+ prout(_("You must be aboard the ship."))
+ return
+ if game.iscraft != "onship":
+ prout(_("Shuttle craft not currently available."))
+ return
+ # Print abandon ship messages
+ skip(1)
+ prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
+ skip(1)
+ prouts(_("***ALL HANDS ABANDON SHIP!"))
+ skip(2)
+ prout(_("Captain and crew escape in shuttle craft."))
+ if game.state.rembase==0:
+ # Oops! no place to go...
+ finish(FABANDN)
+ return
+ q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
+ # Dispose of crew
+ if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down"))
+ prout(_("to nearest habitable planet."))
+ elif q.planet != None and not damaged(DTRANSP):
+ prout(_("Remainder of ship's complement beam down to %s.") %
+ q.planet)
+ else:
+ prout(_("Entire crew of %d left to die in outer space.") %
+ game.state.crew)
+ game.casual += game.state.crew
+ game.abandoned += game.state.crew
+
+ # If at least one base left, give 'em the Faerie Queene
+ skip(1)
+ game.icrystl = False # crystals are lost
+ game.nprobes = 0 # No probes
+ prout(_("You are captured by Klingons and released to"))
+ prout(_("the Federation in a prisoner-of-war exchange."))
+ nb = randrange(game.state.rembase)
+ # Set up quadrant and position FQ adjacient to base
+ 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(QUADSIZE):
+ game.sector = game.base.scatter()
+ if VALID_SECTOR(game.sector.x, game.sector.y) and \
+ game.quad[game.sector.x][game.sector.y] == IHDOT:
+ break
+ if l < QUADSIZE+1:
+ break # found a spot
+ game.sector.x=QUADSIZE/2
+ game.sector.y=QUADSIZE/2
+ newqad(True)
+ # Get new commission
+ game.quad[game.sector.x][game.sector.y] = game.ship = IHF
+ game.state.crew = FULLCREW
+ prout(_("Starfleet puts you in command of another ship,"))
+ prout(_("the Faerie Queene, which is antiquated but,"))
+ prout(_("still useable."))
+ if game.icrystl:
+ prout(_("The dilithium crystals have been moved."))
+ game.imine = False
+ game.iscraft = "offship" # Galileo disappears
+ # Resupply ship
+ game.condition="docked"
+ for l in range(NDEVICES):
+ game.damage[l] = 0.0
+ game.damage[DSHUTTL] = -1
+ game.energy = game.inenrg = 3000.0
+ game.shield = game.inshld = 1250.0
+ game.torps = game.intorps = 6
+ game.lsupres=game.inlsr=3.0
+ game.shldup=False
+ game.warpfac=5.0
+ game.wfacsq=25.0
+ return
+
+# Code from planets.c begins here.
+
+def consumeTime():
+ # abort a lengthy operation if an event interrupts it
+ game.ididit = True
+ events()
+ if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
+ return True
+ return False
+
+def survey():
+ # report on (uninhabited) planets in the galaxy
+ iknow = False
+ skip(1)
+ chew()
+ prout(_("Spock- \"Planet report follows, Captain.\""))
+ skip(1)
+ for i in range(game.inplan):
+ if game.state.planets[i].pclass == "destroyed":
+ continue
+ if (game.state.planets[i].known != "unknown" \
+ and not game.state.planets[i].inhabited) \
+ or idebug:
+ iknow = True
+ if idebug and game.state.planets[i].known=="unknown":
+ proutn("(Unknown) ")
+ proutn(_("Quadrant %s") % game.state.planets[i].w)
+ proutn(_(" class "))
+ proutn(game.state.planets[i].pclass)
+ proutn(" ")
+ if game.state.planets[i].crystals != present:
+ proutn(_("no "))
+ prout(_("dilithium crystals present."))
+ if game.state.planets[i].known=="shuttle_down":
+ prout(_(" Shuttle Craft Galileo on surface."))
+ if not iknow:
+ prout(_("No information available."))
+
+def orbit():
+ # enter standard orbit
+ skip(1)
+ chew()
+ if game.inorbit:
+ prout(_("Already in standard orbit."))
+ return
+ if damaged(DWARPEN) and damaged(DIMPULS):
+ prout(_("Both warp and impulse engines damaged."))
+ return
+ if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
+ crmshp()
+ prout(_(" not adjacent to planet."))
+ skip(1)
+ return
+ game.optime = randreal(0.02, 0.05)
+ prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
+ newcnd()
+ if consumeTime():
+ return
+ game.height = randreal(1400, 8600)
+ prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
+ game.inorbit = True
+ game.ididit = True
+
+def sensor():
+ # examine planets in this quadrant
+ if damaged(DSRSENS):
+ if game.options & OPTION_TTY:
+ prout(_("Short range sensors damaged."))
