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 a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
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 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
206 # These functions hide the difference between 0-origin and 1-origin addressing.
207 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
208 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
210 # How to represent features
235 def __init__(self, x=None, y=None):
238 def invalidate(self):
239 self.x = self.y = None
241 return self.x != None and self.y != None
242 def __eq__(self, other):
243 return other != None and self.x == other.y and self.x == other.y
244 def __add__(self, other):
245 return coord(self.x+self.x, self.y+self.y)
246 def __sub__(self, other):
247 return coord(self.x-other.x, self.y-other.y)
248 def __mul__(self, other):
249 return coord(self.x*other, self.y*other)
250 def __rmul__(self, other):
251 return coord(self.x*other, self.y*other)
252 def __div__(self, other):
253 return coord(self.x/other, self.y/other)
254 def __rdiv__(self, other):
255 return coord(self.x/other, self.y/other)
256 def snaptogrid(self):
257 return coord(int(round(self.x)), int(round(self.y)))
258 def distance(self, other=None):
259 if not other: other = coord(0, 0)
260 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
261 def bearing(self, other=None):
262 if not other: other = coord(0, 0)
263 return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
269 s.x = self.x / abs(self.x)
273 s.y = self.y / abs(self.y)
277 s.x = self.x + randrange(-1, 2)
278 s.y = self.y + randrange(-1, 2)
283 if self.x == None or self.y == None:
285 return "%s - %s" % (self.x+1, self.y+1)
290 self.name = None # string-valued if inhabited
291 self.quadrant = coord() # quadrant located
292 self.pclass = None # could be ""M", "N", "O", or "destroyed"
293 self.crystals = "absent"# could be "mined", "present", "absent"
294 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
295 self.inhabited = False # is it inhabites?
303 self.starbase = False
306 self.supernova = False
308 self.status = "secure" # Could be "secure", "distressed", "enslaved"
316 def fill2d(size, fillfun):
317 "Fill an empty list in 2D."
319 for i in range(size):
321 for j in range(size):
322 lst[i].append(fillfun(i, j))
327 self.snap = False # snapshot taken
328 self.crew = 0 # crew complement
329 self.remkl = 0 # remaining klingons
330 self.nscrem = 0 # remaining super commanders
331 self.starkl = 0 # destroyed stars
332 self.basekl = 0 # destroyed bases
333 self.nromrem = 0 # Romulans remaining
334 self.nplankl = 0 # destroyed uninhabited planets
335 self.nworldkl = 0 # destroyed inhabited planets
336 self.planets = [] # Planet information
337 self.date = 0.0 # stardate
338 self.remres = 0 # remaining resources
339 self.remtime = 0 # remaining time
340 self.baseq = [] # Base quadrant coordinates
341 self.kcmdr = [] # Commander quadrant coordinates
342 self.kscmdr = coord() # Supercommander quadrant coordinates
343 # the galaxy (subscript 0 not used)
344 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
345 # the starchart (subscript 0 not used)
346 self.chart = fill2d(GALSIZE, lambda i, j: page())
350 self.date = None # A real number
351 self.quadrant = None # A coord structure
354 OPTION_ALL = 0xffffffff
355 OPTION_TTY = 0x00000001 # old interface
356 OPTION_CURSES = 0x00000002 # new interface
357 OPTION_IOMODES = 0x00000003 # cover both interfaces
358 OPTION_PLANETS = 0x00000004 # planets and mining
359 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
360 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
361 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
362 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
363 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
364 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
365 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
366 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
367 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
368 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
369 OPTION_PLAIN = 0x01000000 # user chose plain game
370 OPTION_ALMY = 0x02000000 # user chose Almy variant
389 NDEVICES= 16 # Number of devices
398 def damaged(dev): return (game.damage[dev] != 0.0)
399 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
401 # Define future events
402 FSPY = 0 # Spy event happens always (no future[] entry)
403 # can cause SC to tractor beam Enterprise
404 FSNOVA = 1 # Supernova
405 FTBEAM = 2 # Commander tractor beams Enterprise
406 FSNAP = 3 # Snapshot for time warp
407 FBATTAK = 4 # Commander attacks base
408 FCDBAS = 5 # Commander destroys base
409 FSCMOVE = 6 # Supercommander moves (might attack base)
410 FSCDBAS = 7 # Supercommander destroys base
411 FDSPROB = 8 # Move deep space probe
412 FDISTR = 9 # Emit distress call from an inhabited world
413 FENSLV = 10 # Inhabited word is enslaved */
414 FREPRO = 11 # Klingons build a ship in an enslaved system
418 # abstract out the event handling -- underlying data structures will change
419 # when we implement stateful events
421 def findevent(evtype): return game.future[evtype]
424 def __init__(self, type=None, loc=None, power=None):
429 self.kpower = power # enemy energy level
430 game.enemies.append(self)
432 motion = (loc != self.kloc)
433 if self.kloc.x is not None and self.kloc.y is not None:
436 game.quad[self.kloc.x][self.kloc.y] = IHWEB
438 game.quad[self.kloc.x][self.kloc.y] = IHDOT
440 self.kloc = copy.copy(loc)
441 game.quad[self.kloc.x][self.kloc.y] = self.type
442 self.kdist = self.kavgd = (game.sector - loc).distance()
445 self.kdist = self.kavgd = None
446 game.enemies.remove(self)
449 return "<%s,%s.%f>" % (self.type, self.kloc, self.kpower) # For debugging
453 self.options = None # Game options
454 self.state = snapshot() # A snapshot structure
455 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
456 self.quad = None # contents of our quadrant
457 self.damage = [0.0] * NDEVICES # damage encountered
458 self.future = [] # future events
459 for i in range(NEVENTS):
460 self.future.append(event())
461 self.passwd = None; # Self Destruct password
463 self.quadrant = None # where we are in the large
464 self.sector = None # where we are in the small
465 self.tholian = None # Tholian enemy object
466 self.base = None # position of base in current quadrant
467 self.battle = None # base coordinates being attacked
468 self.plnet = None # location of planet in quadrant
469 self.probec = None # current probe quadrant
470 self.gamewon = False # Finished!
471 self.ididit = False # action taken -- allows enemy to attack
472 self.alive = False # we are alive (not killed)
473 self.justin = False # just entered quadrant
474 self.shldup = False # shields are up
475 self.shldchg = False # shield is changing (affects efficiency)
476 self.iscate = False # super commander is here
477 self.ientesc = False # attempted escape from supercommander
478 self.resting = False # rest time
479 self.icraft = False # Kirk in Galileo
480 self.landed = False # party on planet (true), on ship (false)
481 self.alldone = False # game is now finished
482 self.neutz = False # Romulan Neutral Zone
483 self.isarmed = False # probe is armed
484 self.inorbit = False # orbiting a planet
485 self.imine = False # mining
486 self.icrystl = False # dilithium crystals aboard
487 self.iseenit = False # seen base attack report
488 self.thawed = False # thawed game
489 self.condition = None # "green", "yellow", "red", "docked", "dead"
490 self.iscraft = None # "onship", "offship", "removed"
491 self.skill = None # Player skill level
492 self.inkling = 0 # initial number of klingons
493 self.inbase = 0 # initial number of bases
494 self.incom = 0 # initial number of commanders
495 self.inscom = 0 # initial number of commanders
496 self.inrom = 0 # initial number of commanders
497 self.instar = 0 # initial stars
498 self.intorps = 0 # initial/max torpedoes
499 self.torps = 0 # number of torpedoes
500 self.ship = 0 # ship type -- 'E' is Enterprise
501 self.abandoned = 0 # count of crew abandoned in space
502 self.length = 0 # length of game
503 self.klhere = 0 # klingons here
504 self.casual = 0 # causalties
505 self.nhelp = 0 # calls for help
506 self.nkinks = 0 # count of energy-barrier crossings
507 self.iplnet = None # planet # in quadrant
508 self.inplan = 0 # initial planets
509 self.irhere = 0 # Romulans in quadrant
510 self.isatb = 0 # =1 if super commander is attacking base
511 self.tourn = None # tournament number
512 self.proben = 0 # number of moves for probe
513 self.nprobes = 0 # number of probes available
514 self.inresor = 0.0 # initial resources
515 self.intime = 0.0 # initial time
516 self.inenrg = 0.0 # initial/max energy
517 self.inshld = 0.0 # initial/max shield
518 self.inlsr = 0.0 # initial life support resources
519 self.indate = 0.0 # initial date
520 self.energy = 0.0 # energy level
521 self.shield = 0.0 # shield level
522 self.warpfac = 0.0 # warp speed
523 self.wfacsq = 0.0 # squared warp factor
524 self.lsupres = 0.0 # life support reserves
525 self.dist = 0.0 # movement distance
526 self.direc = 0.0 # movement direction
527 self.optime = 0.0 # time taken by current operation
528 self.docfac = 0.0 # repair factor when docking (constant?)
529 self.damfac = 0.0 # damage factor
530 self.lastchart = 0.0 # time star chart was last updated
531 self.cryprob = 0.0 # probability that crystal will work
532 self.probex = 0.0 # location of probe
534 self.probeinx = 0.0 # probe x,y increment
535 self.probeiny = 0.0 #
536 self.height = 0.0 # height of orbit around planet
538 # Stas thinks this should be (C expression):
539 # game.state.remkl + len(game.state.kcmdr) > 0 ?
540 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
541 # He says the existing expression is prone to divide-by-zero errors
542 # after killing the last klingon when score is shown -- perhaps also
543 # if the only remaining klingon is SCOM.
544 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
545 # From enumerated type 'feature'
566 # From enumerated type 'FINTYPE'
590 # Log the results of pulling random numbers so we can check determinism.
596 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
599 def randrange(*args):
600 v = random.randrange(*args)
601 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
607 v *= args[0] # returns from [0, args[0])
609 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
610 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
613 # Code from ai.c begins here
616 "Would this quadrant welcome another Klingon?"
617 return VALID_QUADRANT(iq.x,iq.y) and \
618 not game.state.galaxy[iq.x][iq.y].supernova or \
619 game.state.galaxy[iq.x][iq.y].klingons < MAXKLQUAD
622 def tryexit(enemy, look, irun):
623 "A bad guy attempts to bug out."
625 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
626 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
627 if not welcoming(iq):
629 if enemy.type == IHR:
630 return False; # Romulans cannot escape!
632 # avoid intruding on another commander's territory
633 if enemy.type == IHC:
634 if iq in game.state.kcmdr:
636 # refuse to leave if currently attacking starbase
637 if game.battle == game.quadrant:
639 # don't leave if over 1000 units of energy
640 if enemy.kpower > 1000.0:
642 # emit escape message and move out of quadrant.
643 # we know this if either short or long range sensors are working
644 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
645 game.condition == "docked":
646 prout(crmena(True, enemy.type, "sector", enemy.kloc) + \
647 (_(" escapes to Quadrant %s (and regains strength).") % q))
648 # handle local matters related to escape
651 if game.condition != "docked":
653 # Handle global matters related to escape
654 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
655 game.state.galaxy[iq.x][iq.y].klingons += 1
660 schedule(FSCMOVE, 0.2777)
664 for cmdr in game.state.kcmdr:
665 if cmdr == game.quadrant:
666 game.state.kcmdr[n] = iq
668 return True; # success
671 # The bad-guy movement algorithm:
673 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
674 # If both are operating full strength, force is 1000. If both are damaged,
675 # force is -1000. Having shields down subtracts an additional 1000.
677 # 2. Enemy has forces equal to the energy of the attacker plus
678 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
679 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
681 # Attacker Initial energy levels (nominal):
682 # Klingon Romulan Commander Super-Commander
683 # Novice 400 700 1200
685 # Good 450 800 1300 1750
686 # Expert 475 850 1350 1875
687 # Emeritus 500 900 1400 2000
688 # VARIANCE 75 200 200 200
690 # Enemy vessels only move prior to their attack. In Novice - Good games
691 # only commanders move. In Expert games, all enemy vessels move if there
692 # is a commander present. In Emeritus games all enemy vessels move.
694 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
695 # forces are 1000 greater than Enterprise.
697 # Agressive action on average cuts the distance between the ship and
698 # the enemy to 1/4 the original.
700 # 4. At lower energy advantage, movement units are proportional to the
701 # advantage with a 650 advantage being to hold ground, 800 to move forward
702 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
704 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
705 # retreat, especially at high skill levels.
707 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
710 def movebaddy(enemy):
711 "Tactical movement for the bad guys."
712 next = coord(); look = coord()
714 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
715 if game.skill >= SKILL_EXPERT:
716 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
718 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
720 mdist = int(dist1 + 0.5); # Nearest integer distance
721 # If SC, check with spy to see if should hi-tail it
722 if enemy.type==IHS and \
723 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
727 # decide whether to advance, retreat, or hold position
728 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
730 forces += 1000; # Good for enemy if shield is down!
731 if not damaged(DPHASER) or not damaged(DPHOTON):
732 if damaged(DPHASER): # phasers damaged
735 forces -= 0.2*(game.energy - 2500.0)
736 if damaged(DPHOTON): # photon torpedoes damaged
739 forces -= 50.0*game.torps
741 # phasers and photon tubes both out!
744 if forces <= 1000.0 and game.condition != "docked": # Typical situation
745 motion = ((forces + randreal(200))/150.0) - 5.0
747 if forces > 1000.0: # Very strong -- move in for kill
748 motion = (1.0 - randreal())**2 * dist1 + 1.0
749 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
750 motion -= game.skill*(2.0-randreal()**2)
752 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
753 # don't move if no motion
756 # Limit motion according to skill
757 if abs(motion) > game.skill:
762 # calculate preferred number of steps
767 if motion > 0 and nsteps > mdist:
768 nsteps = mdist; # don't overshoot
769 if nsteps > QUADSIZE:
770 nsteps = QUADSIZE; # This shouldn't be necessary
772 nsteps = 1; # This shouldn't be necessary
774 proutn("NSTEPS = %d:" % nsteps)
775 # Compute preferred values of delta X and Y
776 m = game.sector - enemy.kloc
777 if 2.0 * abs(m.x) < abs(m.y):
779 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
793 for ll in range(nsteps):
795 proutn(" %d" % (ll+1))
796 # Check if preferred position available
807 attempts = 0; # Settle mysterious hang problem
808 while attempts < 20 and not success:
810 if look.x < 0 or look.x >= QUADSIZE:
811 if motion < 0 and tryexit(enemy, look, irun):
813 if krawlx == m.x or m.y == 0:
815 look.x = next.x + krawlx
817 elif look.y < 0 or look.y >= QUADSIZE:
818 if motion < 0 and tryexit(enemy, look, irun):
820 if krawly == m.y or m.x == 0:
822 look.y = next.y + krawly
824 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
825 # See if enemy should ram ship
826 if game.quad[look.x][look.y] == game.ship and \
827 (enemy.type == IHC or enemy.type == IHS):
828 collision(rammed=True, enemy=enemy)
830 if krawlx != m.x and m.y != 0:
831 look.x = next.x + krawlx
833 elif krawly != m.y and m.x != 0:
834 look.y = next.y + krawly
837 break; # we have failed
849 if not damaged(DSRSENS) or game.condition == "docked":
850 proutn(_("*** %s from Sector %s") % (cramen(enemy.type), enemy.kloc))
851 if enemy.kdist < dist1:
852 proutn(_(" advances to "))
854 proutn(_(" retreats to "))
855 prout("Sector %s." % next)
858 "Sequence Klingon tactical movement."
861 # Figure out which Klingon is the commander (or Supercommander)
863 if game.quadrant in game.state.kcmdr:
864 for enemy in game.enemies:
865 if enemy.type == IHC:
867 if game.state.kscmdr==game.quadrant:
868 for enemy in game.enemies:
869 if enemy.type == IHS:
872 # If skill level is high, move other Klingons and Romulans too!
873 # Move these last so they can base their actions on what the
875 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
876 for enemy in game.enemies:
877 if enemy.type in (IHK, IHR):
879 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
881 def movescom(iq, avoid):
882 "Commander movement helper."
883 # Avoid quadrants with bases if we want to avoid Enterprise
884 if not welcoming(iq) or (avoid and iq in game.state.baseq):
886 if game.justin and not game.iscate:
889 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
890 game.state.kscmdr = iq
891 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
892 if game.state.kscmdr==game.quadrant:
893 # SC has scooted, Remove him from current quadrant
898 for enemy in game.enemies:
899 if enemy.type == IHS:
903 if game.condition != "docked":
905 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
906 # check for a helpful planet
907 for i in range(game.inplan):
908 if game.state.planets[i].quadrant == game.state.kscmdr and \
909 game.state.planets[i].crystals == "present":
911 game.state.planets[i].pclass = "destroyed"
912 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
915 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
916 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
917 prout(_(" by the Super-commander.\""))
919 return False; # looks good!
921 def supercommander():
922 "Move the Super Commander."
923 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
926 prout("== SUPERCOMMANDER")
927 # Decide on being active or passive
928 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
929 (game.state.date-game.indate) < 3.0)
930 if not game.iscate and avoid:
931 # compute move away from Enterprise
932 idelta = game.state.kscmdr-game.quadrant
933 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
935 idelta.x = game.state.kscmdr.y-game.quadrant.y
936 idelta.y = game.quadrant.x-game.state.kscmdr.x
938 # compute distances to starbases
939 if not game.state.baseq:
943 sc = game.state.kscmdr
944 for base in game.state.baseq:
945 basetbl.append((i, (base - sc).distance()))
946 if game.state.baseq > 1:
947 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
948 # look for nearest base without a commander, no Enterprise, and
949 # without too many Klingons, and not already under attack.
950 ifindit = iwhichb = 0
951 for (i2, base) in enumerate(game.state.baseq):
952 i = basetbl[i2][0]; # bug in original had it not finding nearest
953 if base==game.quadrant or base==game.battle or not welcoming(base):
955 # if there is a commander, and no other base is appropriate,
956 # we will take the one with the commander
957 for cmdr in game.state.kcmdr:
958 if base == cmdr and ifindit != 2:
962 else: # no commander -- use this one
967 return # Nothing suitable -- wait until next time
968 ibq = game.state.baseq[iwhichb]
969 # decide how to move toward base
970 idelta = ibq - game.state.kscmdr
971 # Maximum movement is 1 quadrant in either or both axes
972 idelta = idelta.sgn()
973 # try moving in both x and y directions
974 # there was what looked like a bug in the Almy C code here,
975 # but it might be this translation is just wrong.
976 iq = game.state.kscmdr + idelta
977 if movescom(iq, avoid):
978 # failed -- try some other maneuvers
979 if idelta.x==0 or idelta.y==0:
982 iq.y = game.state.kscmdr.y + 1
983 if movescom(iq, avoid):
984 iq.y = game.state.kscmdr.y - 1
987 iq.x = game.state.kscmdr.x + 1
988 if movescom(iq, avoid):
989 iq.x = game.state.kscmdr.x - 1
992 # try moving just in x or y
993 iq.y = game.state.kscmdr.y
994 if movescom(iq, avoid):
995 iq.y = game.state.kscmdr.y + idelta.y
996 iq.x = game.state.kscmdr.x
999 if len(game.state.baseq) == 0:
1002 for (i, ibq) in enumerate(game.state.baseq):
1003 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1006 return # no, don't attack base!
