# a critical hit occured
if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
return
-
ncrit = 1.0 + hit/(500.0+100.0*random.random())
proutn(_("***CRITICAL HIT--"))
# Select devices and cause damage
hitmax=0.0; hittot=0.0; chgfac=1.0
jay = coord()
where = "neither"
-
# game could be over at this point, check
if game.alldone:
return
-
if idebug:
prout("=== ATTACK!")
-
- # Tholian gewts to move before attacking
+ # Tholian gets to move before attacking
if game.ithere:
movetholian()
-
# if you have just entered the RNZ, you'll get a warning
if game.neutz: # The one chance not to be attacked
game.neutz = False
return
-
# commanders get a chance to tac-move towards you
if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
moveklings()
-
# if no enemies remain after movement, we're done
if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
return
-
# set up partial hits if attack happens during shield status change
pfac = 1.0/game.inshld
if game.shldchg:
chgfac = 0.25+0.5*random.random()
-
skip(1)
-
# message verbosity control
if game.skill <= SKILL_FAIR:
where = "sector"
-
for loop in range(game.nenhere):
if game.kpower[loop] < 0:
continue; # too weak to attack
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:
unschedule(FSCDBAS)
else:
prout("*** Internal error, deadkl() called on %s\n" % type)
-
# For each kind of enemy, finish message to player
prout(_(" destroyed."))
game.quad[w.x][w.y] = IHDOT
def checkshctrl(rpow):
# check shield control
-
skip(1)
if random.random() < 0.998:
prout(_("Shields lowered."))
ifast = False; no = False; itarg = True; msgflag = True
automode = "NOTSET"
key=0
-
skip(1)
# SR sensors and Computer are needed fopr automode
if damaged(DSRSENS) or damaged(DCOMPTR):
return
prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
ifast = True
-
- # Original code so convoluted, I re-did it all
+ # Original code so convoluted, I re-did it all
+ # (That was Tom Almy talking about the C code, I think -- ESR)
while automode=="NOTSET":
key=scan()
if key == IHALPHA:
# only have one FDISTR/FENSLV/FREPRO sequence going at any given time
# BSD Trek, from which we swiped the idea, can have up to 5.
-import math
-
def unschedule(evtype):
# remove an event from the schedule
game.future[evtype].date = FOREVER
game.resting = False
game.optime = 0.0
return True
-
return False
def events():
proutn(_("Are you sure? "))
if ja() == False:
return
-
# Alternate resting periods (events) with attacks
-
game.resting = True
while True:
if delay <= 0:
# star goes nova
course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
newc = coord(); scratch = coord()
-
if random.random() < 0.05:
# Wow! We've supernova'ed
supernova(False, nov)
return
-
# handle initial nova
game.quad[nov.x][nov.y] = IHDOT
crmena(False, IHSTAR, sector, nov)
# star goes supernova
num = 0; npdead = 0
nq = coord()
-
if w != None:
nq = w
else:
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():
break
if num==0:
break
-
skip(1)
prouts(_("***RED ALERT! RED ALERT!"))
skip(1)
badpt += 200.0
return badpt
-
def finish(ifin):
# end the game, with appropriate notfications
igotit = False
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
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" )
setwnd(fullscreen_window)
textcolor(DEFAULT)
-
def waitfor():
"wait for user action -- OK to do nothing if on a TTY"
if game.options & OPTION_CURSES:
prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
attackreport(False)
