From: Eric S. Raymond Date: Wed, 4 Oct 2006 16:19:35 +0000 (+0000) Subject: Code from moving.c incorporated into Python translation. X-Git-Tag: 2.0~166 X-Git-Url: https://jxself.org/git/?a=commitdiff_plain;h=8dcca1f547acdc5dc91fd6a6d6990f5177f82021;p=super-star-trek.git Code from moving.c incorporated into Python translation. --- diff --git a/src/sst.py b/src/sst.py index 13c7f51..380c1a5 100644 --- a/src/sst.py +++ b/src/sst.py @@ -1333,7 +1333,7 @@ def torpedo(course, r, incoming, i, n): if shoved: game.quad[w.x][w.y]=IHDOT game.quad[jw.x][jw.y]=iquad - prout(_(" displaced by blast to %s "), cramlc(sector, jw)) + prout(_(" displaced by blast to Sector %s ") % jw) for ll in range(1, game.nenhere+1): game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll]) sortklings() @@ -1525,7 +1525,7 @@ def attack(torps_ok): proutn(_("down ")) else: proutn(_("damaged, ")) - prout(_("%d%%, torpedoes left %d"), percent, game.torps) + prout(_("%d%%, torpedoes left %d") % (percent, game.torps)) # Check if anyone was hurt if hitmax >= 200 or hittot >= 500: icas= hittot*Rand()*0.015 @@ -1645,7 +1645,7 @@ def photon(): huh() return elif key == IHEOL: - prout(_("%d torpedoes left."), game.torps) + prout(_("%d torpedoes left.") % game.torps) proutn(_("Number of torpedoes to fire- ")) key = scan() else: # key == IHREAL { @@ -1690,7 +1690,7 @@ def photon(): if i == 1 and key == IHEOL: # prompt for each one for i in range(1, n+1): - proutn(_("Target sector for torpedo number %d- "), i) + proutn(_("Target sector for torpedo number %d- ") % i) key = scan() if key != IHREAL: huh() @@ -1715,7 +1715,7 @@ def photon(): # misfire! r = (Rand()+1.2) * r if n>1: - prouts(_("***TORPEDO NUMBER %d MISFIRES"), i) + prouts(_("***TORPEDO NUMBER %d MISFIRES") % i) else: prouts(_("***TORPEDO MISFIRES.")) skip(1) @@ -1769,7 +1769,7 @@ def checkshctrl(rpow): if icas: skip(1) prout(_("McCoy to bridge- \"Severe radiation burns, Jim.")) - prout(_(" %d casualties so far.\""), icas) + prout(_(" %d casualties so far.\"") % icas) game.casual += icas game.state.crew -= icas skip(1) @@ -1820,8 +1820,7 @@ def hittem(doublehits): else: # decide whether or not to emasculate klingon if kpow > 0 and Rand() >= 0.9 and \ kpow <= ((0.4 + 0.4*Rand())*kpini): - prout(_("***Mr. Spock- \"Captain, the vessel at %s"), - cramlc(sector, w)) + prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w) prout(_(" has just lost its firepower.\"")) game.kpower[kk] = -kpow kk += 1 @@ -1910,8 +1909,7 @@ def phasers(): no = True key = scan() if key != IHREAL and game.nenhere != 0: - prout(_("Phasers locked on target. Energy available: %.2f"), - avail) + prout(_("Phasers locked on target. Energy available: %.2f")%avail) irec=0 while True: chew() @@ -1919,7 +1917,7 @@ def phasers(): for i in range(1, game.nenhere+1): irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0 kz=1 - proutn(_("%d units required. "), irec) + proutn(_("%d units required. ") % irec) chew() proutn(_("Units to fire= ")) key = scan() @@ -1973,7 +1971,7 @@ def phasers(): proutn(_("excess ")) prout(_("phaser energy.")) else: - prout(_("%d expended on empty space."), int(extra)) + prout(_("%d expended on empty space.") % int(extra)) elif automode == "FORCEMAN": chew() key = IHEOL @@ -1993,7 +1991,7 @@ def phasers(): aim = game.ks[k] ienm = game.quad[aim.x][aim.y] if msgflag: - proutn(_("Energy available= %.2f") % avail-0.006) + proutn(_("Energy available= %.2f") % (avail-0.006)) skip(1) msgflag = False rpow = 0.0 @@ -2013,7 +2011,7 @@ def phasers(): kz = k proutn("(") if not damaged(DCOMPTR): - proutn("%d", irec) + proutn("%d" % irec) else: proutn("??") proutn(") ") @@ -2249,7 +2247,7 @@ def events(): if game.future[l].date < datemin: evcode = l if idebug: - prout("== Event %d fires" % (evcode)) + prout("== Event %d fires" % evcode) datemin = game.future[l].date xtime = datemin-game.state.date game.state.date = datemin @@ -2370,7 +2368,7 @@ def events(): skip(1) proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle) prout(_(" reports that it is under attack and that it can")) - proutn(_(" hold out only until stardate %d" % (int(scheduled(FCDBAS))))) + proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS)))) prout(".\"") if cancelrest(): return @@ -2470,8 +2468,8 @@ def events(): # tell the captain about it if we can if not damaged(DRADIO) or game.condition == "docked": - prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack" \ - % (systnames[q.planet], `w`))) + prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \ + % (q.planet, `w`)) prout(_("by a Klingon invasion fleet.")) if cancelrest(): return @@ -2490,9 +2488,9 @@ def events(): # report the disaster if we can if not damaged(DRADIO) or game.condition == "docked": - prout(_("Uhura- We've lost contact with starsystem %s" % \ - systnames[q.planet])) - prout(_("in Quadrant %s.