1007 game.iseenit = False
1009 schedule(FSCDBAS, randreal(1.0, 3.0))
1010 if is_scheduled(FCDBAS):
1011 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1012 if not communicating():
1016 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1017 % game.state.kscmdr)
1018 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1019 proutn(_(" It can survive until stardate %d.\"") \
1020 % int(scheduled(FSCDBAS)))
1021 if not game.resting:
1023 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1026 game.resting = False
1027 game.optime = 0.0; # actually finished
1029 # Check for intelligence report
1032 (not communicating()) or \
1033 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1036 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1037 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1042 if not game.tholian or game.justin:
1045 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1046 id.x = 0; id.y = QUADSIZE-1
1047 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1048 id.x = QUADSIZE-1; id.y = QUADSIZE-1
1049 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1050 id.x = QUADSIZE-1; id.y = 0
1051 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1054 # something is wrong!
1055 game.tholian.move(None)
1056 prout("***Internal error: Tholian in a bad spot.")
1058 # do nothing if we are blocked
1059 if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
1061 here = copy.copy(game.tholian.kloc)
1062 delta = (id - game.tholian.kloc).sgn()
1064 while here.x != id.x:
1066 if game.quad[here.x][here.y]==IHDOT:
1067 game.tholian.move(here)
1069 while here.y != id.y:
1071 if game.quad[here.x][here.y]==IHDOT:
1072 game.tholian.move(here)
1073 # check to see if all holes plugged
1074 for i in range(QUADSIZE):
1075 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1077 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1079 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1081 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1083 # All plugged up -- Tholian splits
1084 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1086 prout(crmena(True, IHT, "sector", game.tholian) + _(" completes web."))
1087 game.tholian.move(None)
1090 # Code from battle.c begins here
1092 def doshield(shraise):
1093 "Change shield status."
1099 key = scanner.next()
1101 if scanner.sees("transfer"):
1104 if damaged(DSHIELD):
1105 prout(_("Shields damaged and down."))
1107 if scanner.sees("up"):
1109 elif scanner.sees("down"):
1112 proutn(_("Do you wish to change shield energy? "))
1114 proutn(_("Energy to transfer to shields- "))
1116 elif damaged(DSHIELD):
1117 prout(_("Shields damaged and down."))
1120 proutn(_("Shields are up. Do you want them down? "))
1127 proutn(_("Shields are down. Do you want them up? "))
1133 if action == "SHUP": # raise shields
1135 prout(_("Shields already up."))
1139 if game.condition != "docked":
1141 prout(_("Shields raised."))
1142 if game.energy <= 0:
1144 prout(_("Shields raising uses up last of energy."))
1149 elif action == "SHDN":
1151 prout(_("Shields already down."))
1155 prout(_("Shields lowered."))
1158 elif action == "NRG":
1159 while scanner.next() != IHREAL:
1161 proutn(_("Energy to transfer to shields- "))
1163 if scanner.real == 0:
1165 if scanner.real > game.energy:
1166 prout(_("Insufficient ship energy."))
1169 if game.shield+scanner.real >= game.inshld:
1170 prout(_("Shield energy maximized."))
1171 if game.shield+scanner.real > game.inshld:
1172 prout(_("Excess energy requested returned to ship energy"))
1173 game.energy -= game.inshld-game.shield
1174 game.shield = game.inshld
1176 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1177 # Prevent shield drain loophole
1179 prout(_("Engineering to bridge--"))
1180 prout(_(" Scott here. Power circuit problem, Captain."))
1181 prout(_(" I can't drain the shields."))
1184 if game.shield+scanner.real < 0:
1185 prout(_("All shield energy transferred to ship."))
1186 game.energy += game.shield
1189 proutn(_("Scotty- \""))
1190 if scanner.real > 0:
1191 prout(_("Transferring energy to shields.\""))
1193 prout(_("Draining energy from shields.\""))
1194 game.shield += scanner.real
1195 game.energy -= scanner.real
1199 "Choose a device to damage, at random."
1200 # Quoth Eric Allman in the code of BSD-Trek:
1201 # "Under certain conditions you can get a critical hit. This
1202 # sort of hit damages devices. The probability that a given
1203 # device is damaged depends on the device. Well protected
1204 # devices (such as the computer, which is in the core of the
1205 # ship and has considerable redundancy) almost never get
1206 # damaged, whereas devices which are exposed (such as the
1207 # warp engines) or which are particularly delicate (such as
1208 # the transporter) have a much higher probability of being
1211 # This is one place where OPTION_PLAIN does not restore the
1212 # original behavior, which was equiprobable damage across
1213 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1214 # and have done with it. Also, in the original game, DNAVYS
1215 # and DCOMPTR were the same device.
1217 # Instead, we use a table of weights similar to the one from BSD Trek.
1218 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1219 # We don't have a cloaking device. The shuttle got the allocation
1220 # for the cloaking device, then we shaved a half-percent off
1221 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1223 105, # DSRSENS: short range scanners 10.5%
1224 105, # DLRSENS: long range scanners 10.5%
1225 120, # DPHASER: phasers 12.0%
1226 120, # DPHOTON: photon torpedoes 12.0%
1227 25, # DLIFSUP: life support 2.5%
1228 65, # DWARPEN: warp drive 6.5%
1229 70, # DIMPULS: impulse engines 6.5%
1230 145, # DSHIELD: deflector shields 14.5%
1231 30, # DRADIO: subspace radio 3.0%
1232 45, # DSHUTTL: shuttle 4.5%
1233 15, # DCOMPTR: computer 1.5%
1234 20, # NAVCOMP: navigation system 2.0%
1235 75, # DTRANSP: transporter 7.5%
1236 20, # DSHCTRL: high-speed shield controller 2.0%
1237 10, # DDRAY: death ray 1.0%
1238 30, # DDSP: deep-space probes 3.0%
1240 idx = randrange(1000) # weights must sum to 1000
1242 for (i, w) in enumerate(weights):
1246 return None; # we should never get here
1248 def collision(rammed, enemy):
1249 "Collision handling fot rammong events."
1250 prouts(_("***RED ALERT! RED ALERT!"))
1252 prout(_("***COLLISION IMMINENT."))
1256 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1258 proutn(_(" rammed by "))
1261 proutn(crmena(False, enemy.type, "sector", enemy.kloc))
1263 proutn(_(" (original position)"))
1265 deadkl(enemy.kloc, enemy.type, game.sector)
1266 proutn("***" + crmship() + " heavily damaged.")
1267 icas = randrange(10, 30)
1268 prout(_("***Sickbay reports %d casualties"), icas)
1270 game.state.crew -= icas
1271 # In the pre-SST2K version, all devices got equiprobably damaged,
1272 # which was silly. Instead, pick up to half the devices at
1273 # random according to our weighting table,
1274 ncrits = randrange(NDEVICES/2)
1275 for m in range(ncrits):
1277 if game.damage[dev] < 0:
1279 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1280 # Damage for at least time of travel!
1281 game.damage[dev] += game.optime + extradm
1283 prout(_("***Shields are down."))
1284 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1291 def torpedo(origin, course, dispersion, number, nburst):
1292 "Let a photon torpedo fly"
1294 ac = course + 0.25*dispersion
1295 angle = (15.0-ac)*0.5235988
1296 bullseye = (15.0 - course)*0.5235988
1297 delta = coord(-math.sin(angle), math.cos(angle))
1298 bigger = max(abs(delta.x), abs(delta.y))
1300 x = origin.x; y = origin.y
1301 w = coord(0, 0); jw = coord(0, 0)
1302 if not damaged(DSRSENS) or game.condition=="docked":
1303 setwnd(srscan_window)
1305 setwnd(message_window)
1306 # Loop to move a single torpedo
1307 for step in range(1, 15+1):
1310 w = coord(x, y).snaptogrid()
1311 if not VALID_SECTOR(w.x, w.y):
1313 iquad=game.quad[w.x][w.y]
1314 tracktorpedo(origin, w, step, number, nburst, iquad)
1318 setwnd(message_window)
1319 if damaged(DSRSENS) and not game.condition=="docked":
1320 skip(1); # start new line after text track
1321 if iquad in (IHE, IHF): # Hit our ship
1323 prout(_("Torpedo hits %s.") % crmshp())
1324 hit = 700.0 + randreal(100) - \
1325 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1326 newcnd(); # we're blown out of dock
1327 # We may be displaced.
1328 if game.landed or game.condition=="docked":
1329 return hit # Cheat if on a planet
1330 ang = angle + 2.5*(randreal()-0.5)
1331 temp = math.fabs(math.sin(ang))
1332 if math.fabs(math.cos(ang)) > temp:
1333 temp = math.fabs(math.cos(ang))
1334 xx = -math.sin(ang)/temp
1335 yy = math.cos(ang)/temp
1336 jw.x = int(w.x+xx+0.5)
1337 jw.y = int(w.y+yy+0.5)
1338 if not VALID_SECTOR(jw.x, jw.y):
1340 if game.quad[jw.x][jw.y]==IHBLANK:
1343 if game.quad[jw.x][jw.y]!=IHDOT:
1344 # can't move into object
1349 elif iquad in (IHC, IHS): # Hit a commander
1351 prout(crmena(True, iquad, "sector", w) + _(" uses anti-photon device;"))
1352 prout(_(" torpedo neutralized."))
1354 elif iquad in (IHR, IHK): # Hit a regular enemy
1356 for enemy in game.enemies:
1359 kp = math.fabs(enemy.kpower)
1360 h1 = 700.0 + randrange(100) - \
1361 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1365 if enemy.kpower < 0:
1369 if enemy.kpower == 0:
1372 proutn(crmena(True, iquad, "sector", w))
1373 # If enemy damaged but not destroyed, try to displace
1374 ang = angle + 2.5*(randreal()-0.5)
1375 temp = math.fabs(math.sin(ang))
1376 if math.fabs(math.cos(ang)) > temp:
1377 temp = math.fabs(math.cos(ang))
1378 xx = -math.sin(ang)/temp
1379 yy = math.cos(ang)/temp
1380 jw.x = int(w.x+xx+0.5)
1381 jw.y = int(w.y+yy+0.5)
1382 if not VALID_SECTOR(jw.x, jw.y):
1383 prout(_(" damaged but not destroyed."))
1385 if game.quad[jw.x][jw.y]==IHBLANK:
1386 prout(_(" buffeted into black hole."))
1387 deadkl(w, iquad, jw)
1389 if game.quad[jw.x][jw.y]!=IHDOT:
1390 # can't move into object
1391 prout(_(" damaged but not destroyed."))
1393 proutn(_(" damaged--"))
1397 elif iquad == IHB: # Hit a base
1399 prout(_("***STARBASE DESTROYED.."))
1400 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1401 game.quad[w.x][w.y]=IHDOT
1402 game.base.invalidate()
1403 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1404 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1405 game.state.basekl += 1
1408 elif iquad == IHP: # Hit a planet
1409 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1410 game.state.nplankl += 1
1411 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1412 game.iplnet.pclass = "destroyed"
1414 game.plnet.invalidate()
1415 game.quad[w.x][w.y] = IHDOT
1417 # captain perishes on planet
1420 elif iquad == IHW: # Hit an inhabited world -- very bad!
1421 prout(crmena(True, iquad, "sector", w) + _(" destroyed."))
1422 game.state.nworldkl += 1
1423 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1424 game.iplnet.pclass = "destroyed"
1426 game.plnet.invalidate()
1427 game.quad[w.x][w.y] = IHDOT
1429 # captain perishes on planet
1431 prout(_("You have just destroyed an inhabited planet."))
1432 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1434 elif iquad == IHSTAR: # Hit a star
1438 prout(crmena(True, IHSTAR, "sector", w) + _(" unaffected by photon blast."))
1440 elif iquad == IHQUEST: # Hit a thingy
1441 if not (game.options & OPTION_THINGY) or withprob(0.3):
1443 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1445 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1447 proutn(_("Mr. Spock-"))
1448 prouts(_(" \"Fascinating!\""))
1452 # Stas Sergeev added the possibility that
1453 # you can shove the Thingy and piss it off.
1454 # It then becomes an enemy and may fire at you.
1458 elif iquad == IHBLANK: # Black hole
1460 prout(crmena(True, IHBLANK, "sector", w) + _(" swallows torpedo."))
1462 elif iquad == IHWEB: # hit the web
1464 prout(_("***Torpedo absorbed by Tholian web."))
1466 elif iquad == IHT: # Hit a Tholian
1467 h1 = 700.0 + randrange(100) - \
1468 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1471 game.quad[w.x][w.y] = IHDOT
1476 proutn(crmena(True, IHT, "sector", w))
1478 prout(_(" survives photon blast."))
1480 prout(_(" disappears."))
1481 game.tholian.move(None)
1482 game.quad[w.x][w.y] = IHWEB
1487 proutn("Don't know how to handle torpedo collision with ")
1488 proutn(crmena(True, iquad, "sector", w))
1492 if curwnd!=message_window:
1493 setwnd(message_window)
1495 game.quad[w.x][w.y]=IHDOT
1496 game.quad[jw.x][jw.y]=iquad
1497 prout(_(" displaced by blast to Sector %s ") % jw)
1498 for ll in range(len(game.enemies)):
1499 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1500 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1503 prout(_("Torpedo missed."))
1507 "Critical-hit resolution."
1508 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1510 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1511 proutn(_("***CRITICAL HIT--"))
1512 # Select devices and cause damage
1514 for loop1 in range(ncrit):
1517 # Cheat to prevent shuttle damage unless on ship
1518 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1521 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1522 game.damage[j] += extradm
1524 for (i, j) in enumerate(cdam):
1526 if skipcount % 3 == 2 and i < len(cdam)-1:
1531 prout(_(" damaged."))
1532 if damaged(DSHIELD) and game.shldup:
1533 prout(_("***Shields knocked down."))
1536 def attack(torps_ok):
1537 # bad guy attacks us
1538 # torps_ok == False forces use of phasers in an attack
1539 # game could be over at this point, check
1542 attempt = False; ihurt = False;
1543 hitmax=0.0; hittot=0.0; chgfac=1.0
1546 prout("=== ATTACK!")
1547 # Tholian gets to move before attacking
1550 # if you have just entered the RNZ, you'll get a warning
1551 if game.neutz: # The one chance not to be attacked
1554 # commanders get a chance to tac-move towards you
1555 if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1557 # if no enemies remain after movement, we're done
1558 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1560 # set up partial hits if attack happens during shield status change
1561 pfac = 1.0/game.inshld
1563 chgfac = 0.25 + randreal(0.5)
1565 # message verbosity control
1566 if game.skill <= SKILL_FAIR:
1568 for enemy in game.enemies:
1569 if enemy.kpower < 0:
1570 continue; # too weak to attack
1571 # compute hit strength and diminish shield power
1573 # Increase chance of photon torpedos if docked or enemy energy is low
1574 if game.condition == "docked":
1576 if enemy.kpower < 500:
1578 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1580 # different enemies have different probabilities of throwing a torp
1581 usephasers = not torps_ok or \
1582 (enemy.type == IHK and r > 0.0005) or \
1583 (enemy.type==IHC and r > 0.015) or \
1584 (enemy.type==IHR and r > 0.3) or \
1585 (enemy.type==IHS and r > 0.07) or \
1586 (enemy.type==IHQUEST and r > 0.05)
1587 if usephasers: # Enemy uses phasers
1588 if game.condition == "docked":
1589 continue; # Don't waste the effort!
1590 attempt = True; # Attempt to attack
1591 dustfac = randreal(0.8, 0.85)
1592 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1593 enemy.kpower *= 0.75
1594 else: # Enemy uses photon torpedo
1595 #course2 = (enemy.kloc-game.sector).bearing()
1596 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1598 proutn(_("***TORPEDO INCOMING"))
1599 if not damaged(DSRSENS):
1600 proutn(_(" From ") + crmena(False, enemy.type, where, enemy.kloc))
1603 dispersion = (randreal()+randreal())*0.5 - 0.5
1604 dispersion += 0.002*enemy.kpower*dispersion
1605 hit = torpedo(enemy.kloc, course, dispersion, number=1, nburst=1)
1606 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1607 finish(FWON); # Klingons did themselves in!
1608 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1609 return # Supernova or finished
1612 # incoming phaser or torpedo, shields may dissipate it
1613 if game.shldup or game.shldchg or game.condition=="docked":
1614 # shields will take hits
1615 propor = pfac * game.shield
1616 if game.condition =="docked":
1620 hitsh = propor*chgfac*hit+1.0
1622 if absorb > game.shield:
1623 absorb = game.shield
1624 game.shield -= absorb
1626 # taking a hit blasts us out of a starbase dock
1627 if game.condition == "docked":
1629 # but the shields may take care of it
1630 if propor > 0.1 and hit < 0.005*game.energy:
1632 # hit from this opponent got through shields, so take damage
1634 proutn(_("%d unit hit") % int(hit))
1635 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1636 proutn(_(" on the ") + crmshp())
1637 if not damaged(DSRSENS) and usephasers:
1638 prout(_(" from ") + crmena(False, enemy.type, where, enemy.kloc))
1640 # Decide if hit is critical
1646 if game.energy <= 0:
1647 # Returning home upon your shield, not with it...
1650 if not attempt and game.condition == "docked":
1651 prout(_("***Enemies decide against attacking your ship."))
1652 percent = 100.0*pfac*game.shield+0.5
1654 # Shields fully protect ship
1655 proutn(_("Enemy attack reduces shield strength to "))
1657 # Emit message if starship suffered hit(s)
1659 proutn(_("Energy left %2d shields ") % int(game.energy))
1662 elif not damaged(DSHIELD):
1665 proutn(_("damaged, "))
1666 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1667 # Check if anyone was hurt
1668 if hitmax >= 200 or hittot >= 500:
1669 icas = randrange(int(hittot * 0.015))
1672 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1673 prout(_(" in that last attack.\""))
1675 game.state.crew -= icas
1676 # After attack, reset average distance to enemies
1677 for enemy in game.enemies:
1678 enemy.kavgd = enemy.kdist
1679 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1682 def deadkl(w, type, mv):
1683 "Kill a Klingon, Tholian, Romulan, or Thingy."
1684 # Added mv to allow enemy to "move" before dying
1685 proutn(crmena(True, type, "sector", mv))
1686 # Decide what kind of enemy it is and update appropriately
1688 # chalk up a Romulan
1689 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1691 game.state.nromrem -= 1
1695 elif type == IHQUEST:
1700 # Some type of a Klingon
1701 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1704 game.state.kcmdr.remove(game.quadrant)
1706 if game.state.kcmdr:
1707 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1708 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1711 game.state.remkl -= 1
1713 game.state.nscrem -= 1
1714 game.state.kscmdr.invalidate()
1719 # For each kind of enemy, finish message to player
1720 prout(_(" destroyed."))
1721 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1724 # Remove enemy ship from arrays describing local conditions
1725 for e in game.enemies:
1732 "Return None if target is invalid, otherwise return a course angle."
1733 if not VALID_SECTOR(w.x, w.y):
1737 # FIXME: C code this was translated from is wacky -- why the sign reversal?
1738 delta.y = 0.1*(w.y - game.sector.y);
1739 delta.x = 0.1*(game.sector.x - w.x);
1740 if delta == coord(0, 0):
1742 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1743 prout(_(" I recommend an immediate review of"))
1744 prout(_(" the Captain's psychological profile.\""))
1747 return 1.90985932*math.atan2(delta.y, delta.x)
1750 "Launch photon torpedo."
1753 if damaged(DPHOTON):
1754 prout(_("Photon tubes damaged."))
1758 prout(_("No torpedoes left."))
