3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of 1-origin index
7 an a lot of parallel arrays where a more modern language would use structures
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt
178 SSTDOC = "/usr/share/doc/sst/sst.doc"
181 # Stub to be replaced
182 def _(str): return str
186 NINHAB = (GALSIZE * GALSIZE / 2)
188 PLNETMAX = (NINHAB + MAXUNINHAB)
191 BASEMAX = (GALSIZE * GALSIZE / 12)
194 FULLCREW = 428 # BSD Trek was 387, that's wrong
197 # These functions hide the difference between 0-origin and 1-origin addressing.
198 def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
199 def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
201 def square(i): return ((i)*(i))
202 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
203 def invalidate(w): w.x = w.y = 0
204 def is_valid(w): return (w.x != 0 and w.y != 0)
206 # How to represent features
231 def __init__(self, x=None, y=None):
234 def invalidate(self):
235 self.x = self.y = None
237 return self.x != None and self.y != None
238 def __eq__(self, other):
239 return other != None and self.x == other.y and self.x == other.y
240 def __add__(self, other):
241 return coord(self.x+self.x, self.y+self.y)
242 def __sub__(self, other):
243 return coord(self.x-self.x, self.y-self.y)
244 def distance(self, other):
245 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
247 return coord(self.x / abs(x), self.y / abs(y));
251 return "%s - %s" % (self.x, self.y)
255 self.name = None # string-valued if inhabited
256 self.w = coord() # quadrant located
257 self.pclass = None # could be ""M", "N", "O", or "destroyed"
258 self.crystals = "absent"# could be "mined", "present", "absent"
259 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
260 self.inhabited = False # is it inhabites?
272 self.supernova = None
274 self.status = None # Could be "secure", "distressed", "enslaved"
282 def fill2d(size, fillfun):
283 "Fill an empty list in 2D."
285 for i in range(size+1):
287 for j in range(size+1):
288 lst[i][j] = fillfun(i, j)
293 self.snap = False # snapshot taken
294 self.crew = 0 # crew complement
295 self.remkl = 0 # remaining klingons
296 self.remcom = 0 # remaining commanders
297 self.nscrem = 0 # remaining super commanders
298 self.rembase = 0 # remaining bases
299 self.starkl = 0 # destroyed stars
300 self.basekl = 0 # destroyed bases
301 self.nromrem = 0 # Romulans remaining
302 self.nplankl = 0 # destroyed uninhabited planets
303 self.nworldkl = 0 # destroyed inhabited planets
304 self.planets = [] # Planet information
305 self.date = 0.0 # stardate
306 self.remres = 0 # remaining resources
307 self.remtime = 0 # remaining time
308 self.baseq = [] # Base quadrant coordinates
309 for i in range(BASEMAX+1):
310 self.baseq.append(coord())
311 self.kcmdr = [] # Commander quadrant coordinates
312 for i in range(QUADSIZE+1):
313 self.kcmdr.append(coord())
314 self.kscmdr = coord() # Supercommander quadrant coordinates
315 # the galaxy (subscript 0 not used)
316 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
317 # the starchart (subscript 0 not used)
318 self.chart = fill2d(GALSIZE, lambda i, j: page())
322 self.date = None # A real number
323 self.quadrant = None # A coord structure
326 OPTION_ALL = 0xffffffff
327 OPTION_TTY = 0x00000001 # old interface
328 OPTION_CURSES = 0x00000002 # new interface
329 OPTION_IOMODES = 0x00000003 # cover both interfaces
330 OPTION_PLANETS = 0x00000004 # planets and mining
331 OPTION_THOLIAN = 0x00000008 # Tholians and their webs
332 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
333 OPTION_PROBE = 0x00000020 # deep-space probes
334 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
335 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
336 OPTION_MVBADDY = 0x00000100 # more enemies can move
337 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
338 OPTION_BASE = 0x00000400 # bases have good shields
339 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
340 OPTION_PLAIN = 0x01000000 # user chose plain game
341 OPTION_ALMY = 0x02000000 # user chose Almy variant
360 NDEVICES= 16 # Number of devices
369 def damaged(dev): return (game.damage[dev] != 0.0)
370 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
372 # Define future events
373 FSPY = 0 # Spy event happens always (no future[] entry)
374 # can cause SC to tractor beam Enterprise
375 FSNOVA = 1 # Supernova
376 FTBEAM = 2 # Commander tractor beams Enterprise
377 FSNAP = 3 # Snapshot for time warp
378 FBATTAK = 4 # Commander attacks base
379 FCDBAS = 5 # Commander destroys base
380 FSCMOVE = 6 # Supercommander moves (might attack base)
381 FSCDBAS = 7 # Supercommander destroys base
382 FDSPROB = 8 # Move deep space probe
383 FDISTR = 9 # Emit distress call from an inhabited world
384 FENSLV = 10 # Inhabited word is enslaved */
385 FREPRO = 11 # Klingons build a ship in an enslaved system
389 # abstract out the event handling -- underlying data structures will change
390 # when we implement stateful events
392 def findevent(evtype): return game.future[evtype]
396 self.options = None # Game options
397 self.state = snapshot() # A snapshot structure
398 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
399 self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
400 self.kpower = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy energy levels
401 self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy distances
402 self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0) # average distances
403 self.damage = [0.0] * NDEVICES # damage encountered
404 self.future = [] # future events
405 for i in range(NEVENTS):
406 self.future.append(event())
407 self.passwd = None; # Self Destruct password
408 self.ks = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
409 self.quadrant = None # where we are in the large
410 self.sector = None # where we are in the small
411 self.tholian = None # coordinates of Tholian
412 self.base = None # position of base in current quadrant
413 self.battle = None # base coordinates being attacked
414 self.plnet = None # location of planet in quadrant
415 self.probec = None # current probe quadrant
416 self.gamewon = False # Finished!
417 self.ididit = False # action taken -- allows enemy to attack
418 self.alive = False # we are alive (not killed)
419 self.justin = False # just entered quadrant
420 self.shldup = False # shields are up
421 self.shldchg = False # shield is changing (affects efficiency)
422 self.comhere = False # commander here
423 self.ishere = False # super-commander in quadrant
424 self.iscate = False # super commander is here
425 self.ientesc = False # attempted escape from supercommander
426 self.ithere = False # Tholian is here
427 self.resting = False # rest time
428 self.icraft = False # Kirk in Galileo
429 self.landed = False # party on planet (true), on ship (false)
430 self.alldone = False # game is now finished
431 self.neutz = False # Romulan Neutral Zone
432 self.isarmed = False # probe is armed
433 self.inorbit = False # orbiting a planet
434 self.imine = False # mining
435 self.icrystl = False # dilithium crystals aboard
436 self.iseenit = False # seen base attack report
437 self.thawed = False # thawed game
438 self.condition = None # "green", "yellow", "red", "docked", "dead"
439 self.iscraft = None # "onship", "offship", "removed"
440 self.skill = None # Player skill level
441 self.inkling = 0 # initial number of klingons
442 self.inbase = 0 # initial number of bases
443 self.incom = 0 # initial number of commanders
444 self.inscom = 0 # initial number of commanders
445 self.inrom = 0 # initial number of commanders
446 self.instar = 0 # initial stars
447 self.intorps = 0 # initial/max torpedoes
448 self.torps = 0 # number of torpedoes
449 self.ship = 0 # ship type -- 'E' is Enterprise
450 self.abandoned = 0 # count of crew abandoned in space
451 self.length = 0 # length of game
452 self.klhere = 0 # klingons here
453 self.casual = 0 # causalties
454 self.nhelp = 0 # calls for help
455 self.nkinks = 0 # count of energy-barrier crossings
456 self.iplnet = 0 # planet # in quadrant
457 self.inplan = 0 # initial planets
458 self.nenhere = 0 # number of enemies in quadrant
459 self.irhere = 0 # Romulans in quadrant
460 self.isatb = 0 # =1 if super commander is attacking base
461 self.tourn = 0 # tournament number
462 self.proben = 0 # number of moves for probe
463 self.nprobes = 0 # number of probes available
464 self.inresor = 0.0 # initial resources
465 self.intime = 0.0 # initial time
466 self.inenrg = 0.0 # initial/max energy
467 self.inshld = 0.0 # initial/max shield
468 self.inlsr = 0.0 # initial life support resources
469 self.indate = 0.0 # initial date
470 self.energy = 0.0 # energy level
471 self.shield = 0.0 # shield level
472 self.warpfac = 0.0 # warp speed
473 self.wfacsq = 0.0 # squared warp factor
474 self.lsupres = 0.0 # life support reserves
475 self.dist = 0.0 # movement distance
476 self.direc = 0.0 # movement direction
477 self.optime = 0.0 # time taken by current operation
478 self.docfac = 0.0 # repair factor when docking (constant?)
479 self.damfac = 0.0 # damage factor
480 self.lastchart = 0.0 # time star chart was last updated
481 self.cryprob = 0.0 # probability that crystal will work
482 self.probex = 0.0 # location of probe
484 self.probeinx = 0.0 # probe x,y increment
485 self.probeiny = 0.0 #
486 self.height = 0.0 # height of orbit around planet
488 # Stas thinks this should be (C expression):
489 # game.state.remkl + game.state.remcom > 0 ?
490 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
491 # He says the existing expression is prone to divide-by-zero errors
492 # after killing the last klingon when score is shown -- perhaps also
493 # if the only remaining klingon is SCOM.
494 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
495 # From enumerated type 'feature'
516 # From enumerated type 'FINTYPE'
540 # From enumerated type 'COLORS'
559 # Code from ai.c begins here
561 def tryexit(look, ienm, loccom, irun):
562 # a bad guy attempts to bug out
564 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
565 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
566 if not VALID_QUADRANT(iq.x,iq.y) or \
567 game.state.galaxy[iq.x][iq.y].supernova or \
568 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
569 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
571 return False; # Romulans cannot escape!
573 # avoid intruding on another commander's territory
575 for n in range(1, game.state.remcom+1):
576 if game.state.kcmdr[n] == iq:
578 # refuse to leave if currently attacking starbase
579 if game.battle == game.quadrant:
581 # don't leave if over 1000 units of energy
582 if game.kpower[loccom] > 1000.0:
584 # print escape message and move out of quadrant.
585 # we know this if either short or long range sensors are working
586 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
587 game.condition == docked:
588 crmena(True, ienm, "sector", game.ks[loccom])
589 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
590 # handle local matters related to escape
591 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
592 game.ks[loccom] = game.ks[game.nenhere]
593 game.kavgd[loccom] = game.kavgd[game.nenhere]
594 game.kpower[loccom] = game.kpower[game.nenhere]
595 game.kdist[loccom] = game.kdist[game.nenhere]
598 if game.condition != docked:
600 # Handle global matters related to escape
601 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
602 game.state.galaxy[iq.x][iq.y].klingons += 1
608 schedule(FSCMOVE, 0.2777)
612 for n in range(1, game.state.remcom+1):
613 if game.state.kcmdr[n] == game.quadrant:
614 game.state.kcmdr[n]=iq
617 return True; # success
620 # The bad-guy movement algorithm:
622 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
623 # If both are operating full strength, force is 1000. If both are damaged,
624 # force is -1000. Having shields down subtracts an additional 1000.
626 # 2. Enemy has forces equal to the energy of the attacker plus
627 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
628 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
630 # Attacker Initial energy levels (nominal):
631 # Klingon Romulan Commander Super-Commander
632 # Novice 400 700 1200
634 # Good 450 800 1300 1750
635 # Expert 475 850 1350 1875
636 # Emeritus 500 900 1400 2000
637 # VARIANCE 75 200 200 200
639 # Enemy vessels only move prior to their attack. In Novice - Good games
640 # only commanders move. In Expert games, all enemy vessels move if there
641 # is a commander present. In Emeritus games all enemy vessels move.
643 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
644 # forces are 1000 greater than Enterprise.
646 # Agressive action on average cuts the distance between the ship and
647 # the enemy to 1/4 the original.
649 # 4. At lower energy advantage, movement units are proportional to the
650 # advantage with a 650 advantage being to hold ground, 800 to move forward
651 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
653 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
654 # retreat, especially at high skill levels.
656 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
659 def movebaddy(com, loccom, ienm):
660 # tactical movement for the bad guys
661 next = coord(); look = coord()
663 # This should probably be just game.comhere + game.ishere
664 if game.skill >= SKILL_EXPERT:
665 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
667 nbaddys = game.comhere + game.ishere
669 dist1 = game.kdist[loccom]
670 mdist = int(dist1 + 0.5); # Nearest integer distance
672 # If SC, check with spy to see if should hi-tail it
674 (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
678 # decide whether to advance, retreat, or hold position
679 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
681 forces += 1000; # Good for enemy if shield is down!
682 if not damaged(DPHASER) or not damaged(DPHOTON):
683 if damaged(DPHASER): # phasers damaged
686 forces -= 0.2*(game.energy - 2500.0)
687 if damaged(DPHOTON): # photon torpedoes damaged
690 forces -= 50.0*game.torps
692 # phasers and photon tubes both out!
695 if forces <= 1000.0 and game.condition != "docked": # Typical situation
696 motion = ((forces+200.0*random.random())/150.0) - 5.0
698 if forces > 1000.0: # Very strong -- move in for kill
699 motion = (1.0-square(random.random()))*dist1 + 1.0
700 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
701 motion -= game.skill*(2.0-square(random.random()))
703 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
704 # don't move if no motion
707 # Limit motion according to skill
708 if abs(motion) > game.skill:
713 # calculate preferred number of steps
718 if motion > 0 and nsteps > mdist:
719 nsteps = mdist; # don't overshoot
720 if nsteps > QUADSIZE:
721 nsteps = QUADSIZE; # This shouldn't be necessary
723 nsteps = 1; # This shouldn't be necessary
725 proutn("NSTEPS = %d:" % nsteps)
726 # Compute preferred values of delta X and Y
727 mx = game.sector.x - com.x
728 my = game.sector.y - com.y
729 if 2.0 * abs(mx) < abs(my):
731 if 2.0 * abs(my) < abs(game.sector.x-com.x):
745 for ll in range(nsteps):
747 proutn(" %d" % (ll+1))
748 # Check if preferred position available
760 attempts = 0; # Settle mysterious hang problem
761 while attempts < 20 and not success:
763 if look.x < 1 or look.x > QUADSIZE:
764 if motion < 0 and tryexit(look, ienm, loccom, irun):
766 if krawlx == mx or my == 0:
768 look.x = next.x + krawlx
770 elif look.y < 1 or look.y > QUADSIZE:
771 if motion < 0 and tryexit(look, ienm, loccom, irun):
773 if krawly == my or mx == 0:
775 look.y = next.y + krawly
777 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
778 # See if we should ram ship
779 if game.quad[look.x][look.y] == game.ship and \
780 (ienm == IHC or ienm == IHS):
783 if krawlx != mx and my != 0:
784 look.x = next.x + krawlx
786 elif krawly != my and mx != 0:
787 look.y = next.y + krawly
790 break; # we have failed
802 # Put commander in place within same quadrant
803 game.quad[com.x][com.y] = IHDOT
804 game.quad[next.x][next.y] = ienm
807 game.ks[loccom] = next
808 game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
809 if not damaged(DSRSENS) or game.condition == docked:
812 proutn(_(" from Sector %s") % com)
813 if game.kdist[loccom] < dist1:
814 proutn(_(" advances to "))
816 proutn(_(" retreats to "))
817 prout("Sector %s." % next)
820 # Klingon tactical movement
823 # Figure out which Klingon is the commander (or Supercommander)
826 for i in range(1, game.nenhere+1):
828 if game.quad[w.x][w.y] == IHC:
832 for i in range(1, game.nenhere+1):
834 if game.quad[w.x][w.y] == IHS:
837 # If skill level is high, move other Klingons and Romulans too!
838 # Move these last so they can base their actions on what the
840 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
841 for i in range(1, game.nenhere+1):
843 if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
844 movebaddy(w, i, game.quad[w.x][w.y])
847 def movescom(iq, avoid):
848 # commander movement helper
849 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
850 game.state.galaxy[iq.x][iq.y].supernova or \
851 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
854 # Avoid quadrants with bases if we want to avoid Enterprise
855 for i in range(1, game.state.rembase+1):
856 if game.state.baseq[i] == iq:
858 if game.justin and not game.iscate:
861 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
862 game.state.kscmdr = iq
863 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
865 # SC has scooted, Remove him from current quadrant
871 for i in range(1, game.nenhere+1):
872 if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
874 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
875 game.ks[i] = game.ks[game.nenhere]
876 game.kdist[i] = game.kdist[game.nenhere]
877 game.kavgd[i] = game.kavgd[game.nenhere]
878 game.kpower[i] = game.kpower[game.nenhere]
881 if game.condition!=docked:
884 # check for a helpful planet
885 for i in range(game.inplan):
886 if game.state.planets[i].w == game.state.kscmdr and \
887 game.state.planets[i].crystals == "present":
889 game.state.planets[i].pclass = "destroyed"
890 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
893 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
894 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
895 prout(_(" by the Super-commander.\""))
897 return False; # looks good!
899 def supercommander():
900 # move the Super Commander
901 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
904 prout("== SUPERCOMMANDER")
905 # Decide on being active or passive
906 avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
907 (game.state.date-game.indate) < 3.0)
908 if not game.iscate and avoid:
909 # compute move away from Enterprise
910 idelta = game.state.kscmdr-game.quadrant
911 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
913 idelta.x = game.state.kscmdr.y-game.quadrant.y
914 idelta.y = game.quadrant.x-game.state.kscmdr.x
916 # compute distances to starbases
917 if game.state.rembase <= 0:
921 sc = game.state.kscmdr
922 for i in range(1, game.state.rembase+1):
923 basetbl.append((i, distance(game.state.baseq[i], sc)))
924 if game.state.rembase > 1:
925 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
926 # look for nearest base without a commander, no Enterprise, and
927 # without too many Klingons, and not already under attack.
928 ifindit = iwhichb = 0
929 for i2 in range(1, game.state.rembase+1):
930 i = basetbl[i2][0]; # bug in original had it not finding nearest
931 ibq = game.state.baseq[i]
932 if ibq == game.quadrant or ibq == game.battle or \
933 game.state.galaxy[ibq.x][ibq.y].supernova or \
934 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
936 # if there is a commander, and no other base is appropriate,
937 # we will take the one with the commander
938 for j in range(1, game.state.remcom+1):
939 if ibq == game.state.kcmdr[j] and ifindit!= 2:
943 if j > game.state.remcom: # no commander -- use this one
948 return; # Nothing suitable -- wait until next time
949 ibq = game.state.baseq[iwhichb]
950 # decide how to move toward base
951 idelta = ibq - game.state.kscmdr
952 # Maximum movement is 1 quadrant in either or both axes
953 idelta = idelta.sgn()
954 # try moving in both x and y directions
955 # there was what looked like a bug in the Almy C code here,
956 # but it might be this translation is just wrong.
957 iq = game.state.kscmdr + idelta
958 if movescom(iq, avoid):
959 # failed -- try some other maneuvers
960 if idelta.x==0 or idelta.y==0:
963 iq.y = game.state.kscmdr.y + 1
964 if movescom(iq, avoid):
965 iq.y = game.state.kscmdr.y - 1
968 iq.x = game.state.kscmdr.x + 1
969 if movescom(iq, avoid):
970 iq.x = game.state.kscmdr.x - 1
973 # try moving just in x or y
974 iq.y = game.state.kscmdr.y
975 if movescom(iq, avoid):
976 iq.y = game.state.kscmdr.y + idelta.y
977 iq.x = game.state.kscmdr.x
980 if game.state.rembase == 0:
983 for i in range(1, game.state.rembase+1):
984 ibq = game.state.baseq[i]
985 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
988 return; # no, don't attack base!