+ return
+ if game.iplnet == None:
+ if game.options & OPTION_TTY:
+ prout(_("Spock- \"No planet in this quadrant, Captain.\""))
+ return
+ 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.") %
+ (game.plnet, game.iplnet.pclass))
+ if game.iplnet.known=="shuttle_down":
+ prout(_(" Sensors show Galileo still on surface."))
+ proutn(_(" Readings indicate"))
+ if game.iplnet.crystals != "present":
+ proutn(_(" no"))
+ prout(_(" dilithium crystals present.\""))
+ 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
+ nrgneed = 0
+ chew()
+ skip(1)
+ if damaged(DTRANSP):
+ prout(_("Transporter damaged."))
+ 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:
+ shuttle()
+ return
+ if not game.inorbit:
+ crmshp()
+ prout(_(" not in standard orbit."))
+ return
+ if game.shldup:
+ prout(_("Impossible to transport through shields."))
+ return
+ if game.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.iplnet.crystals=="absent":
+ prout(_("Spock- \"Captain, I fail to see the logic in"))
+ prout(_(" exploring a planet with no dilithium crystals."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if ja() == False:
+ chew()
+ return
+ if not (game.options & OPTION_PLAIN):
+ nrgneed = 50 * game.skill + game.height / 100.0
+ if nrgneed > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we don't have enough energy for transportation."))
+ return
+ if not game.landed and nrgneed * 2 > game.energy:
+ prout(_("Engineering to bridge--"))
+ prout(_(" Captain, we have enough energy only to transport you down to"))
+ prout(_(" the planet, but there wouldn't be an energy for the trip back."))
+ if game.iplnet.known == "shuttle_down":
+ prout(_(" Although the Galileo shuttle craft may still be on a surface."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if ja() == False:
+ chew()
+ return
+ if game.landed:
+ # Coming from planet
+ if game.iplnet.known=="shuttle_down":
+ proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
+ if ja() == True:
+ chew()
+ return
+ prout(_("Your crew hides the Galileo to prevent capture by aliens."))
+ prout(_("Landing party assembled, ready to beam up."))
+ skip(1)
+ prout(_("Kirk whips out communicator..."))
+ prouts(_("BEEP BEEP BEEP"))
+ skip(2)
+ prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
+ else:
+ # Going to planet
+ prout(_("Scotty- \"Transporter room ready, Sir.\""))
+ skip(1)
+ prout(_("Kirk and landing party prepare to beam down to planet surface."))
+ skip(1)
+ prout(_("Kirk- \"Energize.\""))
+ game.ididit = True
+ skip(1)
+ prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
+ skip(2)
+ if withprob(0.98):
+ prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
+ skip(2)
+ prout(_("Scotty- \"Oh my God! I've lost them.\""))
+ finish(FLOST)
+ return
+ prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
+ game.landed = not game.landed
+ game.energy -= nrgneed
+ skip(2)
+ prout(_("Transport complete."))
+ if game.landed and game.iplnet.known=="shuttle_down":
+ prout(_("The shuttle craft Galileo is here!"))
+ if not game.landed and game.imine:
+ game.icrystl = True
+ game.cryprob = 0.05
+ game.imine = False
+ return
+
+def mine():
+ # strip-mine a world for dilithium
+ skip(1)
+ chew()
+ if not game.landed:
+ prout(_("Mining party not on planet."))
+ return
+ if game.iplnet.crystals == "mined":
+ prout(_("This planet has already been strip-mined for dilithium."))
+ return
+ elif game.iplnet.crystals == "absent":
+ prout(_("No dilithium crystals on this planet."))
+ return
+ if game.imine:
+ prout(_("You've already mined enough crystals for this trip."))
+ return
+ if game.icrystl and game.cryprob == 0.05:
+ proutn(_("With all those fresh crystals aboard the "))
+ crmshp()
+ skip(1)
+ prout(_("there's no reason to mine more at this time."))
+ return
+ game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
+ if consumeTime():
+ return
+ prout(_("Mining operation complete."))
+ game.iplnet.crystals = "mined"
+ game.imine = game.ididit = True
+
+def usecrystals():
+ # use dilithium crystals
+ game.ididit = False
+ skip(1)
+ chew()
+ if not game.icrystl:
+ prout(_("No dilithium crystals available."))