1761 # First, get torpedo count
1764 if scanner.token == IHALPHA:
1767 elif scanner.token == IHEOL or not scanner.waiting():
1768 prout(_("%d torpedoes left.") % game.torps)
1770 proutn(_("Number of torpedoes to fire- "))
1771 continue # Go back around to get a number
1772 else: # key == IHREAL
1774 if n <= 0: # abort command
1779 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1782 scanner.chew() # User requested more torps than available
1783 continue # Go back around
1784 break # All is good, go to next stage
1788 key = scanner.next()
1789 if i==0 and key == IHEOL:
1790 break; # no coordinate waiting, we will try prompting
1791 if i==1 and key == IHEOL:
1792 # direct all torpedoes at one target
1794 target.append(targets[0])
1795 course.append(course[0])
1799 target.append(scanner.getcoord())
1800 if target[-1] == None:
1802 course.append(targetcheck(target[1]))
1803 if course[i] == None:
1807 # prompt for each one
1809 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1811 target.append(scanner.getcoord())
1812 if target[-1] == None:
1814 course.append(targetcheck(target[-1]))
1815 if course[-1] == None:
1818 # Loop for moving <n> torpedoes
1820 if game.condition != "docked":
1822 dispersion = (randreal()+randreal())*0.5 -0.5
1823 if math.fabs(dispersion) >= 0.47:
1825 dispersion *= randreal(1.2, 2.2)
1827 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1829 prouts(_("***TORPEDO MISFIRES."))
1832 prout(_(" Remainder of burst aborted."))
1834 prout(_("***Photon tubes damaged by misfire."))
1835 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1837 if game.shldup or game.condition == "docked":
1838 dispersion *= 1.0 + 0.0001*game.shield
1839 torpedo(game.sector, course[i], dispersion, number=i, nburst=n)
1840 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1842 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1846 "Check for phasers overheating."
1848 checkburn = (rpow-1500.0)*0.00038
1849 if withprob(checkburn):
1850 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1851 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1853 def checkshctrl(rpow):
1854 "Check shield control."
1857 prout(_("Shields lowered."))
1859 # Something bad has happened
1860 prouts(_("***RED ALERT! RED ALERT!"))
1862 hit = rpow*game.shield/game.inshld
1863 game.energy -= rpow+hit*0.8
1864 game.shield -= hit*0.2
1865 if game.energy <= 0.0:
1866 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1871 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1873 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1874 icas = randrange(int(hit*0.012))
1879 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1880 prout(_(" %d casualties so far.\"") % icas)
1882 game.state.crew -= icas
1884 prout(_("Phaser energy dispersed by shields."))
1885 prout(_("Enemy unaffected."))
1890 "Register a phaser hit on Klingons and Romulans."
1891 nenhr2 = len(game.enemies); kk=0
1894 for (k, wham) in enumerate(hits):
1897 dustfac = randreal(0.9, 1.0)
1898 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1899 kpini = game.enemies[kk].kpower
1900 kp = math.fabs(kpini)
1901 if PHASEFAC*hit < kp:
1903 if game.enemies[kk].kpower < 0:
1904 game.enemies[kk].kpower -= -kp
1906 game.enemies[kk].kpower -= kp
1907 kpow = game.enemies[kk].kpower
1908 w = game.enemies[kk].kloc
1910 if not damaged(DSRSENS):
1912 proutn(_("%d unit hit on ") % int(hit))
1914 proutn(_("Very small hit on "))
1915 ienm = game.quad[w.x][w.y]
1918 proutn(crmena(False, ienm, "sector", w))
1922 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1926 kk -= 1 # don't do the increment
1928 else: # decide whether or not to emasculate klingon
1929 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1930 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1931 prout(_(" has just lost its firepower.\""))
1932 game.enemies[kk].kpower = -kpow
1937 "Fire phasers at bad guys."
1939 kz = 0; k = 1; irec=0 # Cheating inhibitor
1940 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1944 # SR sensors and Computer are needed for automode
1945 if damaged(DSRSENS) or damaged(DCOMPTR):
1947 if game.condition == "docked":
1948 prout(_("Phasers can't be fired through base shields."))
1951 if damaged(DPHASER):
1952 prout(_("Phaser control damaged."))
1956 if damaged(DSHCTRL):
1957 prout(_("High speed shield control damaged."))
1960 if game.energy <= 200.0:
1961 prout(_("Insufficient energy to activate high-speed shield control."))
1964 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1966 # Original code so convoluted, I re-did it all
1967 # (That was Tom Almy talking about the C code, I think -- ESR)
1968 while automode=="NOTSET":
1971 if scanner.sees("manual"):
1972 if len(game.enemies)==0:
1973 prout(_("There is no enemy present to select."))
1976 automode="AUTOMATIC"
1979 key = scanner.next()
1980 elif scanner.sees("automatic"):
1981 if (not itarg) and len(game.enemies) != 0:
1982 automode = "FORCEMAN"
1984 if len(game.enemies)==0:
1985 prout(_("Energy will be expended into space."))
1986 automode = "AUTOMATIC"
1987 key = scanner.next()
1988 elif scanner.sees("no"):
1994 if len(game.enemies)==0:
1995 prout(_("Energy will be expended into space."))
1996 automode = "AUTOMATIC"
1998 automode = "FORCEMAN"
2000 automode = "AUTOMATIC"
2003 if len(game.enemies)==0:
2004 prout(_("Energy will be expended into space."))
2005 automode = "AUTOMATIC"
2007 automode = "FORCEMAN"
2009 proutn(_("Manual or automatic? "))
2014 if automode == "AUTOMATIC":
2015 if key == IHALPHA and scanner.sees("no"):
2017 key = scanner.next()
2018 if key != IHREAL and len(game.enemies) != 0:
2019 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2024 for i in range(len(game.enemies)):
2025 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2027 proutn(_("%d units required. ") % irec)
2029 proutn(_("Units to fire= "))
2030 key = scanner.next()
2035 proutn(_("Energy available= %.2f") % avail)
2038 if not rpow > avail:
2045 if key == IHALPHA and scanner.sees("no"):
2048 game.energy -= 200; # Go and do it!
2049 if checkshctrl(rpow):
2054 if len(game.enemies):
2057 for i in range(len(game.enemies)):
2061 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2062 over = randreal(1.01, 1.06) * hits[i]
2064 powrem -= hits[i] + over
2065 if powrem <= 0 and temp < hits[i]:
2074 if extra > 0 and not game.alldone:
2076 proutn(_("*** Tholian web absorbs "))
2077 if len(game.enemies)>0:
2078 proutn(_("excess "))
2079 prout(_("phaser energy."))
2081 prout(_("%d expended on empty space.") % int(extra))
2082 elif automode == "FORCEMAN":
2085 if damaged(DCOMPTR):
2086 prout(_("Battle computer damaged, manual fire only."))
2089 prouts(_("---WORKING---"))
2091 prout(_("Short-range-sensors-damaged"))
2092 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2093 prout(_("Manual-fire-must-be-used"))
2095 elif automode == "MANUAL":
2097 for k in range(len(game.enemies)):
2098 aim = game.enemies[k].kloc
2099 ienm = game.quad[aim.x][aim.y]
2101 proutn(_("Energy available= %.2f") % (avail-0.006))
2105 if damaged(DSRSENS) and \
2106 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2107 prout(cramen(ienm) + _(" can't be located without short range scan."))
2110 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2115 if itarg and k > kz:
2116 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2119 if not damaged(DCOMPTR):
2124 proutn(_("units to fire at %s- ") % crmena(False, ienm, "sector", aim))
2125 key = scanner.next()
2126 if key == IHALPHA and scanner.sees("no"):
2128 key = scanner.next()
2134 if k==1: # Let me say I'm baffled by this
2137 if scanner.real < 0:
2141 hits[k] = scanner.real
2142 rpow += scanner.real
2143 # If total requested is too much, inform and start over
2145 prout(_("Available energy exceeded -- try again."))
2148 key = scanner.next(); # scan for next value
2151 # zero energy -- abort
2154 if key == IHALPHA and scanner.sees("no"):
2159 game.energy -= 200.0
2160 if checkshctrl(rpow):
2164 # Say shield raised or malfunction, if necessary
2171 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2172 prouts(_(" CLICK CLICK POP . . ."))
2173 prout(_(" No response, sir!"))
2176 prout(_("Shields raised."))
2181 # Code from events,c begins here.
2183 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2184 # event of each type active at any given time. Mostly these means we can
2185 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2186 # BSD Trek, from which we swiped the idea, can have up to 5.
2188 def unschedule(evtype):
2189 "Remove an event from the schedule."
2190 game.future[evtype].date = FOREVER
2191 return game.future[evtype]
2193 def is_scheduled(evtype):
2194 "Is an event of specified type scheduled."
2195 return game.future[evtype].date != FOREVER
2197 def scheduled(evtype):
2198 "When will this event happen?"
2199 return game.future[evtype].date
2201 def schedule(evtype, offset):
2202 "Schedule an event of specified type."
2203 game.future[evtype].date = game.state.date + offset
2204 return game.future[evtype]
2206 def postpone(evtype, offset):
2207 "Postpone a scheduled event."
2208 game.future[evtype].date += offset
2211 "Rest period is interrupted by event."
2214 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2216 game.resting = False
2222 "Run through the event queue looking for things to do."
2224 fintim = game.state.date + game.optime; yank=0
2225 ictbeam = False; istract = False
2226 w = coord(); hold = coord()
2227 ev = event(); ev2 = event()
2229 def tractorbeam(yank):
2230 "Tractor-beaming cases merge here."
2232 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2234 prout("***" + crmshp() + _(" caught in long range tractor beam--"))
2235 # If Kirk & Co. screwing around on planet, handle
2236 atover(True) # atover(true) is Grab
2239 if game.icraft: # Caught in Galileo?
2242 # Check to see if shuttle is aboard
2243 if game.iscraft == "offship":
2246 prout(_("Galileo, left on the planet surface, is captured"))
2247 prout(_("by aliens and made into a flying McDonald's."))
2248 game.damage[DSHUTTL] = -10
2249 game.iscraft = "removed"
2251 prout(_("Galileo, left on the planet surface, is well hidden."))
2253 game.quadrant = game.state.kscmdr
2255 game.quadrant = game.state.kcmdr[i]
2256 game.sector = randplace(QUADSIZE)
2257 prout(crmshp() + _(" is pulled to Quadrant %s, Sector %s") \
2258 % (game.quadrant, game.sector))
2260 prout(_("(Remainder of rest/repair period cancelled.)"))
2261 game.resting = False
2263 if not damaged(DSHIELD) and game.shield > 0:
2264 doshield(shraise=True) # raise shields
2265 game.shldchg = False
2267 prout(_("(Shields not currently useable.)"))
2269 # Adjust finish time to time of tractor beaming
2270 fintim = game.state.date+game.optime
2271 attack(torps_ok=False)
2272 if not game.state.kcmdr:
2275 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2278 "Code merges here for any commander destroying a starbase."
2279 # Not perfect, but will have to do
2280 # Handle case where base is in same quadrant as starship
2281 if game.battle == game.quadrant:
2282 game.state.chart[game.battle.x][game.battle.y].starbase = False
2283 game.quad[game.base.x][game.base.y] = IHDOT
2284 game.base.invalidate()
2287 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2288 elif game.state.baseq and communicating():
2289 # Get word via subspace radio
2292 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2293 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2295 prout(_("the Klingon Super-Commander"))
2297 prout(_("a Klingon Commander"))
2298 game.state.chart[game.battle.x][game.battle.y].starbase = False
2299 # Remove Starbase from galaxy
2300 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2301 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2303 # reinstate a commander's base attack
2307 game.battle.invalidate()
2309 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2310 for i in range(1, NEVENTS):
2311 if i == FSNOVA: proutn("=== Supernova ")
2312 elif i == FTBEAM: proutn("=== T Beam ")
2313 elif i == FSNAP: proutn("=== Snapshot ")
2314 elif i == FBATTAK: proutn("=== Base Attack ")
2315 elif i == FCDBAS: proutn("=== Base Destroy ")
2316 elif i == FSCMOVE: proutn("=== SC Move ")
2317 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2318 elif i == FDSPROB: proutn("=== Probe Move ")
2319 elif i == FDISTR: proutn("=== Distress Call ")
2320 elif i == FENSLV: proutn("=== Enslavement ")
2321 elif i == FREPRO: proutn("=== Klingon Build ")
2323 prout("%.2f" % (scheduled(i)))
2326 radio_was_broken = damaged(DRADIO)
2329 # Select earliest extraneous event, evcode==0 if no events
2334 for l in range(1, NEVENTS):
2335 if game.future[l].date < datemin:
2338 prout("== Event %d fires" % evcode)
2339 datemin = game.future[l].date
2340 xtime = datemin-game.state.date
2341 game.state.date = datemin
2342 # Decrement Federation resources and recompute remaining time
2343 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2345 if game.state.remtime <=0:
2348 # Any crew left alive?
2349 if game.state.crew <=0:
2352 # Is life support adequate?
2353 if damaged(DLIFSUP) and game.condition != "docked":
2354 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2357 game.lsupres -= xtime
2358 if game.damage[DLIFSUP] <= xtime:
2359 game.lsupres = game.inlsr
2362 if game.condition == "docked":
2363 repair /= game.docfac
2364 # Don't fix Deathray here
2365 for l in range(NDEVICES):
2366 if game.damage[l] > 0.0 and l != DDRAY:
2367 if game.damage[l]-repair > 0.0:
2368 game.damage[l] -= repair
2370 game.damage[l] = 0.0
2371 # If radio repaired, update star chart and attack reports
2372 if radio_was_broken and not damaged(DRADIO):
2373 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2374 prout(_(" surveillance reports are coming in."))
2376 if not game.iseenit:
2380 prout(_(" The star chart is now up to date.\""))
2382 # Cause extraneous event EVCODE to occur
2383 game.optime -= xtime
2384 if evcode == FSNOVA: # Supernova
2387 schedule(FSNOVA, expran(0.5*game.intime))
2388 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2390 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2391 if game.state.nscrem == 0 or \
2392 ictbeam or istract or \
2393 game.condition=="docked" or game.isatb==1 or game.iscate:
2395 if game.ientesc or \
2396 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2397 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2398 (damaged(DSHIELD) and \
2399 (game.energy < 2500 or damaged(DPHASER)) and \
2400 (game.torps < 5 or damaged(DPHOTON))):
2402 istract = ictbeam = True
2403 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2406 elif evcode == FTBEAM: # Tractor beam
2407 if not game.state.kcmdr:
2410 i = randrange(len(game.state.kcmdr))
2411 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2412 if istract or game.condition == "docked" or yank == 0:
2413 # Drats! Have to reschedule
2415 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2419 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2420 game.snapsht = copy.deepcopy(game.state)
2421 game.state.snap = True
2422 schedule(FSNAP, expran(0.5 * game.intime))
2423 elif evcode == FBATTAK: # Commander attacks starbase
2424 if not game.state.kcmdr or not game.state.baseq:
2430 for ibq in game.state.baseq:
2431 for cmdr in game.state.kcmdr:
2432 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2435 # no match found -- try later
2436 schedule(FBATTAK, expran(0.3*game.intime))
2439 # commander + starbase combination found -- launch attack
2440 game.battle = game.state.baseq[j]
2441 schedule(FCDBAS, randreal(1.0, 4.0))
2442 if game.isatb: # extra time if SC already attacking
2443 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2444 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2445 game.iseenit = False
2446 if not communicating():
2447 continue # No warning :-(
2451 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2452 prout(_(" reports that it is under attack and that it can"))
2453 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2456 elif evcode == FSCDBAS: # Supercommander destroys base
2459 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2460 continue # WAS RETURN!
2462 game.battle = game.state.kscmdr
2464 elif evcode == FCDBAS: # Commander succeeds in destroying base
2467 if not game.state.baseq() \
2468 or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2469 game.battle.invalidate()
2471 # find the lucky pair
2472 for cmdr in game.state.kcmdr:
2473 if cmdr == game.battle:
2476 # No action to take after all
2479 elif evcode == FSCMOVE: # Supercommander moves
2480 schedule(FSCMOVE, 0.2777)
2481 if not game.ientesc and not istract and game.isatb != 1 and \
2482 (not game.iscate or not game.justin):
2484 elif evcode == FDSPROB: # Move deep space probe
2485 schedule(FDSPROB, 0.01)
2486 game.probex += game.probeinx
2487 game.probey += game.probeiny
2488 i = (int)(game.probex/QUADSIZE +0.05)
2489 j = (int)(game.probey/QUADSIZE + 0.05)
2490 if game.probec.x != i or game.probec.y != j:
2493 if not VALID_QUADRANT(i, j) or \
2494 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2495 # Left galaxy or ran into supernova
2499 proutn(_("Lt. Uhura- \"The deep space probe "))
2500 if not VALID_QUADRANT(j, i):
2501 proutn(_("has left the galaxy"))
2503 proutn(_("is no longer transmitting"))
2507 if not communicating():
2510 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2511 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2512 # Update star chart if Radio is working or have access to radio
2514 chp = game.state.chart[game.probec.x][game.probec.y]
2515 chp.klingons = pdest.klingons
2516 chp.starbase = pdest.starbase
2517 chp.stars = pdest.stars
2518 pdest.charted = True
2519 game.proben -= 1 # One less to travel
2520 if game.proben == 0 and game.isarmed and pdest.stars:
2521 # lets blow the sucker!
2522 supernova(True, game.probec)
2524 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2526 elif evcode == FDISTR: # inhabited system issues distress call
2528 # try a whole bunch of times to find something suitable
2529 for i in range(100):
2530 # need a quadrant which is not the current one,
2531 # which has some stars which are inhabited and
2532 # not already under attack, which is not
2533 # supernova'ed, and which has some Klingons in it
2534 w = randplace(GALSIZE)
2535 q = game.state.galaxy[w.x][w.y]
2536 if not (game.quadrant == w or q.planet == None or \
2537 not q.planet.inhabited or \
2538 q.supernova or q.status!="secure" or q.klingons<=0):
2541 # can't seem to find one; ignore this call
2543 prout("=== Couldn't find location for distress event.")
2545 # got one!! Schedule its enslavement
2546 ev = schedule(FENSLV, expran(game.intime))
2548 q.status = distressed
2550 # tell the captain about it if we can
2552 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2554 prout(_("by a Klingon invasion fleet."))
2557 elif evcode == FENSLV: # starsystem is enslaved
2558 ev = unschedule(FENSLV)
2559 # see if current distress call still active
2560 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2564 q.status = "enslaved"
2566 # play stork and schedule the first baby
2567 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2568 ev2.quadrant = ev.quadrant
2570 # report the disaster if we can
2572 prout(_("Uhura- We've lost contact with starsystem %s") % \
2574 prout(_("in Quadrant %s.\n") % ev.quadrant)
2575 elif evcode == FREPRO: # Klingon reproduces
2576 # If we ever switch to a real event queue, we'll need to
2577 # explicitly retrieve and restore the x and y.