991 schedule(FSCDBAS, 1.0 +2.0*random.random())
992 if is_scheduled(FCDBAS):
993 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
994 if not communicating():
998 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1000 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1001 proutn(_(" It can survive until stardate %d.\"") \
1002 % int(scheduled(FSCDBAS)))
1003 if not game.resting:
1005 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1008 game.resting = False
1009 game.optime = 0.0; # actually finished
1011 # Check for intelligence report
1013 (random.random() > 0.2 or \
1014 (not communicating()) or \
1015 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1018 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1019 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1024 if not game.ithere or game.justin:
1027 if game.tholian.x == 1 and game.tholian.y == 1:
1028 idx = 1; idy = QUADSIZE
1029 elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
1030 idx = QUADSIZE; idy = QUADSIZE
1031 elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
1032 idx = QUADSIZE; idy = 1
1033 elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
1036 # something is wrong!
1040 # do nothing if we are blocked
1041 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
1043 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1045 if game.tholian.x != idx:
1047 im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
1048 while game.tholian.x != idx:
1049 game.tholian.x += im
1050 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1051 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1052 elif game.tholian.y != idy:
1054 im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
1055 while game.tholian.y != idy:
1056 game.tholian.y += im
1057 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1058 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1059 game.quad[game.tholian.x][game.tholian.y] = IHT
1060 game.ks[game.nenhere] = game.tholian
1062 # check to see if all holes plugged
1063 for i in range(1, QUADSIZE+1):
1064 if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
1066 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1068 if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
1070 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1072 # All plugged up -- Tholian splits
1073 game.quad[game.tholian.x][game.tholian.y]=IHWEB
1075 crmena(True, IHT, "sector", game.tholian)
1076 prout(_(" completes web."))
1081 # Code from battle.c begins here
1083 def doshield(shraise):
1084 # change shield status
1092 if isit("transfer"):
1096 if damaged(DSHIELD):
1097 prout(_("Shields damaged and down."))
1104 proutn(_("Do you wish to change shield energy? "))
1106 proutn(_("Energy to transfer to shields- "))
1108 elif damaged(DSHIELD):
1109 prout(_("Shields damaged and down."))
1112 proutn(_("Shields are up. Do you want them down? "))
1119 proutn(_("Shields are down. Do you want them up? "))
1125 if action == "SHUP": # raise shields
1127 prout(_("Shields already up."))
1131 if game.condition != "docked":
1133 prout(_("Shields raised."))
1134 if game.energy <= 0:
1136 prout(_("Shields raising uses up last of energy."))
1141 elif action == "SHDN":
1143 prout(_("Shields already down."))
1147 prout(_("Shields lowered."))
1150 elif action == "NRG":
1151 while scan() != IHREAL:
1153 proutn(_("Energy to transfer to shields- "))
1157 if aaitem > game.energy:
1158 prout(_("Insufficient ship energy."))
1161 if game.shield+aaitem >= game.inshld:
1162 prout(_("Shield energy maximized."))
1163 if game.shield+aaitem > game.inshld:
1164 prout(_("Excess energy requested returned to ship energy"))
1165 game.energy -= game.inshld-game.shield
1166 game.shield = game.inshld
1168 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
1169 # Prevent shield drain loophole
1171 prout(_("Engineering to bridge--"))
1172 prout(_(" Scott here. Power circuit problem, Captain."))
1173 prout(_(" I can't drain the shields."))
1176 if game.shield+aaitem < 0:
1177 prout(_("All shield energy transferred to ship."))
1178 game.energy += game.shield
1181 proutn(_("Scotty- \""))
1183 prout(_("Transferring energy to shields.\""))
1185 prout(_("Draining energy from shields.\""))
1186 game.shield += aaitem
1187 game.energy -= aaitem
1191 # choose a device to damage, at random.
1193 # Quoth Eric Allman in the code of BSD-Trek:
1194 # "Under certain conditions you can get a critical hit. This
1195 # sort of hit damages devices. The probability that a given
1196 # device is damaged depends on the device. Well protected
1197 # devices (such as the computer, which is in the core of the
1198 # ship and has considerable redundancy) almost never get
1199 # damaged, whereas devices which are exposed (such as the
1200 # warp engines) or which are particularly delicate (such as
1201 # the transporter) have a much higher probability of being
1204 # This is one place where OPTION_PLAIN does not restore the
1205 # original behavior, which was equiprobable damage across
1206 # all devices. If we wanted that, we'd return NDEVICES*random.random()
1207 # and have done with it. Also, in the original game, DNAVYS
1208 # and DCOMPTR were the same device.
1210 # Instead, we use a table of weights similar to the one from BSD Trek.
1211 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1212 # We don't have a cloaking device. The shuttle got the allocation
1213 # for the cloaking device, then we shaved a half-percent off
1214 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1217 105, # DSRSENS: short range scanners 10.5%
1218 105, # DLRSENS: long range scanners 10.5%
1219 120, # DPHASER: phasers 12.0%
1220 120, # DPHOTON: photon torpedoes 12.0%
1221 25, # DLIFSUP: life support 2.5%
1222 65, # DWARPEN: warp drive 6.5%
1223 70, # DIMPULS: impulse engines 6.5%
1224 145, # DSHIELD: deflector shields 14.5%
1225 30, # DRADIO: subspace radio 3.0%
1226 45, # DSHUTTL: shuttle 4.5%
1227 15, # DCOMPTR: computer 1.5%
1228 20, # NAVCOMP: navigation system 2.0%
1229 75, # DTRANSP: transporter 7.5%
1230 20, # DSHCTRL: high-speed shield controller 2.0%
1231 10, # DDRAY: death ray 1.0%
1232 30, # DDSP: deep-space probes 3.0%
1234 idx = random.random() * 1000.0 # weights must sum to 1000
1236 for (i, w) in enumerate(weights):
1240 return None; # we should never get here
1242 def ram(ibumpd, ienm, w):
1243 # make our ship ram something
1244 prouts(_("***RED ALERT! RED ALERT!"))
1246 prout(_("***COLLISION IMMINENT."))
1250 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
1252 proutn(_(" rammed by "))
1255 crmena(False, ienm, sector, w)
1257 proutn(_(" (original position)"))
1259 deadkl(w, ienm, game.sector)
1262 prout(_(" heavily damaged."))
1263 icas = 10.0+20.0*random.random()
1264 prout(_("***Sickbay reports %d casualties"), icas)
1266 game.state.crew -= icas
1268 # In the pre-SST2K version, all devices got equiprobably damaged,
1269 # which was silly. Instead, pick up to half the devices at
1270 # random according to our weighting table,
1272 ncrits = random.randrange(NDEVICES/2)
1273 for m in range(ncrits):
1275 if game.damage[dev] < 0:
1277 extradm = (10.0*hardness*random.random()+1.0)*game.damfac
1278 # Damage for at least time of travel!
1279 game.damage[dev] += game.optime + extradm
1281 prout(_("***Shields are down."))
1282 if game.state.remkl + game.state.remcom + game.state.nscrem:
1289 def torpedo(course, r, incoming, i, n):
1290 # let a photon torpedo fly
1293 ac = course + 0.25*r
1294 angle = (15.0-ac)*0.5235988
1295 bullseye = (15.0 - course)*0.5235988
1296 deltax = -math.sin(angle);
1297 deltay = math.cos(angle);
1298 x = incoming.x; y = incoming.y
1299 w = coord(); jw = coord()
1300 w.x = w.y = jw.x = jw.y = 0
1301 bigger = max(math.fabs(deltax), math.fabs(deltay))
1304 if not damaged(DSRSENS) or game.condition=="docked":
1305 setwnd(srscan_window)
1307 setwnd(message_window)
1308 # Loop to move a single torpedo
1309 for l in range(1, 15+1):
1314 if not VALID_SECTOR(w.x, w.y):
1316 iquad=game.quad[w.x][w.y]
1317 tracktorpedo(w, l, i, n, iquad)
1321 setwnd(message_window)
1322 if damaged(DSRSENS) and not game.condition=="docked":
1323 skip(1); # start new line after text track
1324 if iquad in (IHE, IHF): # Hit our ship
1326 proutn(_("Torpedo hits "))
1329 hit = 700.0 + 100.0*random.random() - \
1330 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1331 newcnd(); # we're blown out of dock
1332 # We may be displaced.
1333 if game.landed or game.condition=="docked":
1334 return hit # Cheat if on a planet
1335 ang = angle + 2.5*(random.random()-0.5)
1336 temp = math.fabs(math.sin(ang))
1337 if math.fabs(math.cos(ang)) > temp:
1338 temp = math.fabs(math.cos(ang))
1339 xx = -math.sin(ang)/temp
1340 yy = math.cos(ang)/temp
1343 if not VALID_SECTOR(jw.x, jw.y):
1345 if game.quad[jw.x][jw.y]==IHBLANK:
1348 if game.quad[jw.x][jw.y]!=IHDOT:
1349 # can't move into object
1354 elif iquad in (IHC, IHS): # Hit a commander
1355 if random.random() <= 0.05:
1356 crmena(True, iquad, sector, w)
1357 prout(_(" uses anti-photon device;"))
1358 prout(_(" torpedo neutralized."))
1360 elif iquad in (IHR, IHK): # Hit a regular enemy
1362 for ll in range(1, game.nenhere+1):
1363 if w == game.ks[ll]:
1365 kp = math.fabs(game.kpower[ll])
1366 h1 = 700.0 + 100.0*random.random() - \
1367 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1371 if game.kpower[ll] < 0:
1372 game.kpower[ll] -= -h1
1374 game.kpower[ll] -= h1
1375 if game.kpower[ll] == 0:
1378 crmena(True, iquad, "sector", w)
1379 # If enemy damaged but not destroyed, try to displace
1380 ang = angle + 2.5*(random.random()-0.5)
1381 temp = math.fabs(math.sin(ang))
1382 if math.fabs(math.cos(ang)) > temp:
1383 temp = math.fabs(math.cos(ang))
1384 xx = -math.sin(ang)/temp
1385 yy = math.cos(ang)/temp
1388 if not VALID_SECTOR(jw.x, jw.y):
1389 prout(_(" damaged but not destroyed."))
1391 if game.quad[jw.x][jw.y]==IHBLANK:
1392 prout(_(" buffeted into black hole."))
1393 deadkl(w, iquad, jw)
1395 if game.quad[jw.x][jw.y]!=IHDOT:
1396 # can't move into object
1397 prout(_(" damaged but not destroyed."))
1399 proutn(_(" damaged--"))
1403 elif iquad == IHB: # Hit a base
1405 prout(_("***STARBASE DESTROYED.."))
1406 for ll in range(1, game.state.rembase+1):
1407 if game.state.baseq[ll] == game.quadrant:
1408 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1410 game.quad[w.x][w.y]=IHDOT
1411 game.state.rembase -= 1
1412 game.base.x=game.base.y=0
1413 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1414 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1415 game.state.basekl += 1
1418 elif iquad == IHP: # Hit a planet
1419 crmena(True, iquad, sector, w)
1420 prout(_(" destroyed."))
1421 game.state.nplankl += 1
1422 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1423 game.state.planets[game.iplnet].pclass = destroyed
1425 invalidate(game.plnet)
1426 game.quad[w.x][w.y] = IHDOT
1428 # captain perishes on planet
1431 elif iquad == IHW: # Hit an inhabited world -- very bad!
1432 crmena(True, iquad, sector, w)
1433 prout(_(" destroyed."))
1434 game.state.nworldkl += 1
1435 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1436 game.state.planets[game.iplnet].pclass = destroyed
1438 invalidate(game.plnet)
1439 game.quad[w.x][w.y] = IHDOT
1441 # captain perishes on planet
1443 prout(_("You have just destroyed an inhabited planet."))
1444 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1446 elif iquad == IHSTAR: # Hit a star
1447 if random.random() > 0.10:
1450 crmena(True, IHSTAR, sector, w)
1451 prout(_(" unaffected by photon blast."))
1453 elif iquad == IHQUEST: # Hit a thingy
1454 if not (game.options & OPTION_THINGY) or random.random()>0.7:
1456 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1458 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1460 proutn(_("Mr. Spock-"))
1461 prouts(_(" \"Fascinating!\""))
1466 # Stas Sergeev added the possibility that
1467 # you can shove the Thingy and piss it off.
1468 # It then becomes an enemy and may fire at you.
1473 elif iquad == IHBLANK: # Black hole
1475 crmena(True, IHBLANK, sector, w)
1476 prout(_(" swallows torpedo."))
1478 elif iquad == IHWEB: # hit the web
1480 prout(_("***Torpedo absorbed by Tholian web."))
1482 elif iquad == IHT: # Hit a Tholian
1483 h1 = 700.0 + 100.0*random.random() - \
1484 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1487 game.quad[w.x][w.y] = IHDOT
1492 crmena(True, IHT, sector, w)
1493 if random.random() > 0.05:
1494 prout(_(" survives photon blast."))
1496 prout(_(" disappears."))
1497 game.quad[w.x][w.y] = IHWEB
1504 proutn("Don't know how to handle torpedo collision with ")
1505 crmena(True, iquad, sector, w)
1509 if curwnd!=message_window:
1510 setwnd(message_window)
1512 game.quad[w.x][w.y]=IHDOT
1513 game.quad[jw.x][jw.y]=iquad
1514 prout(_(" displaced by blast to Sector %s ") % jw)
1515 for ll in range(1, game.nenhere+1):
1516 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
1520 prout(_("Torpedo missed."))
1524 # critical-hit resolution
1526 # a critical hit occured
1527 if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
1530 ncrit = 1.0 + hit/(500.0+100.0*random.random())
1531 proutn(_("***CRITICAL HIT--"))
1532 # Select devices and cause damage
1534 for loop1 in range(ncrit):
1537 # Cheat to prevent shuttle damage unless on ship
1538 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1541 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
1542 game.damage[j] += extradm
1544 for loop2 in range(loop1):
1545 if j == cdam[loop2]:
1554 prout(_(" damaged."))
1555 if damaged(DSHIELD) and game.shldup:
1556 prout(_("***Shields knocked down."))
1559 def attack(torps_ok):
1560 # bad guy attacks us
1561 # torps_ok == false forces use of phasers in an attack
1562 atackd = False; attempt = False; ihurt = False;
1563 hitmax=0.0; hittot=0.0; chgfac=1.0
1567 # game could be over at this point, check
1572 prout("=== ATTACK!")
1574 # Tholian gewts to move before attacking
1578 # if you have just entered the RNZ, you'll get a warning
1579 if game.neutz: # The one chance not to be attacked
1583 # commanders get a chance to tac-move towards you
1584 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1587 # if no enemies remain after movement, we're done
1588 if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
1591 # set up partial hits if attack happens during shield status change
1592 pfac = 1.0/game.inshld
1594 chgfac = 0.25+0.5*random.random()
1598 # message verbosity control
1599 if game.skill <= SKILL_FAIR:
1602 for loop in range(1, game.nenhere+1):
1603 if game.kpower[loop] < 0:
1604 continue; # too weak to attack
1605 # compute hit strength and diminish shield power
1607 # Increase chance of photon torpedos if docked or enemy energy low
1608 if game.condition == "docked":
1610 if game.kpower[loop] < 500:
1613 iquad = game.quad[jay.x][jay.y]
1614 if iquad==IHT or (iquad==IHQUEST and not iqengry):
1616 # different enemies have different probabilities of throwing a torp
1617 usephasers = not torps_ok or \
1618 (iquad == IHK and r > 0.0005) or \
1619 (iquad==IHC and r > 0.015) or \
1620 (iquad==IHR and r > 0.3) or \
1621 (iquad==IHS and r > 0.07) or \
1622 (iquad==IHQUEST and r > 0.05)
1623 if usephasers: # Enemy uses phasers
1624 if game.condition == "docked":
1625 continue; # Don't waste the effort!
1626 attempt = True; # Attempt to attack
1627 dustfac = 0.8+0.05*random.random()
1628 hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
1629 game.kpower[loop] *= 0.75
1630 else: # Enemy uses photon torpedo
1631 course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
1633 proutn(_("***TORPEDO INCOMING"))
1634 if not damaged(DSRSENS):
1636 crmena(False, iquad, where, jay)
1639 r = (random.random()+random.random())*0.5 -0.5
1640 r += 0.002*game.kpower[loop]*r
1641 hit = torpedo(course, r, jay, 1, 1)
1642 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1643 finish(FWON); # Klingons did themselves in!
1644 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1645 return; # Supernova or finished
1648 # incoming phaser or torpedo, shields may dissipate it
1649 if game.shldup or game.shldchg or game.condition=="docked":
1650 # shields will take hits
1651 propor = pfac * game.shield
1652 if game.condition =="docked":
1656 hitsh = propor*chgfac*hit+1.0
1658 if absorb > game.shield:
1659 absorb = game.shield
1660 game.shield -= absorb
1662 # taking a hit blasts us out of a starbase dock
1663 if game.condition == "docked":
1665 # but the shields may take care of it
1666 if propor > 0.1 and hit < 0.005*game.energy:
1668 # hit from this opponent got through shields, so take damage
1670 proutn(_("%d unit hit") % int(hit))
1671 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1672 proutn(_(" on the "))
1674 if not damaged(DSRSENS) and usephasers:
1676 crmena(False, iquad, where, jay)
1678 # Decide if hit is critical
1684 if game.energy <= 0:
1685 # Returning home upon your shield, not with it...
1688 if not attempt and game.condition == "docked":
1689 prout(_("***Enemies decide against attacking your ship."))
1692 percent = 100.0*pfac*game.shield+0.5
1694 # Shields fully protect ship
1695 proutn(_("Enemy attack reduces shield strength to "))
1697 # Print message if starship suffered hit(s)
1699 proutn(_("Energy left %2d shields ") % int(game.energy))
1702 elif not damaged(DSHIELD):
1705 proutn(_("damaged, "))
1706 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1707 # Check if anyone was hurt
1708 if hitmax >= 200 or hittot >= 500:
1709 icas= hittot*random.random()*0.015
1712 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1713 prout(_(" in that last attack.\""))
1715 game.state.crew -= icas
1716 # After attack, reset average distance to enemies
1717 for loop in range(1, game.nenhere+1):
1718 game.kavgd[loop] = game.kdist[loop]
1722 def deadkl(w, type, mv):
1723 # kill a Klingon, Tholian, Romulan, or Thingy
1724 # Added mv to allow enemy to "move" before dying
1726 crmena(True, type, sector, mv)
1727 # Decide what kind of enemy it is and update appropriately
1729 # chalk up a Romulan
1730 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1732 game.state.nromrem -= 1
1736 elif type == IHQUEST:
1738 iqhere = iqengry = False
1741 # Some type of a Klingon
1742 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1745 game.comhere = False
1746 for i in range(1, game.state.remcom+1):
1747 if game.state.kcmdr[i] == game.quadrant:
1749 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1750 game.state.kcmdr[game.state.remcom].x = 0
1751 game.state.kcmdr[game.state.remcom].y = 0
1752 game.state.remcom -= 1
1754 if game.state.remcom != 0:
1755 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1757 game.state.remkl -= 1
1759 game.state.nscrem -= 1
1761 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1766 prout("*** Internal error, deadkl() called on %s\n" % type)
1768 # For each kind of enemy, finish message to player
1769 prout(_(" destroyed."))