\n" % ev.quadrant)) + 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. @@ -2535,13 +2533,12 @@ def events(): if not damaged(DRADIO) or game.condition == "docked": if same(game.quadrant, w): prout(_("Spock- sensors indicate the Klingons have")) - prout(_("launched a warship from %s." \ - % systnames[q.planet])) + prout(_("launched a warship from %s.") % q.planet) else: prout(_("Uhura- Starfleet reports increased Klingon activity")) if q.planet != NOPLANET: - proutn(_("near %s" % systnames[q.planet])) - prout(_("in %s.\n" % cramlc(quadrant, w))) + proutn(_("near %s") % q.planet) + prout(_("in Quadrant %s.") % w) def wait(): # wait on events @@ -2570,7 +2567,7 @@ def wait(): if delay <= 0: game.resting = False if not game.resting: - prout(_("%d stardates left." % int(game.state.remtime))) + prout(_("%d stardates left.") % int(game.state.remtime)) return temp = game.optime = delay if game.nenhere: @@ -2792,8 +2789,8 @@ def supernova(induced, w=None): # it isn't here, or we just entered (treat as enroute) if not damaged(DRADIO) or game.condition == "docked": skip(1) - prout(_("Message from Starfleet Command Stardate %.2f" % game.state.date)) - prout(_(" Supernova in Quadrant %s; caution advised." % nq)) + 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! @@ -2810,7 +2807,7 @@ def supernova(induced, w=None): skip(1) prouts(_("***RED ALERT! RED ALERT!")) skip(1) - prout(_("***Incipient supernova detected at Sector %s" % ns)) + 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("***************") @@ -2870,7 +2867,7 @@ def supernova(induced, w=None): skip(2) if not induced: prout(_("Lucky you!")) - proutn(_("A supernova in %s has just destroyed the last Klingons." % nq)) + proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq) finish(FWON) return # if some Klingons remain, continue or die in supernova @@ -2964,7 +2961,7 @@ def finish(ifin): igotit = False game.alldone = True skip(3) - prout(_("It is stardate %.1f." % (game.state.date))) + prout(_("It is stardate %.1f.") % game.state.date) skip(1) if ifin == FWON: # Game has been won if game.state.nromrem != 0: @@ -3198,47 +3195,47 @@ def score(): 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)))) + 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))) + 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)))) + 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)))) + 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)))) + 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))) + 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))) + 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))) + 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))) + 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))) + 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))) + 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))) + prout(_("%6d casualties incurred %5d") % + (game.casual, -game.casual)) if game.abandoned: - prout(_("%6d crew abandoned in space %5d" % - (game.abandoned, -3*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))) + 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: @@ -3248,9 +3245,9 @@ def score(): 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)) + prout(" %5d" % iwon) skip(1) - prout(_("TOTAL SCORE %5d" % iscore)) + prout(_("TOTAL SCORE %5d") % iscore) def plaque(): # emit winner's commemmorative plaque @@ -3305,10 +3302,10 @@ def plaque(): 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.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 @@ -3603,7 +3600,7 @@ def tracktorpedo(w, l, i, n, iquad): if l == 1: if n != 1: skip(1) - proutn(_("Track for torpedo number %d- " % i)) + proutn(_("Track for torpedo number %d- ") % i) else: skip(1) proutn(_("Torpedo track- ")) @@ -3654,3 +3651,1002 @@ def prstat(txt, data): skip(1) if game.options & OPTION_CURSES: setwnd(report_window) + +# Code from moving.c begins here + +def imove(novapush): + # movement execution for warp, impulse, supernova, and tractor-beam events + w = coord(); final = coord() + trbeam = False + + def no_quad_change(): + # No quadrant change -- compute new avg enemy distances + game.quad[game.sector.x][game.sector.y] = game.ship + if game.nenhere: + for m in range(1, game.nenhere+1): + finald = distance(w, game.ks[m]) + game.kavgd[m] = 0.5 * (finald+game.kdist[m]) + game.kdist[m] = finald + sortklings() + if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + attack(False) + for m in range(1, game.nenhere+1): + game.kavgd[m] = game.kdist[m] + newcnd() + drawmaps(0) + setwnd(message_window) + + w.x = w.y = 0 + if game.inorbit: + prout(_("Helmsman Sulu- \"Leaving standard orbit.