2578 ev = schedule(FREPRO, expran(1.0 * game.intime))
2579 # see if current distress call still active
2580 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2584 if game.state.remkl >=MAXKLGAME:
2585 continue # full right now
2586 # reproduce one Klingon
2588 if game.klhere >= MAXKLQUAD:
2590 # this quadrant not ok, pick an adjacent one
2591 for i in range(w.x - 1, w.x + 2):
2592 for j in range(w.y - 1, w.y + 2):
2593 if not VALID_QUADRANT(i, j):
2595 q = game.state.galaxy[w.x][w.y]
2596 # check for this quad ok (not full & no snova)
2597 if q.klingons >= MAXKLQUAD or q.supernova:
2601 continue # search for eligible quadrant failed
2605 game.state.remkl += 1
2607 if game.quadrant == w:
2609 game.enemies.append(newkling())
2610 # recompute time left
2612 # report the disaster if we can
2614 if game.quadrant == w:
2615 prout(_("Spock- sensors indicate the Klingons have"))
2616 prout(_("launched a warship from %s.") % q.planet)
2618 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2619 if q.planet != None:
2620 proutn(_("near %s") % q.planet)
2621 prout(_("in Quadrant %s.") % w)
2627 key = scanner.next()
2630 proutn(_("How long? "))
2635 origTime = delay = scanner.real
2638 if delay >= game.state.remtime or len(game.enemies) != 0:
2639 proutn(_("Are you sure? "))
2642 # Alternate resting periods (events) with attacks
2646 game.resting = False
2647 if not game.resting:
2648 prout(_("%d stardates left.") % int(game.state.remtime))
2650 temp = game.optime = delay
2651 if len(game.enemies):
2652 rtime = randreal(1.0, 2.0)
2656 if game.optime < delay:
2657 attack(torps_ok=False)
2665 # Repair Deathray if long rest at starbase
2666 if origTime-delay >= 9.99 and game.condition == "docked":
2667 game.damage[DDRAY] = 0.0
2668 # leave if quadrant supernovas
2669 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2671 game.resting = False
2674 # A nova occurs. It is the result of having a star hit with a
2675 # photon torpedo, or possibly of a probe warhead going off.
2676 # Stars that go nova cause stars which surround them to undergo
2677 # the same probabilistic process. Klingons next to them are
2678 # destroyed. And if the starship is next to it, it gets zapped.
2679 # If the zap is too much, it gets destroyed.
2683 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2684 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2686 # Wow! We've supernova'ed
2687 supernova(False, nov)
2689 # handle initial nova
2690 game.quad[nov.x][nov.y] = IHDOT
2691 prout(crmena(False, IHSTAR, "sector", nov) + _(" novas."))
2692 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2693 game.state.starkl += 1
2694 # Set up queue to recursively trigger adjacent stars
2700 for offset.x in range(-1, 1+1):
2701 for offset.y in range(-1, 1+1):
2702 if offset.y==0 and offset.x==0:
2704 neighbor = start + offset
2705 if not VALID_SECTOR(neighbor.y, neighbor.x):
2707 iquad = game.quad[neighbor.x][neighbor.y]
2708 # Empty space ends reaction
2709 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2711 elif iquad == IHSTAR: # Affect another star
2713 # This star supernovas
2717 hits.append(neighbor)
2718 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2719 game.state.starkl += 1
2720 proutn(crmena(True, IHSTAR, "sector", neighbor))
2722 game.quad[neighbor.x][neighbor.y] = IHDOT
2724 elif iquad in (IHP, IHW): # Destroy planet
2725 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2727 game.state.nplankl += 1
2729 game.state.worldkl += 1
2730 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2731 game.iplnet.pclass = "destroyed"
2733 game.plnet.invalidate()
2737 game.quad[neighbor.x][neighbor.y] = IHDOT
2738 elif iquad == IHB: # Destroy base
2739 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2740 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2741 game.base.invalidate()
2742 game.state.basekl += 1
2744 prout(crmena(True, IHB, "sector", neighbor) + _(" destroyed."))
2745 game.quad[neighbor.x][neighbor.y] = IHDOT
2746 elif iquad in (IHE, IHF): # Buffet ship
2747 prout(_("***Starship buffeted by nova."))
2749 if game.shield >= 2000.0:
2750 game.shield -= 2000.0
2752 diff = 2000.0 - game.shield
2756 prout(_("***Shields knocked out."))
2757 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2759 game.energy -= 2000.0
2760 if game.energy <= 0:
2763 # add in course nova contributes to kicking starship
2764 bump += (game.sector-hits[mm]).sgn()
2765 elif iquad == IHK: # kill klingon
2766 deadkl(neighbor, iquad, neighbor)
2767 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2768 for ll in range(len(game.enemies)):
2769 if game.enemies[ll].kloc == neighbor:
2771 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2772 if game.enemies[ll].kpower <= 0.0:
2773 deadkl(neighbor, iquad, neighbor)
2775 newc = neighbor + neighbor - hits[mm]
2776 proutn(crmena(True, iquad, "sector", neighbor) + _(" damaged"))
2777 if not VALID_SECTOR(newc.x, newc.y):
2778 # can't leave quadrant
2781 iquad1 = game.quad[newc.x][newc.y]
2782 if iquad1 == IHBLANK:
2783 proutn(_(", blasted into ") + crmena(False, IHBLANK, "sector", newc))
2785 deadkl(neighbor, iquad, newc)
2788 # can't move into something else
2791 proutn(_(", buffeted to Sector %s") % newc)
2792 game.quad[neighbor.x][neighbor.y] = IHDOT
2793 game.quad[newc.x][newc.y] = iquad
2794 game.enemies[ll].move(newc)
2795 # Starship affected by nova -- kick it away.
2796 game.dist = kount*0.1
2797 game.direc = course[3*(bump.x+1)+bump.y+2]
2798 if game.direc == 0.0:
2800 if game.dist == 0.0:
2802 game.optime = 10.0*game.dist/16.0
2804 prout(_("Force of nova displaces starship."))
2805 imove(novapush=True)
2806 game.optime = 10.0*game.dist/16.0
2809 def supernova(induced, w=None):
2810 "Star goes supernova."
2817 # Scheduled supernova -- select star
2818 # logic changed here so that we won't favor quadrants in top
2820 for nq.x in range(GALSIZE):
2821 for nq.y in range(GALSIZE):
2822 stars += game.state.galaxy[nq.x][nq.y].stars
2824 return # nothing to supernova exists
2825 num = randrange(stars) + 1
2826 for nq.x in range(GALSIZE):
2827 for nq.y in range(GALSIZE):
2828 num -= game.state.galaxy[nq.x][nq.y].stars
2834 proutn("=== Super nova here?")
2837 if not nq == game.quadrant or game.justin:
2838 # it isn't here, or we just entered (treat as enroute)
2841 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2842 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2845 # we are in the quadrant!
2846 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2847 for ns.x in range(QUADSIZE):
2848 for ns.y in range(QUADSIZE):
2849 if game.quad[ns.x][ns.y]==IHSTAR:
2856 prouts(_("***RED ALERT! RED ALERT!"))
2858 prout(_("***Incipient supernova detected at Sector %s") % ns)
2859 if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
2860 proutn(_("Emergency override attempts t"))
2861 prouts("***************")
2865 # destroy any Klingons in supernovaed quadrant
2866 kldead = game.state.galaxy[nq.x][nq.y].klingons
2867 game.state.galaxy[nq.x][nq.y].klingons = 0
2868 if nq == game.state.kscmdr:
2869 # did in the Supercommander!
2870 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2874 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2875 comkills = len(game.state.kcmdr) - len(survivors)
2876 game.state.kcmdr = survivors
2878 if not game.state.kcmdr:
2880 game.state.remkl -= kldead
2881 # destroy Romulans and planets in supernovaed quadrant
2882 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2883 game.state.galaxy[nq.x][nq.y].romulans = 0
2884 game.state.nromrem -= nrmdead
2886 for loop in range(game.inplan):
2887 if game.state.planets[loop].quadrant == nq:
2888 game.state.planets[loop].pclass = "destroyed"
2890 # Destroy any base in supernovaed quadrant
2891 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2892 # If starship caused supernova, tally up destruction
2894 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2895 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2896 game.state.nplankl += npdead
2897 # mark supernova in galaxy and in star chart
2898 if game.quadrant == nq or communicating():
2899 game.state.galaxy[nq.x][nq.y].supernova = True
2900 # If supernova destroys last Klingons give special message
2901 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2904 prout(_("Lucky you!"))
2905 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2908 # if some Klingons remain, continue or die in supernova
2913 # Code from finish.c ends here.
2916 "Self-destruct maneuver. Finish with a BANG!"
2918 if damaged(DCOMPTR):
2919 prout(_("Computer damaged; cannot execute destruct sequence."))
2921 prouts(_("---WORKING---")); skip(1)
2922 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2923 prouts(" 10"); skip(1)
2924 prouts(" 9"); skip(1)
2925 prouts(" 8"); skip(1)
2926 prouts(" 7"); skip(1)
2927 prouts(" 6"); skip(1)
2929 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2931 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2933 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2937 if game.passwd != scanner.token:
2938 prouts(_("PASSWORD-REJECTED;"))
2940 prouts(_("CONTINUITY-EFFECTED"))
2943 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2944 prouts(" 5"); skip(1)
2945 prouts(" 4"); skip(1)
2946 prouts(" 3"); skip(1)
2947 prouts(" 2"); skip(1)
2948 prouts(" 1"); skip(1)
2950 prouts(_("GOODBYE-CRUEL-WORLD"))
2958 prouts(_("********* Entropy of %s maximized *********") % crmshp())
2962 if len(game.enemies) != 0:
2963 whammo = 25.0 * game.energy
2965 while l <= len(game.enemies):
2966 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
2967 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
2972 "Compute our rate of kils over time."
2973 elapsed = game.state.date - game.indate
2974 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
2977 starting = (game.inkling + game.incom + game.inscom)
2978 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
2979 return (starting - remaining)/elapsed
2983 badpt = 5.0*game.state.starkl + \
2985 10.0*game.state.nplankl + \
2986 300*game.state.nworldkl + \
2988 100.0*game.state.basekl +\
2990 if game.ship == IHF:
2992 elif game.ship == None:
2997 # end the game, with appropriate notfications
3001 prout(_("It is stardate %.1f.") % game.state.date)
3003 if ifin == FWON: # Game has been won
3004 if game.state.nromrem != 0:
3005 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3008 prout(_("You have smashed the Klingon invasion fleet and saved"))
3009 prout(_("the Federation."))
3014 badpt = 0.0 # Close enough!
3015 # killsPerDate >= RateMax
3016 if game.state.date-game.indate < 5.0 or \
3017 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3019 prout(_("In fact, you have done so well that Starfleet Command"))
3020 if game.skill == SKILL_NOVICE:
3021 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3022 elif game.skill == SKILL_FAIR:
3023 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3024 elif game.skill == SKILL_GOOD:
3025 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3026 elif game.skill == SKILL_EXPERT:
3027 prout(_("promotes you to Commodore Emeritus."))
3029 prout(_("Now that you think you're really good, try playing"))
3030 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3031 elif game.skill == SKILL_EMERITUS:
3033 proutn(_("Computer- "))
3034 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3036 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3038 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3040 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3042 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3044 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3046 prout(_("Now you can retire and write your own Star Trek game!"))
3048 elif game.skill >= SKILL_EXPERT:
3049 if game.thawed and not idebug:
3050 prout(_("You cannot get a citation, so..."))
3052 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3056 # Only grant long life if alive (original didn't!)
3058 prout(_("LIVE LONG AND PROSPER."))
3063 elif ifin == FDEPLETE: # Federation Resources Depleted
3064 prout(_("Your time has run out and the Federation has been"))
3065 prout(_("conquered. Your starship is now Klingon property,"))
3066 prout(_("and you are put on trial as a war criminal. On the"))
3067 proutn(_("basis of your record, you are "))
3068 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3069 prout(_("acquitted."))
3071 prout(_("LIVE LONG AND PROSPER."))
3073 prout(_("found guilty and"))
3074 prout(_("sentenced to death by slow torture."))
3078 elif ifin == FLIFESUP:
3079 prout(_("Your life support reserves have run out, and"))
3080 prout(_("you die of thirst, starvation, and asphyxiation."))
3081 prout(_("Your starship is a derelict in space."))
3083 prout(_("Your energy supply is exhausted."))
3085 prout(_("Your starship is a derelict in space."))
3086 elif ifin == FBATTLE:
3087 prout(_("The %s has been destroyed in battle.") % crmshp())
3089 prout(_("Dulce et decorum est pro patria mori."))
3091 prout(_("You have made three attempts to cross the negative energy"))
3092 prout(_("barrier which surrounds the galaxy."))
3094 prout(_("Your navigation is abominable."))
3097 prout(_("Your starship has been destroyed by a nova."))
3098 prout(_("That was a great shot."))
3100 elif ifin == FSNOVAED:
3101 prout(_("The %s has been fried by a supernova.") % crmshp())
3102 prout(_("...Not even cinders remain..."))
3103 elif ifin == FABANDN:
3104 prout(_("You have been captured by the Klingons. If you still"))
3105 prout(_("had a starbase to be returned to, you would have been"))
3106 prout(_("repatriated and given another chance. Since you have"))
3107 prout(_("no starbases, you will be mercilessly tortured to death."))
3108 elif ifin == FDILITHIUM:
3109 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3110 elif ifin == FMATERIALIZE:
3111 prout(_("Starbase was unable to re-materialize your starship."))
3112 prout(_("Sic transit gloria mundi"))
3113 elif ifin == FPHASER:
3114 prout(_("The %s has been cremated by its own phasers.") % crmshp())
3116 prout(_("You and your landing party have been"))
3117 prout(_("converted to energy, disipating through space."))
3118 elif ifin == FMINING:
3119 prout(_("You are left with your landing party on"))
3120 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3122 prout(_("They are very fond of \"Captain Kirk\" soup."))
3124 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3125 elif ifin == FDPLANET:
3126 prout(_("You and your mining party perish."))
3128 prout(_("That was a great shot."))
3131 prout(_("The Galileo is instantly annihilated by the supernova."))
3132 prout(_("You and your mining party are atomized."))
3134 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3135 prout(_("joins the Romulans, wreaking terror on the Federation."))
3136 elif ifin == FPNOVA:
3137 prout(_("You and your mining party are atomized."))
3139 prout(_("Mr. Spock takes command of the %s and") % crmshp())
3140 prout(_("joins the Romulans, wreaking terror on the Federation."))
3141 elif ifin == FSTRACTOR:
3142 prout(_("The shuttle craft Galileo is also caught,"))
3143 prout(_("and breaks up under the strain."))
3145 prout(_("Your debris is scattered for millions of miles."))
3146 prout(_("Without your leadership, the %s is destroyed.") % crmshp())
3148 prout(_("The mutants attack and kill Spock."))
3149 prout(_("Your ship is captured by Klingons, and"))
3150 prout(_("your crew is put on display in a Klingon zoo."))
3151 elif ifin == FTRIBBLE:
3152 prout(_("Tribbles consume all remaining water,"))
3153 prout(_("food, and oxygen on your ship."))
3155 prout(_("You die of thirst, starvation, and asphyxiation."))
3156 prout(_("Your starship is a derelict in space."))
3158 prout(_("Your ship is drawn to the center of the black hole."))
3159 prout(_("You are crushed into extremely dense matter."))
3161 prout(_("Your last crew member has died."))
3162 if game.ship == IHF:
3164 elif game.ship == IHE:
3167 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3168 goodies = game.state.remres/game.inresor
3169 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3170 if goodies/baddies >= randreal(1.0, 1.5):
3171 prout(_("As a result of your actions, a treaty with the Klingon"))
3172 prout(_("Empire has been signed. The terms of the treaty are"))
3173 if goodies/baddies >= randreal(3.0):
3174 prout(_("favorable to the Federation."))
3176 prout(_("Congratulations!"))
3178 prout(_("highly unfavorable to the Federation."))
3180 prout(_("The Federation will be destroyed."))
3182 prout(_("Since you took the last Klingon with you, you are a"))
3183 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3184 prout(_("statue in your memory. Rest in peace, and try not"))
3185 prout(_("to think about pigeons."))
3190 "Compute player's score."
3191 timused = game.state.date - game.indate
3193 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3195 perdate = killrate()
3196 ithperd = 500*perdate + 0.5
3199 iwon = 100*game.skill
3200 if game.ship == IHE:
3202 elif game.ship == IHF:
3206 if not game.gamewon:
3207 game.state.nromrem = 0 # None captured if no win
3208 iscore = 10*(game.inkling - game.state.remkl) \
3209 + 50*(game.incom - len(game.state.kcmdr)) \
3211 + 20*(game.inrom - game.state.nromrem) \
3212 + 200*(game.inscom - game.state.nscrem) \
3213 - game.state.nromrem \
3218 prout(_("Your score --"))
3219 if game.inrom - game.state.nromrem:
3220 prout(_("%6d Romulans destroyed %5d") %
3221 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3222 if game.state.nromrem:
3223 prout(_("%6d Romulans captured %5d") %
3224 (game.state.nromrem, game.state.nromrem))
3225 if game.inkling - game.state.remkl:
3226 prout(_("%6d ordinary Klingons destroyed %5d") %
3227 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3228 if game.incom - len(game.state.kcmdr):
3229 prout(_("%6d Klingon commanders destroyed %5d") %
3230 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3231 if game.inscom - game.state.nscrem:
3232 prout(_("%6d Super-Commander destroyed %5d") %
3233 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3235 prout(_("%6.2f Klingons per stardate %5d") %
3237 if game.state.starkl:
3238 prout(_("%6d stars destroyed by your action %5d") %
3239 (game.state.starkl, -5*game.state.starkl))
3240 if game.state.nplankl:
3241 prout(_("%6d planets destroyed by your action %5d") %
3242 (game.state.nplankl, -10*game.state.nplankl))
3243 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3244 prout(_("%6d inhabited planets destroyed by your action %5d") %
3245 (game.state.nplankl, -300*game.state.nworldkl))
3246 if game.state.basekl:
3247 prout(_("%6d bases destroyed by your action %5d") %
3248 (game.state.basekl, -100*game.state.basekl))
3250 prout(_("%6d calls for help from starbase %5d") %
3251 (game.nhelp, -45*game.nhelp))
3253 prout(_("%6d casualties incurred %5d") %
3254 (game.casual, -game.casual))
3256 prout(_("%6d crew abandoned in space %5d") %
3257 (game.abandoned, -3*game.abandoned))
3259 prout(_("%6d ship(s) lost or destroyed %5d") %
3260 (klship, -100*klship))
3262 prout(_("Penalty for getting yourself killed -200"))
3264 proutn(_("Bonus for winning "))
3265 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3266 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3267 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3268 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3269 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3270 prout(" %5d" % iwon)
3272 prout(_("TOTAL SCORE %5d") % iscore)
3275 "Emit winner's commemmorative plaque."
3278 proutn(_("File or device name for your plaque: "))
3281 fp = open(winner, "w")
3284 prout(_("Invalid name."))
3286 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3288 # The 38 below must be 64 for 132-column paper
3289 nskip = 38 - len(winner)/2
3290 fp.write("\n\n\n\n")
3291 # --------DRAW ENTERPRISE PICTURE.