1770 game.quad[w.x][w.y] = IHDOT
1771 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1774 # Remove enemy ship from arrays describing local conditions
1775 if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
1777 for i in range(1, game.nenhere+1):
1781 if i <= game.nenhere:
1782 for j in range(i, game.nenhere+1):
1783 game.ks[j] = game.ks[j+1]
1784 game.kpower[j] = game.kpower[j+1]
1785 game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
1786 game.ks[game.nenhere+1].x = 0
1787 game.ks[game.nenhere+1].x = 0
1788 game.kdist[game.nenhere+1] = 0
1789 game.kavgd[game.nenhere+1] = 0
1790 game.kpower[game.nenhere+1] = 0
1793 def targetcheck(x, y):
1794 # Return None if target is invalid
1795 if not VALID_SECTOR(x, y):
1798 deltx = 0.1*(y - game.sector.y)
1799 delty = 0.1*(x - game.sector.x)
1800 if deltx==0 and delty== 0:
1802 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1803 prout(_(" I recommend an immediate review of"))
1804 prout(_(" the Captain's psychological profile.\""))
1807 return 1.90985932*math.atan2(deltx, delty)
1810 # launch photon torpedo
1812 if damaged(DPHOTON):
1813 prout(_("Photon tubes damaged."))
1817 prout(_("No torpedoes left."))
1826 prout(_("%d torpedoes left.") % game.torps)
1827 proutn(_("Number of torpedoes to fire- "))
1829 else: # key == IHREAL {
1831 if n <= 0: # abort command
1836 prout(_("Maximum of 3 torpedoes per burst."))
1843 for i in range(1, n+1):
1845 if i==1 and key == IHEOL:
1846 break; # we will try prompting
1847 if i==2 and key == IHEOL:
1848 # direct all torpedoes at one target
1850 targ[i][1] = targ[1][1]
1851 targ[i][2] = targ[1][2]
1852 course[i] = course[1]
1864 course[i] = targetcheck(targ[i][1], targ[i][2])
1865 if course[i] == None:
1868 if i == 1 and key == IHEOL:
1869 # prompt for each one
1870 for i in range(1, n+1):
1871 proutn(_("Target sector for torpedo number %d- ") % i)
1883 course[i] = targetcheck(targ[i][1], targ[i][2])
1884 if course[i] == None:
1887 # Loop for moving <n> torpedoes
1888 for i in range(1, n+1):
1889 if game.condition != "docked":
1891 r = (random.random()+random.random())*0.5 -0.5
1892 if math.fabs(r) >= 0.47:
1894 r = (random.random()+1.2) * r
1896 prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
1898 prouts(_("***TORPEDO MISFIRES."))
1901 prout(_(" Remainder of burst aborted."))
1902 if random.random() <= 0.2:
1903 prout(_("***Photon tubes damaged by misfire."))
1904 game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
1906 if game.shldup or game.condition == "docked":
1907 r *= 1.0 + 0.0001*game.shield
1908 torpedo(course[i], r, game.sector, i, n)
1909 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1911 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1915 # check for phasers overheating
1917 chekbrn = (rpow-1500.)*0.00038
1918 if random.random() <= chekbrn:
1919 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1920 game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
1922 def checkshctrl(rpow):
1923 # check shield control
1926 if random.random() < 0.998:
1927 prout(_("Shields lowered."))
1929 # Something bad has happened
1930 prouts(_("***RED ALERT! RED ALERT!"))
1932 hit = rpow*game.shield/game.inshld
1933 game.energy -= rpow+hit*0.8
1934 game.shield -= hit*0.2
1935 if game.energy <= 0.0:
1936 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1941 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1943 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1944 icas = hit*random.random()*0.012
1949 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1950 prout(_(" %d casualties so far.\"") % icas)
1952 game.state.crew -= icas
1954 prout(_("Phaser energy dispersed by shields."))
1955 prout(_("Enemy unaffected."))
1959 def hittem(doublehits):
1960 # register a phaser hit on Klingons and Romulans
1961 nenhr2=game.nenhere; kk=1
1964 for k in range(1, nenhr2+1):
1968 dustfac = 0.9 + 0.01*random.random()
1969 hit = wham*math.pow(dustfac,game.kdist[kk])
1970 kpini = game.kpower[kk]
1971 kp = math.fabs(kpini)
1972 if PHASEFAC*hit < kp:
1974 if game.kpower[kk] < 0:
1975 game.kpower[kk] -= -kp
1977 game.kpower[kk] -= kp
1978 kpow = game.kpower[kk]
1981 if not damaged(DSRSENS):
1983 proutn(_("%d unit hit on ") % int(hit))
1985 proutn(_("Very small hit on "))
1986 ienm = game.quad[w.x][w.y]
1989 crmena(False, ienm, "sector", w)
1993 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1997 kk -= 1; # don't do the increment
1998 else: # decide whether or not to emasculate klingon
1999 if kpow > 0 and random.random() >= 0.9 and \
2000 kpow <= ((0.4 + 0.4*random.random())*kpini):
2001 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
2002 prout(_(" has just lost its firepower.\""))
2003 game.kpower[kk] = -kpow
2010 kz = 0; k = 1; irec=0 # Cheating inhibitor
2011 ifast = False; no = False; itarg = True; msgflag = True
2016 # SR sensors and Computer are needed fopr automode
2017 if damaged(DSRSENS) or damaged(DCOMPTR):
2019 if game.condition == "docked":
2020 prout(_("Phasers can't be fired through base shields."))
2023 if damaged(DPHASER):
2024 prout(_("Phaser control damaged."))
2028 if damaged(DSHCTRL):
2029 prout(_("High speed shield control damaged."))
2032 if game.energy <= 200.0:
2033 prout(_("Insufficient energy to activate high-speed shield control."))
2036 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2039 # Original code so convoluted, I re-did it all
2040 while automode=="NOTSET":
2045 prout(_("There is no enemy present to select."))
2048 automode="AUTOMATIC"
2052 elif isit("automatic"):
2053 if (not itarg) and game.nenhere != 0:
2054 automode = "FORCEMAN"
2057 prout(_("Energy will be expended into space."))
2058 automode = "AUTOMATIC"
2067 prout(_("Energy will be expended into space."))
2068 automode = "AUTOMATIC"
2070 automode = "FORCEMAN"
2072 automode = "AUTOMATIC"
2076 prout(_("Energy will be expended into space."))
2077 automode = "AUTOMATIC"
2079 automode = "FORCEMAN"
2081 proutn(_("Manual or automatic? "))
2085 if automode == "AUTOMATIC":
2086 if key == IHALPHA and isit("no"):
2089 if key != IHREAL and game.nenhere != 0:
2090 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2095 for i in range(1, game.nenhere+1):
2096 irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
2098 proutn(_("%d units required. ") % irec)
2100 proutn(_("Units to fire= "))
2106 proutn(_("Energy available= %.2f") % avail)
2109 if not rpow > avail:
2116 if key == IHALPHA and isit("no"):
2119 game.energy -= 200; # Go and do it!
2120 if checkshctrl(rpow):
2128 for i in range(1, game.nenhere+1):
2132 hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
2133 over = (0.01 + 0.05*random.random())*hits[i]
2135 powrem -= hits[i] + over
2136 if powrem <= 0 and temp < hits[i]:
2145 if extra > 0 and not game.alldone:
2147 proutn(_("*** Tholian web absorbs "))
2149 proutn(_("excess "))
2150 prout(_("phaser energy."))
2152 prout(_("%d expended on empty space.") % int(extra))
2153 elif automode == "FORCEMAN":
2156 if damaged(DCOMPTR):
2157 prout(_("Battle computer damaged, manual fire only."))
2160 prouts(_("---WORKING---"))
2162 prout(_("Short-range-sensors-damaged"))
2163 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2164 prout(_("Manual-fire-must-be-used"))
2166 elif automode == "MANUAL":
2168 for k in range(1, game.nenhere+1):
2170 ienm = game.quad[aim.x][aim.y]
2172 proutn(_("Energy available= %.2f") % (avail-0.006))
2176 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2177 (ienm == IHC or ienm == IHS):
2179 prout(_(" can't be located without short range scan."))
2182 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2187 if itarg and k > kz:
2188 irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
2191 if not damaged(DCOMPTR):
2196 proutn(_("units to fire at "))
2197 crmena(False, ienm, sector, aim)
2200 if key == IHALPHA and isit("no"):
2208 if k==1: # Let me say I'm baffled by this
2217 # If total requested is too much, inform and start over
2219 prout(_("Available energy exceeded -- try again."))
2222 key = scan(); # scan for next value
2225 # zero energy -- abort
2228 if key == IHALPHA and isit("no"):
2233 game.energy -= 200.0
2234 if checkshctrl(rpow):
2238 # Say shield raised or malfunction, if necessary
2244 if random.random() >= 0.99:
2245 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2246 prouts(_(" CLICK CLICK POP . . ."))
2247 prout(_(" No response, sir!"))
2250 prout(_("Shields raised."))
2255 # Code from events,c begins here.
2257 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2258 # event of each type active at any given time. Mostly these means we can
2259 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2260 # BSD Trek, from which we swiped the idea, can have up to 5.
2264 def unschedule(evtype):
2265 # remove an event from the schedule
2266 game.future[evtype].date = FOREVER
2267 return game.future[evtype]
2269 def is_scheduled(evtype):
2270 # is an event of specified type scheduled
2271 return game.future[evtype].date != FOREVER
2273 def scheduled(evtype):
2274 # when will this event happen?
2275 return game.future[evtype].date
2277 def schedule(evtype, offset):
2278 # schedule an event of specified type
2279 game.future[evtype].date = game.state.date + offset
2280 return game.future[evtype]
2282 def postpone(evtype, offset):
2283 # postpone a scheduled event
2284 game.future[evtype].date += offset
2287 # rest period is interrupted by event
2290 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2292 game.resting = False
2299 # run through the event queue looking for things to do
2301 fintim = game.state.date + game.optime; yank=0
2302 ictbeam = False; istract = False
2303 w = coord(); hold = coord()
2304 ev = event(); ev2 = event()
2307 # tractor beaming cases merge here
2308 yank = math.sqrt(yank)
2310 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2314 prout(_(" caught in long range tractor beam--"))
2315 # If Kirk & Co. screwing around on planet, handle
2316 atover(True) # atover(true) is Grab
2319 if game.icraft: # Caught in Galileo?
2322 # Check to see if shuttle is aboard
2323 if game.iscraft == "offship":
2325 if random.random() > 0.5:
2326 prout(_("Galileo, left on the planet surface, is captured"))
2327 prout(_("by aliens and made into a flying McDonald's."))
2328 game.damage[DSHUTTL] = -10
2329 game.iscraft = "removed"
2331 prout(_("Galileo, left on the planet surface, is well hidden."))
2333 game.quadrant = game.state.kscmdr
2335 game.quadrant = game.state.kcmdr[i]
2336 game.sector = randplace(QUADSIZE)
2338 prout(_(" is pulled to Quadrant %s, Sector %s") \
2339 % (game.quadrant, game.sector))
2341 prout(_("(Remainder of rest/repair period cancelled.)"))
2342 game.resting = False
2344 if not damaged(DSHIELD) and game.shield > 0:
2345 doshield(True) # raise shields
2348 prout(_("(Shields not currently useable.)"))
2350 # Adjust finish time to time of tractor beaming
2351 fintim = game.state.date+game.optime
2353 if game.state.remcom <= 0:
2356 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2359 # Code merges here for any commander destroying base
2360 # Not perfect, but will have to do
2361 # Handle case where base is in same quadrant as starship
2362 if game.battle == game.quadrant:
2363 game.state.chart[game.battle.x][game.battle.y].starbase = False
2364 game.quad[game.base.x][game.base.y] = IHDOT
2365 game.base.x=game.base.y=0
2368 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2369 elif game.state.rembase != 1 and communicating():
2370 # Get word via subspace radio
2373 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2374 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2376 prout(_("the Klingon Super-Commander"))
2378 prout(_("a Klingon Commander"))
2379 game.state.chart[game.battle.x][game.battle.y].starbase = False
2380 # Remove Starbase from galaxy
2381 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2382 for i in range(1, game.state.rembase+1):
2383 if game.state.baseq[i] == game.battle:
2384 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2385 game.state.rembase -= 1
2387 # reinstate a commander's base attack
2391 invalidate(game.battle)
2394 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2395 for i in range(1, NEVENTS):
2396 if i == FSNOVA: proutn("=== Supernova ")
2397 elif i == FTBEAM: proutn("=== T Beam ")
2398 elif i == FSNAP: proutn("=== Snapshot ")
2399 elif i == FBATTAK: proutn("=== Base Attack ")
2400 elif i == FCDBAS: proutn("=== Base Destroy ")
2401 elif i == FSCMOVE: proutn("=== SC Move ")
2402 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2403 elif i == FDSPROB: proutn("=== Probe Move ")
2404 elif i == FDISTR: proutn("=== Distress Call ")
2405 elif i == FENSLV: proutn("=== Enslavement ")
2406 elif i == FREPRO: proutn("=== Klingon Build ")
2408 prout("%.2f" % (scheduled(i)))
2411 radio_was_broken = damaged(DRADIO)
2414 # Select earliest extraneous event, evcode==0 if no events
2419 for l in range(1, NEVENTS):
2420 if game.future[l].date < datemin:
2423 prout("== Event %d fires" % evcode)
2424 datemin = game.future[l].date
2425 xtime = datemin-game.state.date
2426 game.state.date = datemin
2427 # Decrement Federation resources and recompute remaining time
2428 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2430 if game.state.remtime <=0:
2433 # Any crew left alive?
2434 if game.state.crew <=0:
2437 # Is life support adequate?
2438 if damaged(DLIFSUP) and game.condition != "docked":
2439 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2442 game.lsupres -= xtime
2443 if game.damage[DLIFSUP] <= xtime:
2444 game.lsupres = game.inlsr
2447 if game.condition == "docked":
2448 repair /= game.docfac
2449 # Don't fix Deathray here
2450 for l in range(0, NDEVICES):
2451 if game.damage[l] > 0.0 and l != DDRAY:
2452 if game.damage[l]-repair > 0.0:
2453 game.damage[l] -= repair
2455 game.damage[l] = 0.0
2456 # If radio repaired, update star chart and attack reports
2457 if radio_was_broken and not damaged(DRADIO):
2458 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2459 prout(_(" surveillance reports are coming in."))
2461 if not game.iseenit:
2465 prout(_(" The star chart is now up to date.\""))
2467 # Cause extraneous event EVCODE to occur
2468 game.optime -= xtime
2469 if evcode == FSNOVA: # Supernova
2472 schedule(FSNOVA, expran(0.5*game.intime))
2473 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2475 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2476 if game.state.nscrem == 0 or \
2477 ictbeam or istract or \
2478 game.condition=="docked" or game.isatb==1 or game.iscate:
2480 if game.ientesc or \
2481 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2482 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2483 (damaged(DSHIELD) and \
2484 (game.energy < 2500 or damaged(DPHASER)) and \
2485 (game.torps < 5 or damaged(DPHOTON))):
2488 yank = distance(game.state.kscmdr, game.quadrant)
2493 elif evcode == FTBEAM: # Tractor beam
2494 if game.state.remcom == 0:
2497 i = random.random()*game.state.remcom+1.0
2498 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
2499 if istract or game.condition == "docked" or yank == 0:
2500 # Drats! Have to reschedule
2502 game.optime + expran(1.5*game.intime/game.state.remcom))
2506 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2507 game.snapsht = game.state
2508 game.state.snap = True
2509 schedule(FSNAP, expran(0.5 * game.intime))
2510 elif evcode == FBATTAK: # Commander attacks starbase
2511 if game.state.remcom==0 or game.state.rembase==0:
2517 for j in range(1, game.state.rembase+1):
2518 for k in range(1, game.state.remcom+1):
2519 if game.state.baseq[j] == game.state.kcmdr[k] and \
2520 not game.state.baseq[j] == game.quadrant and \
2521 not game.state.baseq[j] == game.state.kscmdr:
2525 if j>game.state.rembase:
2526 # no match found -- try later
2527 schedule(FBATTAK, expran(0.3*game.intime))
2530 # commander + starbase combination found -- launch attack
2531 game.battle = game.state.baseq[j]
2532 schedule(FCDBAS, 1.0+3.0*random.random())
2533 if game.isatb: # extra time if SC already attacking
2534 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2535 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2536 game.iseenit = False
2537 if not communicating():
2538 continue # No warning :-(
2542 proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2543 prout(_(" reports that it is under attack and that it can"))
2544 proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
2548 elif evcode == FSCDBAS: # Supercommander destroys base
2551 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2552 continue # WAS RETURN!
2554 game.battle = game.state.kscmdr
2556 elif evcode == FCDBAS: # Commander succeeds in destroying base
2559 # find the lucky pair
2560 for i in range(1, game.state.remcom+1):
2561 if game.state.kcmdr[i] == game.battle:
2563 if i > game.state.remcom or game.state.rembase == 0 or \
2564 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2565 # No action to take after all
2566 invalidate(game.battle)
2569 elif evcode == FSCMOVE: # Supercommander moves
2570 schedule(FSCMOVE, 0.2777)
2571 if not game.ientesc and not istract and game.isatb != 1 and \
2572 (not game.iscate or not game.justin):
2574 elif evcode == FDSPROB: # Move deep space probe
2575 schedule(FDSPROB, 0.01)
2576 game.probex += game.probeinx
2577 game.probey += game.probeiny
2578 i = (int)(game.probex/QUADSIZE +0.05)
2579 j = (int)(game.probey/QUADSIZE + 0.05)
2580 if game.probec.x != i or game.probec.y != j:
2583 if not VALID_QUADRANT(i, j) or \
2584 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2585 # Left galaxy or ran into supernova
2589 proutn(_("Lt. Uhura- \"The deep space probe "))
2590 if not VALID_QUADRANT(j, i):
2591 proutn(_("has left the galaxy"))
2593 proutn(_("is no longer transmitting"))
2597 if not communicating():
2600 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2601 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2602 # Update star chart if Radio is working or have access to radio
2604 chp = game.state.chart[game.probec.x][game.probec.y]
2605 chp.klingons = pdest.klingons
2606 chp.starbase = pdest.starbase
2607 chp.stars = pdest.stars
2608 pdest.charted = True
2609 game.proben -= 1 # One less to travel
2610 if game.proben == 0 and game.isarmed and pdest.stars:
2611 # lets blow the sucker!
2612 supernova(True, game.probec)
2614 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2616 elif evcode == FDISTR: # inhabited system issues distress call
2618 # try a whole bunch of times to find something suitable
2619 for i in range(100):
2620 # need a quadrant which is not the current one,
2621 # which has some stars which are inhabited and
2622 # not already under attack, which is not
2623 # supernova'ed, and which has some Klingons in it
2624 w = randplace(GALSIZE)
2625 q = game.state.galaxy[w.x][w.y]
2626 if not (game.quadrant == w or q.planet == NOPLANET or \
2627 not game.state.planets[q.planet].inhabited or \
2628 q.supernova or q.status!=secure or q.klingons<=0):
2631 # can't seem to find one; ignore this call
2633 prout("=== Couldn't find location for distress event.")
2635 # got one!! Schedule its enslavement
2636 ev = schedule(FENSLV, expran(game.intime))
2638 q.status = distressed
2640 # tell the captain about it if we can
2642 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2644 prout(_("by a Klingon invasion fleet."))
2647 elif evcode == FENSLV: # starsystem is enslaved
2648 ev = unschedule(FENSLV)
2649 # see if current distress call still active
2650 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2654 q.status = "enslaved"
2656 # play stork and schedule the first baby
2657 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2658 ev2.quadrant = ev.quadrant
2660 # report the disaster if we can
2662 prout(_("Uhura- We've lost contact with starsystem %s") % \
2664 prout(_("in Quadrant %s.\n") % ev.quadrant)
2665 elif evcode == FREPRO: # Klingon reproduces
2666 # If we ever switch to a real event queue, we'll need to
2667 # explicitly retrieve and restore the x and y.