+ return
+ if game.energy >= 1000:
+ prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
+ prout(_(" except when Condition Yellow exists."))
+ return
+ prout(_("Spock- \"Captain, I must warn you that loading"))
+ prout(_(" raw dilithium crystals into the ship's power"))
+ prout(_(" system may risk a severe explosion."))
+ proutn(_(" Are you sure this is wise?\" "))
+ if ja() == False:
+ chew()
+ return
+ skip(1)
+ prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
+ prout(_(" Mr. Spock and I will try it.\""))
+ skip(1)
+ prout(_("Spock- \"Crystals in place, Sir."))
+ prout(_(" Ready to activate circuit.\""))
+ skip(1)
+ prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
+ skip(1)
+ if with(game.cryprob):
+ prouts(_(" \"Activating now! - - No good! It's***"))
+ skip(2)
+ prouts(_("***RED ALERT! RED A*L********************************"))
+ skip(1)
+ stars()
+ prouts(_("****************** KA-BOOM!!!! *******************"))
+ skip(1)
+ kaboom()
+ return
+ game.energy += randreal(5000.0, 5500.0)
+ prouts(_(" \"Activating now! - - "))
+ prout(_("The instruments"))
+ prout(_(" are going crazy, but I think it's"))
+ prout(_(" going to work!! Congratulations, Sir!\""))
+ game.cryprob *= 2.0
+ game.ididit = True
+
+def shuttle():
+ # use shuttlecraft for planetary jaunt
+ chew()
+ skip(1)
+ if damaged(DSHUTTL):
+ if game.damage[DSHUTTL] == -1.0:
+ 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."))
+ elif game.damage[DSHUTTL] > 0:
+ prout(_("The Galileo is damaged."))
+ else: # game.damage[DSHUTTL] < 0
+ prout(_("Shuttle craft is now serving Big Macs."))
+ return
+ if not game.inorbit:
+ crmshp()
+ prout(_(" not in standard orbit."))
+ return
+ if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
+ prout(_("Shuttle craft not currently available."))
+ return
+ 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.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.\""))
+ return
+ game.optime = 3.0e-5*game.height
+ if game.optime >= 0.8*game.state.remtime:
+ prout(_("First Officer Spock- \"Captain, I compute that such"))
+ proutn(_(" a maneuver would require approximately %2d%% of our") % \
+ int(100*game.optime/game.state.remtime))
+ prout(_("remaining time."))
+ proutn(_("Are you sure this is wise?\" "))
+ if ja() == False:
+ game.optime = 0.0
+ return
+ if game.landed:
+ # Kirk on planet
+ if game.iscraft == "onship":
+ # Galileo on ship!
+ if not damaged(DTRANSP):
+ proutn(_("Spock- \"Would you rather use the transporter?\" "))
+ if ja() == True:
+ beam()
+ return
+ proutn(_("Shuttle crew"))
+ else:
+ proutn(_("Rescue party"))
+ prout(_(" boards Galileo and swoops toward planet surface."))
+ game.iscraft = "offship"
+ skip(1)
+ if consumeTime():
+ return
+ game.iplnet.known="shuttle_down"
+ prout(_("Trip complete."))
+ return
+ else:
+ # Ready to go back to ship
+ prout(_("You and your mining party board the"))
+ prout(_("shuttle craft for the trip back to the Enterprise."))
+ skip(1)
+ prouts(_("The short hop begins . . ."))
+ skip(1)
+ game.iplnet.known="known"
+ game.icraft = True
+ skip(1)
+ game.landed = False
+ if consumeTime():
+ return
+ game.iscraft = "onship"
+ game.icraft = False
+ if game.imine:
+ game.icrystl = True
+ game.cryprob = 0.05
+ game.imine = False
+ prout(_("Trip complete."))
+ return
+ else:
+ # Kirk on ship
+ # and so is Galileo
+ prout(_("Mining party assembles in the hangar deck,"))
+ prout(_("ready to board the shuttle craft \"Galileo\"."))
+ skip(1)
+ prouts(_("The hangar doors open; the trip begins."))
+ skip(1)
+ game.icraft = True
+ game.iscraft = "offship"
+ if consumeTime():
+ return
+ game.iplnet.known = "shuttle_down"
+ game.landed = True
+ game.icraft = False
+ prout(_("Trip complete."))
+ return
+
+def deathray():
+ # use the big zapper
+ game.ididit = False
+ skip(1)
+ chew()
+ if game.ship != IHE:
+ prout(_("Ye Faerie Queene has no death ray."))