3292 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3293 fp.write(" EEE E : : : E\n" )
3294 fp.write(" EE EEE E : : NCC-1701 : E\n")
3295 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3296 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3297 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3298 fp.write(" EEEEEEE EEEEE E E E E\n")
3299 fp.write(" EEE E E E E\n")
3300 fp.write(" E E E E\n")
3301 fp.write(" EEEEEEEEEEEEE E E\n")
3302 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3303 fp.write(" :E : EEEE E\n")
3304 fp.write(" .-E -:----- E\n")
3305 fp.write(" :E : E\n")
3306 fp.write(" EE : EEEEEEEE\n")
3307 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3309 fp.write(_(" U. S. S. ENTERPRISE\n"))
3310 fp.write("\n\n\n\n")
3311 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3313 fp.write(_(" Starfleet Command bestows to you\n"))
3315 fp.write("%*s%s\n\n" % (nskip, "", winner))
3316 fp.write(_(" the rank of\n\n"))
3317 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3319 if game.skill == SKILL_EXPERT:
3320 fp.write(_(" Expert level\n\n"))
3321 elif game.skill == SKILL_EMERITUS:
3322 fp.write(_("Emeritus level\n\n"))
3324 fp.write(_(" Cheat level\n\n"))
3325 timestring = ctime()
3326 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3327 (timestring+4, timestring+20, timestring+11))
3328 fp.write(_(" Your score: %d\n\n") % iscore)
3329 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3332 # Code from io.c begins here
3334 rows = linecount = 0 # for paging
3337 fullscreen_window = None
3338 srscan_window = None
3339 report_window = None
3340 status_window = None
3341 lrscan_window = None
3342 message_window = None
3343 prompt_window = None
3347 "Wrap up, either normally or due to signal"
3348 if game.options & OPTION_CURSES:
3355 sys.stdout.write('\n')
3361 #setlocale(LC_ALL, "")
3362 #bindtextdomain(PACKAGE, LOCALEDIR)
3363 #textdomain(PACKAGE)
3364 if atexit.register(outro):
3365 sys.stderr.write("Unable to register outro(), exiting...\n")
3367 if not (game.options & OPTION_CURSES):
3368 ln_env = os.getenv("LINES")
3374 stdscr = curses.initscr()
3379 curses.start_color()
3380 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3381 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3382 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3383 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3384 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3385 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3386 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3387 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3389 global fullscreen_window, srscan_window, report_window, status_window
3390 global lrscan_window, message_window, prompt_window
3391 (rows, columns) = stdscr.getmaxyx()
3392 fullscreen_window = stdscr
3393 srscan_window = curses.newwin(12, 25, 0, 0)
3394 report_window = curses.newwin(11, 0, 1, 25)
3395 status_window = curses.newwin(10, 0, 1, 39)
3396 lrscan_window = curses.newwin(5, 0, 0, 64)
3397 message_window = curses.newwin(0, 0, 12, 0)
3398 prompt_window = curses.newwin(1, 0, rows-2, 0)
3399 message_window.scrollok(True)
3400 setwnd(fullscreen_window)
3403 def textcolor(color):
3404 "Set text foreground color. Presently a stub."
3408 "Wrap up I/O. Presently a stub."
3412 "Wait for user action -- OK to do nothing if on a TTY"
3413 if game.options & OPTION_CURSES:
3418 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3422 if game.skill > SKILL_FAIR:
3423 prompt = _("[CONTINUE?]")
3425 prompt = _("[PRESS ENTER TO CONTINUE]")
3427 if game.options & OPTION_CURSES:
3429 setwnd(prompt_window)
3430 prompt_window.wclear()
3431 prompt_window.addstr(prompt)
3432 prompt_window.getstr()
3433 prompt_window.clear()
3434 prompt_window.refresh()
3435 setwnd(message_window)
3438 sys.stdout.write('\n')
3441 for j in range(rows):
3442 sys.stdout.write('\n')
3446 "Skip i lines. Pause game if this would cause a scrolling event."
3447 for dummy in range(i):
3448 if game.options & OPTION_CURSES:
3449 (y, x) = curwnd.getyx()
3450 (my, mx) = curwnd.getmaxyx()
3451 if curwnd == message_window and y >= my - 3:
3459 if rows and linecount >= rows:
3462 sys.stdout.write('\n')
3465 "Utter a line with no following line feed."
3466 if game.options & OPTION_CURSES:
3470 sys.stdout.write(line)
3480 if not replayfp or replayfp.closed: # Don't slow down replays
3483 if game.options & OPTION_CURSES:
3487 if not replayfp or replayfp.closed:
3491 "Get a line of input."
3492 if game.options & OPTION_CURSES:
3493 line = curwnd.getstr() + "\n"
3496 if replayfp and not replayfp.closed:
3498 line = replayfp.readline()
3501 prout("*** Replay finished")
3504 elif line[0] != "#":
3507 line = raw_input() + "\n"
3513 "Change windows -- OK for this to be a no-op in tty mode."
3515 if game.options & OPTION_CURSES:
3517 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3520 "Clear to end of line -- can be a no-op in tty mode"
3521 if game.options & OPTION_CURSES:
3526 "Clear screen -- can be a no-op in tty mode."
3528 if game.options & OPTION_CURSES:
3535 "Set highlight video, if this is reasonable."
3536 if game.options & OPTION_CURSES:
3537 curwnd.attron(curses.A_REVERSE)
3540 # Things past this point have policy implications.
3544 "Hook to be called after moving to redraw maps."
3545 if game.options & OPTION_CURSES:
3548 setwnd(srscan_window)
3552 setwnd(status_window)
3553 status_window.clear()
3554 status_window.move(0, 0)
3555 setwnd(report_window)
3556 report_window.clear()
3557 report_window.move(0, 0)
3559 setwnd(lrscan_window)
3560 lrscan_window.clear()
3561 lrscan_window.move(0, 0)
3562 lrscan(silent=False)
3564 def put_srscan_sym(w, sym):
3565 "Emit symbol for short-range scan."
3566 srscan_window.move(w.x+1, w.y*2+2)
3567 srscan_window.addch(sym)
3568 srscan_window.refresh()
3571 "Enemy fall down, go boom."
3572 if game.options & OPTION_CURSES:
3574 setwnd(srscan_window)
3575 srscan_window.attron(curses.A_REVERSE)
3576 put_srscan_sym(w, game.quad[w.x][w.y])
3580 srscan_window.attroff(curses.A_REVERSE)
3581 put_srscan_sym(w, game.quad[w.x][w.y])
3582 curses.delay_output(500)
3583 setwnd(message_window)
3586 "Sound and visual effects for teleportation."
3587 if game.options & OPTION_CURSES:
3589 setwnd(message_window)
3591 prouts(" . . . . . ")
3592 if game.options & OPTION_CURSES:
3593 #curses.delay_output(1000)
3597 def tracktorpedo(origin, w, step, i, n, iquad):
3598 "Torpedo-track animation."
3599 if not game.options & OPTION_CURSES:
3603 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
3606 proutn(_("Torpedo track- "))
3607 elif step==4 or step==9:
3611 if not damaged(DSRSENS) or game.condition=="docked":
3612 if i != 0 and step == 1:
3615 if (iquad==IHDOT) or (iquad==IHBLANK):
3616 put_srscan_sym(w, '+')
3620 put_srscan_sym(w, iquad)
3622 curwnd.attron(curses.A_REVERSE)
3623 put_srscan_sym(w, iquad)
3627 curwnd.attroff(curses.A_REVERSE)
3628 put_srscan_sym(w, iquad)
3633 "Display the current galaxy chart."
3634 if game.options & OPTION_CURSES:
3635 setwnd(message_window)
3636 message_window.clear()
3638 if game.options & OPTION_TTY:
3643 def prstat(txt, data):
3645 if game.options & OPTION_CURSES:
3647 setwnd(status_window)
3649 proutn(" " * (NSYM - len(txt)))
3652 if game.options & OPTION_CURSES:
3653 setwnd(report_window)
3655 # Code from moving.c begins here
3657 def imove(novapush):
3658 "Movement execution for warp, impulse, supernova, and tractor-beam events."
3659 w = coord(); final = coord()
3662 def no_quad_change():
3663 # No quadrant change -- compute new average enemy distances
3664 game.quad[game.sector.x][game.sector.y] = game.ship
3666 for enemy in game.enemies:
3667 finald = (w-enemy.kloc).distance()
3668 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3669 enemy.kdist = finald
3670 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3671 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3672 attack(torps_ok=False)
3673 for enemy in game.enemies:
3674 enemy.kavgd = enemy.kdist
3677 setwnd(message_window)
3680 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3681 game.inorbit = False
3682 angle = ((15.0 - game.direc) * 0.5235988)
3683 deltax = -math.sin(angle)
3684 deltay = math.cos(angle)
3685 if math.fabs(deltax) > math.fabs(deltay):
3686 bigger = math.fabs(deltax)
3688 bigger = math.fabs(deltay)
3691 # If tractor beam is to occur, don't move full distance
3692 if game.state.date+game.optime >= scheduled(FTBEAM):
3694 game.condition = "red"
3695 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3696 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3697 # Move within the quadrant
3698 game.quad[game.sector.x][game.sector.y] = IHDOT
3701 n = int(10.0*game.dist*bigger+0.5)
3703 for m in range(1, n+1):
3708 if not VALID_SECTOR(w.x, w.y):
3709 # Leaving quadrant -- allow final enemy attack
3710 # Don't do it if being pushed by Nova
3711 if len(game.enemies) != 0 and not novapush:
3713 for enemy in game.enemies:
3714 finald = (w - enemy.kloc).distance()
3715 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3717 # Stas Sergeev added the condition
3718 # that attacks only happen if Klingons
3719 # are present and your skill is good.
3721 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3722 attack(torps_ok=False)
3725 # compute final position -- new quadrant and sector
3726 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3727 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3728 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3729 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3730 # check for edge of galaxy
3740 if w.x >= GALSIZE*QUADSIZE:
3741 w.x = (GALSIZE*QUADSIZE*2) - w.x
3743 if w.y >= GALSIZE*QUADSIZE:
3744 w.y = (GALSIZE*QUADSIZE*2) - w.y
3752 if game.nkinks == 3:
3753 # Three strikes -- you're out!
3757 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3758 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3759 prout(_("YOU WILL BE DESTROYED."))
3760 # Compute final position in new quadrant
3761 if trbeam: # Don't bother if we are to be beamed
3763 game.quadrant.x = w.x/QUADSIZE
3764 game.quadrant.y = w.y/QUADSIZE
3765 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3766 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3768 prout(_("Entering Quadrant %s.") % game.quadrant)
3769 game.quad[game.sector.x][game.sector.y] = game.ship
3771 if game.skill>SKILL_NOVICE:
3772 attack(torps_ok=False)
3774 iquad = game.quad[w.x][w.y]
3776 # object encountered in flight path
3777 stopegy = 50.0*game.dist/game.optime
3778 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3779 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3781 for enemy in game.enemies:
3782 if enemy.kloc == game.sector:
3784 collision(rammed=False, enemy=enemy)
3786 elif iquad == IHBLANK:
3788 prouts(_("***RED ALERT! RED ALERT!"))
3790 proutn("***" + crmshp())
3791 proutn(_(" pulled into black hole at Sector %s") % w)
3793 # Getting pulled into a black hole was certain
3794 # death in Almy's original. Stas Sergeev added a
3795 # possibility that you'll get timewarped instead.
3798 for m in range(NDEVICES):
3799 if game.damage[m]>0:
3801 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3802 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3812 prout(_(" encounters Tholian web at %s;") % w)
3814 prout(_(" blocked by object at %s;") % w)
3815 proutn(_("Emergency stop required "))
3816 prout(_("%2d units of energy.") % int(stopegy))
3817 game.energy -= stopegy
3818 final.x = int(round(deltax))
3819 final.y = int(round(deltay))
3821 if game.energy <= 0:
3827 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3834 "Dock our ship at a starbase."
3836 if game.condition == "docked" and verbose:
3837 prout(_("Already docked."))
3840 prout(_("You must first leave standard orbit."))
3842 if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3843 prout(crmshp() + _(" not adjacent to base."))
3845 game.condition = "docked"
3849 if game.energy < game.inenrg:
3850 game.energy = game.inenrg
3851 game.shield = game.inshld
3852 game.torps = game.intorps
3853 game.lsupres = game.inlsr
3854 game.state.crew = FULLCREW
3855 if not damaged(DRADIO) and \
3856 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3857 # get attack report from base
3858 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3862 # This program originally required input in terms of a (clock)
3863 # direction and distance. Somewhere in history, it was changed to
3864 # cartesian coordinates. So we need to convert. Probably
3865 # "manual" input should still be done this way -- it's a real
3866 # pain if the computer isn't working! Manual mode is still confusing
3867 # because it involves giving x and y motions, yet the coordinates
3868 # are always displayed y - x, where +y is downward!
3870 def getcourse(isprobe, akey):
3871 "Get a course and distance from the user."
3873 dquad = copy.copy(game.quadrant)
3874 navmode = "unspecified"
3878 if game.landed and not isprobe:
3879 prout(_("Dummy! You can't leave standard orbit until you"))
3880 proutn(_("are back aboard the ship."))
3883 while navmode == "unspecified":
3884 if damaged(DNAVSYS):
3886 prout(_("Computer damaged; manual navigation only"))
3888 prout(_("Computer damaged; manual movement only"))
3893 if isprobe and akey != -1:
3894 # For probe launch, use pre-scanned value first time
3898 key = scanner.next()
3900 proutn(_("Manual or automatic- "))
3903 elif key == IHALPHA:
3904 if scanner.sees("manual"):
3906 key = scanner.next()
3908 elif scanner.sees("automatic"):
3909 navmode = "automatic"
3910 key = scanner.next()
3918 prout(_("(Manual navigation assumed.)"))
3920 prout(_("(Manual movement assumed.)"))
3923 if navmode == "automatic":
3926 proutn(_("Target quadrant or quadrant§or- "))
3928 proutn(_("Destination sector or quadrant§or- "))
3931 key = scanner.next()
3935 xi = int(round(scanner.real))-1
3936 key = scanner.next()
3940 xj = int(round(scanner.real))-1
3941 key = scanner.next()
3943 # both quadrant and sector specified
3944 xk = int(round(scanner.real))-1
3945 key = scanner.next()
3949 xl = int(round(scanner.real))-1
3955 # only one pair of numbers was specified
3957 # only quadrant specified -- go to center of dest quad
3960 dsect.y = dsect.x = 4 # preserves 1-origin behavior
3962 # only sector specified
3966 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
3973 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
3975 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3976 # the actual deltas get computed here
3978 delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
3979 delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
3982 proutn(_("X and Y displacements- "))
3985 key = scanner.next()
3990 delta.x = scanner.real
3991 key = scanner.next()
3995 delta.y = scanner.real
3996 # Check for zero movement
3997 if delta.x == 0 and delta.y == 0:
4000 if itemp == "verbose" and not isprobe:
4002 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4003 # Course actually laid in.
4004 game.dist = delta.distance()
4005 game.direc = delta.bearing()
4006 if game.direc < 0.0:
4012 "Move under impulse power."
4014 if damaged(DIMPULS):
4017 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4019 if game.energy > 30.0:
4020 if not getcourse(isprobe=False, akey=0):
4022 power = 20.0 + 100.0*game.dist
4025 if power >= game.energy:
4026 # Insufficient power for trip
4028 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4029 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4030 if game.energy > 30:
4031 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4032 int(0.01 * (game.energy-20.0)-0.05))
4033 prout(_(" quadrants.\""))
4035 prout(_("quadrant. They are, therefore, useless.\""))
4038 # Make sure enough time is left for the trip
4039 game.optime = game.dist/0.095
4040 if game.optime >= game.state.remtime:
4041 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4042 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4043 proutn(_("we dare spend the time?\" "))
4046 # Activate impulse engines and pay the cost
4047 imove(novapush=False)
4051 power = 20.0 + 100.0*game.dist
4052 game.energy -= power
4053 game.optime = game.dist/0.095
4054 if game.energy <= 0:
4059 "ove under warp drive."
4060 blooey = False; twarp = False
4061 if not timewarp: # Not WARPX entry
4063 if game.damage[DWARPEN] > 10.0:
4066 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4068 if damaged(DWARPEN) and game.warpfac > 4.0:
4071 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4072 prout(_(" is repaired, I can only give you warp 4.\""))
4074 # Read in course and distance
4075 if not getcourse(isprobe=False, akey=0):
4077 # Make sure starship has enough energy for the trip
4078 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4079 if power >= game.energy:
4080 # Insufficient power for trip
4083 prout(_("Engineering to bridge--"))
4084 if not game.shldup or 0.5*power > game.energy:
4085 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4087 prout(_("We can't do it, Captain. We don't have enough energy."))
4089 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4092 prout(_("if you'll lower the shields."))
4096 prout(_("We haven't the energy to go that far with the shields up."))
4099 # Make sure enough time is left for the trip
4100 game.optime = 10.0*game.dist/game.wfacsq
4101 if game.optime >= 0.8*game.state.remtime:
4103 prout(_("First Officer Spock- \"Captain, I compute that such"))
4104 proutn(_(" a trip would require approximately %2.0f") %
4105 (100.0*game.optime/game.state.remtime))
4106 prout(_(" percent of our"))
4107 proutn(_(" remaining time. Are you sure this is wise?\" "))
4113 if game.warpfac > 6.0:
4114 # Decide if engine damage will occur
4115 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4116 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4117 if prob > randreal():
4119 game.dist = randreal(game.dist)
4120 # Decide if time warp will occur
4121 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4123 if idebug and game.warpfac==10 and not twarp:
4125 proutn("=== Force time warp? ")
4129 # If time warp or engine damage, check path
4130 # If it is obstructed, don't do warp or damage
4131 angle = ((15.0-game.direc)*0.5235998)
4132 deltax = -math.sin(angle)
4133 deltay = math.cos(angle)
4134 if math.fabs(deltax) > math.fabs(deltay):
4135 bigger = math.fabs(deltax)
4137 bigger = math.fabs(deltay)
4140 n = 10.0 * game.dist * bigger +0.5
4143 for l in range(1, n+1):
4148 if not VALID_SECTOR(ix, iy):
4150 if game.quad[ix][iy] != IHDOT:
4153 # Activate Warp Engines and pay the cost
4154 imove(novapush=False)
4157 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4158 if game.energy <= 0:
4160 game.optime = 10.0*game.dist/game.wfacsq
4164 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4166 prout(_("Engineering to bridge--"))
4167 prout(_(" Scott here. The warp engines are damaged."))
4168 prout(_(" We'll have to reduce speed to warp 4."))
4173 "Change the warp factor."
4179 proutn(_("Warp factor- "))
4184 if game.damage[DWARPEN] > 10.0:
4185 prout(_("Warp engines inoperative."))
4187 if damaged(DWARPEN) and scanner.real > 4.0:
4188 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4189 prout(_(" but right now we can only go warp 4.\""))
4191 if scanner.real > 10.0:
4192 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4194 if scanner.real < 1.0:
4195 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4197 oldfac = game.warpfac
4198 game.warpfac = scanner.real
4199 game.wfacsq=game.warpfac*game.warpfac
4200 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4201 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4204 if game.warpfac < 8.00:
4205 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4207 if game.warpfac == 10.0:
4208 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4210 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4214 "Cope with being tossed out of quadrant by supernova or yanked by beam."
4216 # is captain on planet?
4218 if damaged(DTRANSP):
4221 prout(_("Scotty rushes to the transporter controls."))
4223 prout(_("But with the shields up it's hopeless."))
4225 prouts(_("His desperate attempt to rescue you . . ."))
4230 prout(_("SUCCEEDS!"))
4233 proutn(_("The crystals mined were "))
4241 # Check to see if captain in shuttle craft
4246 # Inform captain of attempt to reach safety
4250 prouts(_("***RED ALERT! RED ALERT!"))
4252 proutn(_("The %s has stopped in a quadrant containing") % crmshp())
4253 prouts(_(" a supernova."))