2668 ev = schedule(FREPRO, expran(1.0 * game.intime))
2669 # see if current distress call still active
2670 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2674 if game.state.remkl >=MAXKLGAME:
2675 continue # full right now
2676 # reproduce one Klingon
2678 if game.klhere >= MAXKLQUAD:
2680 # this quadrant not ok, pick an adjacent one
2681 for i in range(w.x - 1, w.x + 2):
2682 for j in range(w.y - 1, w.y + 2):
2683 if not VALID_QUADRANT(i, j):
2685 q = game.state.galaxy[w.x][w.y]
2686 # check for this quad ok (not full & no snova)
2687 if q.klingons >= MAXKLQUAD or q.supernova:
2691 continue # search for eligible quadrant failed
2696 game.state.remkl += 1
2698 if game.quadrant == w:
2700 newkling(game.klhere)
2701 # recompute time left
2703 # report the disaster if we can
2705 if game.quadrant == w:
2706 prout(_("Spock- sensors indicate the Klingons have"))
2707 prout(_("launched a warship from %s.") % q.planet)
2709 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2710 if q.planet != NOPLANET:
2711 proutn(_("near %s") % q.planet)
2712 prout(_("in Quadrant %s.") % w)
2721 proutn(_("How long? "))
2726 origTime = delay = aaitem
2729 if delay >= game.state.remtime or game.nenhere != 0:
2730 proutn(_("Are you sure? "))
2734 # Alternate resting periods (events) with attacks
2739 game.resting = False
2740 if not game.resting:
2741 prout(_("%d stardates left.") % int(game.state.remtime))
2743 temp = game.optime = delay
2745 rtime = 1.0 + random.random()
2749 if game.optime < delay:
2758 # Repair Deathray if long rest at starbase
2759 if origTime-delay >= 9.99 and game.condition == "docked":
2760 game.damage[DDRAY] = 0.0
2761 # leave if quadrant supernovas
2762 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2764 game.resting = False
2767 # A nova occurs. It is the result of having a star hit with a
2768 # photon torpedo, or possibly of a probe warhead going off.
2769 # Stars that go nova cause stars which surround them to undergo
2770 # the same probabilistic process. Klingons next to them are
2771 # destroyed. And if the starship is next to it, it gets zapped.
2772 # If the zap is too much, it gets destroyed.
2776 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2777 newc = coord(); scratch = coord()
2779 if random.random() < 0.05:
2780 # Wow! We've supernova'ed
2781 supernova(False, nov)
2784 # handle initial nova
2785 game.quad[nov.x][nov.y] = IHDOT
2786 crmena(False, IHSTAR, sector, nov)
2788 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2789 game.state.starkl += 1
2791 # Set up stack to recursively trigger adjacent stars
2792 bot = top = top2 = 1
2798 for mm in range(bot, top+1):
2799 for nn in range(1, 3+1): # nn,j represents coordinates around current
2800 for j in range(1, 3+1):
2803 scratch.x = hits[mm][1]+nn-2
2804 scratch.y = hits[mm][2]+j-2
2805 if not VALID_SECTOR(scratch.y, scratch.x):
2807 iquad = game.quad[scratch.x][scratch.y]
2808 # Empty space ends reaction
2809 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2811 elif iquad == IHSTAR: # Affect another star
2812 if random.random() < 0.05:
2813 # This star supernovas
2814 scratch = supernova(False)
2817 hits[top2][1]=scratch.x
2818 hits[top2][2]=scratch.y
2819 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2820 game.state.starkl += 1
2821 crmena(True, IHSTAR, sector, scratch)
2823 game.quad[scratch.x][scratch.y] = IHDOT
2824 elif iquad == IHP: # Destroy planet
2825 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
2826 game.state.nplankl += 1
2827 crmena(True, IHP, sector, scratch)
2828 prout(_(" destroyed."))
2829 game.state.planets[game.iplnet].pclass = destroyed
2831 invalidate(game.plnet)
2835 game.quad[scratch.x][scratch.y] = IHDOT
2836 elif iquad == IHB: # Destroy base
2837 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2838 for i in range(1, game.state.rembase+1):
2839 if game.state.baseq[i] == game.quadrant:
2841 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2842 game.state.rembase -= 1
2843 invalidate(game.base)
2844 game.state.basekl += 1
2846 crmena(True, IHB, sector, scratch)
2847 prout(_(" destroyed."))
2848 game.quad[scratch.x][scratch.y] = IHDOT
2849 elif iquad in (IHE, IHF): # Buffet ship
2850 prout(_("***Starship buffeted by nova."))
2852 if game.shield >= 2000.0:
2853 game.shield -= 2000.0
2855 diff = 2000.0 - game.shield
2859 prout(_("***Shields knocked out."))
2860 game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
2862 game.energy -= 2000.0
2863 if game.energy <= 0:
2866 # add in course nova contributes to kicking starship
2867 icx += game.sector.x-hits[mm][1]
2868 icy += game.sector.y-hits[mm][2]
2870 elif iquad == IHK: # kill klingon
2871 deadkl(scratch,iquad, scratch)
2872 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2873 for ll in range(1, game.nenhere+1):
2874 if game.ks[ll] == scratch:
2876 game.kpower[ll] -= 800.0 # If firepower is lost, die
2877 if game.kpower[ll] <= 0.0:
2878 deadkl(scratch, iquad, scratch)
2880 newc.x = scratch.x + scratch.x - hits[mm][1]
2881 newc.y = scratch.y + scratch.y - hits[mm][2]
2882 crmena(True, iquad, sector, scratch)
2883 proutn(_(" damaged"))
2884 if not VALID_SECTOR(newc.x, newc.y):
2885 # can't leave quadrant
2888 iquad1 = game.quad[newc.x][newc.y]
2889 if iquad1 == IHBLANK:
2890 proutn(_(", blasted into "))
2891 crmena(False, IHBLANK, sector, newc)
2893 deadkl(scratch, iquad, newc)
2896 # can't move into something else
2899 proutn(_(", buffeted to Sector %s") % newc)
2900 game.quad[scratch.x][scratch.y] = IHDOT
2901 game.quad[newc.x][newc.y] = iquad
2903 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
2912 # Starship affected by nova -- kick it away.
2913 game.dist = kount*0.1
2916 game.direc = course[3*(icx+1)+icy+2]
2917 if game.direc == 0.0:
2919 if game.dist == 0.0:
2921 game.optime = 10.0*game.dist/16.0
2923 prout(_("Force of nova displaces starship."))
2925 game.optime = 10.0*game.dist/16.0
2928 def supernova(induced, w=None):
2929 # star goes supernova
2937 # Scheduled supernova -- select star
2938 # logic changed here so that we won't favor quadrants in top
2940 for nq.x in range(1, GALSIZE+1):
2941 for nq.y in range(1, GALSIZE+1):
2942 stars += game.state.galaxy[nq.x][nq.y].stars
2944 return # nothing to supernova exists
2945 num = random.random()*stars + 1
2946 for nq.x in range(1, GALSIZE+1):
2947 for nq.y in range(1, GALSIZE+1):
2948 num -= game.state.galaxy[nq.x][nq.y].stars
2954 proutn("=== Super nova here?")
2958 if not nq == game.quadrant or game.justin:
2959 # it isn't here, or we just entered (treat as enroute)
2962 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2963 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2966 # we are in the quadrant!
2967 num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
2968 for ns.x in range(1, QUADSIZE+1):
2969 for ns.y in range(1, QUADSIZE+1):
2970 if game.quad[ns.x][ns.y]==IHSTAR:
2978 prouts(_("***RED ALERT! RED ALERT!"))
2980 prout(_("***Incipient supernova detected at Sector %s") % ns)
2981 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2982 proutn(_("Emergency override attempts t"))
2983 prouts("***************")
2988 # destroy any Klingons in supernovaed quadrant
2989 kldead = game.state.galaxy[nq.x][nq.y].klingons
2990 game.state.galaxy[nq.x][nq.y].klingons = 0
2991 if nq == game.state.kscmdr:
2992 # did in the Supercommander!
2993 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2997 if game.state.remcom:
2998 maxloop = game.state.remcom
2999 for l in range(1, maxloop+1):
3000 if game.state.kcmdr[l] == nq:
3001 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
3002 invalidate(game.state.kcmdr[game.state.remcom])
3003 game.state.remcom -= 1
3005 if game.state.remcom==0:
3008 game.state.remkl -= kldead
3009 # destroy Romulans and planets in supernovaed quadrant
3010 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
3011 game.state.galaxy[nq.x][nq.y].romulans = 0
3012 game.state.nromrem -= nrmdead
3014 for loop in range(game.inplan):
3015 if game.state.planets[loop].w == nq:
3016 game.state.planets[loop].pclass = destroyed
3018 # Destroy any base in supernovaed quadrant
3019 if game.state.rembase:
3020 maxloop = game.state.rembase
3021 for loop in range(1, maxloop+1):
3022 if game.state.baseq[loop] == nq:
3023 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
3024 invalidate(game.state.baseq[game.state.rembase])
3025 game.state.rembase -= 1
3027 # If starship caused supernova, tally up destruction
3029 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
3030 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
3031 game.state.nplankl += npdead
3032 # mark supernova in galaxy and in star chart
3033 if game.quadrant == nq or communicating():
3034 game.state.galaxy[nq.x][nq.y].supernova = True
3035 # If supernova destroys last Klingons give special message
3036 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
3039 prout(_("Lucky you!"))
3040 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
3043 # if some Klingons remain, continue or die in supernova
3048 # Code from finish.c ends here.
3051 # self-destruct maneuver
3052 # Finish with a BANG!
3054 if damaged(DCOMPTR):
3055 prout(_("Computer damaged; cannot execute destruct sequence."))
3057 prouts(_("---WORKING---")); skip(1)
3058 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3059 prouts(" 10"); skip(1)
3060 prouts(" 9"); skip(1)
3061 prouts(" 8"); skip(1)
3062 prouts(" 7"); skip(1)
3063 prouts(" 6"); skip(1)
3065 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3067 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3069 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3073 if game.passwd != citem:
3074 prouts(_("PASSWORD-REJECTED;"))
3076 prouts(_("CONTINUITY-EFFECTED"))
3079 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3080 prouts(" 5"); skip(1)
3081 prouts(" 4"); skip(1)
3082 prouts(" 3"); skip(1)
3083 prouts(" 2"); skip(1)
3084 prouts(" 1"); skip(1)
3085 if random.random() < 0.15:
3086 prouts(_("GOODBYE-CRUEL-WORLD"))
3094 prouts(_("********* Entropy of "))
3096 prouts(_(" maximized *********"))
3100 if game.nenhere != 0:
3101 whammo = 25.0 * game.energy
3103 while l <= game.nenhere:
3104 if game.kpower[l]*game.kdist[l] <= whammo:
3105 deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
3110 "Compute our rate of kils over time."
3111 return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
3115 badpt = 5.0*game.state.starkl + \
3117 10.0*game.state.nplankl + \
3118 300*game.state.nworldkl + \
3120 100.0*game.state.basekl +\
3122 if game.ship == IHF:
3124 elif game.ship == None:
3130 # end the game, with appropriate notfications
3134 prout(_("It is stardate %.1f.") % game.state.date)
3136 if ifin == FWON: # Game has been won
3137 if game.state.nromrem != 0:
3138 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3141 prout(_("You have smashed the Klingon invasion fleet and saved"))
3142 prout(_("the Federation."))
3147 badpt = 0.0 # Close enough!
3148 # killsPerDate >= RateMax
3149 if game.state.date-game.indate < 5.0 or \
3150 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3152 prout(_("In fact, you have done so well that Starfleet Command"))
3153 if game.skill == SKILL_NOVICE:
3154 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3155 elif game.skill == SKILL_FAIR:
3156 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3157 elif game.skill == SKILL_GOOD:
3158 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3159 elif game.skill == SKILL_EXPERT:
3160 prout(_("promotes you to Commodore Emeritus."))
3162 prout(_("Now that you think you're really good, try playing"))
3163 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3164 elif game.skill == SKILL_EMERITUS:
3166 proutn(_("Computer- "))
3167 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3169 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3171 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3173 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3175 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3177 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3179 prout(_("Now you can retire and write your own Star Trek game!"))
3181 elif game.skill >= SKILL_EXPERT:
3182 if game.thawed and not idebug:
3183 prout(_("You cannot get a citation, so..."))
3185 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3189 # Only grant long life if alive (original didn't!)
3191 prout(_("LIVE LONG AND PROSPER."))
3196 elif ifin == FDEPLETE: # Federation Resources Depleted
3197 prout(_("Your time has run out and the Federation has been"))
3198 prout(_("conquered. Your starship is now Klingon property,"))
3199 prout(_("and you are put on trial as a war criminal. On the"))
3200 proutn(_("basis of your record, you are "))
3201 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3202 prout(_("acquitted."))
3204 prout(_("LIVE LONG AND PROSPER."))
3206 prout(_("found guilty and"))
3207 prout(_("sentenced to death by slow torture."))
3211 elif ifin == FLIFESUP:
3212 prout(_("Your life support reserves have run out, and"))
3213 prout(_("you die of thirst, starvation, and asphyxiation."))
3214 prout(_("Your starship is a derelict in space."))
3216 prout(_("Your energy supply is exhausted."))
3218 prout(_("Your starship is a derelict in space."))
3219 elif ifin == FBATTLE:
3222 prout(_("has been destroyed in battle."))
3224 prout(_("Dulce et decorum est pro patria mori."))
3226 prout(_("You have made three attempts to cross the negative energy"))
3227 prout(_("barrier which surrounds the galaxy."))
3229 prout(_("Your navigation is abominable."))
3232 prout(_("Your starship has been destroyed by a nova."))
3233 prout(_("That was a great shot."))
3235 elif ifin == FSNOVAED:
3238 prout(_(" has been fried by a supernova."))
3239 prout(_("...Not even cinders remain..."))
3240 elif ifin == FABANDN:
3241 prout(_("You have been captured by the Klingons. If you still"))
3242 prout(_("had a starbase to be returned to, you would have been"))
3243 prout(_("repatriated and given another chance. Since you have"))
3244 prout(_("no starbases, you will be mercilessly tortured to death."))
3245 elif ifin == FDILITHIUM:
3246 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3247 elif ifin == FMATERIALIZE:
3248 prout(_("Starbase was unable to re-materialize your starship."))
3249 prout(_("Sic transit gloria mundi"))
3250 elif ifin == FPHASER:
3253 prout(_(" has been cremated by its own phasers."))
3255 prout(_("You and your landing party have been"))
3256 prout(_("converted to energy, disipating through space."))
3257 elif ifin == FMINING:
3258 prout(_("You are left with your landing party on"))
3259 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3261 prout(_("They are very fond of \"Captain Kirk\" soup."))
3263 proutn(_("Without your leadership, the "))
3265 prout(_(" is destroyed."))
3266 elif ifin == FDPLANET:
3267 prout(_("You and your mining party perish."))
3269 prout(_("That was a great shot."))
3272 prout(_("The Galileo is instantly annihilated by the supernova."))
3273 prout(_("You and your mining party are atomized."))
3275 proutn(_("Mr. Spock takes command of the "))
3278 prout(_("joins the Romulans, reigning terror on the Federation."))
3279 elif ifin == FPNOVA:
3280 prout(_("You and your mining party are atomized."))
3282 proutn(_("Mr. Spock takes command of the "))
3285 prout(_("joins the Romulans, reigning terror on the Federation."))
3286 elif ifin == FSTRACTOR:
3287 prout(_("The shuttle craft Galileo is also caught,"))
3288 prout(_("and breaks up under the strain."))
3290 prout(_("Your debris is scattered for millions of miles."))
3291 proutn(_("Without your leadership, the "))
3293 prout(_(" is destroyed."))
3295 prout(_("The mutants attack and kill Spock."))
3296 prout(_("Your ship is captured by Klingons, and"))
3297 prout(_("your crew is put on display in a Klingon zoo."))
3298 elif ifin == FTRIBBLE:
3299 prout(_("Tribbles consume all remaining water,"))
3300 prout(_("food, and oxygen on your ship."))
3302 prout(_("You die of thirst, starvation, and asphyxiation."))
3303 prout(_("Your starship is a derelict in space."))
3305 prout(_("Your ship is drawn to the center of the black hole."))
3306 prout(_("You are crushed into extremely dense matter."))
3308 prout(_("Your last crew member has died."))
3309 if game.ship == IHF:
3311 elif game.ship == IHE:
3314 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3315 goodies = game.state.remres/game.inresor
3316 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3317 if goodies/baddies >= 1.0+0.5*random.random():
3318 prout(_("As a result of your actions, a treaty with the Klingon"))
3319 prout(_("Empire has been signed. The terms of the treaty are"))
3320 if goodies/baddies >= 3.0+random.random():
3321 prout(_("favorable to the Federation."))
3323 prout(_("Congratulations!"))
3325 prout(_("highly unfavorable to the Federation."))
3327 prout(_("The Federation will be destroyed."))
3329 prout(_("Since you took the last Klingon with you, you are a"))
3330 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3331 prout(_("statue in your memory. Rest in peace, and try not"))
3332 prout(_("to think about pigeons."))
3337 # compute player's score
3338 timused = game.state.date - game.indate
3341 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3343 perdate = killrate()
3344 ithperd = 500*perdate + 0.5
3347 iwon = 100*game.skill
3348 if game.ship == IHE:
3350 elif game.ship == IHF:
3354 if not game.gamewon:
3355 game.state.nromrem = 0 # None captured if no win
3356 iscore = 10*(game.inkling - game.state.remkl) \
3357 + 50*(game.incom - game.state.remcom) \
3359 + 20*(game.inrom - game.state.nromrem) \
3360 + 200*(game.inscom - game.state.nscrem) \
3361 - game.state.nromrem \
3366 prout(_("Your score --"))
3367 if game.inrom - game.state.nromrem:
3368 prout(_("%6d Romulans destroyed %5d") %
3369 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3370 if game.state.nromrem:
3371 prout(_("%6d Romulans captured %5d") %
3372 (game.state.nromrem, game.state.nromrem))
3373 if game.inkling - game.state.remkl:
3374 prout(_("%6d ordinary Klingons destroyed %5d") %
3375 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3376 if game.incom - game.state.remcom:
3377 prout(_("%6d Klingon commanders destroyed %5d") %
3378 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3379 if game.inscom - game.state.nscrem:
3380 prout(_("%6d Super-Commander destroyed %5d") %
3381 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3383 prout(_("%6.2f Klingons per stardate %5d") %
3385 if game.state.starkl:
3386 prout(_("%6d stars destroyed by your action %5d") %
3387 (game.state.starkl, -5*game.state.starkl))
3388 if game.state.nplankl:
3389 prout(_("%6d planets destroyed by your action %5d") %
3390 (game.state.nplankl, -10*game.state.nplankl))
3391 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3392 prout(_("%6d inhabited planets destroyed by your action %5d") %
3393 (game.state.nplankl, -300*game.state.nworldkl))
3394 if game.state.basekl:
3395 prout(_("%6d bases destroyed by your action %5d") %
3396 (game.state.basekl, -100*game.state.basekl))
3398 prout(_("%6d calls for help from starbase %5d") %
3399 (game.nhelp, -45*game.nhelp))
3401 prout(_("%6d casualties incurred %5d") %
3402 (game.casual, -game.casual))
3404 prout(_("%6d crew abandoned in space %5d") %
3405 (game.abandoned, -3*game.abandoned))
3407 prout(_("%6d ship(s) lost or destroyed %5d") %
3408 (klship, -100*klship))
3410 prout(_("Penalty for getting yourself killed -200"))
3412 proutn(_("Bonus for winning "))
3413 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3414 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3415 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3416 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3417 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3418 prout(" %5d" % iwon)
3420 prout(_("TOTAL SCORE %5d") % iscore)
3423 # emit winner's commemmorative plaque
3426 proutn(_("File or device name for your plaque: "))
3429 fp = open(winner, "w")
3432 prout(_("Invalid name."))
3434 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3436 # The 38 below must be 64 for 132-column paper
3437 nskip = 38 - len(winner)/2
3439 fp.write("\n\n\n\n")
3440 # --------DRAW ENTERPRISE PICTURE.
3441 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3442 fp.write(" EEE E : : : E\n" )
3443 fp.write(" EE EEE E : : NCC-1701 : E\n")
3444 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3445 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3446 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3447 fp.write(" EEEEEEE EEEEE E E E E\n")
3448 fp.write(" EEE E E E E\n")
3449 fp.write(" E E E E\n")
3450 fp.write(" EEEEEEEEEEEEE E E\n")
3451 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3452 fp.write(" :E : EEEE E\n")
3453 fp.write(" .-E -:----- E\n")
3454 fp.write(" :E : E\n")
3455 fp.write(" EE : EEEEEEEE\n")
3456 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3458 fp.write(_(" U. S. S. ENTERPRISE\n"))
3459 fp.write("\n\n\n\n")
3460 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3462 fp.write(_(" Starfleet Command bestows to you\n"))
3464 fp.write("%*s%s\n\n" % (nskip, "", winner))
3465 fp.write(_(" the rank of\n\n"))
3466 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3468 if game.skill == SKILL_EXPERT:
3469 fp.write(_(" Expert level\n\n"))
3470 elif game.skill == SKILL_EMERITUS:
3471 fp.write(_("Emeritus level\n\n"))
3473 fp.write(_(" Cheat level\n\n"))
3474 timestring = ctime()
3475 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3476 (timestring+4, timestring+20, timestring+11))
3477 fp.write(_(" Your score: %d\n\n") % iscore)
3478 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3481 # Code from io.c begins here
3483 rows = linecount = 0 # for paging
3486 fullscreen_window = None
3487 srscan_window = None
3488 report_window = None
3489 status_window = None
3490 lrscan_window = None
3491 message_window = None
3492 prompt_window = None
3496 "wrap up, either normally or due to signal"
3497 if game.options & OPTION_CURSES:
3504 sys.stdout.write('\n')
3510 #setlocale(LC_ALL, "")
3511 #bindtextdomain(PACKAGE, LOCALEDIR)
3512 #textdomain(PACKAGE)
3513 if atexit.register(outro):
3514 sys.stderr.write("Unable to register outro(), exiting...\n")
3516 if not (game.options & OPTION_CURSES):
3517 ln_env = os.getenv("LINES")
3523 stdscr = curses.initscr()
3528 curses.start_color()
3529 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3530 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3531 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3532 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3533 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3534 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3535 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3536 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3538 global fullscreen_window, srscan_window, report_window, status_window
3539 global lrscan_window, message_window, prompt_window
3540 fullscreen_window = stdscr
3541 srscan_window = curses.newwin(12, 25, 0, 0)
3542 report_window = curses.newwin(11, 0, 1, 25)
3543 status_window = curses.newwin(10, 0, 1, 39)
3544 lrscan_window = curses.newwin(5, 0, 0, 64)
3545 message_window = curses.newwin(0, 0, 12, 0)
3546 prompt_window = curses.newwin(1, 0, rows-2, 0)
3547 message_window.scrollok(True)
3548 setwnd(fullscreen_window)
3553 "wait for user action -- OK to do nothing if on a TTY"
3554 if game.options & OPTION_CURSES:
3559 if game.skill > SKILL_FAIR:
3560 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3562 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3566 if game.skill > SKILL_FAIR:
3567 prompt = _("[CONTINUE?]")
3569 prompt = _("[PRESS ENTER TO CONTINUE]")
3571 if game.options & OPTION_CURSES:
3573 setwnd(prompt_window)
3574 prompt_window.wclear()
3575 prompt_window.addstr(prompt)
3576 prompt_window.getstr()
3577 prompt_window.clear()
3578 prompt_window.refresh()
3579 setwnd(message_window)
3582 sys.stdout.write('\n')
3585 for j in range(0, rows):
3586 sys.stdout.write('\n')
3590 "Skip i lines. Pause game if this would cause a scrolling event."
3591 for dummy in range(i):
3592 if game.options & OPTION_CURSES:
3593 (y, x) = curwnd.getyx()
3594 (my, mx) = curwnd.getmaxyx()
3595 if curwnd == message_window and y >= my - 3:
3603 if rows and linecount >= rows:
3606 sys.stdout.write('\n')
3609 "Utter a line with no following line feed."
3610 if game.options & OPTION_CURSES:
3614 sys.stdout.write(line)
3624 curses.delay_output(30)
3626 if game.options & OPTION_CURSES:
3630 curses.delay_output(300)
3633 "Get a line of input."
3634 if game.options & OPTION_CURSES:
3635 line = curwnd.getstr() + "\n"
3638 if replayfp and not replayfp.closed:
3639 line = replayfp.readline()
3647 "Change windows -- OK for this to be a no-op in tty mode."
3649 if game.options & OPTION_CURSES:
3651 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3654 "Clear to end of line -- can be a no-op in tty mode"
3655 if game.options & OPTION_CURSES:
3660 "Clear screen -- can be a no-op in tty mode."
3662 if game.options & OPTION_CURSES:
3668 def textcolor(color):
3669 "Set the current text color"
3670 if game.options & OPTION_CURSES:
3671 if color == DEFAULT:
3673 elif color == BLACK:
3674 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3676 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3677 elif color == GREEN:
3678 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3680 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3682 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3683 elif color == MAGENTA:
3684 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3685 elif color == BROWN:
3686 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3687 elif color == LIGHTGRAY:
3688 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3689 elif color == DARKGRAY:
3690 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3691 elif color == LIGHTBLUE:
3692 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3693 elif color == LIGHTGREEN:
3694 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3695 elif color == LIGHTCYAN:
3696 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3697 elif color == LIGHTRED:
3698 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3699 elif color == LIGHTMAGENTA:
3700 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3701 elif color == YELLOW:
3702 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3703 elif color == WHITE:
3704 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3707 "Set highlight video, if this is reasonable."
3708 if game.options & OPTION_CURSES:
3709 curwnd.attron(curses.A_REVERSE)
3711 def commandhook(cmd, before):
3715 # Things past this point have policy implications.
3719 "Hook to be called after moving to redraw maps."
3720 if game.options & OPTION_CURSES:
3723 setwnd(srscan_window)
3727 setwnd(status_window)
3728 status_window.clear()
3729 status_window.move(0, 0)
3730 setwnd(report_window)
3731 report_window.clear()
3732 report_window.move(0, 0)
3734 setwnd(lrscan_window)
3735 lrscan_window.clear()
3736 lrscan_window.move(0, 0)
3739 def put_srscan_sym(w, sym):
3740 "Emit symbol for short-range scan."
3741 srscan_window.move(w.x+1, w.y*2+2)
3742 srscan_window.addch(sym)
3743 srscan_window.refresh()
3746 "Enemy fall down, go boom."
3747 if game.options & OPTION_CURSES:
3749 setwnd(srscan_window)
3750 srscan_window.attron(curses.A_REVERSE)
3751 put_srscan_sym(w, game.quad[w.x][w.y])
3755 srscan_window.attroff(curses.A_REVERSE)
3756 put_srscan_sym(w, game.quad[w.x][w.y])
3757 curses.delay_output(500)
3758 setwnd(message_window)
3761 "Sound and visual effects for teleportation."
3762 if game.options & OPTION_CURSES:
3764 setwnd(message_window)
3766 prouts(" . . . . . ")
3767 if game.options & OPTION_CURSES:
3768 #curses.delay_output(1000)
3772 def tracktorpedo(w, l, i, n, iquad):
3773 "Torpedo-track animation."
3774 if not game.options & OPTION_CURSES:
3778 proutn(_("Track for torpedo number %d- ") % i)
3781 proutn(_("Torpedo track- "))
3784 proutn("%d - %d " % (w.x, w.y))
3786 if not damaged(DSRSENS) or game.condition=="docked":
3787 if i != 1 and l == 1:
3789 curses.delay_output(400)
3790 if (iquad==IHDOT) or (iquad==IHBLANK):
3791 put_srscan_sym(w, '+')
3793 #curses.delay_output(100)
3795 put_srscan_sym(w, iquad)
3797 curwnd.attron(curses.A_REVERSE)
3798 put_srscan_sym(w, iquad)
3800 #curses.delay_output(1000)
3802 curwnd.attroff(curses.A_REVERSE)
3803 put_srscan_sym(w, iquad)
3805 proutn("%d - %d " % (w.x, w.y))
3808 "Display the current galaxy chart."
3809 if game.options & OPTION_CURSES:
3810 setwnd(message_window)
3811 message_window.clear()
3813 if game.options & OPTION_TTY:
3818 def prstat(txt, data):
3820 if game.options & OPTION_CURSES:
3822 setwnd(status_window)
3824 proutn(" " * NSYM - len(tx))
3827 if game.options & OPTION_CURSES:
3828 setwnd(report_window)
3830 # Code from moving.c begins here
3832 def imove(novapush):
3833 # movement execution for warp, impulse, supernova, and tractor-beam events
3834 w = coord(); final = coord()
3837 def no_quad_change():
3838 # No quadrant change -- compute new avg enemy distances
3839 game.quad[game.sector.x][game.sector.y] = game.ship
3841 for m in range(1, game.nenhere+1):
3842 finald = distance(w, game.ks[m])
3843 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
3844 game.kdist[m] = finald
3846 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3848 for m in range(1, game.nenhere+1):
3849 game.kavgd[m] = game.kdist[m]
3852 setwnd(message_window)
3856 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3857 game.inorbit = False
3859 angle = ((15.0 - game.direc) * 0.5235988)
3860 deltax = -math.sin(angle)
3861 deltay = math.cos(angle)
3862 if math.fabs(deltax) > math.fabs(deltay):
3863 bigger = math.fabs(deltax)
3865 bigger = math.fabs(deltay)
3870 # If tractor beam is to occur, don't move full distance
3871 if game.state.date+game.optime >= scheduled(FTBEAM):
3873 game.condition = "red"
3874 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3875 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3876 # Move within the quadrant
3877 game.quad[game.sector.x][game.sector.y] = IHDOT
3880 n = 10.0*game.dist*bigger+0.5
3883 for m in range(1, n+1):
3888 if not VALID_SECTOR(w.x, w.y):
3889 # Leaving quadrant -- allow final enemy attack
3890 # Don't do it if being pushed by Nova
3891 if game.nenhere != 0 and not novapush:
3893 for m in range(1, game.nenhere+1):
3894 finald = distance(w, game.ks[m])
3895 game.kavgd[m] = 0.5 * (finald + game.kdist[m])
3897 # Stas Sergeev added the condition
3898 # that attacks only happen if Klingons
3899 # are present and your skill is good.
3901 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3905 # compute final position -- new quadrant and sector
3906 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
3907 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
3908 w.x = x+10.0*game.dist*bigger*deltax+0.5
3909 w.y = y+10.0*game.dist*bigger*deltay+0.5
3910 # check for edge of galaxy
3920 if w.x > GALSIZE*QUADSIZE:
3921 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
3923 if w.y > GALSIZE*QUADSIZE:
3924 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
3933 if game.nkinks == 3:
3934 # Three strikes -- you're out!
3938 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3939 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3940 prout(_("YOU WILL BE DESTROYED."))
3941 # Compute final position in new quadrant
3942 if trbeam: # Don't bother if we are to be beamed
3944 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
3945 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
3946 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
3947 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
3949 prout(_("Entering Quadrant %s.") % game.quadrant)
3950 game.quad[game.sector.x][game.sector.y] = game.ship
3952 if game.skill>SKILL_NOVICE:
3955 iquad = game.quad[w.x][w.y]
3957 # object encountered in flight path
3958 stopegy = 50.0*game.dist/game.optime
3959 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3960 if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
3962 ram(False, iquad, game.sector)
3964 elif iquad == IHBLANK:
3966 prouts(_("***RED ALERT! RED ALERT!"))
3970 proutn(_(" pulled into black hole at Sector %s") % w)
3972 # Getting pulled into a black hole was certain
3973 # death in Almy's original. Stas Sergeev added a
3974 # possibility that you'll get timewarped instead.
3977 for m in range(0, NDEVICES):
3978 if game.damage[m]>0:
3980 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3981 if (game.options & OPTION_BLKHOLE) and random.random()>probf:
3991 proutn(_(" encounters Tholian web at %s;") % w)
3993 proutn(_(" blocked by object at %s;") % w)
3994 proutn(_("Emergency stop required "))
3995 prout(_("%2d units of energy.") % int(stopegy))
3996 game.energy -= stopegy
3997 final.x = x-deltax+0.5
3998 final.y = y-deltay+0.5
4000 if game.energy <= 0:
4006 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
4013 # dock our ship at a starbase
4015 if game.condition == "docked" and verbose:
4016 prout(_("Already docked."))
4019 prout(_("You must first leave standard orbit."))
4021 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
4023 prout(_(" not adjacent to base."))
4025 game.condition = "docked"
4029 if game.energy < game.inenrg:
4030 game.energy = game.inenrg
4031 game.shield = game.inshld
4032 game.torps = game.intorps
4033 game.lsupres = game.inlsr
4034 game.state.crew = FULLCREW
4035 if not damaged(DRADIO) and \
4036 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
4037 # get attack report from base
4038 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
4043 # This program originally required input in terms of a (clock)
4044 # direction and distance. Somewhere in history, it was changed to
4045 # cartesian coordinates. So we need to convert. Probably
4046 # "manual" input should still be done this way -- it's a real
4047 # pain if the computer isn't working! Manual mode is still confusing
4048 # because it involves giving x and y motions, yet the coordinates
4049 # are always displayed y - x, where +y is downward!
4052 def getcd(isprobe, akey):
4053 # get course and distance
4054 irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
4055 navmode = "unspecified"
4060 # Get course direction and distance. If user types bad values, return
4061 # with DIREC = -1.0.
4064 if game.landed and not isprobe:
4065 prout(_("Dummy! You can't leave standard orbit until you"))
4066 proutn(_("are back aboard the ship."))
4069 while navmode == "unspecified":
4070 if damaged(DNAVSYS):
4072 prout(_("Computer damaged; manual navigation only"))
4074 prout(_("Computer damaged; manual movement only"))
4079 if isprobe and akey != -1:
4080 # For probe launch, use pre-scanned value first time
4087 proutn(_("Manual or automatic- "))
4090 elif key == IHALPHA:
4095 elif isit("automatic"):
4096 navmode = "automatic"
4105 prout(_("(Manual navigation assumed.)"))
4107 prout(_("(Manual movement assumed.)"))
4111 if navmode == "automatic":
4114 proutn(_("Target quadrant or quadrant§or- "))
4116 proutn(_("Destination sector or quadrant§or- "))
4132 # both quadrant and sector specified
4146 # only quadrant specified -- go to center of dest quad
4154 if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
4161 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
4163 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4164 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
4165 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
4168 proutn(_("X and Y displacements- "))
4182 # Check for zero movement
4183 if deltax == 0 and deltay == 0:
4186 if itemp == "verbose" and not isprobe:
4188 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4189 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4190 game.direc = math.atan2(deltax, deltay)*1.90985932
4191 if game.direc < 0.0:
4197 # move under impulse power
4199 if damaged(DIMPULS):
4202 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4204 if game.energy > 30.0:
4206 if game.direc == -1.0:
4208 power = 20.0 + 100.0*game.dist
4212 if power >= game.energy:
4213 # Insufficient power for trip
4215 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4216 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4217 if game.energy > 30:
4218 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4219 int(0.01 * (game.energy-20.0)-0.05))
4220 prout(_(" quadrants.\""))
4222 prout(_("quadrant. They are, therefore, useless.\""))
4225 # Make sure enough time is left for the trip
4226 game.optime = game.dist/0.095
4227 if game.optime >= game.state.remtime:
4228 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4229 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4230 proutn(_("we dare spend the time?\" "))
4233 # Activate impulse engines and pay the cost
4238 power = 20.0 + 100.0*game.dist
4239 game.energy -= power
4240 game.optime = game.dist/0.095
4241 if game.energy <= 0:
4246 # move under warp drive
4247 blooey = False; twarp = False
4248 if not timewarp: # Not WARPX entry
4250 if game.damage[DWARPEN] > 10.0:
4253 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4255 if damaged(DWARPEN) and game.warpfac > 4.0:
4258 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4259 prout(_(" is repaired, I can only give you warp 4.\""))
4262 # Read in course and distance
4264 if game.direc == -1.0:
4267 # Make sure starship has enough energy for the trip
4268 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4269 if power >= game.energy:
4270 # Insufficient power for trip
4273 prout(_("Engineering to bridge--"))
4274 if not game.shldup or 0.5*power > game.energy:
4275 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4277 prout(_("We can't do it, Captain. We don't have enough energy."))
4279 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4282 prout(_("if you'll lower the shields."))
4286 prout(_("We haven't the energy to go that far with the shields up."))
4289 # Make sure enough time is left for the trip
4290 game.optime = 10.0*game.dist/game.wfacsq
4291 if game.optime >= 0.8*game.state.remtime:
4293 prout(_("First Officer Spock- \"Captain, I compute that such"))
4294 proutn(_(" a trip would require approximately %2.0f") %
4295 (100.0*game.optime/game.state.remtime))
4296 prout(_(" percent of our"))
4297 proutn(_(" remaining time. Are you sure this is wise?\" "))
4303 if game.warpfac > 6.0:
4304 # Decide if engine damage will occur
4305 prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
4306 if prob > random.random():
4308 game.dist = random.random()*game.dist
4309 # Decide if time warp will occur
4310 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
4312 if idebug and game.warpfac==10 and not twarp:
4314 proutn("=== Force time warp? ")
4318 # If time warp or engine damage, check path
4319 # If it is obstructed, don't do warp or damage
4320 angle = ((15.0-game.direc)*0.5235998)
4321 deltax = -math.sin(angle)
4322 deltay = math.cos(angle)
4323 if math.fabs(deltax) > math.fabs(deltay):
4324 bigger = math.fabs(deltax)
4326 bigger = math.fabs(deltay)
4330 n = 10.0 * game.dist * bigger +0.5
4333 for l in range(1, n+1):
4338 if not VALID_SECTOR(ix, iy):
4340 if game.quad[ix][iy] != IHDOT:
4345 # Activate Warp Engines and pay the cost
4349 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4350 if game.energy <= 0:
4352 game.optime = 10.0*game.dist/game.wfacsq
4356 game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
4358 prout(_("Engineering to bridge--"))
4359 prout(_(" Scott here. The warp engines are damaged."))
4360 prout(_(" We'll have to reduce speed to warp 4."))
4365 # change the warp factor
4371 proutn(_("Warp factor- "))
4376 if game.damage[DWARPEN] > 10.0:
4377 prout(_("Warp engines inoperative."))
4379 if damaged(DWARPEN) and aaitem > 4.0:
4380 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4381 prout(_(" but right now we can only go warp 4.\""))
4384 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4387 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4389 oldfac = game.warpfac
4390 game.warpfac = aaitem
4391 game.wfacsq=game.warpfac*game.warpfac
4392 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4393 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4396 if game.warpfac < 8.00:
4397 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4399 if game.warpfac == 10.0:
4400 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4402 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4406 # cope with being tossed out of quadrant by supernova or yanked by beam
4409 # is captain on planet?