\"")) + game.inorbit = False + + angle = ((15.0 - game.direc) * 0.5235988) + deltax = -math.sin(angle) + deltay = math.cos(angle) + if math.fabs(deltax) > math.fabs(deltay): + bigger = math.fabs(deltax) + else: + bigger = math.fabs(deltay) + + deltay /= bigger + deltax /= bigger + + # If tractor beam is to occur, don't move full distance + if game.state.date+game.optime >= scheduled(FTBEAM): + trbeam = True + game.condition = "red" + game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1 + game.optime = scheduled(FTBEAM) - game.state.date + 1e-5 + # Move within the quadrant + game.quad[game.sector.x][game.sector.y] = IHDOT + x = game.sector.x + y = game.sector.y + n = 10.0*game.dist*bigger+0.5 + + if n > 0: + for m in range(1, n+1): + x += deltax + y += deltay + w.x = x + 0.5 + w.y = y + 0.5 + if not VALID_SECTOR(w.x, w.y): + # Leaving quadrant -- allow final enemy attack + # Don't do it if being pushed by Nova + if game.nenhere != 0 and not novapush: + newcnd() + for m in range(1, game.nenhere+1): + finald = distance(w, game.ks[m]) + game.kavgd[m] = 0.5 * (finald + game.kdist[m]) + # + # Stas Sergeev added the condition + # that attacks only happen if Klingons + # are present and your skill is good. + # + if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + attack(False) + if game.alldone: + return + # compute final position -- new quadrant and sector + x = QUADSIZE*(game.quadrant.x-1)+game.sector.x + y = QUADSIZE*(game.quadrant.y-1)+game.sector.y + w.x = x+10.0*game.dist*bigger*deltax+0.5 + w.y = y+10.0*game.dist*bigger*deltay+0.5 + # check for edge of galaxy + kinks = 0 + while True: + kink = 0 + if w.x <= 0: + w.x = -w.x + 1 + kink = 1 + if w.y <= 0: + w.y = -w.y + 1 + kink = 1 + if w.x > GALSIZE*QUADSIZE: + w.x = (GALSIZE*QUADSIZE*2)+1 - w.x + kink = 1 + if w.y > GALSIZE*QUADSIZE: + w.y = (GALSIZE*QUADSIZE*2)+1 - w.y + kink = 1 + if kink: + kinks = 1 + if not kink: + break + + if kinks: + game.nkinks += 1 + if game.nkinks == 3: + # Three strikes -- you're out! + finish(FNEG3) + return + skip(1) + prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER")) + prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,")) + prout(_("YOU WILL BE DESTROYED.")) + # Compute final position in new quadrant + if trbeam: # Don't bother if we are to be beamed + return + game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE + game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE + game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1) + game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1) + skip(1) + prout(_("Entering Quadrant %s.") % game.quadrant) + game.quad[game.sector.x][game.sector.y] = game.ship + newqad(False) + if game.skill>SKILL_NOVICE: + attack(False) + return + iquad = game.quad[w.x][w.y] + if iquad != IHDOT: + # object encountered in flight path + stopegy = 50.0*game.dist/game.optime + game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) + if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST): + game.sector = w + ram(False, iquad, game.sector) + final = game.sector + elif iquad == IHBLANK: + skip(1) + prouts(_("***RED ALERT! RED ALERT!")) + skip(1) + proutn("***") + crmshp() + proutn(_(" pulled into black hole at Sector %s") % w) + # + # Getting pulled into a black hole was certain + # death in Almy's original. Stas Sergeev added a + # possibility that you'll get timewarped instead. + # + n=0 + for m in range(0, NDEVICES): + if game.damage[m]>0: + n += 1 + probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0) + if (game.options & OPTION_BLKHOLE) and Rand()>probf: + timwrp() + else: + finish(FHOLE) + return + else: + # something else + skip(1) + crmshp() + if iquad == IHWEB: + proutn(_(" encounters Tholian web at %s;") % w) + else: + proutn(_(" blocked by object at %s;") % w) + proutn(_("Emergency stop required ")) + prout(_("%2d units of energy.") % int(stopegy)) + game.energy -= stopegy + final.x = x-deltax+0.5 + final.y = y-deltay+0.5 + game.sector = final + if game.energy <= 0: + finish(FNRG) + return + # We're here! + no_quad_change() + return + game.dist = distance(game.sector, w) / (QUADSIZE * 1.0) + game.sector = w + final = game.sector + no_quad_change() + return + +def dock(verbose): + # dock our ship at a starbase + chew() + if game.condition == "docked" and verbose: + prout(_("Already