4255 prout(_("***Emergency automatic override attempts to hurl ")+crmshp())
4257 prout(_("safely out of quadrant."))
4258 if not damaged(DRADIO):
4259 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4260 # Try to use warp engines
4261 if damaged(DWARPEN):
4263 prout(_("Warp engines damaged."))
4266 game.warpfac = randreal(6.0, 8.0)
4267 game.wfacsq = game.warpfac * game.warpfac
4268 prout(_("Warp factor set to %d") % int(game.warpfac))
4269 power = 0.75*game.energy
4270 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4271 distreq = randreal(math.sqrt(2))
4272 if distreq < game.dist:
4274 game.optime = 10.0*game.dist/game.wfacsq
4275 game.direc = randreal(12) # How dumb!
4277 game.inorbit = False
4280 # This is bad news, we didn't leave quadrant.
4284 prout(_("Insufficient energy to leave quadrant."))
4287 # Repeat if another snova
4288 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4290 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4291 finish(FWON) # Snova killed remaining enemy.
4294 "Let's do the time warp again."
4295 prout(_("***TIME WARP ENTERED."))
4296 if game.state.snap and withprob(0.5):
4298 prout(_("You are traveling backwards in time %d stardates.") %
4299 int(game.state.date-game.snapsht.date))
4300 game.state = game.snapsht
4301 game.state.snap = False
4302 if len(game.state.kcmdr):
4303 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4304 schedule(FBATTAK, expran(0.3*game.intime))
4305 schedule(FSNOVA, expran(0.5*game.intime))
4306 # next snapshot will be sooner
4307 schedule(FSNAP, expran(0.25*game.state.remtime))
4309 if game.state.nscrem:
4310 schedule(FSCMOVE, 0.2777)
4314 game.battle.invalidate()
4316 # Make sure Galileo is consistant -- Snapshot may have been taken
4317 # when on planet, which would give us two Galileos!
4319 for l in range(game.inplan):
4320 if game.state.planets[l].known == "shuttle_down":
4322 if game.iscraft == "onship" and game.ship==IHE:
4323 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4324 game.iscraft = "offship"
4325 # Likewise, if in the original time the Galileo was abandoned, but
4326 # was on ship earlier, it would have vanished -- let's restore it.
4327 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4328 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4329 game.iscraft = "onship"
4330 # There used to be code to do the actual reconstrction here,
4331 # but the starchart is now part of the snapshotted galaxy state.
4332 prout(_("Spock has reconstructed a correct star chart from memory"))
4334 # Go forward in time
4335 game.optime = -0.5*game.intime*math.log(randreal())
4336 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4337 # cheat to make sure no tractor beams occur during time warp
4338 postpone(FTBEAM, game.optime)
4339 game.damage[DRADIO] += game.optime
4341 events() # Stas Sergeev added this -- do pending events
4344 "Launch deep-space probe."
4345 # New code to launch a deep space probe
4346 if game.nprobes == 0:
4349 if game.ship == IHE:
4350 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4352 prout(_("Ye Faerie Queene has no deep space probes."))
4357 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4359 if is_scheduled(FDSPROB):
4362 if damaged(DRADIO) and game.condition != "docked":
4363 prout(_("Spock- \"Records show the previous probe has not yet"))
4364 prout(_(" reached its destination.\""))
4366 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4368 key = scanner.next()
4370 # slow mode, so let Kirk know how many probes there are left
4371 if game.nprobes == 1:
4372 prout(_("1 probe left."))
4374 prout(_("%d probes left") % game.nprobes)
4375 proutn(_("Are you sure you want to fire a probe? "))
4378 game.isarmed = False
4379 if key == IHALPHA and scanner.token == "armed":
4381 key = scanner.next()
4383 proutn(_("Arm NOVAMAX warhead? "))
4385 if not getcourse(isprobe=True, akey=key):
4388 angle = ((15.0 - game.direc) * 0.5235988)
4389 game.probeinx = -math.sin(angle)
4390 game.probeiny = math.cos(angle)
4391 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4392 bigger = math.fabs(game.probeinx)
4394 bigger = math.fabs(game.probeiny)
4395 game.probeiny /= bigger
4396 game.probeinx /= bigger
4397 game.proben = 10.0*game.dist*bigger +0.5
4398 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4399 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4400 game.probec = game.quadrant
4401 schedule(FDSPROB, 0.01) # Time to move one sector
4402 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4406 # Here's how the mayday code works:
4408 # First, the closest starbase is selected. If there is a a starbase
4409 # in your own quadrant, you are in good shape. This distance takes
4410 # quadrant distances into account only.
4412 # A magic number is computed based on the distance which acts as the
4413 # probability that you will be rematerialized. You get three tries.
4415 # When it is determined that you should be able to be rematerialized
4416 # (i.e., when the probability thing mentioned above comes up
4417 # positive), you are put into that quadrant (anywhere). Then, we try
4418 # to see if there is a spot adjacent to the star- base. If not, you
4419 # can't be rematerialized!!! Otherwise, it drops you there. It only
4420 # tries five times to find a spot to drop you. After that, it's your
4424 "Yell for help from nearest starbase."
4425 # There's more than one way to move in this game!
4427 # Test for conditions which prevent calling for help
4428 if game.condition == "docked":
4429 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4432 prout(_("Subspace radio damaged."))
4434 if not game.state.baseq:
4435 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4438 prout(_("You must be aboard the %s.") % crmshp())
4440 # OK -- call for help from nearest starbase
4443 # There's one in this quadrant
4444 ddist = (game.base - game.sector).distance()
4447 for ibq in game.state.baseq:
4448 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4451 # Since starbase not in quadrant, set up new quadrant
4454 # dematerialize starship
4455 game.quad[game.sector.x][game.sector.y]=IHDOT
4456 proutn(_("Starbase in Quadrant %s responds--%s dematerializes") \
4457 % (game.quadrant, crmshp()))
4458 game.sector.invalidate()
4459 for m in range(1, 5+1):
4460 w = game.base.scatter()
4461 if VALID_SECTOR(w.x,w.y) and game.quad[w.x][w.y]==IHDOT:
4462 # found one -- finish up
4465 if not game.sector.is_valid():
4466 prout(_("You have been lost in space..."))
4467 finish(FMATERIALIZE)
4469 # Give starbase three chances to rematerialize starship
4470 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4471 for m in range(1, 3+1):
4472 if m == 1: proutn(_("1st"))
4473 elif m == 2: proutn(_("2nd"))
4474 elif m == 3: proutn(_("3rd"))
4475 proutn(_(" attempt to re-materialize ") + crmshp())
4476 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4479 if randreal() > probf:
4482 curses.delay_output(500)
4485 game.quad[ix][iy]=IHQUEST
4488 setwnd(message_window)
4489 finish(FMATERIALIZE)
4491 game.quad[ix][iy]=game.ship
4493 prout(_("succeeds."))
4497 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4499 # Abandon Ship (the BSD-Trek description)
4501 # The ship is abandoned. If your current ship is the Faire
4502 # Queene, or if your shuttlecraft is dead, you're out of
4503 # luck. You need the shuttlecraft in order for the captain
4504 # (that's you!!) to escape.
4506 # Your crew can beam to an inhabited starsystem in the
4507 # quadrant, if there is one and if the transporter is working.
4508 # If there is no inhabited starsystem, or if the transporter
4509 # is out, they are left to die in outer space.
4511 # If there are no starbases left, you are captured by the
4512 # Klingons, who torture you mercilessly. However, if there
4513 # is at least one starbase, you are returned to the
4514 # Federation in a prisoner of war exchange. Of course, this
4515 # can't happen unless you have taken some prisoners.
4520 if game.condition=="docked":
4522 prout(_("You cannot abandon Ye Faerie Queene."))
4525 # Must take shuttle craft to exit
4526 if game.damage[DSHUTTL]==-1:
4527 prout(_("Ye Faerie Queene has no shuttle craft."))
4529 if game.damage[DSHUTTL]<0:
4530 prout(_("Shuttle craft now serving Big Macs."))
4532 if game.damage[DSHUTTL]>0:
4533 prout(_("Shuttle craft damaged."))
4536 prout(_("You must be aboard the ship."))
4538 if game.iscraft != "onship":
4539 prout(_("Shuttle craft not currently available."))
4541 # Emit abandon ship messages
4543 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4545 prouts(_("***ALL HANDS ABANDON SHIP!"))
4547 prout(_("Captain and crew escape in shuttle craft."))
4548 if not game.state.baseq:
4549 # Oops! no place to go...
4552 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4554 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4555 prout(_("Remainder of ship's complement beam down"))
4556 prout(_("to nearest habitable planet."))
4557 elif q.planet != None and not damaged(DTRANSP):
4558 prout(_("Remainder of ship's complement beam down to %s.") %
4561 prout(_("Entire crew of %d left to die in outer space.") %
4563 game.casual += game.state.crew
4564 game.abandoned += game.state.crew
4565 # If at least one base left, give 'em the Faerie Queene
4567 game.icrystl = False # crystals are lost
4568 game.nprobes = 0 # No probes
4569 prout(_("You are captured by Klingons and released to"))
4570 prout(_("the Federation in a prisoner-of-war exchange."))
4571 nb = randrange(len(game.state.baseq))
4572 # Set up quadrant and position FQ adjacient to base
4573 if not game.quadrant == game.state.baseq[nb]:
4574 game.quadrant = game.state.baseq[nb]
4575 game.sector.x = game.sector.y = 5
4578 # position next to base by trial and error
4579 game.quad[game.sector.x][game.sector.y] = IHDOT
4580 for l in range(QUADSIZE):
4581 game.sector = game.base.scatter()
4582 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4583 game.quad[game.sector.x][game.sector.y] == IHDOT:
4586 break # found a spot
4587 game.sector.x=QUADSIZE/2
4588 game.sector.y=QUADSIZE/2
4590 # Get new commission
4591 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4592 game.state.crew = FULLCREW
4593 prout(_("Starfleet puts you in command of another ship,"))
4594 prout(_("the Faerie Queene, which is antiquated but,"))
4595 prout(_("still useable."))
4597 prout(_("The dilithium crystals have been moved."))
4599 game.iscraft = "offship" # Galileo disappears
4601 game.condition="docked"
4602 for l in range(NDEVICES):
4603 game.damage[l] = 0.0
4604 game.damage[DSHUTTL] = -1
4605 game.energy = game.inenrg = 3000.0
4606 game.shield = game.inshld = 1250.0
4607 game.torps = game.intorps = 6
4608 game.lsupres=game.inlsr=3.0
4614 # Code from planets.c begins here.
4617 "Abort a lengthy operation if an event interrupts it."
4620 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4625 "Report on (uninhabited) planets in the galaxy."
4629 prout(_("Spock- \"Planet report follows, Captain.\""))
4631 for i in range(game.inplan):
4632 if game.state.planets[i].pclass == "destroyed":
4634 if (game.state.planets[i].known != "unknown" \
4635 and not game.state.planets[i].inhabited) \
4638 if idebug and game.state.planets[i].known=="unknown":
4639 proutn("(Unknown) ")
4640 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4641 proutn(_(" class "))
4642 proutn(game.state.planets[i].pclass)
4644 if game.state.planets[i].crystals != present:
4646 prout(_("dilithium crystals present."))
4647 if game.state.planets[i].known=="shuttle_down":
4648 prout(_(" Shuttle Craft Galileo on surface."))
4650 prout(_("No information available."))
4653 "Enter standard orbit."
4657 prout(_("Already in standard orbit."))
4659 if damaged(DWARPEN) and damaged(DIMPULS):
4660 prout(_("Both warp and impulse engines damaged."))
4662 if not game.plnet.is_valid():
4663 prout("There is no planet in this sector.")
4665 if abs(game.sector.x-game.plnet.x)>1 or abs(game.sector.y-game.plnet.y)>1:
4666 prout(crmshp() + _(" not adjacent to planet."))
4669 game.optime = randreal(0.02, 0.05)
4670 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4674 game.height = randreal(1400, 8600)
4675 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4680 "Examine planets in this quadrant."
4681 if damaged(DSRSENS):
4682 if game.options & OPTION_TTY:
4683 prout(_("Short range sensors damaged."))
4685 if game.iplnet == None:
4686 if game.options & OPTION_TTY:
4687 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4689 if game.iplnet.known == "unknown":
4690 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4692 prout(_(" Planet at Sector %s is of class %s.") %
4693 (game.plnet, game.iplnet.pclass))
4694 if game.iplnet.known=="shuttle_down":
4695 prout(_(" Sensors show Galileo still on surface."))
4696 proutn(_(" Readings indicate"))
4697 if game.iplnet.crystals != "present":
4699 prout(_(" dilithium crystals present.\""))
4700 if game.iplnet.known == "unknown":
4701 game.iplnet.known = "known"
4702 elif game.iplnet.inhabited:
4703 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4704 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4707 "Use the transporter."
4711 if damaged(DTRANSP):
4712 prout(_("Transporter damaged."))
4713 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4715 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4719 if not game.inorbit:
4720 prout(crmshp() + _(" not in standard orbit."))
4723 prout(_("Impossible to transport through shields."))
4725 if game.iplnet.known=="unknown":
4726 prout(_("Spock- \"Captain, we have no information on this planet"))
4727 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4728 prout(_(" you may not go down.\""))
4730 if not game.landed and game.iplnet.crystals=="absent":
4731 prout(_("Spock- \"Captain, I fail to see the logic in"))
4732 prout(_(" exploring a planet with no dilithium crystals."))
4733 proutn(_(" Are you sure this is wise?\" "))
4737 if not (game.options & OPTION_PLAIN):
4738 nrgneed = 50 * game.skill + game.height / 100.0
4739 if nrgneed > game.energy:
4740 prout(_("Engineering to bridge--"))
4741 prout(_(" Captain, we don't have enough energy for transportation."))
4743 if not game.landed and nrgneed * 2 > game.energy:
4744 prout(_("Engineering to bridge--"))
4745 prout(_(" Captain, we have enough energy only to transport you down to"))
4746 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4747 if game.iplnet.known == "shuttle_down":
4748 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4749 proutn(_(" Are you sure this is wise?\" "))
4754 # Coming from planet
4755 if game.iplnet.known=="shuttle_down":
4756 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4760 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4761 prout(_("Landing party assembled, ready to beam up."))
4763 prout(_("Kirk whips out communicator..."))
4764 prouts(_("BEEP BEEP BEEP"))
4766 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4769 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4771 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4773 prout(_("Kirk- \"Energize.\""))
4776 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4779 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4781 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4784 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4785 game.landed = not game.landed
4786 game.energy -= nrgneed
4788 prout(_("Transport complete."))
4789 if game.landed and game.iplnet.known=="shuttle_down":
4790 prout(_("The shuttle craft Galileo is here!"))
4791 if not game.landed and game.imine:
4798 "Strip-mine a world for dilithium."
4802 prout(_("Mining party not on planet."))
4804 if game.iplnet.crystals == "mined":
4805 prout(_("This planet has already been strip-mined for dilithium."))
4807 elif game.iplnet.crystals == "absent":
4808 prout(_("No dilithium crystals on this planet."))
4811 prout(_("You've already mined enough crystals for this trip."))
4813 if game.icrystl and game.cryprob == 0.05:
4814 prout(_("With all those fresh crystals aboard the ") + crmshp())
4815 prout(_("there's no reason to mine more at this time."))
4817 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4820 prout(_("Mining operation complete."))
4821 game.iplnet.crystals = "mined"
4822 game.imine = game.ididit = True
4825 "Use dilithium crystals."
4829 if not game.icrystl:
4830 prout(_("No dilithium crystals available."))
4832 if game.energy >= 1000:
4833 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4834 prout(_(" except when Condition Yellow exists."))
4836 prout(_("Spock- \"Captain, I must warn you that loading"))
4837 prout(_(" raw dilithium crystals into the ship's power"))
4838 prout(_(" system may risk a severe explosion."))
4839 proutn(_(" Are you sure this is wise?\" "))
4844 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4845 prout(_(" Mr. Spock and I will try it.\""))
4847 prout(_("Spock- \"Crystals in place, Sir."))
4848 prout(_(" Ready to activate circuit.\""))
4850 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4852 if with(game.cryprob):
4853 prouts(_(" \"Activating now! - - No good! It's***"))
4855 prouts(_("***RED ALERT! RED A*L********************************"))
4858 prouts(_("****************** KA-BOOM!!!! *******************"))
4862 game.energy += randreal(5000.0, 5500.0)
4863 prouts(_(" \"Activating now! - - "))
4864 prout(_("The instruments"))
4865 prout(_(" are going crazy, but I think it's"))
4866 prout(_(" going to work!! Congratulations, Sir!\""))
4871 "Use shuttlecraft for planetary jaunt."
4874 if damaged(DSHUTTL):
4875 if game.damage[DSHUTTL] == -1.0:
4876 if game.inorbit and game.iplnet.known == "shuttle_down":
4877 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4879 prout(_("Ye Faerie Queene had no shuttle craft."))
4880 elif game.damage[DSHUTTL] > 0:
4881 prout(_("The Galileo is damaged."))
4882 else: # game.damage[DSHUTTL] < 0
4883 prout(_("Shuttle craft is now serving Big Macs."))
4885 if not game.inorbit:
4886 prout(crmshp() + _(" not in standard orbit."))
4888 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4889 prout(_("Shuttle craft not currently available."))
4891 if not game.landed and game.iplnet.known=="shuttle_down":
4892 prout(_("You will have to beam down to retrieve the shuttle craft."))
4894 if game.shldup or game.condition == "docked":
4895 prout(_("Shuttle craft cannot pass through shields."))
4897 if game.iplnet.known=="unknown":
4898 prout(_("Spock- \"Captain, we have no information on this planet"))
4899 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4900 prout(_(" you may not fly down.\""))
4902 game.optime = 3.0e-5*game.height
4903 if game.optime >= 0.8*game.state.remtime:
4904 prout(_("First Officer Spock- \"Captain, I compute that such"))
4905 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4906 int(100*game.optime/game.state.remtime))
4907 prout(_("remaining time."))
4908 proutn(_("Are you sure this is wise?\" "))
4914 if game.iscraft == "onship":
4916 if not damaged(DTRANSP):
4917 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4921 proutn(_("Shuttle crew"))
4923 proutn(_("Rescue party"))
4924 prout(_(" boards Galileo and swoops toward planet surface."))
4925 game.iscraft = "offship"
4929 game.iplnet.known="shuttle_down"
4930 prout(_("Trip complete."))
4933 # Ready to go back to ship
4934 prout(_("You and your mining party board the"))
4935 prout(_("shuttle craft for the trip back to the Enterprise."))
4937 prouts(_("The short hop begins . . ."))
4939 game.iplnet.known="known"
4945 game.iscraft = "onship"
4951 prout(_("Trip complete."))
4954 # Kirk on ship and so is Galileo
4955 prout(_("Mining party assembles in the hangar deck,"))
4956 prout(_("ready to board the shuttle craft \"Galileo\"."))
4958 prouts(_("The hangar doors open; the trip begins."))
4961 game.iscraft = "offship"
4964 game.iplnet.known = "shuttle_down"
4967 prout(_("Trip complete."))
4971 "Use the big zapper."
4975 if game.ship != IHE:
4976 prout(_("Ye Faerie Queene has no death ray."))
4978 if len(game.enemies)==0:
4979 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
4982 prout(_("Death Ray is damaged."))