+ return
+ if game.nenhere==0:
+ prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
+ return
+ if damaged(DDRAY):
+ prout(_("Death Ray is damaged."))
+ return
+ prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
+ prout(_(" is highly unpredictible. Considering the alternatives,"))
+ proutn(_(" are you sure this is wise?\" "))
+ if ja() == False:
+ return
+ prout(_("Spock- \"Acknowledged.\""))
+ skip(1)
+ game.ididit = True
+ prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
+ skip(1)
+ prout(_("Crew scrambles in emergency preparation."))
+ prout(_("Spock and Scotty ready the death ray and"))
+ prout(_("prepare to channel all ship's power to the device."))
+ skip(1)
+ prout(_("Spock- \"Preparations complete, sir.\""))
+ prout(_("Kirk- \"Engage!\""))
+ skip(1)
+ prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
+ skip(1)
+ dprob = 0.30
+ if game.options & OPTION_PLAIN:
+ dprob = 0.5
+ r = randreal()
+ if r > dprob:
+ prouts(_("Sulu- \"Captain! It's working!\""))
+ skip(2)
+ while game.nenhere > 0:
+ deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
+ prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
+ if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
+ finish(FWON)
+ if (game.options & OPTION_PLAIN) == 0:
+ prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
+ if withprob(0.05):
+ prout(_(" is still operational.\""))
+ else:
+ prout(_(" has been rendered nonfunctional.\""))
+ game.damage[DDRAY] = 39.95
+ return
+ r = randreal() # Pick failure method
+ if r <= 0.30:
+ prouts(_("Sulu- \"Captain! It's working!\""))
+ skip(1)
+ prouts(_("***RED ALERT! RED ALERT!"))
+ skip(1)
+ prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
+ skip(1)
+ prouts(_("***RED ALERT! RED A*L********************************"))
+ skip(1)
+ stars()
+ prouts(_("****************** KA-BOOM!!!! *******************"))
+ skip(1)
+ kaboom()
+ return
+ if r <= 0.55:
+ prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
+ skip(1)
+ prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
+ skip(1)
+ prout(_("Spock- \"Fascinating! . . . All humans aboard"))
+ prout(_(" have apparently been transformed into strange mutations."))
+ prout(_(" Vulcans do not seem to be affected."))
+ skip(1)
+ prout(_("Kirk- \"Raauch! Raauch!\""))
+ finish(FDRAY)
+ return
+ if r <= 0.75:
+ intj
+ prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
+ skip(2)
+ proutn(_("Spock- \"I believe the word is"))
+ prouts(_(" *ASTONISHING*"))
+ prout(_(" Mr. Sulu."))
+ 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"))
+ prouts(_(" - - - - - - *THINGS*."))
+ skip(1)
+ prout(_(" I have no logical explanation.\""))
+ return
+ prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
+ skip(1)
+ prout(_("Scotty- \"There are so many tribbles down here"))
+ 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(silent):
+ # long-range sensor scan
+ if damaged(DLRSENS):
+ # Now allow base's sensors if docked
+ if game.condition != "docked":
+ if not silent:
+ prout(_("LONG-RANGE SENSORS DAMAGED."))
+ return
+ if not silent:
+ prout(_("Starbase's long-range scan"))
+ elif not silent:
+ prout(_("Long-range scan"))
+ for x in range(game.quadrant.x-1, game.quadrant.x+2):
+ if not silent:
+ proutn(" ")
+ for y in range(game.quadrant.y-1, game.quadrant.y+2):
+ if not VALID_QUADRANT(x, y):
+ if not silent:
+ 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 not silent and game.state.galaxy[x][y].supernova:
+ proutn(" ***")
+ elif not silent:
+ 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 (game.options & OPTION_AUTOSCAN):
+ lrscan(silent=True)
+ 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(None)
+ 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
+
+
+# Code from setup.c begins here
+
+def prelim():
+ # issue a historically correct banner
+ skip(2)
+ prout(_("-SUPER- STAR TREK"))
+ skip(1)
+# From the FORTRAN original
+# prout(_("Latest update-21 Sept 78"))
+# skip(1)
+
+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 = randrange(2, 5)
+ 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 * randreal(20, 51)
+ 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, randreal(1.0, 2.0)) # 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 = randrange(1, QUADSIZE**2/10+1)
+ 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 withprob(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 = randreal()
+ 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 withprob(0.25)) 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")[randrange(0, 3)]
+ if withprob(0.33):
+ 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, we don't want one!)
+ global thing
+ if game.tourn is 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.tholian != None):
+ game.shldup = True
+ if game.neutz: # bad luck to start in a Romulan Neutral Zone
+ attack(torps_ok=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)
+ if logfp:
+ logfp.write("# random.seed(%d)\n" % 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 = randrange(BASEMIN, BASEMAX+1)
+ game.inbase = game.state.rembase
+ game.inplan = 0
+ if game.options & OPTION_PLANETS:
+ game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
+ if game.options & OPTION_WORLDS:
+ game.inplan += int(NINHAB)
+ game.state.nromrem = game.inrom = randrange(2 *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*randreal())*game.skill*0.1+.15)
+ game.incom = int(game.skill + 0.0625*game.inkling*randreal())
+ 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=None):
+ # 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
+ if iquad is not None:
+ 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():
+ # drop new Klingon into current quadrant
+ return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
+
+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.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
+ game.enemies = []
+ if q.klingons:
+ # Position ordinary Klingons
+ for i in range(game.klhere):
+ newkling()
+ # If we need a commander, promote a Klingon
+ for i in range(game.state.remcom):
+ if game.state.kcmdr[i] == game.quadrant:
+ e = game.enemies[game.klhere-1]
+ game.quad[e.kloc.x][e.kloc.y] = IHC
+ e.kpower = randreal(950,1350) + 50.0*game.skill
+ game.comhere = True
+ break
+ # If we need a super-commander, promote a Klingon
+ if game.quadrant == game.state.kscmdr:
+ e = game.enemies[0]
+ game.quad[e.kloc.x][e.kloc.y] = IHS
+ e.kpower = randreal(1175.0, 1575.0) + 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):
+ enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+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()
+ # 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
+ if thing == game.quadrant:
+ enemy(type=IHQUEST, loc=dropin(),
+ power=randreal(6000,6500.0)+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 withprob(0.02)) or \
+ (game.skill == SKILL_GOOD and withprob(0.05)) or \
+ (game.skill > SKILL_GOOD and withprob(0.08)):
+ w = coord()
+ while True:
+ w.x = withprob(0.5) * (QUADSIZE-1)
+ w.y = withprob(0.5) * (QUADSIZE-1)
+ if game.quad[w.x][w.y] == IHDOT:
+ break
+ game.tholian = enemy(type=IHT, loc=w,
+ power=randrange(100, 500) + 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'
+ game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
+ # And finally the stars
+ for i in range(q.stars):
+ dropin(IHSTAR)
+ # Put in a few black holes
+ for i in range(1, 3+1):
+ if withprob(0.5):
+ dropin(IHBLANK)
+ # Take out X's in corners if Tholian present
+ if game.tholian:
+ 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 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(ord('a')+randrange(26))
+
+# 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(silent=False)
+ 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(shraise=False)
+ if game.ididit:
+ hitme = True
+ game.shldchg = False
+ elif cmd == "DOCK": # dock at starbase
+ dock(True)
+ if game.ididit:
+ attack(torps_ok=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
+ raise SysExit,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
+ 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(torps_ok=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 "))
+ buf = ""
+ 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 + randreal())
+
+def randplace(size):
+ # choose a random location
+ w = coord()
+ w.x = randrange(size)
+ w.y = randrange(size)
+ 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__':
+ try:
+ global line, thing, game, idebug
+ game = citem = aaitem = inqueue = None
+ line = ''
+ thing = coord()
+ thing.angry = False
+ game = gamestate()
+ idebug = 0
+ game.options = OPTION_ALL &~ (OPTION_IOMODES | 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 = int(time.time())
+ (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
+ for (switch, val) in options:
+ if switch == '-r':
+ try:
+ replayfp = open(val, "r")
+ except IOError:
+ sys.stderr.write("sst: can't open replay file %s\n" % val)
+ raise SystemExit, 1
+ try:
+ line = replayfp.readline().strip()
+ (leader, key, seed) = line.split()
+ seed = eval(seed)
+ sys.stderr.write("sst2k: seed set to %s\n" % seed)
+ line = replayfp.readline().strip()
+ arguments += line.split()[2:]
+ except ValueError:
+ sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
+ raise SystemExit(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")
+ raise SystemExit, 1
+ # 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:
+ logfp.write("# seed %s\n" % seed)
+ logfp.write("# options %s\n" % " ".join(arguments))
+ random.seed(seed)
+ if arguments:
+ inqueue = arguments
+ else:
+ inqueue = None
+ try:
+ iostart()
+ 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)
+ chew()
+ 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."))
+ finally:
+ ioend()
+ raise SystemExit, 0
+ except KeyboardInterrupt:
+ print""
+ pass