docked.")) + return + if game.inorbit: + prout(_("You must first leave standard orbit.")) + return + if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1: + crmshp() + prout(_(" not adjacent to base.")) + return + game.condition = "docked" + if "verbose": + prout(_("Docked.")) + game.ididit = True + if game.energy < game.inenrg: + game.energy = game.inenrg + game.shield = game.inshld + game.torps = game.intorps + game.lsupres = game.inlsr + game.state.crew = FULLCREW + if not damaged(DRADIO) and \ + ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit): + # get attack report from base + prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\"")) + attackreport(False) + game.iseenit = True + +# +# This program originally required input in terms of a (clock) +# direction and distance. Somewhere in history, it was changed to +# cartesian coordinates. So we need to convert. Probably +# "manual" input should still be done this way -- it's a real +# pain if the computer isn't working! Manual mode is still confusing +# because it involves giving x and y motions, yet the coordinates +# are always displayed y - x, where +y is downward! +# + +def getcd(isprobe, akey): + # get course and distance + irowq=game.quadrant.x; icolq=game.quadrant.y; key=0 + navmode = "unspecified" + itemp = "curt" + incr = coord() + iprompt = False + + # Get course direction and distance. If user types bad values, return + # with DIREC = -1.0. + game.direc = -1.0 + + if game.landed and not isprobe: + prout(_("Dummy! You can't leave standard orbit until you")) + proutn(_("are back aboard the ship.")) + chew() + return + while navmode == "unspecified": + if damaged(DNAVSYS): + if isprobe: + prout(_("Computer damaged; manual navigation only")) + else: + prout(_("Computer damaged; manual movement only")) + chew() + navmode = "manual" + key = IHEOL + break + if isprobe and akey != -1: + # For probe launch, use pre-scanned value first time + key = akey + akey = -1 + else: + key = scan() + + if key == IHEOL: + proutn(_("Manual or automatic- ")) + iprompt = True + chew() + elif key == IHALPHA: + if isit("manual"): + navmode = "manual" + key = scan() + break + elif isit("automatic"): + navmode = "automatic" + key = scan() + break + else: + huh() + chew() + return + else: # numeric + if isprobe: + prout(_("(Manual navigation assumed.)")) + else: + prout(_("(Manual movement assumed.)")) + navmode = "manual" + break + + if navmode == "automatic": + while key == IHEOL: + if isprobe: + proutn(_("Target quadrant or quadrant§or- ")) + else: + proutn(_("Destination sector or quadrant§or- ")) + chew() + iprompt = True + key = scan() + + if key != IHREAL: + huh() + return + xi = aaitem + key = scan() + if key != IHREAL: + huh() + return + xj = aaitem + key = scan() + if key == IHREAL: + # both quadrant and sector specified + xk = aaitem + key = scan() + if key != IHREAL: + huh() + return + xl = aaitem + + irowq = xi + 0.5 + icolq = xj + 0.5 + incr.y = xk + 0.5 + incr.x = xl + 0.5 + else: + if isprobe: + # only quadrant specified -- go to center of dest quad + irowq = xi + 0.5 + icolq = xj + 0.5 + incr.y = incr.x = 5 + else: + incr.y = xi + 0.5 + incr.x = xj + 0.5 + itemp = "normal" + if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y): + huh() + return + skip(1) + if not isprobe: + if itemp > "curt": + if iprompt: + prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr) + else: + prout(_("Ensign Chekov- \"Course laid in, Captain.\"")) + deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y) + deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y) + else: # manual + while key == IHEOL: + proutn(_("X and Y displacements- ")) + chew() + iprompt = True + key = scan() + itemp = "verbose" + if key != IHREAL: + huh() + return + deltax = aaitem + key = scan() + if key != IHREAL: + huh() + return + deltay = aaitem + # Check for zero movement + if deltax == 0 and deltay == 0: + chew() + return + if itemp == "verbose" and not isprobe: + skip(1) + prout(_("Helmsman Sulu- \"Aye, Sir.\"")) + game.dist = math.sqrt(deltax*deltax + deltay*deltay) + game.direc = math.atan2(deltax, deltay)*1.90985932 + if game.direc < 0.0: + game.direc += 12.0 + chew() + return + +def impulse(): + # move under impulse power + game.ididit = False + if damaged(DIMPULS): + chew() + skip(1) + prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) + return + if game.energy > 30.0: + getcd(False, 0) + if game.direc == -1.0: + return + power = 20.0 + 100.0*game.dist + else: + power = 30.0 + + if power >= game.energy: + # Insufficient power for trip + skip(1) + prout(_("First Officer Spock- \"Captain, the impulse engines")) + prout(_("require 20.0 units to engage, plus 100.0 units per")) + if game.energy > 30: + proutn(_("quadrant. We can go, therefore, a maximum of %d") % + int(0.01 * (game.energy-20.0)-0.05)) + prout(_(" quadrants.\"")) + else: + prout(_("quadrant. They are, therefore, useless.\"")) + chew() + return + # Make sure enough time is left for the trip + game.optime = game.dist/0.095 + if game.optime >= game.state.remtime: + prout(_("First Officer Spock- \"Captain, our speed under impulse")) + prout(_("power is only 0.95 sectors per stardate. Are you sure")) + proutn(_("we dare spend the time?\" ")) + if ja() == False: + return + # Activate impulse engines and pay the cost + imove(False) + game.ididit = True + if game.alldone: + return + power = 20.0 + 100.0*game.dist + game.energy -= power + game.optime = game.dist/0.095 + if game.energy <= 0: + finish(FNRG) + return + +def warp(timewarp): + # move under warp drive + blooey = False; twarp = False + if not timewarp: # Not WARPX entry + game.ididit = False + if game.damage[DWARPEN] > 10.0: + chew() + skip(1) + prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\"")) + return + if damaged(DWARPEN) and game.warpfac > 4.0: + chew() + skip(1) + prout(_("Engineer Scott- \"Sorry, Captain. Until this damage")) + prout(_(" is repaired, I can only give you warp 4.\"")) + return + + # Read in course and distance + getcd(False, 0) + if game.direc == -1.0: + return + + # Make sure starship has enough energy for the trip + power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) + if power >= game.energy: + # Insufficient power for trip + game.ididit = False + skip(1) + prout(_("Engineering to bridge--")) + if not game.shldup or 0.5*power > game.energy: + iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333) + if iwarp <= 0: + prout(_("We can't do it, Captain. We don't have enough energy.")) + else: + proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp) + if game.shldup: + prout(",") + prout(_("if you'll lower the shields.")) + else: + prout(".") + else: + prout(_("We haven't the energy to go that far with the shields up.")) + return + + # Make sure enough time is left for the trip + game.optime = 10.0*game.dist/game.wfacsq + if game.optime >= 0.8*game.state.remtime: + skip(1) + prout(_("First Officer Spock- \"Captain, I compute that such")) + proutn(_(" a trip would require approximately %2.0f") % + (100.0*game.optime/game.state.remtime)) + prout(_(" percent of our")) + proutn(_(" remaining time. Are you sure this is wise?\" ")) + if ja() == False: + game.ididit = False + game.optime=0 + return + # Entry WARPX + if game.warpfac > 6.0: + # Decide if engine damage will occur + prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666 + if prob > Rand(): + blooey = True + game.dist = Rand()*game.dist + # Decide if time warp will occur + if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand(): + twarp = True + if idebug and game.warpfac==10 and not twarp: + blooey = False + proutn("=== Force time warp? ") + if ja() == True: + twarp = True + if blooey or twarp: + # If time warp or engine damage, check path + # If it is obstructed, don't do warp or damage + angle = ((15.0-game.direc)*0.5235998) + deltax = -math.sin(angle) + deltay = math.cos(angle) + if math.fabs(deltax) > math.fabs(deltay): + bigger = math.fabs(deltax) + else: + bigger = math.fabs(deltay) + + deltax /= bigger + deltay /= bigger + n = 10.0 * game.dist * bigger +0.5 + x = game.sector.x + y = game.sector.y + for l in range(1, n+1): + x += deltax + ix = x + 0.5 + y += deltay + iy = y +0.5 + if not VALID_SECTOR(ix, iy): + break + if game.quad[ix][iy] != IHDOT: + blooey = False + twarp = False + + + # Activate Warp Engines and pay the cost + imove(False) + if game.alldone: + return + game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1) + if game.energy <= 0: + finish(FNRG) + game.optime = 10.0*game.dist/game.wfacsq + if twarp: + timwrp() + if blooey: + game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0) + skip(1) + prout(_("Engineering to bridge--")) + prout(_(" Scott here. The warp engines are damaged.")) + prout(_(" We'll have to reduce speed to warp 4.")) + game.ididit = True + return + +def setwarp(): + # change the warp factor + while True: + key=scan() + if key != IHEOL: + break + chew() + proutn(_("Warp factor- ")) + chew() + if key != IHREAL: + huh() + return + if game.damage[DWARPEN] > 10.0: + prout(_("Warp engines inoperative.")) + return + if damaged(DWARPEN) and aaitem > 4.0: + prout(_("Engineer Scott- \"I'm doing my best, Captain,")) + prout(_(" but right now we can only go warp 4.\"")) + return + if aaitem > 10.0: + prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\"")) + return + if aaitem < 1.0: + prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\"")) + return + oldfac = game.warpfac + game.warpfac = aaitem + game.wfacsq=game.warpfac*game.warpfac + if game.warpfac <= oldfac or game.warpfac <= 6.0: + prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") % + int(game.warpfac)) + return + if game.warpfac < 8.00: + prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\"")) + return + if game.warpfac == 10.0: + prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\"")) + return + prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\"")) + return + +def atover(igrab): + # cope with being tossed out of quadrant by supernova or yanked by beam + + chew() + # is captain on planet? + if game.landed: + if damaged(DTRANSP): + finish(FPNOVA) + return + prout(_("Scotty rushes to the transporter controls.")) + if game.shldup: + prout(_("But with the shields up it's hopeless.")) + finish(FPNOVA) + prouts(_("His desperate attempt to rescue you . . .")) + if Rand() <= 0.5: + prout(_("fails.")) + finish(FPNOVA) + return + prout(_("SUCCEEDS!")) + if game.imine: + game.imine = False + proutn(_("The crystals mined were ")) + if Rand() <= 0.25: + prout(_("lost.")) + else: + prout(_("saved.")) + game.icrystl = True + if igrab: + return + + # Check to see if captain in shuttle craft + if game.icraft: + finish(FSTRACTOR) + if game.alldone: + return + + # Inform captain of attempt to reach safety + skip(1) + while True: + if game.justin: + prouts(_("***RED ALERT! RED ALERT!")) + skip(1) + proutn(_("The ")) + crmshp() + prout(_(" has stopped in a quadrant containing")) + prouts(_(" a supernova.")) + skip(2) + proutn(_("***Emergency automatic override attempts to hurl ")) + crmshp() + skip(1) + prout(_("safely out of quadrant.")) + if not damaged(DRADIO): + game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True + # Try to use warp engines + if damaged(DWARPEN): + skip(1) + prout(_("Warp engines damaged.")) + finish(FSNOVAED) + return + game.warpfac = 6.0+2.0*Rand() + game.wfacsq = game.warpfac * game.warpfac + prout(_("Warp factor set to %d") % int(game.warpfac)) + power = 0.75*game.energy + game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)) + distreq = 1.4142+Rand() + if distreq < game.dist: + game.dist = distreq + game.optime = 10.0*game.dist/game.wfacsq + game.direc = 12.0*Rand() # How dumb! + game.justin = False + game.inorbit = False + warp(True) + if not game.justin: + # This is bad news, we didn't leave quadrant. + if game.alldone: + return + skip(1) + prout(_("Insufficient energy to leave quadrant.")) + finish(FSNOVAED) + return + # Repeat if another snova + if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova: + break + if (game.state.remkl + game.state.remcom + game.state.nscrem)==0: + finish(FWON) # Snova killed remaining enemy. + +def timwrp(): + # let's do the time warp again + prout(_("***TIME WARP ENTERED.")) + if game.state.snap and Rand() < 0.5: + # Go back in time + prout(_("You are traveling backwards in time %d stardates.") % + int(game.state.date-game.snapsht.date)) + game.state = game.snapsht + game.state.snap = False + if game.state.remcom: + schedule(FTBEAM, expran(game.intime/game.state.remcom)) + schedule(FBATTAK, expran(0.3*game.intime)) + schedule(FSNOVA, expran(0.5*game.intime)) + # next snapshot will be sooner + schedule(FSNAP, expran(0.25*game.state.remtime)) + + if game.state.nscrem: + schedule(FSCMOVE, 0.2777) + game.isatb = 0 + unschedule(FCDBAS) + unschedule(FSCDBAS) + invalidate(game.battle) + + # Make sure Galileo is consistant -- Snapshot may have been taken + # when on planet, which would give us two Galileos! + gotit = False + for l in range(game.inplan): + if game.state.planets[l].known == "shuttle_down": + gotit = True + if game.iscraft == "onship" and game.ship==IHE: + prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!")) + game.iscraft = "offship" + # Likewise, if in the original time the Galileo was abandoned, but + # was on ship earlier, it would have vanished -- let's restore it. + if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0: + prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\"")) + game.iscraft = "onship" + # +# * There used to be code to do the actual reconstrction here, +# * but the starchart is now part of the snapshotted galaxy state. +# + prout(_("Spock has reconstructed a correct star chart from memory")) + else: + # Go forward in time + game.optime = -0.5*game.intime*math.log(Rand()) + prout(_("You are traveling forward in time %d stardates.") % int(game.optime)) + # cheat to make sure no tractor beams occur during time warp + postpone(FTBEAM, game.optime) + game.damage[DRADIO] += game.optime + newqad(False) + events() # Stas Sergeev added this -- do pending events + +def probe(): + # launch deep-space probe + # New code to launch a deep space probe + if game.nprobes == 0: + chew() + skip(1) + if game.ship == IHE: + prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\"")) + else: + prout(_("Ye Faerie Queene has no deep space probes.")) + return + if damaged(DDSP): + chew() + skip(1) + prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\"")) + return + if is_scheduled(FDSPROB): + chew() + skip(1) + if damaged(DRADIO) and game.condition != "docked": + prout(_("Spock- \"Records show the previous probe has not yet")) + prout(_(" reached its destination.\"")) + else: + prout(_("Uhura- \"The previous probe is still reporting data, Sir.\"")) + return + key = scan() + + if key == IHEOL: + # slow mode, so let Kirk know how many probes there are left + if game.nprobes == 1: + prout(_("1 probe left.")) + else: + prout(_("%d probes left") % game.nprobes) + proutn(_("Are you sure you want to fire a probe? ")) + if ja() == False: + return + + game.isarmed = False + if key == IHALPHA and citem == "armed": + game.isarmed = True + key = scan() + elif key == IHEOL: + proutn(_("Arm NOVAMAX warhead? ")) + game.isarmed = ja() + getcd(True, key) + if game.direc == -1.0: + return + game.nprobes -= 1 + angle = ((15.0 - game.direc) * 0.5235988) + game.probeinx = -math.sin(angle) + game.probeiny = math.cos(angle) + if math.fabs(game.probeinx) > math.fabs(game.probeiny): + bigger = math.fabs(game.probeinx) + else: + bigger = math.fabs(game.probeiny) + + game.probeiny /= bigger + game.probeinx /= bigger + game.proben = 10.0*game.dist*bigger +0.5 + game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original + game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1 + game.probec = game.quadrant + schedule(FDSPROB, 0.01) # Time to move one sector + prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\"")) + game.ididit = True + return + +# Here's how the mayday code works: +# +# First, the closest starbase is selected. If there is a a starbase +# in your own quadrant, you are in good shape. This distance takes +# quadrant distances into account only. +# +# A magic number is computed based on the distance which acts as the +# probability that you will be rematerialized. You get three tries. +# +# When it is determined that you should be able to be rematerialized +# (i.e., when the probability thing mentioned above comes up +# positive), you are put into that quadrant (anywhere). Then, we try +# to see if there is a spot adjacent to the star- base. If not, you +# can't be rematerialized!!! Otherwise, it drops you there. It only +# tries five times to find a spot to drop you. After that, it's your +# problem. + +def mayday(): + # yell for help from nearest starbase + # There's more than one way to move in this game! + line = 0 + + chew() + # Test for conditions which prevent calling for help + if game.condition == "docked": + prout(_("Lt. Uhura- \"But Captain, we're already docked.\"")) + return + if damaged(DRADIO): + prout(_("Subspace radio damaged.")) + return + if game.state.rembase==0: + prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\"")) + return + if game.landed: + proutn(_("You must be aboard the ")) + crmshp() + prout(".") + return + # OK -- call for help from nearest starbase + game.nhelp += 1 + if game.base.x!=0: + # There's one in this quadrant + ddist = distance(game.base, game.sector) + else: + ddist = FOREVER + for m in range(1, game.state.rembase+1): + xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant) + if xdist < ddist: + ddist = xdist + line = m + # Since starbase not in quadrant, set up new quadrant + game.quadrant = game.state.baseq[line] + newqad(True) + # dematerialize starship + game.quad[game.sector.x][game.sector.y]=IHDOT + proutn(_("Starbase in Quadrant %s responds--") % game.quadrant) + crmshp() + prout(_(" dematerializes.")) + game.sector.x=0 + for m in range(1, 5+1): + ix = game.base.x+3.0*Rand()-1 + iy = game.base.y+3.0*Rand()-1 + if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT: + # found one -- finish up + game.sector.x=ix + game.sector.y=iy + break + if not is_valid(game.sector): + prout(_("You have been lost in space...")) + finish(FMATERIALIZE) + return + # Give starbase three chances to rematerialize starship + probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333) + for m in range(1, 3+1): + if m == 1: proutn(_("1st")) + elif m == 2: proutn(_("2nd")) + elif m == 3: proutn(_("3rd")) + proutn(_(" attempt to re-materialize ")) + crmshp() + game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1] + textcolor(RED) + warble() + if Rand() > probf: + break + prout(_("fails.")) + curses.delay_output(500) + textcolor(DEFAULT) + if m > 3: + game.quad[ix][iy]=IHQUEST + game.alive = False + drawmaps(1) + setwnd(message_window) + finish(FMATERIALIZE) + return + game.quad[ix][iy]=game.ship + textcolor(GREEN) + prout(_("succeeds.")) + textcolor(DEFAULT) + dock(False) + skip(1) + prout(_("Lt. Uhura- \"Captain, we made it!\"")) + +# Abandon Ship (the BSD-Trek description) +# +# The ship is abandoned. If your current ship is the Faire +# Queene, or if your shuttlecraft is dead, you're out of +# luck. You need the shuttlecraft in order for the captain +# (that's you!!) to escape. +# +# Your crew can beam to an inhabited starsystem in the +# quadrant, if there is one and if the transporter is working. +# If there is no inhabited starsystem, or if the transporter +# is out, they are left to die in outer space. +# +# If there are no starbases left, you are captured by the +# Klingons, who torture you mercilessly. However, if there +# is at least one starbase, you are returned to the +# Federation in a prisoner of war exchange. Of course, this +# can't happen unless you have taken some prisoners. + +def abandon(): + # abandon ship + chew() + if game.condition=="docked": + if game.ship!=IHE: + prout(_("You cannot abandon Ye Faerie Queene.")) + return + else: + # Must take shuttle craft to exit + if game.damage[DSHUTTL]==-1: + prout(_("Ye Faerie Queene has no shuttle craft.")) + return + if game.damage[DSHUTTL]<0: + prout(_("Shuttle craft now serving Big Macs.")) + return + if game.damage[DSHUTTL]>0: + prout(_("Shuttle craft damaged.")) + return + if game.landed: + prout(_("You must be aboard the ship.")) + return + if game.iscraft != "onship": + prout(_("Shuttle craft not currently available.")) + return + # Print abandon ship messages + skip(1) + prouts(_("***ABANDON SHIP! ABANDON SHIP!")) + skip(1) + prouts(_("***ALL HANDS ABANDON SHIP!")) + skip(2) + prout(_("Captain and crew escape in shuttle craft.")) + if game.state.rembase==0: + # Oops! no place to go... + finish(FABANDN) + return + q = game.state.galaxy[game.quadrant.x][game.quadrant.y] + # Dispose of crew + if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP): + prout(_("Remainder of ship's complement beam down")) + prout(_("to nearest habitable planet.")) + elif q.planet != NOPLANET and not damaged(DTRANSP): + prout(_("Remainder of ship's complement beam down to %s.") % + q.planet) + else: + prout(_("Entire crew of %d left to die in outer space.") % + game.state.crew) + game.casual += game.state.crew + game.abandoned += game.state.crew + + # If at least one base left, give 'em the Faerie Queene + skip(1) + game.icrystl = False # crystals are lost + game.nprobes = 0 # No probes + prout(_("You are captured by Klingons and released to")) + prout(_("the Federation in a prisoner-of-war exchange.")) + nb = Rand()*game.state.rembase+1 + # Set up quadrant and position FQ adjacient to base + if not same(game.quadrant, game.state.baseq[nb]): + game.quadrant = game.state.baseq[nb] + game.sector.x = game.sector.y = 5 + newqad(True) + while True: + # position next to base by trial and error + game.quad[game.sector.x][game.sector.y] = IHDOT + for l in range(1, QUADSIZE+1): + game.sector.x = 3.0*Rand() - 1.0 + game.base.x + game.sector.y = 3.0*Rand() - 1.0 + game.base.y + if VALID_SECTOR(game.sector.x, game.sector.y) and \ + game.quad[game.sector.x][game.sector.y] == IHDOT: + break + if l < QUADSIZE+1: + break # found a spot + game.sector.x=QUADSIZE/2 + game.sector.y=QUADSIZE/2 + newqad(True) + # Get new commission + game.quad[game.sector.x][game.sector.y] = game.ship = IHF + game.state.crew = FULLCREW + prout(_("Starfleet puts you in command of another ship,")) + prout(_("the Faerie Queene, which is antiquated but,")) + prout(_("still useable.")) + if game.icrystl: + prout(_("The dilithium crystals have been moved.")) + game.imine = False + game.iscraft = "offship" # Galileo disappears + # Resupply ship + game.condition="docked" + for l in range(0, NDEVICES): + game.damage[l] = 0.0 + game.damage[DSHUTTL] = -1 + game.energy = game.inenrg = 3000.0 + game.shield = game.inshld = 1250.0 + game.torps = game.intorps = 6 + game.lsupres=game.inlsr=3.0 + game.shldup=False + game.warpfac=5.0 + game.wfacsq=25.0 + return