4984 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
4985 prout(_(" is highly unpredictible. Considering the alternatives,"))
4986 proutn(_(" are you sure this is wise?\" "))
4989 prout(_("Spock- \"Acknowledged.\""))
4992 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
4994 prout(_("Crew scrambles in emergency preparation."))
4995 prout(_("Spock and Scotty ready the death ray and"))
4996 prout(_("prepare to channel all ship's power to the device."))
4998 prout(_("Spock- \"Preparations complete, sir.\""))
4999 prout(_("Kirk- \"Engage!\""))
5001 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5004 if game.options & OPTION_PLAIN:
5008 prouts(_("Sulu- \"Captain! It's working!\""))
5010 while len(game.enemies) > 0:
5011 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5012 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5013 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5015 if (game.options & OPTION_PLAIN) == 0:
5016 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5018 prout(_(" is still operational.\""))
5020 prout(_(" has been rendered nonfunctional.\""))
5021 game.damage[DDRAY] = 39.95
5023 r = randreal() # Pick failure method
5025 prouts(_("Sulu- \"Captain! It's working!\""))
5027 prouts(_("***RED ALERT! RED ALERT!"))
5029 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5031 prouts(_("***RED ALERT! RED A*L********************************"))
5034 prouts(_("****************** KA-BOOM!!!! *******************"))
5039 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5041 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5043 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5044 prout(_(" have apparently been transformed into strange mutations."))
5045 prout(_(" Vulcans do not seem to be affected."))
5047 prout(_("Kirk- \"Raauch! Raauch!\""))
5052 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5054 proutn(_("Spock- \"I believe the word is"))
5055 prouts(_(" *ASTONISHING*"))
5056 prout(_(" Mr. Sulu."))
5057 for i in range(QUADSIZE):
5058 for j in range(QUADSIZE):
5059 if game.quad[i][j] == IHDOT:
5060 game.quad[i][j] = IHQUEST
5061 prout(_(" Captain, our quadrant is now infested with"))
5062 prouts(_(" - - - - - - *THINGS*."))
5064 prout(_(" I have no logical explanation.\""))
5066 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5068 prout(_("Scotty- \"There are so many tribbles down here"))
5069 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5073 # Code from reports.c begins here
5075 def attackreport(curt):
5076 "eport status of bases under attack."
5078 if is_scheduled(FCDBAS):
5079 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5080 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5081 elif game.isatb == 1:
5082 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5083 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5085 prout(_("No Starbase is currently under attack."))
5087 if is_scheduled(FCDBAS):
5088 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5090 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5094 # report on general game status
5096 s1 = "" and game.thawed and _("thawed ")
5097 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5098 s3 = (None, _("novice"). _("fair"),
5099 _("good"), _("expert"), _("emeritus"))[game.skill]
5100 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5101 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5102 prout(_("No plaque is allowed."))
5104 prout(_("This is tournament game %d.") % game.tourn)
5105 prout(_("Your secret password is \"%s\"") % game.passwd)
5106 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5107 (game.inkling + game.incom + game.inscom)))
5108 if game.incom - len(game.state.kcmdr):
5109 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5110 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5111 prout(_(", but no Commanders."))
5114 if game.skill > SKILL_FAIR:
5115 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5116 if len(game.state.baseq) != game.inbase:
5118 if game.inbase-len(game.state.baseq)==1:
5119 proutn(_("has been 1 base"))
5121 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5122 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5124 prout(_("There are %d bases.") % game.inbase)
5125 if communicating() or game.iseenit:
5126 # Don't report this if not seen and
5127 # either the radio is dead or not at base!
5131 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5133 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5134 if game.ship == IHE:
5135 proutn(_("You have "))
5137 proutn("%d" % (game.nprobes))
5140 proutn(_(" deep space probe"))
5144 if communicating() and is_scheduled(FDSPROB):
5146 proutn(_("An armed deep space probe is in "))
5148 proutn(_("A deep space probe is in "))
5149 prout("Quadrant %s." % game.probec)
5151 if game.cryprob <= .05:
5152 prout(_("Dilithium crystals aboard ship... not yet used."))
5156 while game.cryprob > ai:
5159 prout(_("Dilithium crystals have been used %d time%s.") % \
5160 (i, (_("s"), "")[i==1]))
5164 "Long-range sensor scan."
5165 if damaged(DLRSENS):
5166 # Now allow base's sensors if docked
5167 if game.condition != "docked":
5169 prout(_("LONG-RANGE SENSORS DAMAGED."))
5172 prout(_("Starbase's long-range scan"))
5174 prout(_("Long-range scan"))
5175 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5178 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5179 if not VALID_QUADRANT(x, y):
5183 if not damaged(DRADIO):
5184 game.state.galaxy[x][y].charted = True
5185 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5186 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5187 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5188 if not silent and game.state.galaxy[x][y].supernova:
5191 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5199 for i in range(NDEVICES):
5202 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5203 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5205 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5206 game.damage[i]+0.05,
5207 game.docfac*game.damage[i]+0.005))
5209 prout(_("All devices functional."))
5212 "Update the chart in the Enterprise's computer from galaxy data."
5213 game.lastchart = game.state.date
5214 for i in range(GALSIZE):
5215 for j in range(GALSIZE):
5216 if game.state.galaxy[i][j].charted:
5217 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5218 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5219 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5222 "Display the star chart."
5224 if (game.options & OPTION_AUTOSCAN):
5226 if not damaged(DRADIO):
5228 if game.lastchart < game.state.date and game.condition == "docked":
5229 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5231 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5232 if game.state.date > game.lastchart:
5233 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5234 prout(" 1 2 3 4 5 6 7 8")
5235 for i in range(GALSIZE):
5236 proutn("%d |" % (i+1))
5237 for j in range(GALSIZE):
5238 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5242 if game.state.galaxy[i][j].supernova:
5244 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5246 elif game.state.galaxy[i][j].charted:
5247 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5251 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5259 def sectscan(goodScan, i, j):
5260 "Light up an individual dot in a sector."
5261 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5262 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):
5263 if game.condition == "red": textcolor("red")
5264 elif game.condition == "green": textcolor("green")
5265 elif game.condition == "yellow": textcolor("yellow")
5266 elif game.condition == "docked": textcolor("cyan")
5267 elif game.condition == "dead": textcolor("brown")
5268 if game.quad[i][j] != game.ship:
5270 proutn("%c " % game.quad[i][j])
5276 "Emit status report lines"
5277 if not req or req == 1:
5278 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5279 % (game.state.date, game.state.remtime))
5280 if not req or req == 2:
5281 if game.condition != "docked":
5284 for t in range(NDEVICES):
5285 if game.damage[t]>0:
5287 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5288 if not req or req == 3:
5289 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5290 if not req or req == 4:
5291 if damaged(DLIFSUP):
5292 if game.condition == "docked":
5293 s = _("DAMAGED, Base provides")
5295 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5298 prstat(_("Life Support"), s)
5299 if not req or req == 5:
5300 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5301 if not req or req == 6:
5303 if game.icrystl and (game.options & OPTION_SHOWME):
5304 extra = _(" (have crystals)")
5305 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5306 if not req or req == 7:
5307 prstat(_("Torpedoes"), "%d" % (game.torps))
5308 if not req or req == 8:
5309 if damaged(DSHIELD):
5315 data = _(" %d%% %.1f units") \
5316 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5317 prstat(_("Shields"), s+data)
5318 if not req or req == 9:
5319 prstat(_("Klingons Left"), "%d" \
5320 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5321 if not req or req == 10:
5322 if game.options & OPTION_WORLDS:
5323 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5324 if plnet and plnet.inhabited:
5325 prstat(_("Major system"), plnet.name)
5327 prout(_("Sector is uninhabited"))
5328 elif not req or req == 11:
5329 attackreport(not req)
5332 "Request specified status data, a historical relic from slow TTYs."
5333 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5334 while scanner.next() == IHEOL:
5335 proutn(_("Information desired? "))
5337 if scanner.token in requests:
5338 status(requests.index(scanner.token))
5340 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5341 prout((" date, condition, position, lsupport, warpfactor,"))
5342 prout((" energy, torpedoes, shields, klingons, system, time."))
5347 if damaged(DSRSENS):
5348 # Allow base's sensors if docked
5349 if game.condition != "docked":
5350 prout(_(" S.R. SENSORS DAMAGED!"))
5353 prout(_(" [Using Base's sensors]"))
5355 prout(_(" Short-range scan"))
5356 if goodScan and not damaged(DRADIO):
5357 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5358 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5359 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5360 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5361 prout(" 1 2 3 4 5 6 7 8 9 10")
5362 if game.condition != "docked":
5364 for i in range(QUADSIZE):
5365 proutn("%2d " % (i+1))
5366 for j in range(QUADSIZE):
5367 sectscan(goodScan, i, j)
5371 "Use computer to get estimated time of arrival for a warp jump."
5372 w1 = coord(); w2 = coord()
5374 if damaged(DCOMPTR):
5375 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5378 if scanner.next() != IHREAL:
5381 proutn(_("Destination quadrant and/or sector? "))
5382 if scanner.next()!=IHREAL:
5385 w1.y = int(scanner.real-0.5)
5386 if scanner.next() != IHREAL:
5389 w1.x = int(scanner.real-0.5)
5390 if scanner.next() == IHREAL:
5391 w2.y = int(scanner.real-0.5)
5392 if scanner.next() != IHREAL:
5395 w2.x = int(scanner.real-0.5)
5397 if game.quadrant.y>w1.x:
5401 if game.quadrant.x>w1.y:
5405 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5408 game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
5409 (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
5412 prout(_("Answer \"no\" if you don't know the value:"))
5415 proutn(_("Time or arrival date? "))
5416 if scanner.next()==IHREAL:
5417 ttime = scanner.real
5418 if ttime > game.state.date:
5419 ttime -= game.state.date # Actually a star date
5420 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5421 if ttime <= 1e-10 or twarp > 10:
5422 prout(_("We'll never make it, sir."))
5429 proutn(_("Warp factor? "))
5430 if scanner.next()== IHREAL:
5432 twarp = scanner.real
5433 if twarp<1.0 or twarp > 10.0:
5437 prout(_("Captain, certainly you can give me one of these."))
5440 ttime = (10.0*game.dist)/twarp**2
5441 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5442 if tpower >= game.energy:
5443 prout(_("Insufficient energy, sir."))
5444 if not game.shldup or tpower > game.energy*2.0:
5447 proutn(_("New warp factor to try? "))
5448 if scanner.next() == IHREAL:
5450 twarp = scanner.real
5451 if twarp<1.0 or twarp > 10.0:
5459 prout(_("But if you lower your shields,"))
5460 proutn(_("remaining"))
5463 proutn(_("Remaining"))
5464 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5466 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5468 prout(_("Any warp speed is adequate."))
5470 prout(_("Minimum warp needed is %.2f,") % (twarp))
5471 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5472 if game.state.remtime < ttime:
5473 prout(_("Unfortunately, the Federation will be destroyed by then."))
5475 prout(_("You'll be taking risks at that speed, Captain"))
5476 if (game.isatb==1 and game.state.kscmdr == w1 and \
5477 scheduled(FSCDBAS)< ttime+game.state.date) or \
5478 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5479 prout(_("The starbase there will be destroyed by then."))
5480 proutn(_("New warp factor to try? "))
5481 if scanner.next() == IHREAL:
5483 twarp = scanner.real
5484 if twarp<1.0 or twarp > 10.0:
5492 # Code from setup.c begins here
5495 "Issue a historically correct banner."
5497 prout(_("-SUPER- STAR TREK"))
5499 # From the FORTRAN original
5500 # prout(_("Latest update-21 Sept 78"))
5506 scanner.token = "emsave.trk"
5508 key = scanner.next()
5510 proutn(_("File name: "))
5511 key = scanner.next()
5516 if '.' not in scanner.token:
5517 scanner.token += ".trk"
5519 fp = open(scanner.token, "wb")
5521 prout(_("Can't freeze game as file %s") % scanner.token)
5523 cPickle.dump(game, fp)
5527 "Retrieve saved game."
5528 game.passwd[0] = '\0'
5529 key = scanner.next()
5531 proutn(_("File name: "))
5532 key = scanner.next()
5537 if '.' not in scanner.token:
5538 scanner.token += ".trk"
5540 fp = open(scanner.token, "rb")
5542 prout(_("Can't thaw game in %s") % scanner.token)
5544 game = cPickle.load(fp)
5548 # I used <http://www.memory-alpha.org> to find planets
5549 # with references in ST:TOS. Eath and the Alpha Centauri
5550 # Colony have been omitted.
5552 # Some planets marked Class G and P here will be displayed as class M
5553 # because of the way planets are generated. This is a known bug.
5556 _("Andoria (Fesoan)"), # several episodes
5557 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5558 _("Vulcan (T'Khasi)"), # many episodes
5559 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5560 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5561 _("Ardana"), # TOS: "The Cloud Minders"
5562 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5563 _("Gideon"), # TOS: "The Mark of Gideon"
5564 _("Aldebaran III"), # TOS: "The Deadly Years"
5565 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5566 _("Altair IV"), # TOS: "Amok Time
5567 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5568 _("Benecia"), # TOS: "The Conscience of the King"
5569 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5570 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5571 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5572 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5573 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5574 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5575 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5576 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5577 _("Ingraham B"), # TOS: "Operation: Annihilate"
5578 _("Janus IV"), # TOS: "The Devil in the Dark"
5579 _("Makus III"), # TOS: "The Galileo Seven"
5580 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5581 _("Omega IV"), # TOS: "The Omega Glory"
5582 _("Regulus V"), # TOS: "Amok Time
5583 _("Deneva"), # TOS: "Operation -- Annihilate!"
5584 # Worlds from BSD Trek
5585 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5586 _("Beta III"), # TOS: "The Return of the Archons"
5587 _("Triacus"), # TOS: "And the Children Shall Lead",
5588 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5590 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5591 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5592 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5593 # _("Izar"), # TOS: "Whom Gods Destroy"
5594 # _("Tiburon"), # TOS: "The Way to Eden"
5595 # _("Merak II"), # TOS: "The Cloud Minders"
5596 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5597 # _("Iotia"), # TOS: "A Piece of the Action"
5601 _("S. R. Sensors"), \
5602 _("L. R. Sensors"), \
5604 _("Photon Tubes"), \
5605 _("Life Support"), \
5606 _("Warp Engines"), \
5607 _("Impulse Engines"), \
5609 _("Subspace Radio"), \
5610 _("Shuttle Craft"), \
5612 _("Navigation System"), \
5614 _("Shield Control"), \
5620 "Prepare to play, set up cosmos."
5622 # Decide how many of everything
5624 return # frozen game
5625 # Prepare the Enterprise
5626 game.alldone = game.gamewon = False
5628 game.state.crew = FULLCREW
5629 game.energy = game.inenrg = 5000.0
5630 game.shield = game.inshld = 2500.0
5631 game.shldchg = False
5635 game.quadrant = randplace(GALSIZE)
5636 game.sector = randplace(QUADSIZE)
5637 game.torps = game.intorps = 10
5638 game.nprobes = randrange(2, 5)
5640 game.wfacsq = game.warpfac * game.warpfac
5641 for i in range(NDEVICES):
5642 game.damage[i] = 0.0
5643 # Set up assorted game parameters
5644 game.battle = coord()
5645 game.state.date = game.indate = 100.0 * randreal(20, 51)
5646 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5647 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5648 game.isatb = game.state.nplankl = 0
5649 game.state.starkl = game.state.basekl = 0
5650 game.iscraft = "onship"
5654 # Starchart is functional but we've never seen it
5655 game.lastchart = FOREVER
5656 # Put stars in the galaxy
5658 for i in range(GALSIZE):
5659 for j in range(GALSIZE):
5660 k = randrange(1, QUADSIZE**2/10+1)
5662 game.state.galaxy[i][j].stars = k
5663 # Locate star bases in galaxy
5664 for i in range(game.inbase):
5667 w = randplace(GALSIZE)
5668 if not game.state.galaxy[w.x][w.y].starbase:
5671 # C version: for (j = i-1; j > 0; j--)
5672 # so it did them in the opposite order.
5673 for j in range(1, i):
5674 # Improved placement algorithm to spread out bases
5675 distq = (w - game.state.baseq[j]).distance()
5676 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5679 prout("=== Abandoning base #%d at %s" % (i, w))
5681 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5683 prout("=== Saving base #%d, close to #%d" % (i, j))
5686 game.state.baseq.append(w)
5687 game.state.galaxy[w.x][w.y].starbase = game.state.chart[w.x][w.y].starbase = True
5688 # Position ordinary Klingon Battle Cruisers
5690 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5691 if klumper > MAXKLQUAD:
5695 klump = (1.0 - r*r)*klumper
5700 w = randplace(GALSIZE)
5701 if not game.state.galaxy[w.x][w.y].supernova and \
5702 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5704 game.state.galaxy[w.x][w.y].klingons += int(klump)
5707 # Position Klingon Commander Ships
5708 for i in range(game.incom):
5710 w = randplace(GALSIZE)
5711 if not welcoming(w) or w in game.state.kcmdr:
5713 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)):
5715 game.state.galaxy[w.x][w.y].klingons += 1
5716 game.state.kcmdr.append(w)
5717 # Locate planets in galaxy
5718 for i in range(game.inplan):
5720 w = randplace(GALSIZE)
5721 if game.state.galaxy[w.x][w.y].planet == None:
5725 new.crystals = "absent"
5726 if (game.options & OPTION_WORLDS) and i < NINHAB:
5727 new.pclass = "M" # All inhabited planets are class M
5728 new.crystals = "absent"
5730 new.name = systnames[i]
5731 new.inhabited = True
5733 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5735 new.crystals = "present"
5736 new.known = "unknown"
5737 new.inhabited = False
5738 game.state.galaxy[w.x][w.y].planet = new
5739 game.state.planets.append(new)
5741 for i in range(game.state.nromrem):
5742 w = randplace(GALSIZE)
5743 game.state.galaxy[w.x][w.y].romulans += 1
5744 # Place the Super-Commander if needed
5745 if game.state.nscrem > 0:
5747 w = randplace(GALSIZE)
5750 game.state.kscmdr = w
5751 game.state.galaxy[w.x][w.y].klingons += 1
5752 # Initialize times for extraneous events
5753 schedule(FSNOVA, expran(0.5 * game.intime))
5754 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5755 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5756 schedule(FBATTAK, expran(0.3*game.intime))
5758 if game.state.nscrem:
5759 schedule(FSCMOVE, 0.2777)
5764 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5765 schedule(FDISTR, expran(1.0 + game.intime))
5770 # Place thing (in tournament game, we don't want one!)
5771 # New in SST2K: never place the Thing near a starbase.
5772 # This makes sense and avoids a special case in the old code.
5774 if game.tourn is None:
5776 thing = randplace(GALSIZE)
5777 if thing not in game.state.baseq:
5780 game.state.snap = False
5781 if game.skill == SKILL_NOVICE:
5782 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5783 prout(_("a deadly Klingon invasion force. As captain of the United"))
5784 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5785 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5786 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5787 prout(_("your mission. As you proceed you may be given more time."))
5789 prout(_("You will have %d supporting starbases.") % (game.inbase))
5790 proutn(_("Starbase locations- "))
5792 prout(_("Stardate %d.") % int(game.state.date))
5794 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5795 prout(_("An unknown number of Romulans."))
5796 if game.state.nscrem:
5797 prout(_("And one (GULP) Super-Commander."))