game.iseenit = True
-
-#
+
# This program originally required input in terms of a (clock)
# direction and distance. Somewhere in history, it was changed to
# cartesian coordinates. So we need to convert. Probably
# pain if the computer isn't working! Manual mode is still confusing
# because it involves giving x and y motions, yet the coordinates
# are always displayed y - x, where +y is downward!
-#
def getcd(isprobe, akey):
# get course and distance
power = 20.0 + 100.0*game.dist
else:
power = 30.0
-
if power >= game.energy:
# Insufficient power for trip
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
+ # Read in course and distance
getcd(False, 0)
if game.direc == -1.0:
return
-
# Make sure starship has enough energy for the trip
power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
if power >= game.energy:
if game.quad[ix][iy] != IHDOT:
blooey = False
twarp = False
-
-
# Activate Warp Engines and pay the cost
imove(False)
if game.alldone:
def atover(igrab):
# cope with being tossed out of quadrant by supernova or yanked by beam
-
chew()
# is captain on planet?
if game.landed:
game.icrystl = True
if igrab:
return
-
# Check to see if captain in shuttle craft
if game.icraft:
finish(FSTRACTOR)
if game.alldone:
return
-
# Inform captain of attempt to reach safety
skip(1)
while True:
prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
return
key = scan()
-
if key == IHEOL:
# slow mode, so let Kirk know how many probes there are left
if game.nprobes == 1:
proutn(_("Are you sure you want to fire a probe? "))
if ja() == False:
return
-
game.isarmed = False
if key == IHALPHA and citem == "armed":
game.isarmed = True
bigger = math.fabs(game.probeinx)
else:
bigger = math.fabs(game.probeiny)
-
game.probeiny /= bigger
game.probeinx /= bigger
game.proben = 10.0*game.dist*bigger +0.5
# yell for help from nearest starbase
# There's more than one way to move in this game!
line = 0
-
chew()
# Test for conditions which prevent calling for help
if game.condition == "docked":
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:
# Code from setup.c begins here
-def filelength(fd):
- return os.fstat(fd).st_size
-
def prelim():
# issue a historically correct banner
skip(2)
def setup(needprompt):
# prepare to play, set up cosmos
w = coord()
-
# Decide how many of everything
if choose(needprompt):
return # frozen game
game.klhere = q.klingons
game.irhere = q.romulans
game.nenhere = game.klhere + game.irhere
-
# Position Starship
game.quad[game.sector.x][game.sector.y] = game.ship
-
if q.klingons:
w.x = w.y = 0 # quiet a gcc warning
# Position ordinary Klingons
game.quad[w.x][w.y] = IHC
game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
game.comhere = True
-
# If we need a super-commander, promote a Klingon
if same(game.quadrant, game.state.kscmdr):
game.quad[game.ks[0].x][game.ks[0].y] = IHS
# 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
skip(1)
prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
-
if shutup==0:
# Put in THING if needed
global thing
skip(1)
prout(_("Mr. Spock- \"Captain, this is most unusual."))
prout(_(" Please examine your short-range scan.\""))
-
# Decide if quadrant needs a Tholian; lighten up if skill is low
if game.options & OPTION_THOLIAN:
if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
sortklings()
-
# Put in a few black holes
for i in range(1, 3+1):
if random.random() > 0.5:
dropin(IHBLANK)
-
# Take out X's in corners if Tholian present
if game.ithere:
if game.quad[0][0]=='X':
else: s = "Unknown??"
proutn(s)
-def cramlc(loctype, w):
- # name a location
- if loctype == "quadrant":
- buf = _("Quadrant ")
- elif loctype == "sector":
- buf = _("Sector ")
- buf += ("%d - %d" % (w.x, w.y))
- return buf
-
def crmena(stars, enemy, loctype, w):
# print an enemy and his location
if stars:
proutn("***")
cramen(enemy)
proutn(_(" at "))
- proutn(cramlc(loctype, w))
+ if loctype == "quadrant":
+ buf = _("Quadrant ")
+ elif loctype == "sector":
+ buf = _("Sector ")
+ proutn(buf + `w`)
def crmshp():
# print our ship name
iqengry = False
game = gamestate()
idebug = 0
-
game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
# Disable curses mode until the game logic is working.
# if os.getenv("TERM"):
# game.options |= OPTION_CURSES | OPTION_SHOWME
# else:
game.options |= OPTION_TTY
-
seed = time.time()
(options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
for (switch, val) in options:
#setlinebuf(logfp)
logfp.write("seed %d\n" % (seed))
random.seed(seed)
-
iostart()
if arguments:
inqueue = arguments
else:
inqueue = None
-
while True: # Play a game
setwnd(fullscreen_window)
clrscr()
skip(1)
stars()
skip(1)
-
if game.tourn and game.alldone:
proutn(_("Do you want your score recorded?"))
if ja() == True:
skip(1)
prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
raise SysExit, 0
-