4411 if damaged(DTRANSP):
4414 prout(_("Scotty rushes to the transporter controls."))
4416 prout(_("But with the shields up it's hopeless."))
4418 prouts(_("His desperate attempt to rescue you . . ."))
4419 if random.random() <= 0.5:
4423 prout(_("SUCCEEDS!"))
4426 proutn(_("The crystals mined were "))
4427 if random.random() <= 0.25:
4435 # Check to see if captain in shuttle craft
4441 # Inform captain of attempt to reach safety
4445 prouts(_("***RED ALERT! RED ALERT!"))
4449 prout(_(" has stopped in a quadrant containing"))
4450 prouts(_(" a supernova."))
4452 proutn(_("***Emergency automatic override attempts to hurl "))
4455 prout(_("safely out of quadrant."))
4456 if not damaged(DRADIO):
4457 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4458 # Try to use warp engines
4459 if damaged(DWARPEN):
4461 prout(_("Warp engines damaged."))
4464 game.warpfac = 6.0+2.0*random.random()
4465 game.wfacsq = game.warpfac * game.warpfac
4466 prout(_("Warp factor set to %d") % int(game.warpfac))
4467 power = 0.75*game.energy
4468 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4469 distreq = 1.4142+random.random()
4470 if distreq < game.dist:
4472 game.optime = 10.0*game.dist/game.wfacsq
4473 game.direc = 12.0*random.random() # How dumb!
4475 game.inorbit = False
4478 # This is bad news, we didn't leave quadrant.
4482 prout(_("Insufficient energy to leave quadrant."))
4485 # Repeat if another snova
4486 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4488 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4489 finish(FWON) # Snova killed remaining enemy.
4492 # let's do the time warp again
4493 prout(_("***TIME WARP ENTERED."))
4494 if game.state.snap and random.random() < 0.5:
4496 prout(_("You are traveling backwards in time %d stardates.") %
4497 int(game.state.date-game.snapsht.date))
4498 game.state = game.snapsht
4499 game.state.snap = False
4500 if game.state.remcom:
4501 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4502 schedule(FBATTAK, expran(0.3*game.intime))
4503 schedule(FSNOVA, expran(0.5*game.intime))
4504 # next snapshot will be sooner
4505 schedule(FSNAP, expran(0.25*game.state.remtime))
4507 if game.state.nscrem:
4508 schedule(FSCMOVE, 0.2777)
4512 invalidate(game.battle)
4514 # Make sure Galileo is consistant -- Snapshot may have been taken
4515 # when on planet, which would give us two Galileos!
4517 for l in range(game.inplan):
4518 if game.state.planets[l].known == "shuttle_down":
4520 if game.iscraft == "onship" and game.ship==IHE:
4521 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4522 game.iscraft = "offship"
4523 # Likewise, if in the original time the Galileo was abandoned, but
4524 # was on ship earlier, it would have vanished -- let's restore it.
4525 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4526 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4527 game.iscraft = "onship"
4529 # * There used to be code to do the actual reconstrction here,
4530 # * but the starchart is now part of the snapshotted galaxy state.
4532 prout(_("Spock has reconstructed a correct star chart from memory"))
4534 # Go forward in time
4535 game.optime = -0.5*game.intime*math.log(random.random())
4536 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4537 # cheat to make sure no tractor beams occur during time warp
4538 postpone(FTBEAM, game.optime)
4539 game.damage[DRADIO] += game.optime
4541 events() # Stas Sergeev added this -- do pending events
4544 # launch deep-space probe
4545 # New code to launch a deep space probe
4546 if game.nprobes == 0:
4549 if game.ship == IHE:
4550 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4552 prout(_("Ye Faerie Queene has no deep space probes."))
4557 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4559 if is_scheduled(FDSPROB):
4562 if damaged(DRADIO) and game.condition != "docked":
4563 prout(_("Spock- \"Records show the previous probe has not yet"))
4564 prout(_(" reached its destination.\""))
4566 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4571 # slow mode, so let Kirk know how many probes there are left
4572 if game.nprobes == 1:
4573 prout(_("1 probe left."))
4575 prout(_("%d probes left") % game.nprobes)
4576 proutn(_("Are you sure you want to fire a probe? "))
4580 game.isarmed = False
4581 if key == IHALPHA and citem == "armed":
4585 proutn(_("Arm NOVAMAX warhead? "))
4588 if game.direc == -1.0:
4591 angle = ((15.0 - game.direc) * 0.5235988)
4592 game.probeinx = -math.sin(angle)
4593 game.probeiny = math.cos(angle)
4594 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4595 bigger = math.fabs(game.probeinx)
4597 bigger = math.fabs(game.probeiny)
4599 game.probeiny /= bigger
4600 game.probeinx /= bigger
4601 game.proben = 10.0*game.dist*bigger +0.5
4602 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4603 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4604 game.probec = game.quadrant
4605 schedule(FDSPROB, 0.01) # Time to move one sector
4606 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4610 # Here's how the mayday code works:
4612 # First, the closest starbase is selected. If there is a a starbase
4613 # in your own quadrant, you are in good shape. This distance takes
4614 # quadrant distances into account only.
4616 # A magic number is computed based on the distance which acts as the
4617 # probability that you will be rematerialized. You get three tries.
4619 # When it is determined that you should be able to be rematerialized
4620 # (i.e., when the probability thing mentioned above comes up
4621 # positive), you are put into that quadrant (anywhere). Then, we try
4622 # to see if there is a spot adjacent to the star- base. If not, you
4623 # can't be rematerialized!!! Otherwise, it drops you there. It only
4624 # tries five times to find a spot to drop you. After that, it's your
4628 # yell for help from nearest starbase
4629 # There's more than one way to move in this game!
4633 # Test for conditions which prevent calling for help
4634 if game.condition == "docked":
4635 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4638 prout(_("Subspace radio damaged."))
4640 if game.state.rembase==0:
4641 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4644 proutn(_("You must be aboard the "))
4648 # OK -- call for help from nearest starbase
4651 # There's one in this quadrant
4652 ddist = distance(game.base, game.sector)
4655 for m in range(1, game.state.rembase+1):
4656 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4660 # Since starbase not in quadrant, set up new quadrant
4661 game.quadrant = game.state.baseq[line]
4663 # dematerialize starship
4664 game.quad[game.sector.x][game.sector.y]=IHDOT
4665 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4667 prout(_(" dematerializes."))
4669 for m in range(1, 5+1):
4670 ix = game.base.x+3.0*random.random()-1
4671 iy = game.base.y+3.0*random.random()-1
4672 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4673 # found one -- finish up
4677 if not is_valid(game.sector):
4678 prout(_("You have been lost in space..."))
4679 finish(FMATERIALIZE)
4681 # Give starbase three chances to rematerialize starship
4682 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4683 for m in range(1, 3+1):
4684 if m == 1: proutn(_("1st"))
4685 elif m == 2: proutn(_("2nd"))
4686 elif m == 3: proutn(_("3rd"))
4687 proutn(_(" attempt to re-materialize "))
4689 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4692 if random.random() > probf:
4695 curses.delay_output(500)
4698 game.quad[ix][iy]=IHQUEST
4701 setwnd(message_window)
4702 finish(FMATERIALIZE)
4704 game.quad[ix][iy]=game.ship
4706 prout(_("succeeds."))
4710 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4712 # Abandon Ship (the BSD-Trek description)
4714 # The ship is abandoned. If your current ship is the Faire
4715 # Queene, or if your shuttlecraft is dead, you're out of
4716 # luck. You need the shuttlecraft in order for the captain
4717 # (that's you!!) to escape.
4719 # Your crew can beam to an inhabited starsystem in the
4720 # quadrant, if there is one and if the transporter is working.
4721 # If there is no inhabited starsystem, or if the transporter
4722 # is out, they are left to die in outer space.
4724 # If there are no starbases left, you are captured by the
4725 # Klingons, who torture you mercilessly. However, if there
4726 # is at least one starbase, you are returned to the
4727 # Federation in a prisoner of war exchange. Of course, this
4728 # can't happen unless you have taken some prisoners.
4733 if game.condition=="docked":
4735 prout(_("You cannot abandon Ye Faerie Queene."))
4738 # Must take shuttle craft to exit
4739 if game.damage[DSHUTTL]==-1:
4740 prout(_("Ye Faerie Queene has no shuttle craft."))
4742 if game.damage[DSHUTTL]<0:
4743 prout(_("Shuttle craft now serving Big Macs."))
4745 if game.damage[DSHUTTL]>0:
4746 prout(_("Shuttle craft damaged."))
4749 prout(_("You must be aboard the ship."))
4751 if game.iscraft != "onship":
4752 prout(_("Shuttle craft not currently available."))
4754 # Print abandon ship messages
4756 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4758 prouts(_("***ALL HANDS ABANDON SHIP!"))
4760 prout(_("Captain and crew escape in shuttle craft."))
4761 if game.state.rembase==0:
4762 # Oops! no place to go...
4765 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4767 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4768 prout(_("Remainder of ship's complement beam down"))
4769 prout(_("to nearest habitable planet."))
4770 elif q.planet != NOPLANET and not damaged(DTRANSP):
4771 prout(_("Remainder of ship's complement beam down to %s.") %
4774 prout(_("Entire crew of %d left to die in outer space.") %
4776 game.casual += game.state.crew
4777 game.abandoned += game.state.crew
4779 # If at least one base left, give 'em the Faerie Queene
4781 game.icrystl = False # crystals are lost
4782 game.nprobes = 0 # No probes
4783 prout(_("You are captured by Klingons and released to"))
4784 prout(_("the Federation in a prisoner-of-war exchange."))
4785 nb = random.random()*game.state.rembase+1
4786 # Set up quadrant and position FQ adjacient to base
4787 if not game.quadrant == game.state.baseq[nb]:
4788 game.quadrant = game.state.baseq[nb]
4789 game.sector.x = game.sector.y = 5
4792 # position next to base by trial and error
4793 game.quad[game.sector.x][game.sector.y] = IHDOT
4794 for l in range(1, QUADSIZE+1):
4795 game.sector.x = 3.0*random.random() - 1.0 + game.base.x
4796 game.sector.y = 3.0*random.random() - 1.0 + game.base.y
4797 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4798 game.quad[game.sector.x][game.sector.y] == IHDOT:
4801 break # found a spot
4802 game.sector.x=QUADSIZE/2
4803 game.sector.y=QUADSIZE/2
4805 # Get new commission
4806 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4807 game.state.crew = FULLCREW
4808 prout(_("Starfleet puts you in command of another ship,"))
4809 prout(_("the Faerie Queene, which is antiquated but,"))
4810 prout(_("still useable."))
4812 prout(_("The dilithium crystals have been moved."))
4814 game.iscraft = "offship" # Galileo disappears
4816 game.condition="docked"
4817 for l in range(0, NDEVICES):
4818 game.damage[l] = 0.0
4819 game.damage[DSHUTTL] = -1
4820 game.energy = game.inenrg = 3000.0
4821 game.shield = game.inshld = 1250.0
4822 game.torps = game.intorps = 6
4823 game.lsupres=game.inlsr=3.0
4829 # Code from planets.c begins here.
4832 # abort a lengthy operation if an event interrupts it
4835 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4840 # report on (uninhabited) planets in the galaxy
4844 prout(_("Spock- \"Planet report follows, Captain.\""))
4846 for i in range(game.inplan):
4847 if game.state.planets[i].pclass == destroyed:
4849 if (game.state.planets[i].known != "unknown" \
4850 and not game.state.planets[i].inhabited) \
4853 if idebug and game.state.planets[i].known=="unknown":
4854 proutn("(Unknown) ")
4855 proutn(_("Quadrant %s") % game.state.planets[i].w)
4856 proutn(_(" class "))
4857 proutn(game.state.planets[i].pclass)
4859 if game.state.planets[i].crystals != present:
4861 prout(_("dilithium crystals present."))
4862 if game.state.planets[i].known=="shuttle_down":
4863 prout(_(" Shuttle Craft Galileo on surface."))
4865 prout(_("No information available."))
4868 # enter standard orbit
4872 prout(_("Already in standard orbit."))
4874 if damaged(DWARPEN) and damaged(DIMPULS):
4875 prout(_("Both warp and impulse engines damaged."))
4877 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4879 prout(_(" not adjacent to planet."))
4882 game.optime = 0.02+0.03*random.random()
4883 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4887 game.height = (1400.0+7200.0*random.random())
4888 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4893 # examine planets in this quadrant
4894 if damaged(DSRSENS):
4895 if game.options & OPTION_TTY:
4896 prout(_("Short range sensors damaged."))
4898 if not is_valid(game.plnet):
4899 if game.options & OPTION_TTY:
4900 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4902 if game.state.planets[game.iplnet].known == "unknown":
4903 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4905 prout(_(" Planet at Sector %s is of class %s.") %
4906 (sector,game.plnet, game.state.planets[game.iplnet]))
4907 if game.state.planets[game.iplnet].known=="shuttle_down":
4908 prout(_(" Sensors show Galileo still on surface."))
4909 proutn(_(" Readings indicate"))
4910 if game.state.planets[game.iplnet].crystals != present:
4912 prout(_(" dilithium crystals present.\""))
4913 if game.state.planets[game.iplnet].known == "unknown":
4914 game.state.planets[game.iplnet].known = "known"
4917 # use the transporter
4921 if damaged(DTRANSP):
4922 prout(_("Transporter damaged."))
4923 if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
4925 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4929 if not game.inorbit:
4931 prout(_(" not in standard orbit."))
4934 prout(_("Impossible to transport through shields."))
4936 if game.state.planets[game.iplnet].known=="unknown":
4937 prout(_("Spock- \"Captain, we have no information on this planet"))
4938 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4939 prout(_(" you may not go down.\""))
4941 if not game.landed and game.state.planets[game.iplnet].crystals==absent:
4942 prout(_("Spock- \"Captain, I fail to see the logic in"))
4943 prout(_(" exploring a planet with no dilithium crystals."))
4944 proutn(_(" Are you sure this is wise?\" "))
4948 if not (game.options & OPTION_PLAIN):
4949 nrgneed = 50 * game.skill + game.height / 100.0
4950 if nrgneed > game.energy:
4951 prout(_("Engineering to bridge--"))
4952 prout(_(" Captain, we don't have enough energy for transportation."))
4954 if not game.landed and nrgneed * 2 > game.energy:
4955 prout(_("Engineering to bridge--"))
4956 prout(_(" Captain, we have enough energy only to transport you down to"))
4957 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4958 if game.state.planets[game.iplnet].known == "shuttle_down":
4959 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4960 proutn(_(" Are you sure this is wise?\" "))
4965 # Coming from planet
4966 if game.state.planets[game.iplnet].known=="shuttle_down":
4967 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4971 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4972 prout(_("Landing party assembled, ready to beam up."))
4974 prout(_("Kirk whips out communicator..."))
4975 prouts(_("BEEP BEEP BEEP"))
4977 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4980 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4982 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4984 prout(_("Kirk- \"Energize.\""))
4987 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4989 if random.random() > 0.98:
4990 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4992 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4995 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4996 game.landed = not game.landed
4997 game.energy -= nrgneed
4999 prout(_("Transport complete."))
5000 if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
5001 prout(_("The shuttle craft Galileo is here!"))
5002 if not game.landed and game.imine:
5009 # strip-mine a world for dilithium
5013 prout(_("Mining party not on planet."))
5015 if game.state.planets[game.iplnet].crystals == mined:
5016 prout(_("This planet has already been strip-mined for dilithium."))
5018 elif game.state.planets[game.iplnet].crystals == absent:
5019 prout(_("No dilithium crystals on this planet."))
5022 prout(_("You've already mined enough crystals for this trip."))
5024 if game.icrystl and game.cryprob == 0.05:
5025 proutn(_("With all those fresh crystals aboard the "))
5028 prout(_("there's no reason to mine more at this time."))
5030 game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass
5033 prout(_("Mining operation complete."))
5034 game.state.planets[game.iplnet].crystals = mined
5035 game.imine = game.ididit = True
5038 # use dilithium crystals
5042 if not game.icrystl:
5043 prout(_("No dilithium crystals available."))
5045 if game.energy >= 1000:
5046 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
5047 prout(_(" except when Condition Yellow exists."))
5049 prout(_("Spock- \"Captain, I must warn you that loading"))
5050 prout(_(" raw dilithium crystals into the ship's power"))
5051 prout(_(" system may risk a severe explosion."))
5052 proutn(_(" Are you sure this is wise?\" "))
5057 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
5058 prout(_(" Mr. Spock and I will try it.\""))
5060 prout(_("Spock- \"Crystals in place, Sir."))
5061 prout(_(" Ready to activate circuit.\""))
5063 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
5065 if random.random() <= game.cryprob:
5066 prouts(_(" \"Activating now! - - No good! It's***"))
5068 prouts(_("***RED ALERT! RED A*L********************************"))
5071 prouts(_("****************** KA-BOOM!!!! *******************"))
5075 game.energy += 5000.0*(1.0 + 0.9*random.random())
5076 prouts(_(" \"Activating now! - - "))
5077 prout(_("The instruments"))
5078 prout(_(" are going crazy, but I think it's"))
5079 prout(_(" going to work!! Congratulations, Sir!\""))
5084 # use shuttlecraft for planetary jaunt
5087 if damaged(DSHUTTL):
5088 if game.damage[DSHUTTL] == -1.0:
5089 if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
5090 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5092 prout(_("Ye Faerie Queene had no shuttle craft."))
5093 elif game.damage[DSHUTTL] > 0:
5094 prout(_("The Galileo is damaged."))
5095 else: # game.damage[DSHUTTL] < 0
5096 prout(_("Shuttle craft is now serving Big Macs."))
5098 if not game.inorbit:
5100 prout(_(" not in standard orbit."))
5102 if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
5103 prout(_("Shuttle craft not currently available."))
5105 if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
5106 prout(_("You will have to beam down to retrieve the shuttle craft."))
5108 if game.shldup or game.condition == "docked":
5109 prout(_("Shuttle craft cannot pass through shields."))
5111 if game.state.planets[game.iplnet].known=="unknown":
5112 prout(_("Spock- \"Captain, we have no information on this planet"))
5113 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5114 prout(_(" you may not fly down.\""))
5116 game.optime = 3.0e-5*game.height
5117 if game.optime >= 0.8*game.state.remtime:
5118 prout(_("First Officer Spock- \"Captain, I compute that such"))
5119 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5120 int(100*game.optime/game.state.remtime))
5121 prout(_("remaining time."))
5122 proutn(_("Are you sure this is wise?\" "))
5128 if game.iscraft == "onship":
5130 if not damaged(DTRANSP):
5131 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5135 proutn(_("Shuttle crew"))
5137 proutn(_("Rescue party"))
5138 prout(_(" boards Galileo and swoops toward planet surface."))
5139 game.iscraft = "offship"
5143 game.state.planets[game.iplnet].known="shuttle_down"
5144 prout(_("Trip complete."))
5147 # Ready to go back to ship
5148 prout(_("You and your mining party board the"))
5149 prout(_("shuttle craft for the trip back to the Enterprise."))
5151 prouts(_("The short hop begins . . ."))
5153 game.state.planets[game.iplnet].known="known"
5159 game.iscraft = "onship"
5165 prout(_("Trip complete."))
5170 prout(_("Mining party assembles in the hangar deck,"))
5171 prout(_("ready to board the shuttle craft \"Galileo\"."))
5173 prouts(_("The hangar doors open; the trip begins."))
5176 game.iscraft = "offship"
5179 game.state.planets[game.iplnet].known = "shuttle_down"
5182 prout(_("Trip complete."))
5186 # use the big zapper
5192 if game.ship != IHE:
5193 prout(_("Ye Faerie Queene has no death ray."))
5196 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5199 prout(_("Death Ray is damaged."))
5201 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5202 prout(_(" is highly unpredictible. Considering the alternatives,"))
5203 proutn(_(" are you sure this is wise?\" "))
5206 prout(_("Spock- \"Acknowledged.\""))
5209 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5211 prout(_("Crew scrambles in emergency preparation."))
5212 prout(_("Spock and Scotty ready the death ray and"))
5213 prout(_("prepare to channel all ship's power to the device."))
5215 prout(_("Spock- \"Preparations complete, sir.\""))
5216 prout(_("Kirk- \"Engage!\""))
5218 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5221 if game.options & OPTION_PLAIN:
5224 prouts(_("Sulu- \"Captain! It's working!\""))
5226 while game.nenhere > 0:
5227 deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
5228 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5229 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5231 if (game.options & OPTION_PLAIN) == 0:
5232 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5233 if random.random() <= 0.05:
5234 prout(_(" is still operational.\""))
5236 prout(_(" has been rendered nonfunctional.\""))
5237 game.damage[DDRAY] = 39.95
5239 r = random.random() # Pick failure method
5241 prouts(_("Sulu- \"Captain! It's working!\""))
5243 prouts(_("***RED ALERT! RED ALERT!"))
5245 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5247 prouts(_("***RED ALERT! RED A*L********************************"))
5250 prouts(_("****************** KA-BOOM!!!! *******************"))
5255 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5257 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5259 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5260 prout(_(" have apparently been transformed into strange mutations."))
5261 prout(_(" Vulcans do not seem to be affected."))
5263 prout(_("Kirk- \"Raauch! Raauch!\""))
5268 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5270 proutn(_("Spock- \"I believe the word is"))
5271 prouts(_(" *ASTONISHING*"))
5272 prout(_(" Mr. Sulu."))
5273 for i in range(1, QUADSIZE+1):
5274 for j in range(1, QUADSIZE+1):
5275 if game.quad[i][j] == IHDOT:
5276 game.quad[i][j] = IHQUEST
5277 prout(_(" Captain, our quadrant is now infested with"))
5278 prouts(_(" - - - - - - *THINGS*."))
5280 prout(_(" I have no logical explanation.\""))
5282 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5284 prout(_("Scotty- \"There are so many tribbles down here"))
5285 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5289 # Code from reports.c begins here
5291 def attackreport(curt):
5292 # report status of bases under attack
5294 if is_scheduled(FCDBAS):
5295 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5296 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5297 elif game.isatb == 1:
5298 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5299 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5301 prout(_("No Starbase is currently under attack."))
5303 if is_scheduled(FCDBAS):
5304 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5306 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5310 # report on general game status
5312 s1 = "" and game.thawed and _("thawed ")
5313 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5314 s3 = (None, _("novice"). _("fair"),
5315 _("good"), _("expert"), _("emeritus"))[game.skill]
5316 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5317 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5318 prout(_("No plaque is allowed."))
5320 prout(_("This is tournament game %d.") % game.tourn)
5321 prout(_("Your secret password is \"%s\"") % game.passwd)
5322 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5323 (game.inkling + game.incom + game.inscom)))
5324 if game.incom - game.state.remcom:
5325 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5326 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5327 prout(_(", but no Commanders."))
5330 if game.skill > SKILL_FAIR:
5331 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5332 if game.state.rembase != game.inbase:
5334 if game.inbase-game.state.rembase==1:
5335 proutn(_("has been 1 base"))
5337 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5338 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5340 prout(_("There are %d bases.") % game.inbase)
5341 if communicating() or game.iseenit:
5342 # Don't report this if not seen and
5343 # either the radio is dead or not at base!
5347 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5349 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5350 if game.ship == IHE:
5351 proutn(_("You have "))
5353 proutn("%d" % (game.nprobes))
5356 proutn(_(" deep space probe"))
5360 if communicating() and is_scheduled(FDSPROB):
5362 proutn(_("An armed deep space probe is in "))
5364 proutn(_("A deep space probe is in "))
5365 prout("Quadrant %s." % game.probec)
5367 if game.cryprob <= .05:
5368 prout(_("Dilithium crystals aboard ship... not yet used."))
5372 while game.cryprob > ai:
5375 prout(_("Dilithium crystals have been used %d time%s.") % \
5376 (i, (_("s"), "")[i==1]))
5380 # long-range sensor scan
5381 if damaged(DLRSENS):
5382 # Now allow base's sensors if docked
5383 if game.condition != "docked":
5384 prout(_("LONG-RANGE SENSORS DAMAGED."))
5386 prout(_("Starbase's long-range scan"))
5388 prout(_("Long-range scan"))
5389 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5391 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5392 if not VALID_QUADRANT(x, y):
5395 if not damaged(DRADIO):
5396 game.state.galaxy[x][y].charted = True
5397 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5398 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5399 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5400 if game.state.galaxy[x][y].supernova:
5403 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5411 for i in range(NDEVICES):
5414 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5415 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5417 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5418 game.damage[i]+0.05,
5419 game.docfac*game.damage[i]+0.005))
5421 prout(_("All devices functional."))
5424 # update the chart in the Enterprise's computer from galaxy data
5425 game.lastchart = game.state.date
5426 for i in range(1, GALSIZE+1):
5427 for j in range(1, GALSIZE+1):
5428 if game.state.galaxy[i][j].charted:
5429 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5430 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5431 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5434 # display the star chart
5436 if not damaged(DRADIO):
5438 if game.lastchart < game.state.date and game.condition == "docked":
5439 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5442 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5443 if game.state.date > game.lastchart:
5444 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5445 prout(" 1 2 3 4 5 6 7 8")
5446 for i in range(1, GALSIZE+1):
5447 proutn("%d |" % (i))
5448 for j in range(1, GALSIZE+1):
5449 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5453 if game.state.galaxy[i][j].supernova:
5455 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5457 elif game.state.galaxy[i][j].charted:
5458 sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
5462 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5470 def sectscan(goodScan, i, j):
5471 # light up an individual dot in a sector
5472 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5473 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):
5474 if game.condition == "red": textcolor(RED)
5475 elif game.condition == "green": textcolor(GREEN)
5476 elif game.condition == "yellow": textcolor(YELLOW)
5477 elif game.condition == "docked": textcolor(CYAN)
5478 elif game.condition == "dead": textcolor(BROWN)
5479 if game.quad[i][j] != game.ship:
5481 proutn("%c " % game.quad[i][j])
5487 # print status report lines
5489 if not req or req == 1:
5490 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5491 % (game.state.date, game.state.remtime))
5492 elif not req or req == 2:
5493 if game.condition != "docked":
5496 for t in range(0, NDEVICES):
5497 if game.damage[t]>0:
5499 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5500 elif not req or req == 3:
5501 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5502 elif not req or req == 4:
5503 if damaged(DLIFSUP):
5504 if game.condition == "docked":
5505 sprintf(s, _("DAMAGED, Base provides"))
5507 sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
5509 sprintf(s, _("ACTIVE"))
5510 prstat(_("Life Support"), s)
5511 elif not req or req == 5:
5512 prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
5513 elif not req or req == 6:
5515 if game.icrystl and (game.options & OPTION_SHOWME):
5516 extra = _(" (have crystals)")
5517 prstat(_("Energy"), "%.2f%s" % game.energy, extra)
5518 elif not req or req == 7:
5519 prstat(_("Torpedoes"), "%d" % (game.torps))
5520 elif not req or req == 8:
5521 if damaged(DSHIELD):
5522 strcpy(s, _("DAMAGED,"))
5526 strcpy(s, _("DOWN,"))
5527 data = _(" %d%% %.1f units") \
5528 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5529 prstat(_("Shields"), s)
5530 elif not req or req == 9:
5531 prstat(_("Klingons Left"), "%d" \
5532 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5533 elif not req or req == 10:
5534 if game.options & OPTION_WORLDS:
5535 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5536 if plnet != NOPLANET and game.state.planets[plnet].inhabited:
5537 prstat(_("Major system"), plnet.name)
5539 prout(_("Sector is uninhabited"))
5540 elif not req or req == 11:
5541 attackreport(not req)
5544 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5545 while scan() == IHEOL:
5546 proutn(_("Information desired? "))
5548 if citem in requests:
5549 status(requests.index(citem))
5551 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5552 prout((" date, condition, position, lsupport, warpfactor,"))
5553 prout((" energy, torpedoes, shields, klingons, system, time."))
5558 if damaged(DSRSENS):
5559 # Allow base's sensors if docked
5560 if game.condition != "docked":
5561 prout(_(" S.R. SENSORS DAMAGED!"))
5564 prout(_(" [Using Base's sensors]"))
5566 prout(_(" Short-range scan"))
5567 if goodScan and not damaged(DRADIO):
5568 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5569 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5570 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5571 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5572 prout(" 1 2 3 4 5 6 7 8 9 10")
5573 if game.condition != "docked":
5575 for i in range(1, QUADSIZE+1):
5576 proutn("%2d " % (i))
5577 for j in range(1, QUADSIZE+1):
5578 sectscan(goodScan, i, j)
5583 # use computer to get estimated time of arrival for a warp jump
5584 w1 = coord(); w2 = coord()
5586 if damaged(DCOMPTR):
5587 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5590 if scan() != IHREAL:
5593 proutn(_("Destination quadrant and/or sector? "))
5598 if scan() != IHREAL:
5602 if scan() == IHREAL:
5604 if scan() != IHREAL:
5609 if game.quadrant.y>w1.x:
5613 if game.quadrant.x>w1.y:
5618 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5621 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5622 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5626 prout(_("Answer \"no\" if you don't know the value:"))
5629 proutn(_("Time or arrival date? "))
5632 if ttime > game.state.date:
5633 ttime -= game.state.date # Actually a star date
5634 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5635 if ttime <= 1e-10 or twarp > 10:
5636 prout(_("We'll never make it, sir."))
5643 proutn(_("Warp factor? "))
5647 if twarp<1.0 or twarp > 10.0:
5651 prout(_("Captain, certainly you can give me one of these."))
5654 ttime = (10.0*game.dist)/square(twarp)
5655 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5656 if tpower >= game.energy:
5657 prout(_("Insufficient energy, sir."))
5658 if not game.shldup or tpower > game.energy*2.0:
5661 proutn(_("New warp factor to try? "))
5662 if scan() == IHREAL:
5665 if twarp<1.0 or twarp > 10.0:
5673 prout(_("But if you lower your shields,"))
5674 proutn(_("remaining"))
5677 proutn(_("Remaining"))
5678 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5680 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5682 prout(_("Any warp speed is adequate."))
5684 prout(_("Minimum warp needed is %.2f,") % (twarp))
5685 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5686 if game.state.remtime < ttime:
5687 prout(_("Unfortunately, the Federation will be destroyed by then."))
5689 prout(_("You'll be taking risks at that speed, Captain"))
5690 if (game.isatb==1 and game.state.kscmdr == w1 and \
5691 scheduled(FSCDBAS)< ttime+game.state.date) or \
5692 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5693 prout(_("The starbase there will be destroyed by then."))
5694 proutn(_("New warp factor to try? "))
5695 if scan() == IHREAL:
5698 if twarp<1.0 or twarp > 10.0:
5707 #ifdef BSD_BUG_FOR_BUG
5708 # A visual scan is made in a particular direction of three sectors
5709 # in the general direction specified. This takes time, and
5710 # Klingons can attack you, so it should be done only when sensors
5711 # are out. Code swiped from BSD-Trek. Not presently used, as we
5712 # automatically display all adjacent sectors on the short-range
5713 # scan even when short-range sensors are out.
5715 # This struct[] has the delta x, delta y for particular directions
5733 if scan() != IHREAL:
5735 proutn(_("Direction? "))
5739 if aaitem < 0.0 or aaitem > 360.0:
5741 co = (aaitem + 22) / 45
5743 ix = game.sector.x + v.x
5744 iy = game.sector.y + v.y
5745 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5748 co = game.quad[ix][iy]
5749 printf("%d,%d %c " % (ix, iy, co))
5751 ix = game.sector.x + v.x
5752 iy = game.sector.y + v.y
5753 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5756 co = game.quad[ix][iy]
5757 printf("%c " % (co))
5759 ix = game.sector.x + v.x
5760 iy = game.sector.y + v.y
5761 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5764 co = game.quad[ix][iy]
5765 prout("%c %d,%d\n" % (co, ix, iy))
5770 # Code from setup.c begins here
5773 return os.fstat(fd).st_size
5776 # issue a historically correct banner
5778 prout(_("-SUPER- STAR TREK"))
5780 #ifdef __HISTORICAL__
5781 # prout(_("Latest update-21 Sept 78"))
5783 #endif __HISTORICAL__
5788 citem = "emsave.trk"
5792 proutn(_("File name: "))
5798 if '.' not in citem:
5801 fp = open(citem, "wb")
5803 prout(_("Can't freeze game as file %s") % citem)
5805 cPickle.dump(game, fp)
5809 # retrieve saved game
5810 game.passwd[0] = '\0'
5813 proutn(_("File name: "))
5819 if '.' not in citem:
5822 fp = open(citem, "rb")
5824 prout(_("Can't thaw game in %s") % citem)
5826 game = cPickle.load(fp)
5830 # I used <http://www.memory-alpha.org> to find planets
5831 # with references in ST:TOS. Eath and the Alpha Centauri
5832 # Colony have been omitted.
5834 # Some planets marked Class G and P here will be displayed as class M
5835 # because of the way planets are generated. This is a known bug.
5838 _("Andoria (Fesoan)"), # several episodes
5839 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5840 _("Vulcan (T'Khasi)"), # many episodes
5841 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5842 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5843 _("Ardana"), # TOS: "The Cloud Minders"
5844 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5845 _("Gideon"), # TOS: "The Mark of Gideon"
5846 _("Aldebaran III"), # TOS: "The Deadly Years"
5847 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5848 _("Altair IV"), # TOS: "Amok Time
5849 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5850 _("Benecia"), # TOS: "The Conscience of the King"
5851 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5852 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5853 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5854 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5855 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5856 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5857 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5858 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5859 _("Ingraham B"), # TOS: "Operation: Annihilate"
5860 _("Janus IV"), # TOS: "The Devil in the Dark"
5861 _("Makus III"), # TOS: "The Galileo Seven"
5862 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5863 _("Omega IV"), # TOS: "The Omega Glory"
5864 _("Regulus V"), # TOS: "Amok Time
5865 _("Deneva"), # TOS: "Operation -- Annihilate!"
5866 # Worlds from BSD Trek
5867 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5868 _("Beta III"), # TOS: "The Return of the Archons"
5869 _("Triacus"), # TOS: "And the Children Shall Lead",
5870 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5872 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5873 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5874 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5875 # _("Izar"), # TOS: "Whom Gods Destroy"
5876 # _("Tiburon"), # TOS: "The Way to Eden"
5877 # _("Merak II"), # TOS: "The Cloud Minders"
5878 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5879 # _("Iotia"), # TOS: "A Piece of the Action"
5883 _("S. R. Sensors"), \
5884 _("L. R. Sensors"), \
5886 _("Photon Tubes"), \
5887 _("Life Support"), \
5888 _("Warp Engines"), \
5889 _("Impulse Engines"), \
5891 _("Subspace Radio"), \
5892 _("Shuttle Craft"), \
5894 _("Navigation System"), \
5896 _("Shield Control"), \
5901 def setup(needprompt):
5902 # prepare to play, set up cosmos
5905 # Decide how many of everything
5906 if choose(needprompt):
5907 return # frozen game
5908 # Prepare the Enterprise
5909 game.alldone = game.gamewon = False
5911 game.state.crew = FULLCREW
5912 game.energy = game.inenrg = 5000.0
5913 game.shield = game.inshld = 2500.0
5914 game.shldchg = False
5918 game.quadrant = randplace(GALSIZE)
5919 game.sector = randplace(QUADSIZE)
5920 game.torps = game.intorps = 10
5921 game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
5923 game.wfacsq = game.warpfac * game.warpfac
5924 for i in range(0, NDEVICES):
5925 game.damage[i] = 0.0
5926 # Set up assorted game parameters
5927 game.battle = coord()
5928 game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
5929 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5930 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5931 game.isatb = game.state.nplankl = 0
5932 game.state.starkl = game.state.basekl = 0
5933 game.iscraft = "onship"
5937 for i in range(1, GALSIZE+1):
5938 for j in range(1, GALSIZE+1):
5939 quad = game.state.galaxy[i][j]
5941 quad.planet = NOPLANET
5944 quad.starbase = False
5945 quad.supernova = False
5946 quad.status = "secure"
5947 # Initialize times for extraneous events
5948 schedule(FSNOVA, expran(0.5 * game.intime))
5949 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5950 schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
5951 schedule(FBATTAK, expran(0.3*game.intime))
5953 if game.state.nscrem:
5954 schedule(FSCMOVE, 0.2777)
5959 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5960 schedule(FDISTR, expran(1.0 + game.intime))
5965 # Starchart is functional but we've never seen it
5966 game.lastchart = FOREVER
5967 # Put stars in the galaxy
5969 for i in range(1, GALSIZE+1):
5970 for j in range(1, GALSIZE+1):
5971 k = random.random()*9.0 + 1.0
5973 game.state.galaxy[i][j].stars = k
5974 # Locate star bases in galaxy
5975 for i in range(1, game.inbase+1):
5978 w = randplace(GALSIZE)
5979 if not game.state.galaxy[w.x][w.y].starbase:
5982 # C version: for (j = i-1; j > 0; j--)
5983 # so it did them in the opposite order.
5984 for j in range(1, i):
5985 # Improved placement algorithm to spread out bases
5986 distq = w.distance(game.state.baseq[j])
5987 if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
5990 prout("=== Abandoning base #%d at %s" % (i, w))
5992 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5994 prout("=== Saving base #%d, close to #%d" % (i, j))
5997 game.state.baseq[i] = w
5998 game.state.galaxy[w.x][w.y].starbase = True
5999 game.state.chart[w.x][w.y].starbase = True
6000 # Position ordinary Klingon Battle Cruisers
6002 klumper = 0.25*game.skill*(9.0-game.length)+1.0
6003 if klumper > MAXKLQUAD:
6007 klump = (1.0 - r*r)*klumper
6012 w = randplace(GALSIZE)
6013 if not game.state.galaxy[w.x][w.y].supernova and \
6014 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
6016 game.state.galaxy[w.x][w.y].klingons += klump
6019 # Position Klingon Commander Ships
6020 for i in range(1, game.incom+1):
6022 w = randplace(GALSIZE)
6023 if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
6024 not game.state.galaxy[w.x][w.y].supernova and \
6025 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
6026 not w in game.state.kcmdr[:i]:
6028 game.state.galaxy[w.x][w.y].klingons += 1
6029 game.state.kcmdr[i] = w
6030 # Locate planets in galaxy
6031 for i in range(game.inplan):
6033 w = randplace(GALSIZE)
6034 if game.state.galaxy[w.x][w.y].planet == NOPLANET:
6038 new.crystals = "absent"
6039 if (game.options & OPTION_WORLDS) and i < NINHAB:
6040 new.pclass = "M" # All inhabited planets are class M
6041 new.crystals = "absent"
6043 new.name = systnames[i]
6044 new.inhabited = True
6046 new.pclass = ("M", "N", "O")[random.randint(0, 2)]
6047 if random.random()*1.5: # 1 in 3 chance of crystals
6048 new.crystals = "present"
6049 new.known = "unknown"
6050 new.inhabited = False
6051 game.state.galaxy[w.x][w.y].planet = new
6052 game.state.planets.append(new)
6054 for i in range(1, game.state.nromrem+1):
6055 w = randplace(GALSIZE)
6056 game.state.galaxy[w.x][w.y].romulans += 1
6057 # Locate the Super Commander
6058 if game.state.nscrem > 0:
6060 w = randplace(GALSIZE)
6061 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
6063 game.state.kscmdr = w
6064 game.state.galaxy[w.x][w.y].klingons += 1
6065 # Place thing (in tournament game, thingx == -1, don't want one!)
6068 thing = randplace(GALSIZE)
6070 game.state.snap = False
6071 if game.skill == SKILL_NOVICE:
6072 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
6073 prout(_("a deadly Klingon invasion force. As captain of the United"))
6074 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
6075 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
6076 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
6077 prout(_("your mission. As you proceed you may be given more time."))
6079 prout(_("You will have %d supporting starbases.") % (game.inbase))
6080 proutn(_("Starbase locations- "))
6082 prout(_("Stardate %d.") % int(game.state.date))
6084 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
6085 prout(_("An unknown number of Romulans."))
6086 if game.state.nscrem:
6087 prout(_("And one (GULP) Super-Commander."))
6088 prout(_("%d stardates.") % int(game.intime))
6089 proutn(_("%d starbases in ") % game.inbase)
6090 for i in range(1, game.inbase+1):
6091 proutn(`game.state.baseq[i]`)
6094 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
6095 proutn(_(" Sector %s") % game.sector)
6097 prout(_("Good Luck!"))
6098 if game.state.nscrem:
6099 prout(_(" YOU'LL NEED IT."))
6102 if game.nenhere - iqhere-game.ithere:
6104 if game.neutz: # bad luck to start in a Romulan Neutral Zone
6107 def choose(needprompt):
6108 # choose your game type
6113 game.skill = SKILL_NONE
6115 if needprompt: # Can start with command line options
6116 proutn(_("Would you like a regular, tournament, or saved game? "))
6118 if len(citem)==0: # Try again
6120 if isit("tournament"):
6121 while scan() == IHEOL:
6122 proutn(_("Type in tournament number-"))
6125 continue # We don't want a blank entry
6126 game.tourn = int(aaitem)
6129 if isit("saved") or isit("frozen"):
6133 if game.passwd == None:
6135 if not game.alldone:
6136 game.thawed = True # No plaque if not finished
6142 proutn(_("What is \"%s\"?"), citem)
6144 while game.length==0 or game.skill==SKILL_NONE:
6145 if scan() == IHALPHA:
6148 elif isit("medium"):
6152 elif isit("novice"):
6153 game.skill = SKILL_NOVICE
6155 game.skill = SKILL_FAIR
6157 game.skill = SKILL_GOOD
6158 elif isit("expert"):
6159 game.skill = SKILL_EXPERT
6160 elif isit("emeritus"):
6161 game.skill = SKILL_EMERITUS
6163 proutn(_("What is \""))
6169 proutn(_("Would you like a Short, Medium, or Long game? "))
6170 elif game.skill == SKILL_NONE:
6171 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6172 # Choose game options -- added by ESR for SST2K
6173 if scan() != IHALPHA:
6175 proutn(_("Choose your game style (or just press enter): "))
6178 # Approximates the UT FORTRAN version.
6179 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6180 game.options |= OPTION_PLAIN
6182 # Approximates Tom Almy's version.
6183 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6184 game.options |= OPTION_ALMY
6188 proutn(_("What is \"%s\"?") % citem)
6190 if game.passwd == "debug":
6192 fputs("=== Debug mode enabled\n", sys.stdout)
6194 # Use parameters to generate initial values of things
6195 game.damfac = 0.5 * game.skill
6196 game.state.rembase = random.randint(BASEMIN, BASEMAX)
6197 game.inbase = game.state.rembase
6199 if game.options & OPTION_PLANETS:
6200 game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()
6201 if game.options & OPTION_WORLDS:
6202 game.inplan += NINHAB
6203 game.state.nromrem = game.inrom = (2.0+random.random())*game.skill
6204 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6205 game.state.remtime = 7.0 * game.length
6206 game.intime = game.state.remtime
6207 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
6208 game.incom = game.skill + 0.0625*game.inkling*random.random()
6209 game.state.remcom = min(10, game.incom)
6210 game.incom = game.state.remcom
6211 game.state.remres = (game.inkling+4*game.incom)*game.intime
6212 game.inresor = game.state.remres
6213 if game.inkling > 50:
6214 game.state.rembase += 1
6215 game.inbase = game.state.rembase
6219 # drop a feature on a random dot in the current quadrant
6222 w = randplace(QUADSIZE)
6223 if game.quad[w.x][w.y] == IHDOT:
6225 game.quad[w.x][w.y] = iquad
6229 # update our alert status
6230 game.condition = "green"
6231 if game.energy < 1000.0:
6232 game.condition = "yellow"
6233 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6234 game.condition = "red"
6236 game.condition="dead"
6239 # drop new Klingon into current quadrant
6242 game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
6243 game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
6247 # set up a new state of quadrant, for when we enter or re-enter it
6251 game.comhere = False
6257 game.inorbit = False
6259 game.ientesc = False
6263 game.iseenit = False
6265 # Attempt to escape Super-commander, so tbeam back!
6268 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6269 # cope with supernova
6272 game.klhere = q.klingons
6273 game.irhere = q.romulans
6274 game.nenhere = game.klhere + game.irhere
6277 game.quad[game.sector.x][game.sector.y] = game.ship
6280 w.x = w.y = 0 # quiet a gcc warning
6281 # Position ordinary Klingons
6282 for i in range(1, game.klhere+1):
6284 # If we need a commander, promote a Klingon
6285 for i in range(1, game.state.remcom+1):
6286 if game.state.kcmdr[i] == game.quadrant:
6289 if i <= game.state.remcom:
6290 game.quad[w.x][w.y] = IHC
6291 game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
6294 # If we need a super-commander, promote a Klingon
6295 if same(game.quadrant, game.state.kscmdr):
6296 game.quad[game.ks[1].x][game.ks[1].y] = IHS
6297 game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
6298 game.iscate = (game.state.remkl > 1)
6300 # Put in Romulans if needed
6301 for i in range(game.klhere+1, game.nenhere+1):
6304 game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
6305 game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
6306 # If quadrant needs a starbase, put it in
6308 game.base = dropin(IHB)
6310 # If quadrant needs a planet, put it in
6311 if q.planet != NOPLANET:
6312 game.iplnet = q.planet
6313 if game.state.planets[q.planet].inhabited == UNINHABITED:
6314 game.plnet = dropin(IHP)
6316 game.plnet = dropin(IHW)
6317 # Check for condition
6319 # And finally the stars
6320 for i in range(1, q.stars+1):
6324 if game.irhere > 0 and game.klhere == 0:
6326 if not damaged(DRADIO):
6328 prout(_("LT. Uhura- \"Captain, an urgent message."))
6329 prout(_(" I'll put it on audio.\" CLICK"))
6331 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6332 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6335 # Put in THING if needed
6336 if same(thing, game.quadrant):
6338 thing = randplace(GALSIZE)
6341 game.ks[game.nenhere] = w
6342 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6343 distance(game.sector, w)
6344 game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
6345 if not damaged(DSRSENS):
6347 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6348 prout(_(" Please examine your short-range scan.\""))
6350 # Decide if quadrant needs a Tholian; lighten up if skill is low
6351 if game.options & OPTION_THOLIAN:
6352 if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
6353 (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
6354 (game.skill > SKILL_GOOD and random.random() <= 0.08):
6356 game.tholian.x = random.choice((1, QUADSIZE))
6357 game.tholian.y = random.choice((1, QUADSIZE))
6358 if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
6360 game.quad[game.tholian.x][game.tholian.y] = IHT
6363 game.ks[game.nenhere] = game.tholian
6364 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6365 distance(game.sector, game.tholian)
6366 game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
6367 # Reserve unoccupied corners
6368 if game.quad[1][1]==IHDOT:
6369 game.quad[1][1] = 'X'
6370 if game.quad[1][QUADSIZE]==IHDOT:
6371 game.quad[1][QUADSIZE] = 'X'
6372 if game.quad[QUADSIZE][1]==IHDOT:
6373 game.quad[QUADSIZE][1] = 'X'
6374 if game.quad[QUADSIZE][QUADSIZE]==IHDOT:
6375 game.quad[QUADSIZE][QUADSIZE] = 'X'
6378 # Put in a few black holes
6379 for i in range(1, 3+1):
6380 if random.random() > 0.5:
6383 # Take out X's in corners if Tholian present
6385 if game.quad[1][1]=='X':
6386 game.quad[1][1] = IHDOT
6387 if game.quad[1][QUADSIZE]=='X':
6388 game.quad[1][QUADSIZE] = IHDOT
6389 if game.quad[QUADSIZE][1]=='X':
6390 game.quad[QUADSIZE][1] = IHDOT
6391 if game.quad[QUADSIZE][QUADSIZE]=='X':
6392 game.quad[QUADSIZE][QUADSIZE] = IHDOT
6395 # sort Klingons by distance from us
6396 # The author liked bubble sort. So we will use it. :-(
6397 if game.nenhere-iqhere-game.ithere < 2:
6401 for j in range(1, game.nenhere):
6402 if game.kdist[j] > game.kdist[j+1]:
6405 game.kdist[j] = game.kdist[j+1]
6408 game.kavgd[j] = game.kavgd[j+1]
6411 game.ks[j].x = game.ks[j+1].x
6414 game.ks[j].y = game.ks[j+1].y
6417 game.kpower[j] = game.kpower[j+1]
6418 game.kpower[j+1] = t
6423 # set the self-destruct password
6424 if game.options & OPTION_PLAIN:
6427 proutn(_("Please type in a secret password- "))
6430 if game.passwd != None:
6435 game.passwd += chr(97+int(random.random()*25))
6437 # Code from sst.c begins here
6440 "SRSCAN": OPTION_TTY,
6441 "STATUS": OPTION_TTY,
6442 "REQUEST": OPTION_TTY,
6443 "LRSCAN": OPTION_TTY,
6456 "SENSORS": OPTION_PLANETS,
6457 "ORBIT": OPTION_PLANETS,
6458 "TRANSPORT": OPTION_PLANETS,
6459 "MINE": OPTION_PLANETS,
6460 "CRYSTALS": OPTION_PLANETS,
6461 "SHUTTLE": OPTION_PLANETS,
6462 "PLANETS": OPTION_PLANETS,
6467 "PROBE": OPTION_PROBE,
6469 "FREEZE": 0, # Synonym for SAVE
6475 "SOS": 0, # Synonym for MAYDAY
6476 "CALL": 0, # Synonym for MAYDAY
6483 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6486 # generate a list of legal commands
6488 proutn(_("LEGAL COMMANDS ARE:"))
6489 for key in commands:
6493 proutn("%-12s " % key)
6498 # browse on-line help
6499 # Give help on commands
6503 setwnd(prompt_window)
6504 proutn(_("Help on what command? "))
6506 setwnd(message_window)
6509 if citem in commands or citem == "ABBREV":
6518 fp = open(SSTDOC, "r")
6521 fp = open(DOC_NAME, "r")
6523 prout(_("Spock- \"Captain, that information is missing from the"))
6524 proutn(_(" computer. You need to find "))
6526 prout(_(" and put it in the"))
6527 proutn(_(" current directory or to "))
6531 # This used to continue: "You need to find SST.DOC and put
6532 # it in the current directory."
6536 linebuf = fp.readline()
6538 prout(_("Spock- \"Captain, there is no information on that command.\""))
6541 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6542 linebuf = linebuf[3:].strip()
6546 prout(_("Spock- \"Captain, I've found the following information:\""))
6548 while linebuf in fp:
6549 if "******" in linebuf:
6555 # command-interpretation loop
6558 setwnd(message_window)
6559 while True: # command loop
6561 while True: # get a command
6567 setwnd(prompt_window)
6571 if game.options & OPTION_CURSES:
6576 setwnd(message_window)
6579 if cmd not in commands:
6582 commandhook(commands[i].name, True)
6583 if cmd == "SRSCAN": # srscan
6585 elif cmd == "STATUS": # status
6587 elif cmd == "REQUEST": # status request
6589 elif cmd == "LRSCAN": # long range scan
6591 elif cmd == "PHASERS": # phasers
6595 elif cmd == "TORPEDO": # photon torpedos
6599 elif cmd == "MOVE": # move under warp
6601 elif cmd == "SHIELDS": # shields
6605 game.shldchg = False
6606 elif cmd == "DOCK": # dock at starbase
6610 elif cmd == "DAMAGES": # damage reports
6612 elif cmd == "CHART": # chart
6614 elif cmd == "IMPULSE": # impulse
6616 elif cmd == "REST": # rest
6620 elif cmd == "WARP": # warp
6622 elif cmd == "SCORE": # score
6624 elif cmd == "SENSORS": # sensors
6626 elif cmd == "ORBIT": # orbit
6630 elif cmd == "TRANSPORT": # transport "beam"
6632 elif cmd == "MINE": # mine
6636 elif cmd == "CRYSTALS": # crystals
6640 elif cmd == "SHUTTLE": # shuttle
6644 elif cmd == "PLANETS": # Planet list
6646 elif cmd == "REPORT": # Game Report
6648 elif cmd == "COMPUTER": # use COMPUTER!
6650 elif cmd == "COMMANDS":
6652 elif cmd == "EMEXIT": # Emergency exit
6653 clrscr() # Hide screen
6654 freeze(True) # forced save
6655 os.exit(1) # And quick exit
6656 elif cmd == "PROBE":
6657 probe() # Launch probe
6660 elif cmd == "ABANDON": # Abandon Ship
6662 elif cmd == "DESTRUCT": # Self Destruct
6664 elif cmd == "SAVE": # Save Game
6667 if game.skill > SKILL_GOOD:
6668 prout(_("WARNING--Saved games produce no plaques!"))
6669 elif cmd == "DEATHRAY": # Try a desparation measure
6673 elif cmd == "DEBUGCMD": # What do we want for debug???
6675 elif cmd == "MAYDAY": # Call for help
6680 game.alldone = True # quit the game
6683 elif cmd == "SEED": # set random-number seed
6687 #ifdef BSD_BUG_FOR_BUG
6688 # elif cmd == "VISUAL":
6689 # visual() # perform visual scan
6691 commandhook(commands[i].name, False)
6694 break # Game has ended
6695 if game.optime != 0.0:
6698 break # Events did us in
6699 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6702 if hitme and not game.justin:
6706 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6718 if cmd == IHR: s = _("Romulan")
6719 elif cmd == IHK: s = _("Klingon")
6720 elif cmd == IHC: s = _("Commander")
6721 elif cmd == IHS: s = _("Super-commander")
6722 elif cmd == IHSTAR: s = _("Star")
6723 elif cmd == IHP: s = _("Planet")
6724 elif cmd == IHB: s = _("Starbase")
6725 elif cmd == IHBLANK: s = _("Black hole")
6726 elif cmd == IHT: s = _("Tholian")
6727 elif cmd == IHWEB: s = _("Tholian web")
6728 elif cmd == IHQUEST: s = _("Stranger")
6729 elif cmd == IHW: s = _("Inhabited World")
6730 else: s = "Unknown??"
6733 def cramlc(loctype, w):
6735 if loctype == "quadrant":
6736 buf = _("Quadrant ")
6737 elif loctype == "sector":
6739 buf += ("%d - %d" % (w.x, w.y))
6742 def crmena(stars, enemy, loctype, w):
6743 # print an enemy and his location
6748 proutn(cramlc(loctype, w))
6751 # print our ship name
6752 if game.ship == IHE:
6754 elif game.ship == IHF:
6755 s = _("Faerie Queene")
6761 # print a line of stars
6762 prouts("******************************************************")
6766 return -avrage*math.log(1e-7 + random.random())
6768 def randplace(size):
6769 # choose a random location
6771 w.x = random.randint(1, size)
6772 w.y = random.randint(1, size)
6776 # Demand input for next scan
6781 # return IHEOL next time
6786 # Get a token from the user
6787 global inqueue, line, citem
6791 # Read a line if nothing here
6794 if curwnd==prompt_window:
6796 setwnd(message_window)
6798 # Skip leading white space
6799 line = line.lstrip()
6801 inqueue = line.split()
6807 # From here on in it's all looking at the queue
6808 citem = inqueue.pop(0)
6812 aaitem = float(citem)
6817 citem = citem.lower()
6821 # yes-or-no confirmation
6830 proutn(_("Please answer with \"y\" or \"n\": "))
6833 # complain about unparseable input
6836 prout(_("Beg your pardon, Captain?"))
6839 # compares s to citem and returns true if it matches to the length of s
6840 return s.startswith(citem)
6843 # access to the internals for debugging
6844 proutn("Reset levels? ")
6846 if game.energy < game.inenrg:
6847 game.energy = game.inenrg
6848 game.shield = game.inshld
6849 game.torps = game.intorps
6850 game.lsupres = game.inlsr
6851 proutn("Reset damage? ")
6853 for i in range(0, NDEVICES):
6854 if game.damage[i] > 0.0:
6855 game.damage[i] = 0.0
6856 proutn("Toggle debug flag? ")
6860 prout("Debug output ON")
6862 prout("Debug output OFF")
6863 proutn("Cause selective damage? ")
6865 for i in range(NDEVICES):
6871 if key == IHALPHA and isit("y"):
6872 game.damage[i] = 10.0
6873 proutn("Examine/change events? ")
6878 FSNOVA: "Supernova ",
6881 FBATTAK: "Base Attack ",
6882 FCDBAS: "Base Destroy ",
6883 FSCMOVE: "SC Move ",
6884 FSCDBAS: "SC Base Destroy ",
6885 FDSPROB: "Probe Move ",
6886 FDISTR: "Distress Call ",
6887 FENSLV: "Enslavement ",
6888 FREPRO: "Klingon Build ",
6890 for i in range(1, NEVENTS):
6893 proutn("%.2f" % (scheduled(i)-game.state.date))
6894 if i == FENSLV or i == FREPRO:
6896 proutn(" in %s" % ev.quadrant)
6906 ev = schedule(i, aaitem)
6907 if i == FENSLV or i == FREPRO:
6909 proutn("In quadrant- ")
6911 # IHEOL says to leave coordinates as they are
6914 prout("Event %d canceled, no x coordinate." % (i))
6920 prout("Event %d canceled, no y coordinate." % (i))
6926 proutn("Induce supernova here? ")
6928 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6931 if __name__ == '__main__':
6932 global line, thing, game
6933 game = citem = aaitem = inqueue = None
6939 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
6940 # Disable curses mode until the game logic is working.
6941 # if os.getenv("TERM"):
6942 # game.options |= OPTION_CURSES | OPTION_SHOWME
6944 game.options |= OPTION_TTY
6947 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6948 for (switch, val) in options:
6951 replayfp = open(optarg, "r")
6953 sys.stderr.write("sst: can't open replay file %s\n" % optarg)
6955 line = replayfp.readline().strip()
6957 (key, seed) = line.split()
6960 sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
6962 game.options |= OPTION_TTY
6963 game.options &=~ OPTION_CURSES
6964 elif switch == '-t':
6965 game.options |= OPTION_TTY
6966 game.options &=~ OPTION_CURSES
6967 elif switch == '-x':
6970 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6972 # where to save the input in case of bugs
6974 logfp = open("/usr/tmp/sst-input.log", "w")
6976 sys.stderr.write("sst: warning, can't open logfile\n")
6979 logfp.write("seed %d\n" % (seed))
6988 while True: # Play a game
6989 setwnd(fullscreen_window)
6992 setup(needprompt=not line)
6995 game.alldone = False
7002 if game.tourn and game.alldone:
7003 proutn(_("Do you want your score recorded?"))
7007 proutn(_("Do you want to play again? "))
7011 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))