5798 prout(_("%d stardates.") % int(game.intime))
5799 proutn(_("%d starbases in ") % game.inbase)
5800 for i in range(game.inbase):
5801 proutn(`game.state.baseq[i]`)
5804 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5805 proutn(_(" Sector %s") % game.sector)
5807 prout(_("Good Luck!"))
5808 if game.state.nscrem:
5809 prout(_(" YOU'LL NEED IT."))
5812 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5814 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5815 attack(torps_ok=False)
5818 "Choose your game type."
5823 game.skill = SKILL_NONE
5825 if not scanner.inqueue: # Can start with command line options
5826 proutn(_("Would you like a regular, tournament, or saved game? "))
5828 if len(scanner.token)==0: # Try again
5830 if scanner.sees("tournament"):
5831 while scanner.next() == IHEOL:
5832 proutn(_("Type in tournament number-"))
5833 if scanner.real == 0:
5835 continue # We don't want a blank entry
5836 game.tourn = int(round(scanner.real))
5837 random.seed(scanner.real)
5839 logfp.write("# random.seed(%d)\n" % scanner.real)
5841 if scanner.sees("saved") or scanner.sees("frozen"):
5845 if game.passwd == None:
5847 if not game.alldone:
5848 game.thawed = True # No plaque if not finished
5852 if scanner.sees("regular"):
5854 proutn(_("What is \"%s\"?") % scanner.token)
5856 while game.length==0 or game.skill==SKILL_NONE:
5857 if scanner.next() == IHALPHA:
5858 if scanner.sees("short"):
5860 elif scanner.sees("medium"):
5862 elif scanner.sees("long"):
5864 elif scanner.sees("novice"):
5865 game.skill = SKILL_NOVICE
5866 elif scanner.sees("fair"):
5867 game.skill = SKILL_FAIR
5868 elif scanner.sees("good"):
5869 game.skill = SKILL_GOOD
5870 elif scanner.sees("expert"):
5871 game.skill = SKILL_EXPERT
5872 elif scanner.sees("emeritus"):
5873 game.skill = SKILL_EMERITUS
5875 proutn(_("What is \""))
5876 proutn(scanner.token)
5881 proutn(_("Would you like a Short, Medium, or Long game? "))
5882 elif game.skill == SKILL_NONE:
5883 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5884 # Choose game options -- added by ESR for SST2K
5885 if scanner.next() != IHALPHA:
5887 proutn(_("Choose your game style (or just press enter): "))
5889 if scanner.sees("plain"):
5890 # Approximates the UT FORTRAN version.
5891 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5892 game.options |= OPTION_PLAIN
5893 elif scanner.sees("almy"):
5894 # Approximates Tom Almy's version.
5895 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5896 game.options |= OPTION_ALMY
5897 elif scanner.sees("fancy"):
5899 elif len(scanner.token):
5900 proutn(_("What is \"%s\"?") % scanner.token)
5902 if game.passwd == "debug":
5904 prout("=== Debug mode enabled.")
5905 # Use parameters to generate initial values of things
5906 game.damfac = 0.5 * game.skill
5907 game.inbase = randrange(BASEMIN, BASEMAX+1)
5909 if game.options & OPTION_PLANETS:
5910 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
5911 if game.options & OPTION_WORLDS:
5912 game.inplan += int(NINHAB)
5913 game.state.nromrem = game.inrom = randrange(2 *game.skill)
5914 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
5915 game.state.remtime = 7.0 * game.length
5916 game.intime = game.state.remtime
5917 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
5918 game.incom = min(MINCMDR, int(game.skill + 0.0625*game.inkling*randreal()))
5919 game.state.remres = (game.inkling+4*game.incom)*game.intime
5920 game.inresor = game.state.remres
5921 if game.inkling > 50:
5922 game.state.inbase += 1
5925 def dropin(iquad=None):
5926 "Drop a feature on a random dot in the current quadrant."
5928 w = randplace(QUADSIZE)
5929 if game.quad[w.x][w.y] == IHDOT:
5931 if iquad is not None:
5932 game.quad[w.x][w.y] = iquad
5936 "Update our alert status."
5937 game.condition = "green"
5938 if game.energy < 1000.0:
5939 game.condition = "yellow"
5940 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
5941 game.condition = "red"
5943 game.condition="dead"
5946 "Drop new Klingon into current quadrant."
5947 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
5950 "Set up a new state of quadrant, for when we enter or re-enter it."
5953 game.neutz = game.inorbit = game.landed = False
5954 game.ientesc = game.iseenit = False
5955 # Create a blank quadrant
5956 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
5958 # Attempt to escape Super-commander, so tbeam back!
5961 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
5962 # cope with supernova
5965 game.klhere = q.klingons
5966 game.irhere = q.romulans
5968 game.quad[game.sector.x][game.sector.y] = game.ship
5971 # Position ordinary Klingons
5972 for i in range(game.klhere):
5974 # If we need a commander, promote a Klingon
5975 for cmdr in game.state.kcmdr:
5976 if cmdr == game.quadrant:
5977 e = game.enemies[game.klhere-1]
5978 game.quad[e.kloc.x][e.kloc.y] = IHC
5979 e.kpower = randreal(950,1350) + 50.0*game.skill
5981 # If we need a super-commander, promote a Klingon
5982 if game.quadrant == game.state.kscmdr:
5984 game.quad[e.kloc.x][e.kloc.y] = IHS
5985 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
5986 game.iscate = (game.state.remkl > 1)
5987 # Put in Romulans if needed
5988 for i in range(q.romulans):
5989 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
5990 # If quadrant needs a starbase, put it in
5992 game.base = dropin(IHB)
5993 # If quadrant needs a planet, put it in
5995 game.iplnet = q.planet
5996 if not q.planet.inhabited:
5997 game.plnet = dropin(IHP)
5999 game.plnet = dropin(IHW)
6000 # Check for condition
6003 if game.irhere > 0 and game.klhere == 0:
6005 if not damaged(DRADIO):
6007 prout(_("LT. Uhura- \"Captain, an urgent message."))
6008 prout(_(" I'll put it on audio.\" CLICK"))
6010 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6011 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6012 # Put in THING if needed
6013 if thing == game.quadrant:
6014 enemy(type=IHQUEST, loc=dropin(),
6015 power=randreal(6000,6500.0)+250.0*game.skill)
6016 if not damaged(DSRSENS):
6018 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6019 prout(_(" Please examine your short-range scan.\""))
6020 # Decide if quadrant needs a Tholian; lighten up if skill is low
6021 if game.options & OPTION_THOLIAN:
6022 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6023 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6024 (game.skill > SKILL_GOOD and withprob(0.08)):
6027 w.x = withprob(0.5) * (QUADSIZE-1)
6028 w.y = withprob(0.5) * (QUADSIZE-1)
6029 if game.quad[w.x][w.y] == IHDOT:
6031 game.tholian = enemy(type=IHT, loc=w,
6032 power=randrange(100, 500) + 25.0*game.skill)
6033 # Reserve unoccupied corners
6034 if game.quad[0][0]==IHDOT:
6035 game.quad[0][0] = 'X'
6036 if game.quad[0][QUADSIZE-1]==IHDOT:
6037 game.quad[0][QUADSIZE-1] = 'X'
6038 if game.quad[QUADSIZE-1][0]==IHDOT:
6039 game.quad[QUADSIZE-1][0] = 'X'
6040 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6041 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6042 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6043 # And finally the stars
6044 for i in range(q.stars):
6046 # Put in a few black holes
6047 for i in range(1, 3+1):
6050 # Take out X's in corners if Tholian present
6052 if game.quad[0][0]=='X':
6053 game.quad[0][0] = IHDOT
6054 if game.quad[0][QUADSIZE-1]=='X':
6055 game.quad[0][QUADSIZE-1] = IHDOT
6056 if game.quad[QUADSIZE-1][0]=='X':
6057 game.quad[QUADSIZE-1][0] = IHDOT
6058 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6059 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6062 "Set the self-destruct password."
6063 if game.options & OPTION_PLAIN:
6066 proutn(_("Please type in a secret password- "))
6068 game.passwd = scanner.token
6069 if game.passwd != None:
6074 game.passwd += chr(ord('a')+randrange(26))
6076 # Code from sst.c begins here
6079 "SRSCAN": OPTION_TTY,
6080 "STATUS": OPTION_TTY,
6081 "REQUEST": OPTION_TTY,
6082 "LRSCAN": OPTION_TTY,
6095 "SENSORS": OPTION_PLANETS,
6096 "ORBIT": OPTION_PLANETS,
6097 "TRANSPORT": OPTION_PLANETS,
6098 "MINE": OPTION_PLANETS,
6099 "CRYSTALS": OPTION_PLANETS,
6100 "SHUTTLE": OPTION_PLANETS,
6101 "PLANETS": OPTION_PLANETS,
6106 "PROBE": OPTION_PROBE,
6108 "FREEZE": 0, # Synonym for SAVE
6114 "SOS": 0, # Synonym for MAYDAY
6115 "CALL": 0, # Synonym for MAYDAY
6121 "Generate a list of legal commands."
6122 proutn(_("LEGAL COMMANDS ARE:"))
6123 for (k, key) in enumerate(commands):
6124 if not commands[cmd] or (commands[key] & game.options):
6127 proutn("%-12s " % key)
6131 "Browse on-line help."
6132 key = scanner.next()
6135 setwnd(prompt_window)
6136 proutn(_("Help on what command? "))
6137 key = scanner.next()
6138 setwnd(message_window)
6141 if scanner.token in commands or scanner.token == "ABBREV":
6148 cmd = scanner.token.upper()
6150 fp = open(SSTDOC, "r")
6153 fp = open(DOC_NAME, "r")
6155 prout(_("Spock- \"Captain, that information is missing from the"))
6156 proutn(_(" computer. You need to find "))
6158 prout(_(" and put it in the"))
6159 proutn(_(" current directory or to "))
6163 # This used to continue: "You need to find SST.DOC and put
6164 # it in the current directory."
6168 linebuf = fp.readline()
6170 prout(_("Spock- \"Captain, there is no information on that command.\""))
6173 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6174 linebuf = linebuf[3:].strip()
6178 prout(_("Spock- \"Captain, I've found the following information:\""))
6180 while linebuf in fp:
6181 if "******" in linebuf:
6187 "Command-interpretation loop."
6189 setwnd(message_window)
6190 while True: # command loop
6192 while True: # get a command
6197 setwnd(prompt_window)
6200 if scanner.next() == IHEOL:
6201 if game.options & OPTION_CURSES:
6204 elif scanner.token == "":
6208 setwnd(message_window)
6210 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6212 if len(candidates) == 1:
6215 elif candidates and not (game.options & OPTION_PLAIN):
6216 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6220 if cmd == "SRSCAN": # srscan
6222 elif cmd == "STATUS": # status
6224 elif cmd == "REQUEST": # status request
6226 elif cmd == "LRSCAN": # long range scan
6227 lrscan(silent=False)
6228 elif cmd == "PHASERS": # phasers
6232 elif cmd == "TORPEDO": # photon torpedos
6236 elif cmd == "MOVE": # move under warp
6238 elif cmd == "SHIELDS": # shields
6239 doshield(shraise=False)
6242 game.shldchg = False
6243 elif cmd == "DOCK": # dock at starbase
6246 attack(torps_ok=False)
6247 elif cmd == "DAMAGES": # damage reports
6249 elif cmd == "CHART": # chart
6251 elif cmd == "IMPULSE": # impulse
6253 elif cmd == "REST": # rest
6257 elif cmd == "WARP": # warp
6259 elif cmd == "SCORE": # score
6261 elif cmd == "SENSORS": # sensors
6263 elif cmd == "ORBIT": # orbit
6267 elif cmd == "TRANSPORT": # transport "beam"
6269 elif cmd == "MINE": # mine
6273 elif cmd == "CRYSTALS": # crystals
6277 elif cmd == "SHUTTLE": # shuttle
6281 elif cmd == "PLANETS": # Planet list
6283 elif cmd == "REPORT": # Game Report
6285 elif cmd == "COMPUTER": # use COMPUTER!
6287 elif cmd == "COMMANDS":
6289 elif cmd == "EMEXIT": # Emergency exit
6290 clrscr() # Hide screen
6291 freeze(True) # forced save
6292 raise SysExit,1 # And quick exit
6293 elif cmd == "PROBE":
6294 probe() # Launch probe
6297 elif cmd == "ABANDON": # Abandon Ship
6299 elif cmd == "DESTRUCT": # Self Destruct
6301 elif cmd == "SAVE": # Save Game
6304 if game.skill > SKILL_GOOD:
6305 prout(_("WARNING--Saved games produce no plaques!"))
6306 elif cmd == "DEATHRAY": # Try a desparation measure
6310 elif cmd == "DEBUGCMD": # What do we want for debug???
6312 elif cmd == "MAYDAY": # Call for help
6317 game.alldone = True # quit the game
6322 break # Game has ended
6323 if game.optime != 0.0:
6326 break # Events did us in
6327 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6330 if hitme and not game.justin:
6331 attack(torps_ok=True)
6334 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6345 "Emit the name of an enemy or feature."
6346 if type == IHR: s = _("Romulan")
6347 elif type == IHK: s = _("Klingon")
6348 elif type == IHC: s = _("Commander")
6349 elif type == IHS: s = _("Super-commander")
6350 elif type == IHSTAR: s = _("Star")
6351 elif type == IHP: s = _("Planet")
6352 elif type == IHB: s = _("Starbase")
6353 elif type == IHBLANK: s = _("Black hole")
6354 elif type == IHT: s = _("Tholian")
6355 elif type == IHWEB: s = _("Tholian web")
6356 elif type == IHQUEST: s = _("Stranger")
6357 elif type == IHW: s = _("Inhabited World")
6358 else: s = "Unknown??"
6361 def crmena(stars, enemy, loctype, w):
6362 "Emit the name of an enemy and his location."
6366 buf += cramen(enemy) + _(" at ")
6367 if loctype == "quadrant":
6368 buf += _("Quadrant ")
6369 elif loctype == "sector":
6374 "Emit our ship name."
6375 return{IHE:_("Enterprise"),IHF:_("Faerie Queene")}.get(game.ship,"Ship???")
6378 "Emit a line of stars"
6379 prouts("******************************************************")
6383 return -avrage*math.log(1e-7 + randreal())
6385 def randplace(size):
6386 "Choose a random location."
6388 w.x = randrange(size)
6389 w.y = randrange(size)
6399 # Get a token from the user
6402 # Fill the token quue if nothing here
6403 while not self.inqueue:
6405 if curwnd==prompt_window:
6407 setwnd(message_window)
6411 # Skip leading white space
6412 line = line.lstrip()
6416 self.inqueue = line.lstrip().split() + [IHEOL]
6417 # From here on in it's all looking at the queue
6418 self.token = self.inqueue.pop(0)
6419 if self.token == IHEOL:
6423 self.real = float(self.token)
6429 self.token = self.token.lower()
6433 def push(self, tok):
6434 self.inqueue.append(tok)
6438 # Demand input for next scan
6440 self.real = self.token = None
6442 # return IHEOL next time
6443 self.inqueue = [IHEOL]
6444 self.real = self.token = None
6446 # compares s to item and returns true if it matches to the length of s
6447 return s.startswith(self.token)
6449 # Round token value to nearest integer
6450 return int(round(scanner.real))
6454 if scanner.type != IHREAL:
6457 s.x = scanner.int()-1
6459 if scanner.type != IHREAL:
6462 s.y = scanner.int()-1
6466 "Yes-or-no confirmation."
6471 if scanner.token == 'y':
6473 if scanner.token == 'n':
6475 proutn(_("Please answer with \"y\" or \"n\": "))
6478 "Complain about unparseable input."
6481 prout(_("Beg your pardon, Captain?"))
6484 "Access to the internals for debugging."
6485 proutn("Reset levels? ")
6487 if game.energy < game.inenrg:
6488 game.energy = game.inenrg
6489 game.shield = game.inshld
6490 game.torps = game.intorps
6491 game.lsupres = game.inlsr
6492 proutn("Reset damage? ")
6494 for i in range(NDEVICES):
6495 if game.damage[i] > 0.0:
6496 game.damage[i] = 0.0
6497 proutn("Toggle debug flag? ")
6501 prout("Debug output ON")
6503 prout("Debug output OFF")
6504 proutn("Cause selective damage? ")
6506 for i in range(NDEVICES):
6507 proutn("Kill %s?" % device[i])
6509 key = scanner.next()
6510 if key == IHALPHA and scanner.sees("y"):
6511 game.damage[i] = 10.0
6512 proutn("Examine/change events? ")
6517 FSNOVA: "Supernova ",
6520 FBATTAK: "Base Attack ",
6521 FCDBAS: "Base Destroy ",
6522 FSCMOVE: "SC Move ",
6523 FSCDBAS: "SC Base Destroy ",
6524 FDSPROB: "Probe Move ",
6525 FDISTR: "Distress Call ",
6526 FENSLV: "Enslavement ",
6527 FREPRO: "Klingon Build ",
6529 for i in range(1, NEVENTS):
6532 proutn("%.2f" % (scheduled(i)-game.state.date))
6533 if i == FENSLV or i == FREPRO:
6535 proutn(" in %s" % ev.quadrant)
6540 key = scanner.next()
6545 ev = schedule(i, scanner.real)
6546 if i == FENSLV or i == FREPRO:
6548 proutn("In quadrant- ")
6549 key = scanner.next()
6550 # IHEOL says to leave coordinates as they are
6553 prout("Event %d canceled, no x coordinate." % (i))
6556 w.x = int(round(scanner.real))
6557 key = scanner.next()
6559 prout("Event %d canceled, no y coordinate." % (i))
6562 w.y = int(round(scanner.real))
6565 proutn("Induce supernova here? ")
6567 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6570 if __name__ == '__main__':
6572 global line, thing, game, idebug
6578 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6579 # Disable curses mode until the game logic is working.
6580 # if os.getenv("TERM"):
6581 # game.options |= OPTION_CURSES | OPTION_SHOWME
6583 game.options |= OPTION_TTY
6584 seed = int(time.time())
6585 (options, arguments) = getopt.getopt(sys.argv[1:], "r:s:tx")
6586 for (switch, val) in options:
6589 replayfp = open(val, "r")
6591 sys.stderr.write("sst: can't open replay file %s\n" % val)
6594 line = replayfp.readline().strip()
6595 (leader, key, seed) = line.split()
6597 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6598 line = replayfp.readline().strip()
6599 arguments += line.split()[2:]
6601 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6603 game.options |= OPTION_TTY
6604 game.options &=~ OPTION_CURSES
6605 elif switch == '-s':
6607 elif switch == '-t':
6608 game.options |= OPTION_TTY
6609 game.options &=~ OPTION_CURSES
6610 elif switch == '-x':
6613 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6615 # where to save the input in case of bugs
6617 logfp = open("/usr/tmp/sst-input.log", "w")
6619 sys.stderr.write("sst: warning, can't open logfile\n")
6621 logfp.write("# seed %s\n" % seed)
6622 logfp.write("# options %s\n" % " ".join(arguments))
6624 scanner = sstscanner()
6625 map(scanner.push, arguments)
6628 while True: # Play a game
6629 setwnd(fullscreen_window)
6635 game.alldone = False
6641 if game.tourn and game.alldone:
6642 proutn(_("Do you want your score recorded?"))
6647 proutn(_("Do you want to play again? "))
6651 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6655 except KeyboardInterrupt: