2 sst.py =-- Super Star Trek in Python
4 This code is a Python translation of a C translation of a FORTRAN original.
5 The FORTRANness still shows in many ways, notably the use of 1-origin index
6 an a lot of parallel arrays where a more modern language would use structures
11 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
12 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
13 were in the original non-"super" version of UT FORTRAN Star Trek.
15 Tholians were not in the original. Dave is dubious about their merits.
16 (They are now controlled by OPTION_THOLIAN and turned off if the game
19 Planets and dilithium crystals were not in the original. Dave is OK
20 with this idea. (It's now controlled by OPTION_PLANETS and turned
21 off if the game type is "plain".)
23 Dave says the bit about the Galileo getting turned into a
24 McDonald's is "consistant with our original vision". (This has been
25 left permanently enabled, as it can only happen if OPTION_PLANETS
28 Dave also says the Space Thingy should not be preserved across saved
29 games, so you can't prove to others that you've seen it. He says it
30 shouldn't fire back, either. It should do nothing except scream and
31 disappear when hit by photon torpedos. It's OK that it may move
32 when attacked, but it didn't in the original. (Whether the Thingy
33 can fire back is now controlled by OPTION_THINGY and turned off if the
34 game type is "plain" or "almy". The no-save behavior has been restored.)
36 The Faerie Queen, black holes, and time warping were in the original.
38 Here are Tom Almy's changes:
40 In early 1997, I got the bright idea to look for references to
41 "Super Star Trek" on the World Wide Web. There weren't many hits,
42 but there was one that came up with 1979 Fortran sources! This
43 version had a few additional features that mine didn't have,
44 however mine had some feature it didn't have. So I merged its
45 features that I liked. I also took a peek at the DECUS version (a
46 port, less sources, to the PDP-10), and some other variations.
48 1, Compared to the original UT version, I've changed the "help" command to
49 "call" and the "terminate" command to "quit" to better match
50 user expectations. The DECUS version apparently made those changes
51 as well as changing "freeze" to "save". However I like "freeze".
52 (Both "freeze" and "save" work in SST2K.)
54 2. The experimental deathray originally had only a 5% chance of
55 success, but could be used repeatedly. I guess after a couple
56 years of use, it was less "experimental" because the 1979
57 version had a 70% success rate. However it was prone to breaking
58 after use. I upgraded the deathray, but kept the original set of
59 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
60 and turned off if game type is "plain".)
62 3. The 1979 version also mentions srscan and lrscan working when
63 docked (using the starbase's scanners), so I made some changes here
64 to do this (and indicating that fact to the player), and then realized
65 the base would have a subspace radio as well -- doing a Chart when docked
66 updates the star chart, and all radio reports will be heard. The Dock
67 command will also give a report if a base is under attack.
69 4. Tholian Web from the 1979 version. (Now controlled by
70 OPTION_THOLIAN and turned off if game type is "plain".)
72 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
73 and turned off if game type is "plain".)
75 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
76 This code could use improvement. (Now controlled by OPTION_MVBADDY
77 and turned off if game type is "plain".)
79 7. The deep-space probe feature from the DECUS version. (Now controlled
80 by OPTION_PROBE and turned off if game type is "plain").
82 8. 'emexit' command from the 1979 version.
84 9. Bugfix: Klingon commander movements are no longer reported if long-range
87 10. Bugfix: Better base positioning at startup (more spread out).
88 That made sense to add because most people abort games with
91 In June 2002, I fixed two known bugs and a documentation typo.
92 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
93 numbers, 2) manual phasers when SR scan is damaged and commander is
94 present, 3) time warping into the future, 4) hang when moving
95 klingons in crowded quadrants. (These fixes are in SST2K.)
97 Here are Stas Sergeev's changes:
99 1. The Space Thingy can be shoved, if you ram it, and can fire back if
100 fired upon. (Now controlled by OPTION_THINGY and turned off if game
101 type is "plain" or "almy".)
103 2. When you are docked, base covers you with an almost invincible shield.
104 (A commander can still ram you, or a Romulan can destroy the base,
105 or a SCom can even succeed with direct attack IIRC, but this rarely
106 happens.) (Now controlled by OPTION_BASE and turned off if game
107 type is "plain" or "almy".)
109 3. Ramming a black hole is no longer instant death. There is a
110 chance you might get timewarped instead. (Now controlled by
111 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
113 4. The Tholian can be hit with phasers.
115 5. SCom can't escape from you if no more enemies remain
116 (without this, chasing SCom can take an eternity).
118 6. Probe target you enter is now the destination quadrant. Before I don't
119 remember what it was, but it was something I had difficulty using.
121 7. Secret password is now autogenerated.
123 8. "Plaque" is adjusted for A4 paper :-)
125 9. Phasers now tells you how much energy needed, but only if the computer
128 10. Planets are auto-scanned when you enter the quadrant.
130 11. Mining or using crystals in presense of enemy now yields an attack.
131 There are other minor adjustments to what yields an attack
134 12. "freeze" command reverts to "save", most people will understand this
135 better anyway. (SST2K recognizes both.)
137 13. Screen-oriented interface, with sensor scans always up. (SST2K
138 supports both screen-oriented and TTY modes.)
140 Eric Raymond's changes:
142 Mainly, I translated this C code out of FORTRAN into C -- created #defines
143 for a lot of magic numbers and refactored the heck out of it.
145 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
147 2. Status report now indicates when dilithium crystals are on board.
149 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
151 4. Added game option selection so you can play a close (but not bug-for-
152 bug identical) approximation of older versions.
154 5. Half the quadrants now have inhabited planets, from which one
155 cannot mine dilithium (there will still be the same additional number
156 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
157 There is BSD-Trek-like logic for Klingons to attack and enslave
158 inhabited worlds, producing more ships (only is skill is 'good' or
159 better). (Controlled by OPTION_WORLDS and turned off if game
160 type is "plain" or "almy".)
162 6. User input is now logged so we can do regression testing.
164 7. More BSD-Trek features: You can now lose if your entire crew
165 dies in battle. When abandoning ship in a game with inhabited
166 worlds enabled, they must have one in the quadrant to beam down
167 to; otherwise they die in space and this counts heavily against
168 your score. Docking at a starbase replenishes your crew.
170 8. Still more BSD-Trek: we now have a weighted damage table.
171 Also, the nav subsystem (enabling automatic course
172 setting) can be damaged separately from the main computer (which
173 handles weapons targeting, ETA calculation, and self-destruct).
175 import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt
177 SSTDOC = "/usr/share/doc/sst/sst.doc"
180 # Stub to be replaced
181 def _(str): return str
185 NINHAB = (GALSIZE * GALSIZE / 2)
187 PLNETMAX = (NINHAB + MAXUNINHAB)
189 BASEMAX = (GALSIZE * GALSIZE / 12)
192 FULLCREW = 428 # BSD Trek was 387, that's wrong
195 # These functions hide the difference between 0-origin and 1-origin addressing.
196 def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
197 def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
199 def square(i): return ((i)*(i))
200 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
201 def invalidate(w): w.x = w.y = 0
202 def is_valid(w): return (w.x != 0 and w.y != 0)
204 # How to represent features
229 def __init(self, x=None, y=None):
232 def invalidate(self):
233 self.x = self.y = None
235 return self.x != None and self.y != None
236 def __eq__(self, other):
237 return self.x == other.y and self.x == other.y
238 def __add__(self, other):
239 return coord(self.x+self.x, self.y+self.y)
240 def __sub__(self, other):
241 return coord(self.x-self.x, self.y-self.y)
242 def distance(self, other):
243 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
245 return coord(self.x / abs(x), self.y / abs(y));
249 return "%d - %d" % (self.x, self.y)
253 self.name = None # string-valued if inhabited
254 self.w = coord() # quadrant located
255 self.pclass = None # could be ""M", "N", "O", or "destroyed"
256 self.crystals = None # could be "mined", "present", "absent"
257 self.known = None # could be "unknown", "known", "shuttle_down"
258 self.inhabited # is it inhabites?
270 self.supernova = None
272 self.status = None # Could be "secure", "distressed", "enslaved"
282 self.snap = False # snapshot taken
283 self.crew = None # crew complement
284 self.remkl = None # remaining klingons
285 self.remcom = None # remaining commanders
286 self.nscrem = None # remaining super commanders
287 self.rembase = None # remaining bases
288 self.starkl = None # destroyed stars
289 self.basekl = None # destroyed bases
290 self.nromrem = None # Romulans remaining
291 self.nplankl = None # destroyed uninhabited planets
292 self.nworldkl = None # destroyed inhabited planets
293 self.planets = [] # Planet information
294 self.date = None # stardate
295 self.remres = None # remaining resources
296 self.remtime = None # remaining time
297 self.baseq = [] # Base quadrant coordinates
298 for i in range(BASEMAX+1):
299 self.baseq.append(coord())
300 self.kcmdr = [] # Commander quadrant coordinates
301 for i in range(QUADSIZE+1):
302 self.kcmdr.append(coord())
303 self.kscmdr = coord() # Supercommander quadrant coordinates
304 self.galaxy = [] # The Galaxy (subscript 0 not used)
305 for i in range(GALSIZE+1):
306 self.chart.append([])
307 for j in range(GALSIZE+1):
308 self.galaxy[i].append(quadrant())
309 self.chart = [] # the starchart (subscript 0 not used)
310 for i in range(GALSIZE+1):
311 self.chart.append([])
312 for j in range(GALSIZE+1):
313 self.chart[i].append(page())
317 self.date = None # A real number
318 self.quadrant = None # A coord structure
321 OPTION_ALL = 0xffffffff
322 OPTION_TTY = 0x00000001 # old interface
323 OPTION_CURSES = 0x00000002 # new interface
324 OPTION_IOMODES = 0x00000003 # cover both interfaces
325 OPTION_PLANETS = 0x00000004 # planets and mining
326 OPTION_THOLIAN = 0x00000008 # Tholians and their webs
327 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
328 OPTION_PROBE = 0x00000020 # deep-space probes
329 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
330 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
331 OPTION_MVBADDY = 0x00000100 # more enemies can move
332 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
333 OPTION_BASE = 0x00000400 # bases have good shields
334 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
335 OPTION_PLAIN = 0x01000000 # user chose plain game
336 OPTION_ALMY = 0x02000000 # user chose Almy variant
355 NDEVICES= 16 # Number of devices
364 def damaged(dev): return (game.damage[dev] != 0.0)
365 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
367 # Define future events
368 FSPY = 0 # Spy event happens always (no future[] entry)
369 # can cause SC to tractor beam Enterprise
370 FSNOVA = 1 # Supernova
371 FTBEAM = 2 # Commander tractor beams Enterprise
372 FSNAP = 3 # Snapshot for time warp
373 FBATTAK = 4 # Commander attacks base
374 FCDBAS = 5 # Commander destroys base
375 FSCMOVE = 6 # Supercommander moves (might attack base)
376 FSCDBAS = 7 # Supercommander destroys base
377 FDSPROB = 8 # Move deep space probe
378 FDISTR = 9 # Emit distress call from an inhabited world
379 FENSLV = 10 # Inhabited word is enslaved */
380 FREPRO = 11 # Klingons build a ship in an enslaved system
384 # abstract out the event handling -- underlying data structures will change
385 # when we implement stateful events
387 def findevent(evtype): return game.future[evtype]
391 self.options = None # Game options
392 self.state = None # A snapshot structure
393 self.snapsht = None # Last snapshot taken for time-travel purposes
394 self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
395 self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
396 self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
397 self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
398 self.damage = [0.0] * NDEVICES # damage encountered
399 self.future = [0.0] * NEVENTS # future events
400 for i in range(NEVENTS):
401 self.future.append(event())
402 self.passwd = None; # Self Destruct password
403 self.ks = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
404 self.quadrant = None # where we are in the large
405 self.sector = None # where we are in the small
406 self.tholian = None # coordinates of Tholian
407 self.base = None # position of base in current quadrant
408 self.battle = None # base coordinates being attacked
409 self.plnet = None # location of planet in quadrant
410 self.probec = None # current probe quadrant
411 self.gamewon = False # Finished!
412 self.ididit = False # action taken -- allows enemy to attack
413 self.alive = False # we are alive (not killed)
414 self.justin = False # just entered quadrant
415 self.shldup = False # shields are up
416 self.shldchg = False # shield is changing (affects efficiency)
417 self.comhere = False # commander here
418 self.ishere = False # super-commander in quadrant
419 self.iscate = False # super commander is here
420 self.ientesc = False # attempted escape from supercommander
421 self.ithere = False # Tholian is here
422 self.resting = False # rest time
423 self.icraft = False # Kirk in Galileo
424 self.landed = False # party on planet (true), on ship (false)
425 self.alldone = False # game is now finished
426 self.neutz = False # Romulan Neutral Zone
427 self.isarmed = False # probe is armed
428 self.inorbit = False # orbiting a planet
429 self.imine = False # mining
430 self.icrystl = False # dilithium crystals aboard
431 self.iseenit = False # seen base attack report
432 self.thawed = False # thawed game
433 self.condition = None # "green", "yellow", "red", "docked", "dead"
434 self.iscraft = None # "onship", "offship", "removed"
435 self.skill = None # Player skill level
436 self.inkling = 0 # initial number of klingons
437 self.inbase = 0 # initial number of bases
438 self.incom = 0 # initial number of commanders
439 self.inscom = 0 # initial number of commanders
440 self.inrom = 0 # initial number of commanders
441 self.instar = 0 # initial stars
442 self.intorps = 0 # initial/max torpedoes
443 self.torps = 0 # number of torpedoes
444 self.ship = 0 # ship type -- 'E' is Enterprise
445 self.abandoned = 0 # count of crew abandoned in space
446 self.length = 0 # length of game
447 self.klhere = 0 # klingons here
448 self.casual = 0 # causalties
449 self.nhelp = 0 # calls for help
450 self.nkinks = 0 # count of energy-barrier crossings
451 self.iplnet = 0 # planet # in quadrant
452 self.inplan = 0 # initial planets
453 self.nenhere = 0 # number of enemies in quadrant
454 self.irhere = 0 # Romulans in quadrant
455 self.isatb = 0 # =1 if super commander is attacking base
456 self.tourn = 0 # tournament number
457 self.proben = 0 # number of moves for probe
458 self.nprobes = 0 # number of probes available
459 self.inresor = 0.0 # initial resources
460 self.intime = 0.0 # initial time
461 self.inenrg = 0.0 # initial/max energy
462 self.inshld = 0.0 # initial/max shield
463 self.inlsr = 0.0 # initial life support resources
464 self.indate = 0.0 # initial date
465 self.energy = 0.0 # energy level
466 self.shield = 0.0 # shield level
467 self.warpfac = 0.0 # warp speed
468 self.wfacsq = 0.0 # squared warp factor
469 self.lsupres = 0.0 # life support reserves
470 self.dist = 0.0 # movement distance
471 self.direc = 0.0 # movement direction
472 self.optime = 0.0 # time taken by current operation
473 self.docfac = 0.0 # repair factor when docking (constant?)
474 self.damfac = 0.0 # damage factor
475 self.lastchart = 0.0 # time star chart was last updated
476 self.cryprob = 0.0 # probability that crystal will work
477 self.probex = 0.0 # location of probe
479 self.probeinx = 0.0 # probe x,y increment
480 self.probeiny = 0.0 #
481 self.height = 0.0 # height of orbit around planet
483 # Stas thinks this should be (C expression):
484 # game.state.remkl + game.state.remcom > 0 ?
485 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
486 # He says the existing expression is prone to divide-by-zero errors
487 # after killing the last klingon when score is shown -- perhaps also
488 # if the only remaining klingon is SCOM.
489 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
490 # From enumerated type 'feature'
511 # From enumerated type 'FINTYPE'
535 # From enumerated type 'COLORS'
554 # Code from ai.c begins here
556 def tryexit(look, ienm, loccom, irun):
557 # a bad guy attempts to bug out
559 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
560 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
561 if not VALID_QUADRANT(iq.x,iq.y) or \
562 game.state.galaxy[iq.x][iq.y].supernova or \
563 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
564 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
566 return False; # Romulans cannot escape!
568 # avoid intruding on another commander's territory
570 for n in range(1, game.state.remcom+1):
571 if game.state.kcmdr[n] == iq:
573 # refuse to leave if currently attacking starbase
574 if game.battle == game.quadrant:
576 # don't leave if over 1000 units of energy
577 if game.kpower[loccom] > 1000.0:
579 # print escape message and move out of quadrant.
580 # we know this if either short or long range sensors are working
581 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
582 game.condition == docked:
583 crmena(True, ienm, "sector", game.ks[loccom])
584 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
585 # handle local matters related to escape
586 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
587 game.ks[loccom] = game.ks[game.nenhere]
588 game.kavgd[loccom] = game.kavgd[game.nenhere]
589 game.kpower[loccom] = game.kpower[game.nenhere]
590 game.kdist[loccom] = game.kdist[game.nenhere]
593 if game.condition != docked:
595 # Handle global matters related to escape
596 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
597 game.state.galaxy[iq.x][iq.y].klingons += 1
603 schedule(FSCMOVE, 0.2777)
607 for n in range(1, game.state.remcom+1):
608 if game.state.kcmdr[n] == game.quadrant:
609 game.state.kcmdr[n]=iq
612 return True; # success
615 # The bad-guy movement algorithm:
617 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
618 # If both are operating full strength, force is 1000. If both are damaged,
619 # force is -1000. Having shields down subtracts an additional 1000.
621 # 2. Enemy has forces equal to the energy of the attacker plus
622 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
623 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
625 # Attacker Initial energy levels (nominal):
626 # Klingon Romulan Commander Super-Commander
627 # Novice 400 700 1200
629 # Good 450 800 1300 1750
630 # Expert 475 850 1350 1875
631 # Emeritus 500 900 1400 2000
632 # VARIANCE 75 200 200 200
634 # Enemy vessels only move prior to their attack. In Novice - Good games
635 # only commanders move. In Expert games, all enemy vessels move if there
636 # is a commander present. In Emeritus games all enemy vessels move.
638 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
639 # forces are 1000 greater than Enterprise.
641 # Agressive action on average cuts the distance between the ship and
642 # the enemy to 1/4 the original.
644 # 4. At lower energy advantage, movement units are proportional to the
645 # advantage with a 650 advantage being to hold ground, 800 to move forward
646 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
648 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
649 # retreat, especially at high skill levels.
651 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
654 def movebaddy(com, loccom, ienm):
655 # tactical movement for the bad guys
656 next = coord(); look = coord()
658 # This should probably be just game.comhere + game.ishere
659 if game.skill >= SKILL_EXPERT:
660 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
662 nbaddys = game.comhere + game.ishere
664 dist1 = game.kdist[loccom]
665 mdist = int(dist1 + 0.5); # Nearest integer distance
667 # If SC, check with spy to see if should hi-tail it
669 (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
673 # decide whether to advance, retreat, or hold position
674 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
676 forces += 1000; # Good for enemy if shield is down!
677 if not damaged(DPHASER) or not damaged(DPHOTON):
678 if damaged(DPHASER): # phasers damaged
681 forces -= 0.2*(game.energy - 2500.0)
682 if damaged(DPHOTON): # photon torpedoes damaged
685 forces -= 50.0*game.torps
687 # phasers and photon tubes both out!
690 if forces <= 1000.0 and game.condition != "docked": # Typical situation
691 motion = ((forces+200.0*random.random())/150.0) - 5.0
693 if forces > 1000.0: # Very strong -- move in for kill
694 motion = (1.0-square(random.random()))*dist1 + 1.0
695 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
696 motion -= game.skill*(2.0-square(random.random()))
698 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
699 # don't move if no motion
702 # Limit motion according to skill
703 if abs(motion) > game.skill:
708 # calculate preferred number of steps
713 if motion > 0 and nsteps > mdist:
714 nsteps = mdist; # don't overshoot
715 if nsteps > QUADSIZE:
716 nsteps = QUADSIZE; # This shouldn't be necessary
718 nsteps = 1; # This shouldn't be necessary
720 proutn("NSTEPS = %d:" % nsteps)
721 # Compute preferred values of delta X and Y
722 mx = game.sector.x - com.x
723 my = game.sector.y - com.y
724 if 2.0 * abs(mx) < abs(my):
726 if 2.0 * abs(my) < abs(game.sector.x-com.x):
740 for ll in range(nsteps):
742 proutn(" %d" % (ll+1))
743 # Check if preferred position available
755 attempts = 0; # Settle mysterious hang problem
756 while attempts < 20 and not success:
758 if look.x < 1 or look.x > QUADSIZE:
759 if motion < 0 and tryexit(look, ienm, loccom, irun):
761 if krawlx == mx or my == 0:
763 look.x = next.x + krawlx
765 elif look.y < 1 or look.y > QUADSIZE:
766 if motion < 0 and tryexit(look, ienm, loccom, irun):
768 if krawly == my or mx == 0:
770 look.y = next.y + krawly
772 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
773 # See if we should ram ship
774 if game.quad[look.x][look.y] == game.ship and \
775 (ienm == IHC or ienm == IHS):
778 if krawlx != mx and my != 0:
779 look.x = next.x + krawlx
781 elif krawly != my and mx != 0:
782 look.y = next.y + krawly
785 break; # we have failed
797 # Put commander in place within same quadrant
798 game.quad[com.x][com.y] = IHDOT
799 game.quad[next.x][next.y] = ienm
802 game.ks[loccom] = next
803 game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
804 if not damaged(DSRSENS) or game.condition == docked:
807 proutn(_(" from Sector %s") % com)
808 if game.kdist[loccom] < dist1:
809 proutn(_(" advances to "))
811 proutn(_(" retreats to "))
812 prout("Sector %s." % next)
815 # Klingon tactical movement
818 # Figure out which Klingon is the commander (or Supercommander)
821 for i in range(1, game.nenhere+1):
823 if game.quad[w.x][w.y] == IHC:
827 for i in range(1, game.nenhere+1):
829 if game.quad[w.x][w.y] == IHS:
832 # If skill level is high, move other Klingons and Romulans too!
833 # Move these last so they can base their actions on what the
835 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
836 for i in range(1, game.nenhere+1):
838 if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
839 movebaddy(w, i, game.quad[w.x][w.y])
842 def movescom(iq, avoid):
843 # commander movement helper
844 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
845 game.state.galaxy[iq.x][iq.y].supernova or \
846 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
849 # Avoid quadrants with bases if we want to avoid Enterprise
850 for i in range(1, game.state.rembase+1):
851 if game.state.baseq[i] == iq:
853 if game.justin and not game.iscate:
856 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
857 game.state.kscmdr = iq
858 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
860 # SC has scooted, Remove him from current quadrant
866 for i in range(1, game.nenhere+1):
867 if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
869 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
870 game.ks[i] = game.ks[game.nenhere]
871 game.kdist[i] = game.kdist[game.nenhere]
872 game.kavgd[i] = game.kavgd[game.nenhere]
873 game.kpower[i] = game.kpower[game.nenhere]
876 if game.condition!=docked:
879 # check for a helpful planet
880 for i in range(game.inplan):
881 if game.state.planets[i].w == game.state.kscmdr and \
882 game.state.planets[i].crystals == "present":
884 game.state.planets[i].pclass = "destroyed"
885 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
888 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
889 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
890 prout(_(" by the Super-commander.\""))
892 return False; # looks good!
894 def supercommander():
895 # move the Super Commander
896 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
899 prout("== SUPERCOMMANDER")
900 # Decide on being active or passive
901 avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
902 (game.state.date-game.indate) < 3.0)
903 if not game.iscate and avoid:
904 # compute move away from Enterprise
905 idelta = game.state.kscmdr-game.quadrant
906 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
908 idelta.x = game.state.kscmdr.y-game.quadrant.y
909 idelta.y = game.quadrant.x-game.state.kscmdr.x
911 # compute distances to starbases
912 if game.state.rembase <= 0:
916 sc = game.state.kscmdr
917 for i in range(1, game.state.rembase+1):
918 basetbl.append((i, distance(game.state.baseq[i], sc)))
919 if game.state.rembase > 1:
920 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
921 # look for nearest base without a commander, no Enterprise, and
922 # without too many Klingons, and not already under attack.
923 ifindit = iwhichb = 0
924 for i2 in range(1, game.state.rembase+1):
925 i = basetbl[i2][0]; # bug in original had it not finding nearest
926 ibq = game.state.baseq[i]
927 if ibq == game.quadrant or ibq == game.battle or \
928 game.state.galaxy[ibq.x][ibq.y].supernova or \
929 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
931 # if there is a commander, and no other base is appropriate,
932 # we will take the one with the commander
933 for j in range(1, game.state.remcom+1):
934 if ibq == game.state.kcmdr[j] and ifindit!= 2:
938 if j > game.state.remcom: # no commander -- use this one
943 return; # Nothing suitable -- wait until next time
944 ibq = game.state.baseq[iwhichb]
945 # decide how to move toward base
946 idelta = ibq - game.state.kscmdr
947 # Maximum movement is 1 quadrant in either or both axes
948 idelta = idelta.sgn()
949 # try moving in both x and y directions
950 # there was what looked like a bug in the Almy C code here,
951 # but it might be this translation is just wrong.
952 iq = game.state.kscmdr + idelta
953 if movescom(iq, avoid):
954 # failed -- try some other maneuvers
955 if idelta.x==0 or idelta.y==0:
958 iq.y = game.state.kscmdr.y + 1
959 if movescom(iq, avoid):
960 iq.y = game.state.kscmdr.y - 1
963 iq.x = game.state.kscmdr.x + 1
964 if movescom(iq, avoid):
965 iq.x = game.state.kscmdr.x - 1
968 # try moving just in x or y
969 iq.y = game.state.kscmdr.y
970 if movescom(iq, avoid):
971 iq.y = game.state.kscmdr.y + idelta.y
972 iq.x = game.state.kscmdr.x
975 if game.state.rembase == 0:
978 for i in range(1, game.state.rembase+1):
979 ibq = game.state.baseq[i]
980 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
983 return; # no, don't attack base!
986 schedule(FSCDBAS, 1.0 +2.0*random.random())
987 if is_scheduled(FCDBAS):
988 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
989 if not communicating():
993 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
995 prout(_(" reports that it is under attack from the Klingon Super-commander."))
996 proutn(_(" It can survive until stardate %d.\"") \
997 % int(scheduled(FSCDBAS)))
1000 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1003 game.resting = False
1004 game.optime = 0.0; # actually finished
1006 # Check for intelligence report
1008 (random.random() > 0.2 or \
1009 (not communicating()) or \
1010 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1013 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1014 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1019 if not game.ithere or game.justin:
1022 if game.tholian.x == 1 and game.tholian.y == 1:
1023 idx = 1; idy = QUADSIZE
1024 elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
1025 idx = QUADSIZE; idy = QUADSIZE
1026 elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
1027 idx = QUADSIZE; idy = 1
1028 elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
1031 # something is wrong!
1035 # do nothing if we are blocked
1036 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
1038 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1040 if game.tholian.x != idx:
1042 im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
1043 while game.tholian.x != idx:
1044 game.tholian.x += im
1045 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1046 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1047 elif game.tholian.y != idy:
1049 im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
1050 while game.tholian.y != idy:
1051 game.tholian.y += im
1052 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1053 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1054 game.quad[game.tholian.x][game.tholian.y] = IHT
1055 game.ks[game.nenhere] = game.tholian
1057 # check to see if all holes plugged
1058 for i in range(1, QUADSIZE+1):
1059 if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
1061 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1063 if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
1065 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1067 # All plugged up -- Tholian splits
1068 game.quad[game.tholian.x][game.tholian.y]=IHWEB
1070 crmena(True, IHT, "sector", game.tholian)
1071 prout(_(" completes web."))
1076 # Code from battle.c begins here
1078 def doshield(shraise):
1079 # change shield status
1087 if isit("transfer"):
1091 if damaged(DSHIELD):
1092 prout(_("Shields damaged and down."))
1099 proutn(_("Do you wish to change shield energy? "))
1101 proutn(_("Energy to transfer to shields- "))
1103 elif damaged(DSHIELD):
1104 prout(_("Shields damaged and down."))
1107 proutn(_("Shields are up. Do you want them down? "))
1114 proutn(_("Shields are down. Do you want them up? "))
1120 if action == "SHUP": # raise shields
1122 prout(_("Shields already up."))
1126 if game.condition != "docked":
1128 prout(_("Shields raised."))
1129 if game.energy <= 0:
1131 prout(_("Shields raising uses up last of energy."))
1136 elif action == "SHDN":
1138 prout(_("Shields already down."))
1142 prout(_("Shields lowered."))
1145 elif action == "NRG":
1146 while scan() != IHREAL:
1148 proutn(_("Energy to transfer to shields- "))
1152 if aaitem > game.energy:
1153 prout(_("Insufficient ship energy."))
1156 if game.shield+aaitem >= game.inshld:
1157 prout(_("Shield energy maximized."))
1158 if game.shield+aaitem > game.inshld:
1159 prout(_("Excess energy requested returned to ship energy"))
1160 game.energy -= game.inshld-game.shield
1161 game.shield = game.inshld
1163 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
1164 # Prevent shield drain loophole
1166 prout(_("Engineering to bridge--"))
1167 prout(_(" Scott here. Power circuit problem, Captain."))
1168 prout(_(" I can't drain the shields."))
1171 if game.shield+aaitem < 0:
1172 prout(_("All shield energy transferred to ship."))
1173 game.energy += game.shield
1176 proutn(_("Scotty- \""))
1178 prout(_("Transferring energy to shields.\""))
1180 prout(_("Draining energy from shields.\""))
1181 game.shield += aaitem
1182 game.energy -= aaitem
1186 # choose a device to damage, at random.
1188 # Quoth Eric Allman in the code of BSD-Trek:
1189 # "Under certain conditions you can get a critical hit. This
1190 # sort of hit damages devices. The probability that a given
1191 # device is damaged depends on the device. Well protected
1192 # devices (such as the computer, which is in the core of the
1193 # ship and has considerable redundancy) almost never get
1194 # damaged, whereas devices which are exposed (such as the
1195 # warp engines) or which are particularly delicate (such as
1196 # the transporter) have a much higher probability of being
1199 # This is one place where OPTION_PLAIN does not restore the
1200 # original behavior, which was equiprobable damage across
1201 # all devices. If we wanted that, we'd return NDEVICES*random.random()
1202 # and have done with it. Also, in the original game, DNAVYS
1203 # and DCOMPTR were the same device.
1205 # Instead, we use a table of weights similar to the one from BSD Trek.
1206 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1207 # We don't have a cloaking device. The shuttle got the allocation
1208 # for the cloaking device, then we shaved a half-percent off
1209 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1212 105, # DSRSENS: short range scanners 10.5%
1213 105, # DLRSENS: long range scanners 10.5%
1214 120, # DPHASER: phasers 12.0%
1215 120, # DPHOTON: photon torpedoes 12.0%
1216 25, # DLIFSUP: life support 2.5%
1217 65, # DWARPEN: warp drive 6.5%
1218 70, # DIMPULS: impulse engines 6.5%
1219 145, # DSHIELD: deflector shields 14.5%
1220 30, # DRADIO: subspace radio 3.0%
1221 45, # DSHUTTL: shuttle 4.5%
1222 15, # DCOMPTR: computer 1.5%
1223 20, # NAVCOMP: navigation system 2.0%
1224 75, # DTRANSP: transporter 7.5%
1225 20, # DSHCTRL: high-speed shield controller 2.0%
1226 10, # DDRAY: death ray 1.0%
1227 30, # DDSP: deep-space probes 3.0%
1229 idx = random.random() * 1000.0 # weights must sum to 1000
1231 for (i, w) in enumerate(weights):
1235 return None; # we should never get here
1237 def ram(ibumpd, ienm, w):
1238 # make our ship ram something
1239 prouts(_("***RED ALERT! RED ALERT!"))
1241 prout(_("***COLLISION IMMINENT."))
1245 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
1247 proutn(_(" rammed by "))
1250 crmena(False, ienm, sector, w)
1252 proutn(_(" (original position)"))
1254 deadkl(w, ienm, game.sector)
1257 prout(_(" heavily damaged."))
1258 icas = 10.0+20.0*random.random()
1259 prout(_("***Sickbay reports %d casualties"), icas)
1261 game.state.crew -= icas
1263 # In the pre-SST2K version, all devices got equiprobably damaged,
1264 # which was silly. Instead, pick up to half the devices at
1265 # random according to our weighting table,
1267 ncrits = random.randrange(NDEVICES/2)
1268 for m in range(ncrits):
1270 if game.damage[dev] < 0:
1272 extradm = (10.0*hardness*random.random()+1.0)*game.damfac
1273 # Damage for at least time of travel!
1274 game.damage[dev] += game.optime + extradm
1276 prout(_("***Shields are down."))
1277 if game.state.remkl + game.state.remcom + game.state.nscrem:
1284 def torpedo(course, r, incoming, i, n):
1285 # let a photon torpedo fly
1288 ac = course + 0.25*r
1289 angle = (15.0-ac)*0.5235988
1290 bullseye = (15.0 - course)*0.5235988
1291 deltax = -math.sin(angle);
1292 deltay = math.cos(angle);
1293 x = incoming.x; y = incoming.y
1294 w = coord(); jw = coord()
1295 w.x = w.y = jw.x = jw.y = 0
1296 bigger = max(math.fabs(deltax), math.fabs(deltay))
1299 if not damaged(DSRSENS) or game.condition=="docked":
1300 setwnd(srscan_window)
1302 setwnd(message_window)
1303 # Loop to move a single torpedo
1304 for l in range(1, 15+1):
1309 if not VALID_SECTOR(w.x, w.y):
1311 iquad=game.quad[w.x][w.y]
1312 tracktorpedo(w, l, i, n, iquad)
1316 setwnd(message_window)
1317 if damaged(DSRSENS) and not game.condition=="docked":
1318 skip(1); # start new line after text track
1319 if iquad in (IHE, IHF): # Hit our ship
1321 proutn(_("Torpedo hits "))
1324 hit = 700.0 + 100.0*random.random() - \
1325 1000.0 * distance(w, incoming) * 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*(random.random()-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
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
1350 if random.random() <= 0.05:
1351 crmena(True, iquad, sector, w)
1352 prout(_(" uses anti-photon device;"))
1353 prout(_(" torpedo neutralized."))
1355 elif iquad in (IHR, IHK): # Hit a regular enemy
1357 for ll in range(1, game.nenhere+1):
1358 if w == game.ks[ll]:
1360 kp = math.fabs(game.kpower[ll])
1361 h1 = 700.0 + 100.0*random.random() - \
1362 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1366 if game.kpower[ll] < 0:
1367 game.kpower[ll] -= -h1
1369 game.kpower[ll] -= h1
1370 if game.kpower[ll] == 0:
1373 crmena(True, iquad, "sector", w)
1374 # If enemy damaged but not destroyed, try to displace
1375 ang = angle + 2.5*(random.random()-0.5)
1376 temp = math.fabs(math.sin(ang))
1377 if math.fabs(math.cos(ang)) > temp:
1378 temp = math.fabs(math.cos(ang))
1379 xx = -math.sin(ang)/temp
1380 yy = math.cos(ang)/temp
1383 if not VALID_SECTOR(jw.x, jw.y):
1384 prout(_(" damaged but not destroyed."))
1386 if game.quad[jw.x][jw.y]==IHBLANK:
1387 prout(_(" buffeted into black hole."))
1388 deadkl(w, iquad, jw)
1390 if game.quad[jw.x][jw.y]!=IHDOT:
1391 # can't move into object
1392 prout(_(" damaged but not destroyed."))
1394 proutn(_(" damaged--"))
1398 elif iquad == IHB: # Hit a base
1400 prout(_("***STARBASE DESTROYED.."))
1401 for ll in range(1, game.state.rembase+1):
1402 if game.state.baseq[ll] == game.quadrant:
1403 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1405 game.quad[w.x][w.y]=IHDOT
1406 game.state.rembase -= 1
1407 game.base.x=game.base.y=0
1408 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1409 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1410 game.state.basekl += 1
1413 elif iquad == IHP: # Hit a planet
1414 crmena(True, iquad, sector, w)
1415 prout(_(" destroyed."))
1416 game.state.nplankl += 1
1417 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1418 game.state.planets[game.iplnet].pclass = destroyed
1420 invalidate(game.plnet)
1421 game.quad[w.x][w.y] = IHDOT
1423 # captain perishes on planet
1426 elif iquad == IHW: # Hit an inhabited world -- very bad!
1427 crmena(True, iquad, sector, w)
1428 prout(_(" destroyed."))
1429 game.state.nworldkl += 1
1430 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1431 game.state.planets[game.iplnet].pclass = destroyed
1433 invalidate(game.plnet)
1434 game.quad[w.x][w.y] = IHDOT
1436 # captain perishes on planet
1438 prout(_("You have just destroyed an inhabited planet."))
1439 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1441 elif iquad == IHSTAR: # Hit a star
1442 if random.random() > 0.10:
1445 crmena(True, IHSTAR, sector, w)
1446 prout(_(" unaffected by photon blast."))
1448 elif iquad == IHQUEST: # Hit a thingy
1449 if not (game.options & OPTION_THINGY) or random.random()>0.7:
1451 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1453 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1455 proutn(_("Mr. Spock-"))
1456 prouts(_(" \"Fascinating!\""))
1461 # Stas Sergeev added the possibility that
1462 # you can shove the Thingy and piss it off.
1463 # It then becomes an enemy and may fire at you.
1468 elif iquad == IHBLANK: # Black hole
1470 crmena(True, IHBLANK, sector, w)
1471 prout(_(" swallows torpedo."))
1473 elif iquad == IHWEB: # hit the web
1475 prout(_("***Torpedo absorbed by Tholian web."))
1477 elif iquad == IHT: # Hit a Tholian
1478 h1 = 700.0 + 100.0*random.random() - \
1479 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1482 game.quad[w.x][w.y] = IHDOT
1487 crmena(True, IHT, sector, w)
1488 if random.random() > 0.05:
1489 prout(_(" survives photon blast."))
1491 prout(_(" disappears."))
1492 game.quad[w.x][w.y] = IHWEB
1499 proutn("Don't know how to handle torpedo collision with ")
1500 crmena(True, iquad, sector, w)
1504 if curwnd!=message_window:
1505 setwnd(message_window)
1507 game.quad[w.x][w.y]=IHDOT
1508 game.quad[jw.x][jw.y]=iquad
1509 prout(_(" displaced by blast to Sector %s ") % jw)
1510 for ll in range(1, game.nenhere+1):
1511 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
1515 prout(_("Torpedo missed."))
1519 # critical-hit resolution
1521 # a critical hit occured
1522 if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
1525 ncrit = 1.0 + hit/(500.0+100.0*random.random())
1526 proutn(_("***CRITICAL HIT--"))
1527 # Select devices and cause damage
1529 for loop1 in range(ncrit):
1532 # Cheat to prevent shuttle damage unless on ship
1533 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1536 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
1537 game.damage[j] += extradm
1539 for loop2 in range(loop1):
1540 if j == cdam[loop2]:
1549 prout(_(" damaged."))
1550 if damaged(DSHIELD) and game.shldup:
1551 prout(_("***Shields knocked down."))
1554 def attack(torps_ok):
1555 # bad guy attacks us
1556 # torps_ok == false forces use of phasers in an attack
1557 atackd = False; attempt = False; ihurt = False;
1558 hitmax=0.0; hittot=0.0; chgfac=1.0
1562 # game could be over at this point, check
1567 prout("=== ATTACK!")
1569 # Tholian gewts to move before attacking
1573 # if you have just entered the RNZ, you'll get a warning
1574 if game.neutz: # The one chance not to be attacked
1578 # commanders get a chance to tac-move towards you
1579 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1582 # if no enemies remain after movement, we're done
1583 if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
1586 # set up partial hits if attack happens during shield status change
1587 pfac = 1.0/game.inshld
1589 chgfac = 0.25+0.5*random.random()
1593 # message verbosity control
1594 if game.skill <= SKILL_FAIR:
1597 for loop in range(1, game.nenhere+1):
1598 if game.kpower[loop] < 0:
1599 continue; # too weak to attack
1600 # compute hit strength and diminish shield power
1602 # Increase chance of photon torpedos if docked or enemy energy low
1603 if game.condition == "docked":
1605 if game.kpower[loop] < 500:
1608 iquad = game.quad[jay.x][jay.y]
1609 if iquad==IHT or (iquad==IHQUEST and not iqengry):
1611 # different enemies have different probabilities of throwing a torp
1612 usephasers = not torps_ok or \
1613 (iquad == IHK and r > 0.0005) or \
1614 (iquad==IHC and r > 0.015) or \
1615 (iquad==IHR and r > 0.3) or \
1616 (iquad==IHS and r > 0.07) or \
1617 (iquad==IHQUEST and r > 0.05)
1618 if usephasers: # Enemy uses phasers
1619 if game.condition == "docked":
1620 continue; # Don't waste the effort!
1621 attempt = True; # Attempt to attack
1622 dustfac = 0.8+0.05*random.random()
1623 hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
1624 game.kpower[loop] *= 0.75
1625 else: # Enemy uses photon torpedo
1626 course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
1628 proutn(_("***TORPEDO INCOMING"))
1629 if not damaged(DSRSENS):
1631 crmena(False, iquad, where, jay)
1634 r = (random.random()+random.random())*0.5 -0.5
1635 r += 0.002*game.kpower[loop]*r
1636 hit = torpedo(course, r, jay, 1, 1)
1637 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1638 finish(FWON); # Klingons did themselves in!
1639 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1640 return; # Supernova or finished
1643 # incoming phaser or torpedo, shields may dissipate it
1644 if game.shldup or game.shldchg or game.condition=="docked":
1645 # shields will take hits
1646 propor = pfac * game.shield
1647 if game.condition =="docked":
1651 hitsh = propor*chgfac*hit+1.0
1653 if absorb > game.shield:
1654 absorb = game.shield
1655 game.shield -= absorb
1657 # taking a hit blasts us out of a starbase dock
1658 if game.condition == "docked":
1660 # but the shields may take care of it
1661 if propor > 0.1 and hit < 0.005*game.energy:
1663 # hit from this opponent got through shields, so take damage
1665 proutn(_("%d unit hit") % int(hit))
1666 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1667 proutn(_(" on the "))
1669 if not damaged(DSRSENS) and usephasers:
1671 crmena(False, iquad, where, jay)
1673 # Decide if hit is critical
1679 if game.energy <= 0:
1680 # Returning home upon your shield, not with it...
1683 if not attempt and game.condition == "docked":
1684 prout(_("***Enemies decide against attacking your ship."))
1687 percent = 100.0*pfac*game.shield+0.5
1689 # Shields fully protect ship
1690 proutn(_("Enemy attack reduces shield strength to "))
1692 # Print message if starship suffered hit(s)
1694 proutn(_("Energy left %2d shields ") % int(game.energy))
1697 elif not damaged(DSHIELD):
1700 proutn(_("damaged, "))
1701 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1702 # Check if anyone was hurt
1703 if hitmax >= 200 or hittot >= 500:
1704 icas= hittot*random.random()*0.015
1707 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1708 prout(_(" in that last attack.\""))
1710 game.state.crew -= icas
1711 # After attack, reset average distance to enemies
1712 for loop in range(1, game.nenhere+1):
1713 game.kavgd[loop] = game.kdist[loop]
1717 def deadkl(w, type, mv):
1718 # kill a Klingon, Tholian, Romulan, or Thingy
1719 # Added mv to allow enemy to "move" before dying
1721 crmena(True, type, sector, mv)
1722 # Decide what kind of enemy it is and update appropriately
1724 # chalk up a Romulan
1725 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1727 game.state.nromrem -= 1
1731 elif type == IHQUEST:
1733 iqhere = iqengry = False
1736 # Some type of a Klingon
1737 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1740 game.comhere = False
1741 for i in range(1, game.state.remcom+1):
1742 if game.state.kcmdr[i] == game.quadrant:
1744 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1745 game.state.kcmdr[game.state.remcom].x = 0
1746 game.state.kcmdr[game.state.remcom].y = 0
1747 game.state.remcom -= 1
1749 if game.state.remcom != 0:
1750 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1752 game.state.remkl -= 1
1754 game.state.nscrem -= 1
1756 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1761 prout("*** Internal error, deadkl() called on %s\n" % type)
1763 # For each kind of enemy, finish message to player
1764 prout(_(" destroyed."))
1765 game.quad[w.x][w.y] = IHDOT
1766 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1769 # Remove enemy ship from arrays describing local conditions
1770 if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
1772 for i in range(1, game.nenhere+1):
1776 if i <= game.nenhere:
1777 for j in range(i, game.nenhere+1):
1778 game.ks[j] = game.ks[j+1]
1779 game.kpower[j] = game.kpower[j+1]
1780 game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
1781 game.ks[game.nenhere+1].x = 0
1782 game.ks[game.nenhere+1].x = 0
1783 game.kdist[game.nenhere+1] = 0
1784 game.kavgd[game.nenhere+1] = 0
1785 game.kpower[game.nenhere+1] = 0
1788 def targetcheck(x, y):
1789 # Return None if target is invalid
1790 if not VALID_SECTOR(x, y):
1793 deltx = 0.1*(y - game.sector.y)
1794 delty = 0.1*(x - game.sector.x)
1795 if deltx==0 and delty== 0:
1797 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1798 prout(_(" I recommend an immediate review of"))
1799 prout(_(" the Captain's psychological profile.\""))
1802 return 1.90985932*math.atan2(deltx, delty)
1805 # launch photon torpedo
1807 if damaged(DPHOTON):
1808 prout(_("Photon tubes damaged."))
1812 prout(_("No torpedoes left."))
1821 prout(_("%d torpedoes left.") % game.torps)
1822 proutn(_("Number of torpedoes to fire- "))
1824 else: # key == IHREAL {
1826 if n <= 0: # abort command
1831 prout(_("Maximum of 3 torpedoes per burst."))
1838 for i in range(1, n+1):
1840 if i==1 and key == IHEOL:
1841 break; # we will try prompting
1842 if i==2 and key == IHEOL:
1843 # direct all torpedoes at one target
1845 targ[i][1] = targ[1][1]
1846 targ[i][2] = targ[1][2]
1847 course[i] = course[1]
1859 course[i] = targetcheck(targ[i][1], targ[i][2])
1860 if course[i] == None:
1863 if i == 1 and key == IHEOL:
1864 # prompt for each one
1865 for i in range(1, n+1):
1866 proutn(_("Target sector for torpedo number %d- ") % i)
1878 course[i] = targetcheck(targ[i][1], targ[i][2])
1879 if course[i] == None:
1882 # Loop for moving <n> torpedoes
1883 for i in range(1, n+1):
1884 if game.condition != "docked":
1886 r = (random.random()+random.random())*0.5 -0.5
1887 if math.fabs(r) >= 0.47:
1889 r = (random.random()+1.2) * r
1891 prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
1893 prouts(_("***TORPEDO MISFIRES."))
1896 prout(_(" Remainder of burst aborted."))
1897 if random.random() <= 0.2:
1898 prout(_("***Photon tubes damaged by misfire."))
1899 game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
1901 if game.shldup or game.condition == "docked":
1902 r *= 1.0 + 0.0001*game.shield
1903 torpedo(course[i], r, game.sector, i, n)
1904 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1906 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1910 # check for phasers overheating
1912 chekbrn = (rpow-1500.)*0.00038
1913 if random.random() <= chekbrn:
1914 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1915 game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
1917 def checkshctrl(rpow):
1918 # check shield control
1921 if random.random() < 0.998:
1922 prout(_("Shields lowered."))
1924 # Something bad has happened
1925 prouts(_("***RED ALERT! RED ALERT!"))
1927 hit = rpow*game.shield/game.inshld
1928 game.energy -= rpow+hit*0.8
1929 game.shield -= hit*0.2
1930 if game.energy <= 0.0:
1931 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1936 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1938 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1939 icas = hit*random.random()*0.012
1944 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1945 prout(_(" %d casualties so far.\"") % icas)
1947 game.state.crew -= icas
1949 prout(_("Phaser energy dispersed by shields."))
1950 prout(_("Enemy unaffected."))
1954 def hittem(doublehits):
1955 # register a phaser hit on Klingons and Romulans
1956 nenhr2=game.nenhere; kk=1
1959 for k in range(1, nenhr2+1):
1963 dustfac = 0.9 + 0.01*random.random()
1964 hit = wham*math.pow(dustfac,game.kdist[kk])
1965 kpini = game.kpower[kk]
1966 kp = math.fabs(kpini)
1967 if PHASEFAC*hit < kp:
1969 if game.kpower[kk] < 0:
1970 game.kpower[kk] -= -kp
1972 game.kpower[kk] -= kp
1973 kpow = game.kpower[kk]
1976 if not damaged(DSRSENS):
1978 proutn(_("%d unit hit on ") % int(hit))
1980 proutn(_("Very small hit on "))
1981 ienm = game.quad[w.x][w.y]
1984 crmena(False, ienm, "sector", w)
1988 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1992 kk -= 1; # don't do the increment
1993 else: # decide whether or not to emasculate klingon
1994 if kpow > 0 and random.random() >= 0.9 and \
1995 kpow <= ((0.4 + 0.4*random.random())*kpini):
1996 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
1997 prout(_(" has just lost its firepower.\""))
1998 game.kpower[kk] = -kpow
2005 kz = 0; k = 1; irec=0 # Cheating inhibitor
2006 ifast = False; no = False; itarg = True; msgflag = True
2011 # SR sensors and Computer are needed fopr automode
2012 if damaged(DSRSENS) or damaged(DCOMPTR):
2014 if game.condition == "docked":
2015 prout(_("Phasers can't be fired through base shields."))
2018 if damaged(DPHASER):
2019 prout(_("Phaser control damaged."))
2023 if damaged(DSHCTRL):
2024 prout(_("High speed shield control damaged."))
2027 if game.energy <= 200.0:
2028 prout(_("Insufficient energy to activate high-speed shield control."))
2031 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2034 # Original code so convoluted, I re-did it all
2035 while automode=="NOTSET":
2040 prout(_("There is no enemy present to select."))
2043 automode="AUTOMATIC"
2047 elif isit("automatic"):
2048 if (not itarg) and game.nenhere != 0:
2049 automode = "FORCEMAN"
2052 prout(_("Energy will be expended into space."))
2053 automode = "AUTOMATIC"
2062 prout(_("Energy will be expended into space."))
2063 automode = "AUTOMATIC"
2065 automode = "FORCEMAN"
2067 automode = "AUTOMATIC"
2071 prout(_("Energy will be expended into space."))
2072 automode = "AUTOMATIC"
2074 automode = "FORCEMAN"
2076 proutn(_("Manual or automatic? "))
2080 if automode == "AUTOMATIC":
2081 if key == IHALPHA and isit("no"):
2084 if key != IHREAL and game.nenhere != 0:
2085 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2090 for i in range(1, game.nenhere+1):
2091 irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
2093 proutn(_("%d units required. ") % irec)
2095 proutn(_("Units to fire= "))
2101 proutn(_("Energy available= %.2f") % avail)
2104 if not rpow > avail:
2111 if key == IHALPHA and isit("no"):
2114 game.energy -= 200; # Go and do it!
2115 if checkshctrl(rpow):
2123 for i in range(1, game.nenhere+1):
2127 hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
2128 over = (0.01 + 0.05*random.random())*hits[i]
2130 powrem -= hits[i] + over
2131 if powrem <= 0 and temp < hits[i]:
2140 if extra > 0 and not game.alldone:
2142 proutn(_("*** Tholian web absorbs "))
2144 proutn(_("excess "))
2145 prout(_("phaser energy."))
2147 prout(_("%d expended on empty space.") % int(extra))
2148 elif automode == "FORCEMAN":
2151 if damaged(DCOMPTR):
2152 prout(_("Battle computer damaged, manual fire only."))
2155 prouts(_("---WORKING---"))
2157 prout(_("Short-range-sensors-damaged"))
2158 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2159 prout(_("Manual-fire-must-be-used"))
2161 elif automode == "MANUAL":
2163 for k in range(1, game.nenhere+1):
2165 ienm = game.quad[aim.x][aim.y]
2167 proutn(_("Energy available= %.2f") % (avail-0.006))
2171 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2172 (ienm == IHC or ienm == IHS):
2174 prout(_(" can't be located without short range scan."))
2177 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2182 if itarg and k > kz:
2183 irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
2186 if not damaged(DCOMPTR):
2191 proutn(_("units to fire at "))
2192 crmena(False, ienm, sector, aim)
2195 if key == IHALPHA and isit("no"):
2203 if k==1: # Let me say I'm baffled by this
2212 # If total requested is too much, inform and start over
2214 prout(_("Available energy exceeded -- try again."))
2217 key = scan(); # scan for next value
2220 # zero energy -- abort
2223 if key == IHALPHA and isit("no"):
2228 game.energy -= 200.0
2229 if checkshctrl(rpow):
2233 # Say shield raised or malfunction, if necessary
2239 if random.random() >= 0.99:
2240 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2241 prouts(_(" CLICK CLICK POP . . ."))
2242 prout(_(" No response, sir!"))
2245 prout(_("Shields raised."))
2250 # Code from events,c begins here.
2252 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2253 # event of each type active at any given time. Mostly these means we can
2254 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2255 # BSD Trek, from which we swiped the idea, can have up to 5.
2259 def unschedule(evtype):
2260 # remove an event from the schedule
2261 game.future[evtype].date = FOREVER
2262 return game.future[evtype]
2264 def is_scheduled(evtype):
2265 # is an event of specified type scheduled
2266 return game.future[evtype].date != FOREVER
2268 def scheduled(evtype):
2269 # when will this event happen?
2270 return game.future[evtype].date
2272 def schedule(evtype, offset):
2273 # schedule an event of specified type
2274 game.future[evtype].date = game.state.date + offset
2275 return game.future[evtype]
2277 def postpone(evtype, offset):
2278 # postpone a scheduled event
2279 game.future[evtype].date += offset
2282 # rest period is interrupted by event
2285 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2287 game.resting = False
2294 # run through the event queue looking for things to do
2296 fintim = game.state.date + game.optime; yank=0
2297 ictbeam = False; istract = False
2298 w = coord(); hold = coord()
2299 ev = event(); ev2 = event()
2302 # tractor beaming cases merge here
2303 yank = math.sqrt(yank)
2305 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2309 prout(_(" caught in long range tractor beam--"))
2310 # If Kirk & Co. screwing around on planet, handle
2311 atover(True) # atover(true) is Grab
2314 if game.icraft: # Caught in Galileo?
2317 # Check to see if shuttle is aboard
2318 if game.iscraft == "offship":
2320 if random.random() > 0.5:
2321 prout(_("Galileo, left on the planet surface, is captured"))
2322 prout(_("by aliens and made into a flying McDonald's."))
2323 game.damage[DSHUTTL] = -10
2324 game.iscraft = "removed"
2326 prout(_("Galileo, left on the planet surface, is well hidden."))
2328 game.quadrant = game.state.kscmdr
2330 game.quadrant = game.state.kcmdr[i]
2331 game.sector = randplace(QUADSIZE)
2333 prout(_(" is pulled to Quadrant %s, Sector %s") \
2334 % (game.quadrant, game.sector))
2336 prout(_("(Remainder of rest/repair period cancelled.)"))
2337 game.resting = False
2339 if not damaged(DSHIELD) and game.shield > 0:
2340 doshield(True) # raise shields
2343 prout(_("(Shields not currently useable.)"))
2345 # Adjust finish time to time of tractor beaming
2346 fintim = game.state.date+game.optime
2348 if game.state.remcom <= 0:
2351 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2354 # Code merges here for any commander destroying base
2355 # Not perfect, but will have to do
2356 # Handle case where base is in same quadrant as starship
2357 if game.battle == game.quadrant:
2358 game.state.chart[game.battle.x][game.battle.y].starbase = False
2359 game.quad[game.base.x][game.base.y] = IHDOT
2360 game.base.x=game.base.y=0
2363 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2364 elif game.state.rembase != 1 and communicating():
2365 # Get word via subspace radio
2368 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2369 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2371 prout(_("the Klingon Super-Commander"))
2373 prout(_("a Klingon Commander"))
2374 game.state.chart[game.battle.x][game.battle.y].starbase = False
2375 # Remove Starbase from galaxy
2376 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2377 for i in range(1, game.state.rembase+1):
2378 if game.state.baseq[i] == game.battle:
2379 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2380 game.state.rembase -= 1
2382 # reinstate a commander's base attack
2386 invalidate(game.battle)
2389 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2390 for i in range(1, NEVENTS):
2391 if i == FSNOVA: proutn("=== Supernova ")
2392 elif i == FTBEAM: proutn("=== T Beam ")
2393 elif i == FSNAP: proutn("=== Snapshot ")
2394 elif i == FBATTAK: proutn("=== Base Attack ")
2395 elif i == FCDBAS: proutn("=== Base Destroy ")
2396 elif i == FSCMOVE: proutn("=== SC Move ")
2397 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2398 elif i == FDSPROB: proutn("=== Probe Move ")
2399 elif i == FDISTR: proutn("=== Distress Call ")
2400 elif i == FENSLV: proutn("=== Enslavement ")
2401 elif i == FREPRO: proutn("=== Klingon Build ")
2403 prout("%.2f" % (scheduled(i)))
2406 radio_was_broken = damaged(DRADIO)
2409 # Select earliest extraneous event, evcode==0 if no events
2414 for l in range(1, NEVENTS):
2415 if game.future[l].date < datemin:
2418 prout("== Event %d fires" % evcode)
2419 datemin = game.future[l].date
2420 xtime = datemin-game.state.date
2421 game.state.date = datemin
2422 # Decrement Federation resources and recompute remaining time
2423 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2425 if game.state.remtime <=0:
2428 # Any crew left alive?
2429 if game.state.crew <=0:
2432 # Is life support adequate?
2433 if damaged(DLIFSUP) and game.condition != "docked":
2434 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2437 game.lsupres -= xtime
2438 if game.damage[DLIFSUP] <= xtime:
2439 game.lsupres = game.inlsr
2442 if game.condition == "docked":
2443 repair /= game.docfac
2444 # Don't fix Deathray here
2445 for l in range(0, NDEVICES):
2446 if game.damage[l] > 0.0 and l != DDRAY:
2447 if game.damage[l]-repair > 0.0:
2448 game.damage[l] -= repair
2450 game.damage[l] = 0.0
2451 # If radio repaired, update star chart and attack reports
2452 if radio_was_broken and not damaged(DRADIO):
2453 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2454 prout(_(" surveillance reports are coming in."))
2456 if not game.iseenit:
2460 prout(_(" The star chart is now up to date.\""))
2462 # Cause extraneous event EVCODE to occur
2463 game.optime -= xtime
2464 if evcode == FSNOVA: # Supernova
2467 schedule(FSNOVA, expran(0.5*game.intime))
2468 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2470 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2471 if game.state.nscrem == 0 or \
2472 ictbeam or istract or \
2473 game.condition=="docked" or game.isatb==1 or game.iscate:
2475 if game.ientesc or \
2476 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2477 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2478 (damaged(DSHIELD) and \
2479 (game.energy < 2500 or damaged(DPHASER)) and \
2480 (game.torps < 5 or damaged(DPHOTON))):
2483 yank = distance(game.state.kscmdr, game.quadrant)
2488 elif evcode == FTBEAM: # Tractor beam
2489 if game.state.remcom == 0:
2492 i = random.random()*game.state.remcom+1.0
2493 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
2494 if istract or game.condition == "docked" or yank == 0:
2495 # Drats! Have to reschedule
2497 game.optime + expran(1.5*game.intime/game.state.remcom))
2501 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2502 game.snapsht = game.state
2503 game.state.snap = True
2504 schedule(FSNAP, expran(0.5 * game.intime))
2505 elif evcode == FBATTAK: # Commander attacks starbase
2506 if game.state.remcom==0 or game.state.rembase==0:
2512 for j in range(1, game.state.rembase+1):
2513 for k in range(1, game.state.remcom+1):
2514 if game.state.baseq[j] == game.state.kcmdr[k] and \
2515 not game.state.baseq[j] == game.quadrant and \
2516 not game.state.baseq[j] == game.state.kscmdr:
2520 if j>game.state.rembase:
2521 # no match found -- try later
2522 schedule(FBATTAK, expran(0.3*game.intime))
2525 # commander + starbase combination found -- launch attack
2526 game.battle = game.state.baseq[j]
2527 schedule(FCDBAS, 1.0+3.0*random.random())
2528 if game.isatb: # extra time if SC already attacking
2529 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2530 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2531 game.iseenit = False
2532 if not communicating():
2533 continue # No warning :-(
2537 proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2538 prout(_(" reports that it is under attack and that it can"))
2539 proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
2543 elif evcode == FSCDBAS: # Supercommander destroys base
2546 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2547 continue # WAS RETURN!
2549 game.battle = game.state.kscmdr
2551 elif evcode == FCDBAS: # Commander succeeds in destroying base
2554 # find the lucky pair
2555 for i in range(1, game.state.remcom+1):
2556 if game.state.kcmdr[i] == game.battle:
2558 if i > game.state.remcom or game.state.rembase == 0 or \
2559 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2560 # No action to take after all
2561 invalidate(game.battle)
2564 elif evcode == FSCMOVE: # Supercommander moves
2565 schedule(FSCMOVE, 0.2777)
2566 if not game.ientesc and not istract and game.isatb != 1 and \
2567 (not game.iscate or not game.justin):
2569 elif evcode == FDSPROB: # Move deep space probe
2570 schedule(FDSPROB, 0.01)
2571 game.probex += game.probeinx
2572 game.probey += game.probeiny
2573 i = (int)(game.probex/QUADSIZE +0.05)
2574 j = (int)(game.probey/QUADSIZE + 0.05)
2575 if game.probec.x != i or game.probec.y != j:
2578 if not VALID_QUADRANT(i, j) or \
2579 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2580 # Left galaxy or ran into supernova
2584 proutn(_("Lt. Uhura- \"The deep space probe "))
2585 if not VALID_QUADRANT(j, i):
2586 proutn(_("has left the galaxy"))
2588 proutn(_("is no longer transmitting"))
2592 if not communicating():
2595 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2596 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2597 # Update star chart if Radio is working or have access to radio
2599 chp = game.state.chart[game.probec.x][game.probec.y]
2600 chp.klingons = pdest.klingons
2601 chp.starbase = pdest.starbase
2602 chp.stars = pdest.stars
2603 pdest.charted = True
2604 game.proben -= 1 # One less to travel
2605 if game.proben == 0 and game.isarmed and pdest.stars:
2606 # lets blow the sucker!
2607 supernova(True, game.probec)
2609 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2611 elif evcode == FDISTR: # inhabited system issues distress call
2613 # try a whole bunch of times to find something suitable
2614 for i in range(100):
2615 # need a quadrant which is not the current one,
2616 # which has some stars which are inhabited and
2617 # not already under attack, which is not
2618 # supernova'ed, and which has some Klingons in it
2619 w = randplace(GALSIZE)
2620 q = game.state.galaxy[w.x][w.y]
2621 if not (game.quadrant == w or q.planet == NOPLANET or \
2622 not game.state.planets[q.planet].inhabited or \
2623 q.supernova or q.status!=secure or q.klingons<=0):
2626 # can't seem to find one; ignore this call
2628 prout("=== Couldn't find location for distress event.")
2630 # got one!! Schedule its enslavement
2631 ev = schedule(FENSLV, expran(game.intime))
2633 q.status = distressed
2635 # tell the captain about it if we can
2637 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2639 prout(_("by a Klingon invasion fleet."))
2642 elif evcode == FENSLV: # starsystem is enslaved
2643 ev = unschedule(FENSLV)
2644 # see if current distress call still active
2645 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2649 q.status = "enslaved"
2651 # play stork and schedule the first baby
2652 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2653 ev2.quadrant = ev.quadrant
2655 # report the disaster if we can
2657 prout(_("Uhura- We've lost contact with starsystem %s") % \
2659 prout(_("in Quadrant %s.\n") % ev.quadrant)
2660 elif evcode == FREPRO: # Klingon reproduces
2661 # If we ever switch to a real event queue, we'll need to
2662 # explicitly retrieve and restore the x and y.
2663 ev = schedule(FREPRO, expran(1.0 * game.intime))
2664 # see if current distress call still active
2665 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2669 if game.state.remkl >=MAXKLGAME:
2670 continue # full right now
2671 # reproduce one Klingon
2673 if game.klhere >= MAXKLQUAD:
2675 # this quadrant not ok, pick an adjacent one
2676 for i in range(w.x - 1, w.x + 2):
2677 for j in range(w.y - 1, w.y + 2):
2678 if not VALID_QUADRANT(i, j):
2680 q = game.state.galaxy[w.x][w.y]
2681 # check for this quad ok (not full & no snova)
2682 if q.klingons >= MAXKLQUAD or q.supernova:
2686 continue # search for eligible quadrant failed
2691 game.state.remkl += 1
2693 if game.quadrant == w:
2695 newkling(game.klhere)
2696 # recompute time left
2698 # report the disaster if we can
2700 if game.quadrant == w:
2701 prout(_("Spock- sensors indicate the Klingons have"))
2702 prout(_("launched a warship from %s.") % q.planet)
2704 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2705 if q.planet != NOPLANET:
2706 proutn(_("near %s") % q.planet)
2707 prout(_("in Quadrant %s.") % w)
2716 proutn(_("How long? "))
2721 origTime = delay = aaitem
2724 if delay >= game.state.remtime or game.nenhere != 0:
2725 proutn(_("Are you sure? "))
2729 # Alternate resting periods (events) with attacks
2734 game.resting = False
2735 if not game.resting:
2736 prout(_("%d stardates left.") % int(game.state.remtime))
2738 temp = game.optime = delay
2740 rtime = 1.0 + random.random()
2744 if game.optime < delay:
2753 # Repair Deathray if long rest at starbase
2754 if origTime-delay >= 9.99 and game.condition == "docked":
2755 game.damage[DDRAY] = 0.0
2756 # leave if quadrant supernovas
2757 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2759 game.resting = False
2762 # A nova occurs. It is the result of having a star hit with a
2763 # photon torpedo, or possibly of a probe warhead going off.
2764 # Stars that go nova cause stars which surround them to undergo
2765 # the same probabilistic process. Klingons next to them are
2766 # destroyed. And if the starship is next to it, it gets zapped.
2767 # If the zap is too much, it gets destroyed.
2771 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2772 newc = coord(); scratch = coord()
2774 if random.random() < 0.05:
2775 # Wow! We've supernova'ed
2776 supernova(False, nov)
2779 # handle initial nova
2780 game.quad[nov.x][nov.y] = IHDOT
2781 crmena(False, IHSTAR, sector, nov)
2783 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2784 game.state.starkl += 1
2786 # Set up stack to recursively trigger adjacent stars
2787 bot = top = top2 = 1
2793 for mm in range(bot, top+1):
2794 for nn in range(1, 3+1): # nn,j represents coordinates around current
2795 for j in range(1, 3+1):
2798 scratch.x = hits[mm][1]+nn-2
2799 scratch.y = hits[mm][2]+j-2
2800 if not VALID_SECTOR(scratch.y, scratch.x):
2802 iquad = game.quad[scratch.x][scratch.y]
2803 # Empty space ends reaction
2804 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2806 elif iquad == IHSTAR: # Affect another star
2807 if random.random() < 0.05:
2808 # This star supernovas
2809 scratch = supernova(False)
2812 hits[top2][1]=scratch.x
2813 hits[top2][2]=scratch.y
2814 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2815 game.state.starkl += 1
2816 crmena(True, IHSTAR, sector, scratch)
2818 game.quad[scratch.x][scratch.y] = IHDOT
2819 elif iquad == IHP: # Destroy planet
2820 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
2821 game.state.nplankl += 1
2822 crmena(True, IHP, sector, scratch)
2823 prout(_(" destroyed."))
2824 game.state.planets[game.iplnet].pclass = destroyed
2826 invalidate(game.plnet)
2830 game.quad[scratch.x][scratch.y] = IHDOT
2831 elif iquad == IHB: # Destroy base
2832 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2833 for i in range(1, game.state.rembase+1):
2834 if game.state.baseq[i] == game.quadrant:
2836 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2837 game.state.rembase -= 1
2838 invalidate(game.base)
2839 game.state.basekl += 1
2841 crmena(True, IHB, sector, scratch)
2842 prout(_(" destroyed."))
2843 game.quad[scratch.x][scratch.y] = IHDOT
2844 elif iquad in (IHE, IHF): # Buffet ship
2845 prout(_("***Starship buffeted by nova."))
2847 if game.shield >= 2000.0:
2848 game.shield -= 2000.0
2850 diff = 2000.0 - game.shield
2854 prout(_("***Shields knocked out."))
2855 game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
2857 game.energy -= 2000.0
2858 if game.energy <= 0:
2861 # add in course nova contributes to kicking starship
2862 icx += game.sector.x-hits[mm][1]
2863 icy += game.sector.y-hits[mm][2]
2865 elif iquad == IHK: # kill klingon
2866 deadkl(scratch,iquad, scratch)
2867 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2868 for ll in range(1, game.nenhere+1):
2869 if game.ks[ll] == scratch:
2871 game.kpower[ll] -= 800.0 # If firepower is lost, die
2872 if game.kpower[ll] <= 0.0:
2873 deadkl(scratch, iquad, scratch)
2875 newc.x = scratch.x + scratch.x - hits[mm][1]
2876 newc.y = scratch.y + scratch.y - hits[mm][2]
2877 crmena(True, iquad, sector, scratch)
2878 proutn(_(" damaged"))
2879 if not VALID_SECTOR(newc.x, newc.y):
2880 # can't leave quadrant
2883 iquad1 = game.quad[newc.x][newc.y]
2884 if iquad1 == IHBLANK:
2885 proutn(_(", blasted into "))
2886 crmena(False, IHBLANK, sector, newc)
2888 deadkl(scratch, iquad, newc)
2891 # can't move into something else
2894 proutn(_(", buffeted to Sector %s") % newc)
2895 game.quad[scratch.x][scratch.y] = IHDOT
2896 game.quad[newc.x][newc.y] = iquad
2898 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
2907 # Starship affected by nova -- kick it away.
2908 game.dist = kount*0.1
2911 game.direc = course[3*(icx+1)+icy+2]
2912 if game.direc == 0.0:
2914 if game.dist == 0.0:
2916 game.optime = 10.0*game.dist/16.0
2918 prout(_("Force of nova displaces starship."))
2920 game.optime = 10.0*game.dist/16.0
2923 def supernova(induced, w=None):
2924 # star goes supernova
2932 # Scheduled supernova -- select star
2933 # logic changed here so that we won't favor quadrants in top
2935 for nq.x in range(1, GALSIZE+1):
2936 for nq.y in range(1, GALSIZE+1):
2937 stars += game.state.galaxy[nq.x][nq.y].stars
2939 return # nothing to supernova exists
2940 num = random.random()*stars + 1
2941 for nq.x in range(1, GALSIZE+1):
2942 for nq.y in range(1, GALSIZE+1):
2943 num -= game.state.galaxy[nq.x][nq.y].stars
2949 proutn("=== Super nova here?")
2953 if not nq == game.quadrant or game.justin:
2954 # it isn't here, or we just entered (treat as enroute)
2957 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2958 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2961 # we are in the quadrant!
2962 num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
2963 for ns.x in range(1, QUADSIZE+1):
2964 for ns.y in range(1, QUADSIZE+1):
2965 if game.quad[ns.x][ns.y]==IHSTAR:
2973 prouts(_("***RED ALERT! RED ALERT!"))
2975 prout(_("***Incipient supernova detected at Sector %s") % ns)
2976 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2977 proutn(_("Emergency override attempts t"))
2978 prouts("***************")
2983 # destroy any Klingons in supernovaed quadrant
2984 kldead = game.state.galaxy[nq.x][nq.y].klingons
2985 game.state.galaxy[nq.x][nq.y].klingons = 0
2986 if nq == game.state.kscmdr:
2987 # did in the Supercommander!
2988 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2992 if game.state.remcom:
2993 maxloop = game.state.remcom
2994 for l in range(1, maxloop+1):
2995 if game.state.kcmdr[l] == nq:
2996 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2997 invalidate(game.state.kcmdr[game.state.remcom])
2998 game.state.remcom -= 1
3000 if game.state.remcom==0:
3003 game.state.remkl -= kldead
3004 # destroy Romulans and planets in supernovaed quadrant
3005 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
3006 game.state.galaxy[nq.x][nq.y].romulans = 0
3007 game.state.nromrem -= nrmdead
3009 for loop in range(game.inplan):
3010 if game.state.planets[loop].w == nq:
3011 game.state.planets[loop].pclass = destroyed
3013 # Destroy any base in supernovaed quadrant
3014 if game.state.rembase:
3015 maxloop = game.state.rembase
3016 for loop in range(1, maxloop+1):
3017 if game.state.baseq[loop] == nq:
3018 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
3019 invalidate(game.state.baseq[game.state.rembase])
3020 game.state.rembase -= 1
3022 # If starship caused supernova, tally up destruction
3024 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
3025 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
3026 game.state.nplankl += npdead
3027 # mark supernova in galaxy and in star chart
3028 if game.quadrant == nq or communicating():
3029 game.state.galaxy[nq.x][nq.y].supernova = True
3030 # If supernova destroys last Klingons give special message
3031 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
3034 prout(_("Lucky you!"))
3035 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
3038 # if some Klingons remain, continue or die in supernova
3043 # Code from finish.c ends here.
3046 # self-destruct maneuver
3047 # Finish with a BANG!
3049 if damaged(DCOMPTR):
3050 prout(_("Computer damaged; cannot execute destruct sequence."))
3052 prouts(_("---WORKING---")); skip(1)
3053 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3054 prouts(" 10"); skip(1)
3055 prouts(" 9"); skip(1)
3056 prouts(" 8"); skip(1)
3057 prouts(" 7"); skip(1)
3058 prouts(" 6"); skip(1)
3060 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3062 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3064 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3068 if game.passwd != citem:
3069 prouts(_("PASSWORD-REJECTED;"))
3071 prouts(_("CONTINUITY-EFFECTED"))
3074 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3075 prouts(" 5"); skip(1)
3076 prouts(" 4"); skip(1)
3077 prouts(" 3"); skip(1)
3078 prouts(" 2"); skip(1)
3079 prouts(" 1"); skip(1)
3080 if random.random() < 0.15:
3081 prouts(_("GOODBYE-CRUEL-WORLD"))
3089 prouts(_("********* Entropy of "))
3091 prouts(_(" maximized *********"))
3095 if game.nenhere != 0:
3096 whammo = 25.0 * game.energy
3098 while l <= game.nenhere:
3099 if game.kpower[l]*game.kdist[l] <= whammo:
3100 deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
3105 "Compute our rate of kils over time."
3106 return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
3110 badpt = 5.0*game.state.starkl + \
3112 10.0*game.state.nplankl + \
3113 300*game.state.nworldkl + \
3115 100.0*game.state.basekl +\
3117 if game.ship == IHF:
3119 elif game.ship == None:
3125 # end the game, with appropriate notfications
3129 prout(_("It is stardate %.1f.") % game.state.date)
3131 if ifin == FWON: # Game has been won
3132 if game.state.nromrem != 0:
3133 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3136 prout(_("You have smashed the Klingon invasion fleet and saved"))
3137 prout(_("the Federation."))
3142 badpt = 0.0 # Close enough!
3143 # killsPerDate >= RateMax
3144 if game.state.date-game.indate < 5.0 or \
3145 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3147 prout(_("In fact, you have done so well that Starfleet Command"))
3148 if game.skill == SKILL_NOVICE:
3149 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3150 elif game.skill == SKILL_FAIR:
3151 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3152 elif game.skill == SKILL_GOOD:
3153 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3154 elif game.skill == SKILL_EXPERT:
3155 prout(_("promotes you to Commodore Emeritus."))
3157 prout(_("Now that you think you're really good, try playing"))
3158 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3159 elif game.skill == SKILL_EMERITUS:
3161 proutn(_("Computer- "))
3162 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3164 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3166 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3168 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3170 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3172 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3174 prout(_("Now you can retire and write your own Star Trek game!"))
3176 elif game.skill >= SKILL_EXPERT:
3177 if game.thawed and not idebug:
3178 prout(_("You cannot get a citation, so..."))
3180 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3184 # Only grant long life if alive (original didn't!)
3186 prout(_("LIVE LONG AND PROSPER."))
3191 elif ifin == FDEPLETE: # Federation Resources Depleted
3192 prout(_("Your time has run out and the Federation has been"))
3193 prout(_("conquered. Your starship is now Klingon property,"))
3194 prout(_("and you are put on trial as a war criminal. On the"))
3195 proutn(_("basis of your record, you are "))
3196 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3197 prout(_("acquitted."))
3199 prout(_("LIVE LONG AND PROSPER."))
3201 prout(_("found guilty and"))
3202 prout(_("sentenced to death by slow torture."))
3206 elif ifin == FLIFESUP:
3207 prout(_("Your life support reserves have run out, and"))
3208 prout(_("you die of thirst, starvation, and asphyxiation."))
3209 prout(_("Your starship is a derelict in space."))
3211 prout(_("Your energy supply is exhausted."))
3213 prout(_("Your starship is a derelict in space."))
3214 elif ifin == FBATTLE:
3217 prout(_("has been destroyed in battle."))
3219 prout(_("Dulce et decorum est pro patria mori."))
3221 prout(_("You have made three attempts to cross the negative energy"))
3222 prout(_("barrier which surrounds the galaxy."))
3224 prout(_("Your navigation is abominable."))
3227 prout(_("Your starship has been destroyed by a nova."))
3228 prout(_("That was a great shot."))
3230 elif ifin == FSNOVAED:
3233 prout(_(" has been fried by a supernova."))
3234 prout(_("...Not even cinders remain..."))
3235 elif ifin == FABANDN:
3236 prout(_("You have been captured by the Klingons. If you still"))
3237 prout(_("had a starbase to be returned to, you would have been"))
3238 prout(_("repatriated and given another chance. Since you have"))
3239 prout(_("no starbases, you will be mercilessly tortured to death."))
3240 elif ifin == FDILITHIUM:
3241 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3242 elif ifin == FMATERIALIZE:
3243 prout(_("Starbase was unable to re-materialize your starship."))
3244 prout(_("Sic transit gloria mundi"))
3245 elif ifin == FPHASER:
3248 prout(_(" has been cremated by its own phasers."))
3250 prout(_("You and your landing party have been"))
3251 prout(_("converted to energy, disipating through space."))
3252 elif ifin == FMINING:
3253 prout(_("You are left with your landing party on"))
3254 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3256 prout(_("They are very fond of \"Captain Kirk\" soup."))
3258 proutn(_("Without your leadership, the "))
3260 prout(_(" is destroyed."))
3261 elif ifin == FDPLANET:
3262 prout(_("You and your mining party perish."))
3264 prout(_("That was a great shot."))
3267 prout(_("The Galileo is instantly annihilated by the supernova."))
3268 prout(_("You and your mining party are atomized."))
3270 proutn(_("Mr. Spock takes command of the "))
3273 prout(_("joins the Romulans, reigning terror on the Federation."))
3274 elif ifin == FPNOVA:
3275 prout(_("You and your mining party are atomized."))
3277 proutn(_("Mr. Spock takes command of the "))
3280 prout(_("joins the Romulans, reigning terror on the Federation."))
3281 elif ifin == FSTRACTOR:
3282 prout(_("The shuttle craft Galileo is also caught,"))
3283 prout(_("and breaks up under the strain."))
3285 prout(_("Your debris is scattered for millions of miles."))
3286 proutn(_("Without your leadership, the "))
3288 prout(_(" is destroyed."))
3290 prout(_("The mutants attack and kill Spock."))
3291 prout(_("Your ship is captured by Klingons, and"))
3292 prout(_("your crew is put on display in a Klingon zoo."))
3293 elif ifin == FTRIBBLE:
3294 prout(_("Tribbles consume all remaining water,"))
3295 prout(_("food, and oxygen on your ship."))
3297 prout(_("You die of thirst, starvation, and asphyxiation."))
3298 prout(_("Your starship is a derelict in space."))
3300 prout(_("Your ship is drawn to the center of the black hole."))
3301 prout(_("You are crushed into extremely dense matter."))
3303 prout(_("Your last crew member has died."))
3304 if game.ship == IHF:
3306 elif game.ship == IHE:
3309 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3310 goodies = game.state.remres/game.inresor
3311 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3312 if goodies/baddies >= 1.0+0.5*random.random():
3313 prout(_("As a result of your actions, a treaty with the Klingon"))
3314 prout(_("Empire has been signed. The terms of the treaty are"))
3315 if goodies/baddies >= 3.0+random.random():
3316 prout(_("favorable to the Federation."))
3318 prout(_("Congratulations!"))
3320 prout(_("highly unfavorable to the Federation."))
3322 prout(_("The Federation will be destroyed."))
3324 prout(_("Since you took the last Klingon with you, you are a"))
3325 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3326 prout(_("statue in your memory. Rest in peace, and try not"))
3327 prout(_("to think about pigeons."))
3332 # compute player's score
3333 timused = game.state.date - game.indate
3336 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3338 perdate = killrate()
3339 ithperd = 500*perdate + 0.5
3342 iwon = 100*game.skill
3343 if game.ship == IHE:
3345 elif game.ship == IHF:
3349 if not game.gamewon:
3350 game.state.nromrem = 0 # None captured if no win
3351 iscore = 10*(game.inkling - game.state.remkl) \
3352 + 50*(game.incom - game.state.remcom) \
3354 + 20*(game.inrom - game.state.nromrem) \
3355 + 200*(game.inscom - game.state.nscrem) \
3356 - game.state.nromrem \
3361 prout(_("Your score --"))
3362 if game.inrom - game.state.nromrem:
3363 prout(_("%6d Romulans destroyed %5d") %
3364 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3365 if game.state.nromrem:
3366 prout(_("%6d Romulans captured %5d") %
3367 (game.state.nromrem, game.state.nromrem))
3368 if game.inkling - game.state.remkl:
3369 prout(_("%6d ordinary Klingons destroyed %5d") %
3370 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3371 if game.incom - game.state.remcom:
3372 prout(_("%6d Klingon commanders destroyed %5d") %
3373 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3374 if game.inscom - game.state.nscrem:
3375 prout(_("%6d Super-Commander destroyed %5d") %
3376 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3378 prout(_("%6.2f Klingons per stardate %5d") %
3380 if game.state.starkl:
3381 prout(_("%6d stars destroyed by your action %5d") %
3382 (game.state.starkl, -5*game.state.starkl))
3383 if game.state.nplankl:
3384 prout(_("%6d planets destroyed by your action %5d") %
3385 (game.state.nplankl, -10*game.state.nplankl))
3386 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3387 prout(_("%6d inhabited planets destroyed by your action %5d") %
3388 (game.state.nplankl, -300*game.state.nworldkl))
3389 if game.state.basekl:
3390 prout(_("%6d bases destroyed by your action %5d") %
3391 (game.state.basekl, -100*game.state.basekl))
3393 prout(_("%6d calls for help from starbase %5d") %
3394 (game.nhelp, -45*game.nhelp))
3396 prout(_("%6d casualties incurred %5d") %
3397 (game.casual, -game.casual))
3399 prout(_("%6d crew abandoned in space %5d") %
3400 (game.abandoned, -3*game.abandoned))
3402 prout(_("%6d ship(s) lost or destroyed %5d") %
3403 (klship, -100*klship))
3405 prout(_("Penalty for getting yourself killed -200"))
3407 proutn(_("Bonus for winning "))
3408 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3409 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3410 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3411 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3412 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3413 prout(" %5d" % iwon)
3415 prout(_("TOTAL SCORE %5d") % iscore)
3418 # emit winner's commemmorative plaque
3421 proutn(_("File or device name for your plaque: "))
3424 fp = open(winner, "w")
3427 prout(_("Invalid name."))
3429 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3431 # The 38 below must be 64 for 132-column paper
3432 nskip = 38 - len(winner)/2
3434 fp.write("\n\n\n\n")
3435 # --------DRAW ENTERPRISE PICTURE.
3436 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3437 fp.write(" EEE E : : : E\n" )
3438 fp.write(" EE EEE E : : NCC-1701 : E\n")
3439 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3440 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3441 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3442 fp.write(" EEEEEEE EEEEE E E E E\n")
3443 fp.write(" EEE E E E E\n")
3444 fp.write(" E E E E\n")
3445 fp.write(" EEEEEEEEEEEEE E E\n")
3446 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3447 fp.write(" :E : EEEE E\n")
3448 fp.write(" .-E -:----- E\n")
3449 fp.write(" :E : E\n")
3450 fp.write(" EE : EEEEEEEE\n")
3451 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3453 fp.write(_(" U. S. S. ENTERPRISE\n"))
3454 fp.write("\n\n\n\n")
3455 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3457 fp.write(_(" Starfleet Command bestows to you\n"))
3459 fp.write("%*s%s\n\n" % (nskip, "", winner))
3460 fp.write(_(" the rank of\n\n"))
3461 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3463 if game.skill == SKILL_EXPERT:
3464 fp.write(_(" Expert level\n\n"))
3465 elif game.skill == SKILL_EMERITUS:
3466 fp.write(_("Emeritus level\n\n"))
3468 fp.write(_(" Cheat level\n\n"))
3469 timestring = ctime()
3470 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3471 (timestring+4, timestring+20, timestring+11))
3472 fp.write(_(" Your score: %d\n\n") % iscore)
3473 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3476 # Code from io.c begins here
3478 rows = linecount = 0 # for paging
3480 fullscreen_window = None
3481 srscan_window = None
3482 report_window = None
3483 status_window = None
3484 lrscan_window = None
3485 message_window = None
3486 prompt_window = None
3489 "wrap up, either normally or due to signal"
3490 if game.options & OPTION_CURSES:
3503 #setlocale(LC_ALL, "")
3504 #bindtextdomain(PACKAGE, LOCALEDIR)
3505 #textdomain(PACKAGE)
3506 if atexit.register(outro):
3507 sys.stderr.write("Unable to register outro(), exiting...\n")
3509 if not (game.options & OPTION_CURSES):
3510 ln_env = os.getenv("LINES")
3516 stdscr = curses.initscr()
3521 curses.start_color()
3522 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3523 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3524 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3525 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3526 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3527 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3528 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3529 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3531 global fullscreen_window, srscan_window, report_window, status_window
3532 global lrscan_window, message_window, prompt_window
3533 fullscreen_window = stdscr
3534 srscan_window = curses.newwin(12, 25, 0, 0)
3535 report_window = curses.newwin(11, 0, 1, 25)
3536 status_window = curses.newwin(10, 0, 1, 39)
3537 lrscan_window = curses.newwin(5, 0, 0, 64)
3538 message_window = curses.newwin(0, 0, 12, 0)
3539 prompt_window = curses.newwin(1, 0, rows-2, 0)
3540 message_window.scrollok(True)
3541 setwnd(fullscreen_window)
3546 "wait for user action -- OK to do nothing if on a TTY"
3547 if game.options & OPTION_CURSES:
3552 if game.skill > SKILL_FAIR:
3553 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3555 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3559 if game.skill > SKILL_FAIR:
3560 prompt = _("[CONTINUE?]")
3562 prompt = _("[PRESS ENTER TO CONTINUE]")
3564 if game.options & OPTION_CURSES:
3566 setwnd(prompt_window)
3567 prompt_window.wclear()
3568 prompt_window.addstr(prompt)
3569 prompt_window.getstr()
3570 prompt_window.clear()
3571 prompt_window.refresh()
3572 setwnd(message_window)
3578 for j in range(0, rows):
3583 "Skip i lines. Pause game if this would cause a scrolling event."
3584 while dummy in range(i):
3585 if game.options & OPTION_CURSES:
3586 (y, x) = curwnd.getyx()
3587 (my, mx) = curwnd.getmaxyx()
3588 if curwnd == message_window and y >= my - 3:
3596 if linecount >= rows:
3602 "Utter a line with no following line feed."
3603 if game.options & OPTION_CURSES:
3616 curses.delay_output(30)
3618 if game.options & OPTION_CURSES:
3622 curses.delay_output(300)
3625 "Get a line of input."
3626 if game.options & OPTION_CURSES:
3627 line = curwnd.getstr() + "\n"
3630 if replayfp and not replayfp.closed:
3631 line = replayfp.readline()
3633 sys.stdin.readline()
3638 "Change windows -- OK for this to be a no-op in tty mode."
3639 if game.options & OPTION_CURSES:
3641 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3644 "Clear to end of line -- can be a no-op in tty mode"
3645 if game.options & OPTION_CURSES:
3650 "Clear screen -- can be a no-op in tty mode."
3652 if game.options & OPTION_CURSES:
3658 def textcolor(color):
3659 "Set the current text color"
3660 if game.options & OPTION_CURSES:
3661 if color == DEFAULT:
3663 elif color == BLACK:
3664 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3666 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3667 elif color == GREEN:
3668 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3670 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3672 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3673 elif color == MAGENTA:
3674 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3675 elif color == BROWN:
3676 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3677 elif color == LIGHTGRAY:
3678 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3679 elif color == DARKGRAY:
3680 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3681 elif color == LIGHTBLUE:
3682 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3683 elif color == LIGHTGREEN:
3684 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3685 elif color == LIGHTCYAN:
3686 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3687 elif color == LIGHTRED:
3688 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3689 elif color == LIGHTMAGENTA:
3690 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3691 elif color == YELLOW:
3692 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3693 elif color == WHITE:
3694 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3697 "Set highlight video, if this is reasonable."
3698 if game.options & OPTION_CURSES:
3699 curwnd.attron(curses.A_REVERSE)
3701 def commandhook(cmd, before):
3705 # Things past this point have policy implications.
3709 "Hook to be called after moving to redraw maps."
3710 if game.options & OPTION_CURSES:
3713 setwnd(srscan_window)
3717 setwnd(status_window)
3718 status_window.clear()
3719 status_window.move(0, 0)
3720 setwnd(report_window)
3721 report_window.clear()
3722 report_window.move(0, 0)
3724 setwnd(lrscan_window)
3725 lrscan_window.clear()
3726 lrscan_window.move(0, 0)
3729 def put_srscan_sym(w, sym):
3730 "Emit symbol for short-range scan."
3731 srscan_window.move(w.x+1, w.y*2+2)
3732 srscan_window.addch(sym)
3733 srscan_window.refresh()
3736 "Enemy fall down, go boom."
3737 if game.options & OPTION_CURSES:
3739 setwnd(srscan_window)
3740 srscan_window.attron(curses.A_REVERSE)
3741 put_srscan_sym(w, game.quad[w.x][w.y])
3745 srscan_window.attroff(curses.A_REVERSE)
3746 put_srscan_sym(w, game.quad[w.x][w.y])
3747 curses.delay_output(500)
3748 setwnd(message_window)
3751 "Sound and visual effects for teleportation."
3752 if game.options & OPTION_CURSES:
3754 setwnd(message_window)
3756 prouts(" . . . . . ")
3757 if game.options & OPTION_CURSES:
3758 #curses.delay_output(1000)
3762 def tracktorpedo(w, l, i, n, iquad):
3763 "Torpedo-track animation."
3764 if not game.options & OPTION_CURSES:
3768 proutn(_("Track for torpedo number %d- ") % i)
3771 proutn(_("Torpedo track- "))
3774 proutn("%d - %d " % (w.x, w.y))
3776 if not damaged(DSRSENS) or game.condition=="docked":
3777 if i != 1 and l == 1:
3779 curses.delay_output(400)
3780 if (iquad==IHDOT) or (iquad==IHBLANK):
3781 put_srscan_sym(w, '+')
3783 #curses.delay_output(100)
3785 put_srscan_sym(w, iquad)
3787 curwnd.attron(curses.A_REVERSE)
3788 put_srscan_sym(w, iquad)
3790 #curses.delay_output(1000)
3792 curwnd.attroff(curses.A_REVERSE)
3793 put_srscan_sym(w, iquad)
3795 proutn("%d - %d " % (w.x, w.y))
3798 "Display the current galaxy chart."
3799 if game.options & OPTION_CURSES:
3800 setwnd(message_window)
3801 message_window.clear()
3803 if game.options & OPTION_TTY:
3808 def prstat(txt, data):
3810 if game.options & OPTION_CURSES:
3812 setwnd(status_window)
3814 proutn(" " * NSYM - len(tx))
3817 if game.options & OPTION_CURSES:
3818 setwnd(report_window)
3820 # Code from moving.c begins here
3822 def imove(novapush):
3823 # movement execution for warp, impulse, supernova, and tractor-beam events
3824 w = coord(); final = coord()
3827 def no_quad_change():
3828 # No quadrant change -- compute new avg enemy distances
3829 game.quad[game.sector.x][game.sector.y] = game.ship
3831 for m in range(1, game.nenhere+1):
3832 finald = distance(w, game.ks[m])
3833 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
3834 game.kdist[m] = finald
3836 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3838 for m in range(1, game.nenhere+1):
3839 game.kavgd[m] = game.kdist[m]
3842 setwnd(message_window)
3846 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3847 game.inorbit = False
3849 angle = ((15.0 - game.direc) * 0.5235988)
3850 deltax = -math.sin(angle)
3851 deltay = math.cos(angle)
3852 if math.fabs(deltax) > math.fabs(deltay):
3853 bigger = math.fabs(deltax)
3855 bigger = math.fabs(deltay)
3860 # If tractor beam is to occur, don't move full distance
3861 if game.state.date+game.optime >= scheduled(FTBEAM):
3863 game.condition = "red"
3864 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3865 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3866 # Move within the quadrant
3867 game.quad[game.sector.x][game.sector.y] = IHDOT
3870 n = 10.0*game.dist*bigger+0.5
3873 for m in range(1, n+1):
3878 if not VALID_SECTOR(w.x, w.y):
3879 # Leaving quadrant -- allow final enemy attack
3880 # Don't do it if being pushed by Nova
3881 if game.nenhere != 0 and not novapush:
3883 for m in range(1, game.nenhere+1):
3884 finald = distance(w, game.ks[m])
3885 game.kavgd[m] = 0.5 * (finald + game.kdist[m])
3887 # Stas Sergeev added the condition
3888 # that attacks only happen if Klingons
3889 # are present and your skill is good.
3891 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3895 # compute final position -- new quadrant and sector
3896 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
3897 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
3898 w.x = x+10.0*game.dist*bigger*deltax+0.5
3899 w.y = y+10.0*game.dist*bigger*deltay+0.5
3900 # check for edge of galaxy
3910 if w.x > GALSIZE*QUADSIZE:
3911 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
3913 if w.y > GALSIZE*QUADSIZE:
3914 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
3923 if game.nkinks == 3:
3924 # Three strikes -- you're out!
3928 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3929 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3930 prout(_("YOU WILL BE DESTROYED."))
3931 # Compute final position in new quadrant
3932 if trbeam: # Don't bother if we are to be beamed
3934 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
3935 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
3936 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
3937 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
3939 prout(_("Entering Quadrant %s.") % game.quadrant)
3940 game.quad[game.sector.x][game.sector.y] = game.ship
3942 if game.skill>SKILL_NOVICE:
3945 iquad = game.quad[w.x][w.y]
3947 # object encountered in flight path
3948 stopegy = 50.0*game.dist/game.optime
3949 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3950 if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
3952 ram(False, iquad, game.sector)
3954 elif iquad == IHBLANK:
3956 prouts(_("***RED ALERT! RED ALERT!"))
3960 proutn(_(" pulled into black hole at Sector %s") % w)
3962 # Getting pulled into a black hole was certain
3963 # death in Almy's original. Stas Sergeev added a
3964 # possibility that you'll get timewarped instead.
3967 for m in range(0, NDEVICES):
3968 if game.damage[m]>0:
3970 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3971 if (game.options & OPTION_BLKHOLE) and random.random()>probf:
3981 proutn(_(" encounters Tholian web at %s;") % w)
3983 proutn(_(" blocked by object at %s;") % w)
3984 proutn(_("Emergency stop required "))
3985 prout(_("%2d units of energy.") % int(stopegy))
3986 game.energy -= stopegy
3987 final.x = x-deltax+0.5
3988 final.y = y-deltay+0.5
3990 if game.energy <= 0:
3996 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
4003 # dock our ship at a starbase
4005 if game.condition == "docked" and verbose:
4006 prout(_("Already docked."))
4009 prout(_("You must first leave standard orbit."))
4011 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
4013 prout(_(" not adjacent to base."))
4015 game.condition = "docked"
4019 if game.energy < game.inenrg:
4020 game.energy = game.inenrg
4021 game.shield = game.inshld
4022 game.torps = game.intorps
4023 game.lsupres = game.inlsr
4024 game.state.crew = FULLCREW
4025 if not damaged(DRADIO) and \
4026 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
4027 # get attack report from base
4028 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
4033 # This program originally required input in terms of a (clock)
4034 # direction and distance. Somewhere in history, it was changed to
4035 # cartesian coordinates. So we need to convert. Probably
4036 # "manual" input should still be done this way -- it's a real
4037 # pain if the computer isn't working! Manual mode is still confusing
4038 # because it involves giving x and y motions, yet the coordinates
4039 # are always displayed y - x, where +y is downward!
4042 def getcd(isprobe, akey):
4043 # get course and distance
4044 irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
4045 navmode = "unspecified"
4050 # Get course direction and distance. If user types bad values, return
4051 # with DIREC = -1.0.
4054 if game.landed and not isprobe:
4055 prout(_("Dummy! You can't leave standard orbit until you"))
4056 proutn(_("are back aboard the ship."))
4059 while navmode == "unspecified":
4060 if damaged(DNAVSYS):
4062 prout(_("Computer damaged; manual navigation only"))
4064 prout(_("Computer damaged; manual movement only"))
4069 if isprobe and akey != -1:
4070 # For probe launch, use pre-scanned value first time
4077 proutn(_("Manual or automatic- "))
4080 elif key == IHALPHA:
4085 elif isit("automatic"):
4086 navmode = "automatic"
4095 prout(_("(Manual navigation assumed.)"))
4097 prout(_("(Manual movement assumed.)"))
4101 if navmode == "automatic":
4104 proutn(_("Target quadrant or quadrant§or- "))
4106 proutn(_("Destination sector or quadrant§or- "))
4122 # both quadrant and sector specified
4136 # only quadrant specified -- go to center of dest quad
4144 if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
4151 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
4153 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4154 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
4155 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
4158 proutn(_("X and Y displacements- "))
4172 # Check for zero movement
4173 if deltax == 0 and deltay == 0:
4176 if itemp == "verbose" and not isprobe:
4178 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4179 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4180 game.direc = math.atan2(deltax, deltay)*1.90985932
4181 if game.direc < 0.0:
4187 # move under impulse power
4189 if damaged(DIMPULS):
4192 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4194 if game.energy > 30.0:
4196 if game.direc == -1.0:
4198 power = 20.0 + 100.0*game.dist
4202 if power >= game.energy:
4203 # Insufficient power for trip
4205 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4206 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4207 if game.energy > 30:
4208 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4209 int(0.01 * (game.energy-20.0)-0.05))
4210 prout(_(" quadrants.\""))
4212 prout(_("quadrant. They are, therefore, useless.\""))
4215 # Make sure enough time is left for the trip
4216 game.optime = game.dist/0.095
4217 if game.optime >= game.state.remtime:
4218 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4219 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4220 proutn(_("we dare spend the time?\" "))
4223 # Activate impulse engines and pay the cost
4228 power = 20.0 + 100.0*game.dist
4229 game.energy -= power
4230 game.optime = game.dist/0.095
4231 if game.energy <= 0:
4236 # move under warp drive
4237 blooey = False; twarp = False
4238 if not timewarp: # Not WARPX entry
4240 if game.damage[DWARPEN] > 10.0:
4243 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4245 if damaged(DWARPEN) and game.warpfac > 4.0:
4248 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4249 prout(_(" is repaired, I can only give you warp 4.\""))
4252 # Read in course and distance
4254 if game.direc == -1.0:
4257 # Make sure starship has enough energy for the trip
4258 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4259 if power >= game.energy:
4260 # Insufficient power for trip
4263 prout(_("Engineering to bridge--"))
4264 if not game.shldup or 0.5*power > game.energy:
4265 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4267 prout(_("We can't do it, Captain. We don't have enough energy."))
4269 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4272 prout(_("if you'll lower the shields."))
4276 prout(_("We haven't the energy to go that far with the shields up."))
4279 # Make sure enough time is left for the trip
4280 game.optime = 10.0*game.dist/game.wfacsq
4281 if game.optime >= 0.8*game.state.remtime:
4283 prout(_("First Officer Spock- \"Captain, I compute that such"))
4284 proutn(_(" a trip would require approximately %2.0f") %
4285 (100.0*game.optime/game.state.remtime))
4286 prout(_(" percent of our"))
4287 proutn(_(" remaining time. Are you sure this is wise?\" "))
4293 if game.warpfac > 6.0:
4294 # Decide if engine damage will occur
4295 prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
4296 if prob > random.random():
4298 game.dist = random.random()*game.dist
4299 # Decide if time warp will occur
4300 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
4302 if idebug and game.warpfac==10 and not twarp:
4304 proutn("=== Force time warp? ")
4308 # If time warp or engine damage, check path
4309 # If it is obstructed, don't do warp or damage
4310 angle = ((15.0-game.direc)*0.5235998)
4311 deltax = -math.sin(angle)
4312 deltay = math.cos(angle)
4313 if math.fabs(deltax) > math.fabs(deltay):
4314 bigger = math.fabs(deltax)
4316 bigger = math.fabs(deltay)
4320 n = 10.0 * game.dist * bigger +0.5
4323 for l in range(1, n+1):
4328 if not VALID_SECTOR(ix, iy):
4330 if game.quad[ix][iy] != IHDOT:
4335 # Activate Warp Engines and pay the cost
4339 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4340 if game.energy <= 0:
4342 game.optime = 10.0*game.dist/game.wfacsq
4346 game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
4348 prout(_("Engineering to bridge--"))
4349 prout(_(" Scott here. The warp engines are damaged."))
4350 prout(_(" We'll have to reduce speed to warp 4."))
4355 # change the warp factor
4361 proutn(_("Warp factor- "))
4366 if game.damage[DWARPEN] > 10.0:
4367 prout(_("Warp engines inoperative."))
4369 if damaged(DWARPEN) and aaitem > 4.0:
4370 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4371 prout(_(" but right now we can only go warp 4.\""))
4374 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4377 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4379 oldfac = game.warpfac
4380 game.warpfac = aaitem
4381 game.wfacsq=game.warpfac*game.warpfac
4382 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4383 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4386 if game.warpfac < 8.00:
4387 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4389 if game.warpfac == 10.0:
4390 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4392 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4396 # cope with being tossed out of quadrant by supernova or yanked by beam
4399 # is captain on planet?
4401 if damaged(DTRANSP):
4404 prout(_("Scotty rushes to the transporter controls."))
4406 prout(_("But with the shields up it's hopeless."))
4408 prouts(_("His desperate attempt to rescue you . . ."))
4409 if random.random() <= 0.5:
4413 prout(_("SUCCEEDS!"))
4416 proutn(_("The crystals mined were "))
4417 if random.random() <= 0.25:
4425 # Check to see if captain in shuttle craft
4431 # Inform captain of attempt to reach safety
4435 prouts(_("***RED ALERT! RED ALERT!"))
4439 prout(_(" has stopped in a quadrant containing"))
4440 prouts(_(" a supernova."))
4442 proutn(_("***Emergency automatic override attempts to hurl "))
4445 prout(_("safely out of quadrant."))
4446 if not damaged(DRADIO):
4447 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4448 # Try to use warp engines
4449 if damaged(DWARPEN):
4451 prout(_("Warp engines damaged."))
4454 game.warpfac = 6.0+2.0*random.random()
4455 game.wfacsq = game.warpfac * game.warpfac
4456 prout(_("Warp factor set to %d") % int(game.warpfac))
4457 power = 0.75*game.energy
4458 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4459 distreq = 1.4142+random.random()
4460 if distreq < game.dist:
4462 game.optime = 10.0*game.dist/game.wfacsq
4463 game.direc = 12.0*random.random() # How dumb!
4465 game.inorbit = False
4468 # This is bad news, we didn't leave quadrant.
4472 prout(_("Insufficient energy to leave quadrant."))
4475 # Repeat if another snova
4476 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4478 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4479 finish(FWON) # Snova killed remaining enemy.
4482 # let's do the time warp again
4483 prout(_("***TIME WARP ENTERED."))
4484 if game.state.snap and random.random() < 0.5:
4486 prout(_("You are traveling backwards in time %d stardates.") %
4487 int(game.state.date-game.snapsht.date))
4488 game.state = game.snapsht
4489 game.state.snap = False
4490 if game.state.remcom:
4491 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4492 schedule(FBATTAK, expran(0.3*game.intime))
4493 schedule(FSNOVA, expran(0.5*game.intime))
4494 # next snapshot will be sooner
4495 schedule(FSNAP, expran(0.25*game.state.remtime))
4497 if game.state.nscrem:
4498 schedule(FSCMOVE, 0.2777)
4502 invalidate(game.battle)
4504 # Make sure Galileo is consistant -- Snapshot may have been taken
4505 # when on planet, which would give us two Galileos!
4507 for l in range(game.inplan):
4508 if game.state.planets[l].known == "shuttle_down":
4510 if game.iscraft == "onship" and game.ship==IHE:
4511 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4512 game.iscraft = "offship"
4513 # Likewise, if in the original time the Galileo was abandoned, but
4514 # was on ship earlier, it would have vanished -- let's restore it.
4515 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4516 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4517 game.iscraft = "onship"
4519 # * There used to be code to do the actual reconstrction here,
4520 # * but the starchart is now part of the snapshotted galaxy state.
4522 prout(_("Spock has reconstructed a correct star chart from memory"))
4524 # Go forward in time
4525 game.optime = -0.5*game.intime*math.log(random.random())
4526 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4527 # cheat to make sure no tractor beams occur during time warp
4528 postpone(FTBEAM, game.optime)
4529 game.damage[DRADIO] += game.optime
4531 events() # Stas Sergeev added this -- do pending events
4534 # launch deep-space probe
4535 # New code to launch a deep space probe
4536 if game.nprobes == 0:
4539 if game.ship == IHE:
4540 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4542 prout(_("Ye Faerie Queene has no deep space probes."))
4547 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4549 if is_scheduled(FDSPROB):
4552 if damaged(DRADIO) and game.condition != "docked":
4553 prout(_("Spock- \"Records show the previous probe has not yet"))
4554 prout(_(" reached its destination.\""))
4556 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4561 # slow mode, so let Kirk know how many probes there are left
4562 if game.nprobes == 1:
4563 prout(_("1 probe left."))
4565 prout(_("%d probes left") % game.nprobes)
4566 proutn(_("Are you sure you want to fire a probe? "))
4570 game.isarmed = False
4571 if key == IHALPHA and citem == "armed":
4575 proutn(_("Arm NOVAMAX warhead? "))
4578 if game.direc == -1.0:
4581 angle = ((15.0 - game.direc) * 0.5235988)
4582 game.probeinx = -math.sin(angle)
4583 game.probeiny = math.cos(angle)
4584 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4585 bigger = math.fabs(game.probeinx)
4587 bigger = math.fabs(game.probeiny)
4589 game.probeiny /= bigger
4590 game.probeinx /= bigger
4591 game.proben = 10.0*game.dist*bigger +0.5
4592 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4593 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4594 game.probec = game.quadrant
4595 schedule(FDSPROB, 0.01) # Time to move one sector
4596 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4600 # Here's how the mayday code works:
4602 # First, the closest starbase is selected. If there is a a starbase
4603 # in your own quadrant, you are in good shape. This distance takes
4604 # quadrant distances into account only.
4606 # A magic number is computed based on the distance which acts as the
4607 # probability that you will be rematerialized. You get three tries.
4609 # When it is determined that you should be able to be rematerialized
4610 # (i.e., when the probability thing mentioned above comes up
4611 # positive), you are put into that quadrant (anywhere). Then, we try
4612 # to see if there is a spot adjacent to the star- base. If not, you
4613 # can't be rematerialized!!! Otherwise, it drops you there. It only
4614 # tries five times to find a spot to drop you. After that, it's your
4618 # yell for help from nearest starbase
4619 # There's more than one way to move in this game!
4623 # Test for conditions which prevent calling for help
4624 if game.condition == "docked":
4625 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4628 prout(_("Subspace radio damaged."))
4630 if game.state.rembase==0:
4631 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4634 proutn(_("You must be aboard the "))
4638 # OK -- call for help from nearest starbase
4641 # There's one in this quadrant
4642 ddist = distance(game.base, game.sector)
4645 for m in range(1, game.state.rembase+1):
4646 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4650 # Since starbase not in quadrant, set up new quadrant
4651 game.quadrant = game.state.baseq[line]
4653 # dematerialize starship
4654 game.quad[game.sector.x][game.sector.y]=IHDOT
4655 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4657 prout(_(" dematerializes."))
4659 for m in range(1, 5+1):
4660 ix = game.base.x+3.0*random.random()-1
4661 iy = game.base.y+3.0*random.random()-1
4662 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4663 # found one -- finish up
4667 if not is_valid(game.sector):
4668 prout(_("You have been lost in space..."))
4669 finish(FMATERIALIZE)
4671 # Give starbase three chances to rematerialize starship
4672 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4673 for m in range(1, 3+1):
4674 if m == 1: proutn(_("1st"))
4675 elif m == 2: proutn(_("2nd"))
4676 elif m == 3: proutn(_("3rd"))
4677 proutn(_(" attempt to re-materialize "))
4679 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4682 if random.random() > probf:
4685 curses.delay_output(500)
4688 game.quad[ix][iy]=IHQUEST
4691 setwnd(message_window)
4692 finish(FMATERIALIZE)
4694 game.quad[ix][iy]=game.ship
4696 prout(_("succeeds."))
4700 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4702 # Abandon Ship (the BSD-Trek description)
4704 # The ship is abandoned. If your current ship is the Faire
4705 # Queene, or if your shuttlecraft is dead, you're out of
4706 # luck. You need the shuttlecraft in order for the captain
4707 # (that's you!!) to escape.
4709 # Your crew can beam to an inhabited starsystem in the
4710 # quadrant, if there is one and if the transporter is working.
4711 # If there is no inhabited starsystem, or if the transporter
4712 # is out, they are left to die in outer space.
4714 # If there are no starbases left, you are captured by the
4715 # Klingons, who torture you mercilessly. However, if there
4716 # is at least one starbase, you are returned to the
4717 # Federation in a prisoner of war exchange. Of course, this
4718 # can't happen unless you have taken some prisoners.
4723 if game.condition=="docked":
4725 prout(_("You cannot abandon Ye Faerie Queene."))
4728 # Must take shuttle craft to exit
4729 if game.damage[DSHUTTL]==-1:
4730 prout(_("Ye Faerie Queene has no shuttle craft."))
4732 if game.damage[DSHUTTL]<0:
4733 prout(_("Shuttle craft now serving Big Macs."))
4735 if game.damage[DSHUTTL]>0:
4736 prout(_("Shuttle craft damaged."))
4739 prout(_("You must be aboard the ship."))
4741 if game.iscraft != "onship":
4742 prout(_("Shuttle craft not currently available."))
4744 # Print abandon ship messages
4746 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4748 prouts(_("***ALL HANDS ABANDON SHIP!"))
4750 prout(_("Captain and crew escape in shuttle craft."))
4751 if game.state.rembase==0:
4752 # Oops! no place to go...
4755 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4757 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4758 prout(_("Remainder of ship's complement beam down"))
4759 prout(_("to nearest habitable planet."))
4760 elif q.planet != NOPLANET and not damaged(DTRANSP):
4761 prout(_("Remainder of ship's complement beam down to %s.") %
4764 prout(_("Entire crew of %d left to die in outer space.") %
4766 game.casual += game.state.crew
4767 game.abandoned += game.state.crew
4769 # If at least one base left, give 'em the Faerie Queene
4771 game.icrystl = False # crystals are lost
4772 game.nprobes = 0 # No probes
4773 prout(_("You are captured by Klingons and released to"))
4774 prout(_("the Federation in a prisoner-of-war exchange."))
4775 nb = random.random()*game.state.rembase+1
4776 # Set up quadrant and position FQ adjacient to base
4777 if not game.quadrant == game.state.baseq[nb]:
4778 game.quadrant = game.state.baseq[nb]
4779 game.sector.x = game.sector.y = 5
4782 # position next to base by trial and error
4783 game.quad[game.sector.x][game.sector.y] = IHDOT
4784 for l in range(1, QUADSIZE+1):
4785 game.sector.x = 3.0*random.random() - 1.0 + game.base.x
4786 game.sector.y = 3.0*random.random() - 1.0 + game.base.y
4787 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4788 game.quad[game.sector.x][game.sector.y] == IHDOT:
4791 break # found a spot
4792 game.sector.x=QUADSIZE/2
4793 game.sector.y=QUADSIZE/2
4795 # Get new commission
4796 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4797 game.state.crew = FULLCREW
4798 prout(_("Starfleet puts you in command of another ship,"))
4799 prout(_("the Faerie Queene, which is antiquated but,"))
4800 prout(_("still useable."))
4802 prout(_("The dilithium crystals have been moved."))
4804 game.iscraft = "offship" # Galileo disappears
4806 game.condition="docked"
4807 for l in range(0, NDEVICES):
4808 game.damage[l] = 0.0
4809 game.damage[DSHUTTL] = -1
4810 game.energy = game.inenrg = 3000.0
4811 game.shield = game.inshld = 1250.0
4812 game.torps = game.intorps = 6
4813 game.lsupres=game.inlsr=3.0
4819 # Code from planets.c begins here.
4822 # abort a lengthy operation if an event interrupts it
4825 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4830 # report on (uninhabited) planets in the galaxy
4834 prout(_("Spock- \"Planet report follows, Captain.\""))
4836 for i in range(game.inplan):
4837 if game.state.planets[i].pclass == destroyed:
4839 if (game.state.planets[i].known != "unknown" \
4840 and not game.state.planets[i].inhabited) \
4843 if idebug and game.state.planets[i].known=="unknown":
4844 proutn("(Unknown) ")
4845 proutn(_("Quadrant %s") % game.state.planets[i].w)
4846 proutn(_(" class "))
4847 proutn(game.state.planets[i].pclass)
4849 if game.state.planets[i].crystals != present:
4851 prout(_("dilithium crystals present."))
4852 if game.state.planets[i].known=="shuttle_down":
4853 prout(_(" Shuttle Craft Galileo on surface."))
4855 prout(_("No information available."))
4858 # enter standard orbit
4862 prout(_("Already in standard orbit."))
4864 if damaged(DWARPEN) and damaged(DIMPULS):
4865 prout(_("Both warp and impulse engines damaged."))
4867 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4869 prout(_(" not adjacent to planet."))
4872 game.optime = 0.02+0.03*random.random()
4873 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4877 game.height = (1400.0+7200.0*random.random())
4878 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4883 # examine planets in this quadrant
4884 if damaged(DSRSENS):
4885 if game.options & OPTION_TTY:
4886 prout(_("Short range sensors damaged."))
4888 if not is_valid(game.plnet):
4889 if game.options & OPTION_TTY:
4890 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4892 if game.state.planets[game.iplnet].known == "unknown":
4893 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4895 prout(_(" Planet at Sector %s is of class %s.") %
4896 (sector,game.plnet, game.state.planets[game.iplnet]))
4897 if game.state.planets[game.iplnet].known=="shuttle_down":
4898 prout(_(" Sensors show Galileo still on surface."))
4899 proutn(_(" Readings indicate"))
4900 if game.state.planets[game.iplnet].crystals != present:
4902 prout(_(" dilithium crystals present.\""))
4903 if game.state.planets[game.iplnet].known == "unknown":
4904 game.state.planets[game.iplnet].known = "known"
4907 # use the transporter
4911 if damaged(DTRANSP):
4912 prout(_("Transporter damaged."))
4913 if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
4915 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4919 if not game.inorbit:
4921 prout(_(" not in standard orbit."))
4924 prout(_("Impossible to transport through shields."))
4926 if game.state.planets[game.iplnet].known=="unknown":
4927 prout(_("Spock- \"Captain, we have no information on this planet"))
4928 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4929 prout(_(" you may not go down.\""))
4931 if not game.landed and game.state.planets[game.iplnet].crystals==absent:
4932 prout(_("Spock- \"Captain, I fail to see the logic in"))
4933 prout(_(" exploring a planet with no dilithium crystals."))
4934 proutn(_(" Are you sure this is wise?\" "))
4938 if not (game.options & OPTION_PLAIN):
4939 nrgneed = 50 * game.skill + game.height / 100.0
4940 if nrgneed > game.energy:
4941 prout(_("Engineering to bridge--"))
4942 prout(_(" Captain, we don't have enough energy for transportation."))
4944 if not game.landed and nrgneed * 2 > game.energy:
4945 prout(_("Engineering to bridge--"))
4946 prout(_(" Captain, we have enough energy only to transport you down to"))
4947 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4948 if game.state.planets[game.iplnet].known == "shuttle_down":
4949 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4950 proutn(_(" Are you sure this is wise?\" "))
4955 # Coming from planet
4956 if game.state.planets[game.iplnet].known=="shuttle_down":
4957 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4961 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4962 prout(_("Landing party assembled, ready to beam up."))
4964 prout(_("Kirk whips out communicator..."))
4965 prouts(_("BEEP BEEP BEEP"))
4967 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4970 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4972 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4974 prout(_("Kirk- \"Energize.\""))
4977 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4979 if random.random() > 0.98:
4980 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4982 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4985 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4986 game.landed = not game.landed
4987 game.energy -= nrgneed
4989 prout(_("Transport complete."))
4990 if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
4991 prout(_("The shuttle craft Galileo is here!"))
4992 if not game.landed and game.imine:
4999 # strip-mine a world for dilithium
5003 prout(_("Mining party not on planet."))
5005 if game.state.planets[game.iplnet].crystals == mined:
5006 prout(_("This planet has already been strip-mined for dilithium."))
5008 elif game.state.planets[game.iplnet].crystals == absent:
5009 prout(_("No dilithium crystals on this planet."))
5012 prout(_("You've already mined enough crystals for this trip."))
5014 if game.icrystl and game.cryprob == 0.05:
5015 proutn(_("With all those fresh crystals aboard the "))
5018 prout(_("there's no reason to mine more at this time."))
5020 game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass
5023 prout(_("Mining operation complete."))
5024 game.state.planets[game.iplnet].crystals = mined
5025 game.imine = game.ididit = True
5028 # use dilithium crystals
5032 if not game.icrystl:
5033 prout(_("No dilithium crystals available."))
5035 if game.energy >= 1000:
5036 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
5037 prout(_(" except when Condition Yellow exists."))
5039 prout(_("Spock- \"Captain, I must warn you that loading"))
5040 prout(_(" raw dilithium crystals into the ship's power"))
5041 prout(_(" system may risk a severe explosion."))
5042 proutn(_(" Are you sure this is wise?\" "))
5047 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
5048 prout(_(" Mr. Spock and I will try it.\""))
5050 prout(_("Spock- \"Crystals in place, Sir."))
5051 prout(_(" Ready to activate circuit.\""))
5053 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
5055 if random.random() <= game.cryprob:
5056 prouts(_(" \"Activating now! - - No good! It's***"))
5058 prouts(_("***RED ALERT! RED A*L********************************"))
5061 prouts(_("****************** KA-BOOM!!!! *******************"))
5065 game.energy += 5000.0*(1.0 + 0.9*random.random())
5066 prouts(_(" \"Activating now! - - "))
5067 prout(_("The instruments"))
5068 prout(_(" are going crazy, but I think it's"))
5069 prout(_(" going to work!! Congratulations, Sir!\""))
5074 # use shuttlecraft for planetary jaunt
5077 if damaged(DSHUTTL):
5078 if game.damage[DSHUTTL] == -1.0:
5079 if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
5080 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5082 prout(_("Ye Faerie Queene had no shuttle craft."))
5083 elif game.damage[DSHUTTL] > 0:
5084 prout(_("The Galileo is damaged."))
5085 else: # game.damage[DSHUTTL] < 0
5086 prout(_("Shuttle craft is now serving Big Macs."))
5088 if not game.inorbit:
5090 prout(_(" not in standard orbit."))
5092 if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
5093 prout(_("Shuttle craft not currently available."))
5095 if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
5096 prout(_("You will have to beam down to retrieve the shuttle craft."))
5098 if game.shldup or game.condition == "docked":
5099 prout(_("Shuttle craft cannot pass through shields."))
5101 if game.state.planets[game.iplnet].known=="unknown":
5102 prout(_("Spock- \"Captain, we have no information on this planet"))
5103 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5104 prout(_(" you may not fly down.\""))
5106 game.optime = 3.0e-5*game.height
5107 if game.optime >= 0.8*game.state.remtime:
5108 prout(_("First Officer Spock- \"Captain, I compute that such"))
5109 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5110 int(100*game.optime/game.state.remtime))
5111 prout(_("remaining time."))
5112 proutn(_("Are you sure this is wise?\" "))
5118 if game.iscraft == "onship":
5120 if not damaged(DTRANSP):
5121 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5125 proutn(_("Shuttle crew"))
5127 proutn(_("Rescue party"))
5128 prout(_(" boards Galileo and swoops toward planet surface."))
5129 game.iscraft = "offship"
5133 game.state.planets[game.iplnet].known="shuttle_down"
5134 prout(_("Trip complete."))
5137 # Ready to go back to ship
5138 prout(_("You and your mining party board the"))
5139 prout(_("shuttle craft for the trip back to the Enterprise."))
5141 prouts(_("The short hop begins . . ."))
5143 game.state.planets[game.iplnet].known="known"
5149 game.iscraft = "onship"
5155 prout(_("Trip complete."))
5160 prout(_("Mining party assembles in the hangar deck,"))
5161 prout(_("ready to board the shuttle craft \"Galileo\"."))
5163 prouts(_("The hangar doors open; the trip begins."))
5166 game.iscraft = "offship"
5169 game.state.planets[game.iplnet].known = "shuttle_down"
5172 prout(_("Trip complete."))
5176 # use the big zapper
5182 if game.ship != IHE:
5183 prout(_("Ye Faerie Queene has no death ray."))
5186 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5189 prout(_("Death Ray is damaged."))
5191 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5192 prout(_(" is highly unpredictible. Considering the alternatives,"))
5193 proutn(_(" are you sure this is wise?\" "))
5196 prout(_("Spock- \"Acknowledged.\""))
5199 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5201 prout(_("Crew scrambles in emergency preparation."))
5202 prout(_("Spock and Scotty ready the death ray and"))
5203 prout(_("prepare to channel all ship's power to the device."))
5205 prout(_("Spock- \"Preparations complete, sir.\""))
5206 prout(_("Kirk- \"Engage!\""))
5208 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5211 if game.options & OPTION_PLAIN:
5214 prouts(_("Sulu- \"Captain! It's working!\""))
5216 while game.nenhere > 0:
5217 deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
5218 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5219 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5221 if (game.options & OPTION_PLAIN) == 0:
5222 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5223 if random.random() <= 0.05:
5224 prout(_(" is still operational.\""))
5226 prout(_(" has been rendered nonfunctional.\""))
5227 game.damage[DDRAY] = 39.95
5229 r = random.random() # Pick failure method
5231 prouts(_("Sulu- \"Captain! It's working!\""))
5233 prouts(_("***RED ALERT! RED ALERT!"))
5235 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5237 prouts(_("***RED ALERT! RED A*L********************************"))
5240 prouts(_("****************** KA-BOOM!!!! *******************"))
5245 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5247 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5249 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5250 prout(_(" have apparently been transformed into strange mutations."))
5251 prout(_(" Vulcans do not seem to be affected."))
5253 prout(_("Kirk- \"Raauch! Raauch!\""))
5258 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5260 proutn(_("Spock- \"I believe the word is"))
5261 prouts(_(" *ASTONISHING*"))
5262 prout(_(" Mr. Sulu."))
5263 for i in range(1, QUADSIZE+1):
5264 for j in range(1, QUADSIZE+1):
5265 if game.quad[i][j] == IHDOT:
5266 game.quad[i][j] = IHQUEST
5267 prout(_(" Captain, our quadrant is now infested with"))
5268 prouts(_(" - - - - - - *THINGS*."))
5270 prout(_(" I have no logical explanation.\""))
5272 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5274 prout(_("Scotty- \"There are so many tribbles down here"))
5275 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5279 # Code from reports.c begins here
5281 def attackreport(curt):
5282 # report status of bases under attack
5284 if is_scheduled(FCDBAS):
5285 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5286 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5287 elif game.isatb == 1:
5288 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5289 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5291 prout(_("No Starbase is currently under attack."))
5293 if is_scheduled(FCDBAS):
5294 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5296 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5300 # report on general game status
5302 s1 = "" and game.thawed and _("thawed ")
5303 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5304 s3 = (None, _("novice"). _("fair"),
5305 _("good"), _("expert"), _("emeritus"))[game.skill]
5306 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5307 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5308 prout(_("No plaque is allowed."))
5310 prout(_("This is tournament game %d.") % game.tourn)
5311 prout(_("Your secret password is \"%s\"") % game.passwd)
5312 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5313 (game.inkling + game.incom + game.inscom)))
5314 if game.incom - game.state.remcom:
5315 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5316 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5317 prout(_(", but no Commanders."))
5320 if game.skill > SKILL_FAIR:
5321 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5322 if game.state.rembase != game.inbase:
5324 if game.inbase-game.state.rembase==1:
5325 proutn(_("has been 1 base"))
5327 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5328 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5330 prout(_("There are %d bases.") % game.inbase)
5331 if communicating() or game.iseenit:
5332 # Don't report this if not seen and
5333 # either the radio is dead or not at base!
5337 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5339 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5340 if game.ship == IHE:
5341 proutn(_("You have "))
5343 proutn("%d" % (game.nprobes))
5346 proutn(_(" deep space probe"))
5350 if communicating() and is_scheduled(FDSPROB):
5352 proutn(_("An armed deep space probe is in "))
5354 proutn(_("A deep space probe is in "))
5355 prout("Quadrant %s." % game.probec)
5357 if game.cryprob <= .05:
5358 prout(_("Dilithium crystals aboard ship... not yet used."))
5362 while game.cryprob > ai:
5365 prout(_("Dilithium crystals have been used %d time%s.") % \
5366 (i, (_("s"), "")[i==1]))
5370 # long-range sensor scan
5371 if damaged(DLRSENS):
5372 # Now allow base's sensors if docked
5373 if game.condition != "docked":
5374 prout(_("LONG-RANGE SENSORS DAMAGED."))
5376 prout(_("Starbase's long-range scan"))
5378 prout(_("Long-range scan"))
5379 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5381 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5382 if not VALID_QUADRANT(x, y):
5385 if not damaged(DRADIO):
5386 game.state.galaxy[x][y].charted = True
5387 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5388 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5389 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5390 if game.state.galaxy[x][y].supernova:
5393 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5401 for i in range(NDEVICES):
5404 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5405 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5407 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5408 game.damage[i]+0.05,
5409 game.docfac*game.damage[i]+0.005))
5411 prout(_("All devices functional."))
5414 # update the chart in the Enterprise's computer from galaxy data
5415 game.lastchart = game.state.date
5416 for i in range(1, GALSIZE+1):
5417 for j in range(1, GALSIZE+1):
5418 if game.state.galaxy[i][j].charted:
5419 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5420 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5421 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5424 # display the star chart
5426 if not damaged(DRADIO):
5428 if game.lastchart < game.state.date and game.condition == "docked":
5429 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5432 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5433 if game.state.date > game.lastchart:
5434 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5435 prout(" 1 2 3 4 5 6 7 8")
5436 for i in range(1, GALSIZE+1):
5437 proutn("%d |" % (i))
5438 for j in range(1, GALSIZE+1):
5439 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5443 if game.state.galaxy[i][j].supernova:
5445 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5447 elif game.state.galaxy[i][j].charted:
5448 sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
5452 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5460 def sectscan(goodScan, i, j):
5461 # light up an individual dot in a sector
5462 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5463 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):
5464 if game.condition == "red": textcolor(RED)
5465 elif game.condition == "green": textcolor(GREEN)
5466 elif game.condition == "yellow": textcolor(YELLOW)
5467 elif game.condition == "docked": textcolor(CYAN)
5468 elif game.condition == "dead": textcolor(BROWN)
5469 if game.quad[i][j] != game.ship:
5471 proutn("%c " % game.quad[i][j])
5477 # print status report lines
5479 if not req or req == 1:
5480 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5481 % (game.state.date, game.state.remtime))
5482 elif not req or req == 2:
5483 if game.condition != "docked":
5486 for t in range(0, NDEVICES):
5487 if game.damage[t]>0:
5489 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5490 elif not req or req == 3:
5491 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5492 elif not req or req == 4:
5493 if damaged(DLIFSUP):
5494 if game.condition == "docked":
5495 sprintf(s, _("DAMAGED, Base provides"))
5497 sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
5499 sprintf(s, _("ACTIVE"))
5500 prstat(_("Life Support"), s)
5501 elif not req or req == 5:
5502 prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
5503 elif not req or req == 6:
5505 if game.icrystl and (game.options & OPTION_SHOWME):
5506 extra = _(" (have crystals)")
5507 prstat(_("Energy"), "%.2f%s" % game.energy, extra)
5508 elif not req or req == 7:
5509 prstat(_("Torpedoes"), "%d" % (game.torps))
5510 elif not req or req == 8:
5511 if damaged(DSHIELD):
5512 strcpy(s, _("DAMAGED,"))
5516 strcpy(s, _("DOWN,"))
5517 data = _(" %d%% %.1f units") \
5518 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5519 prstat(_("Shields"), s)
5520 elif not req or req == 9:
5521 prstat(_("Klingons Left"), "%d" \
5522 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5523 elif not req or req == 10:
5524 if game.options & OPTION_WORLDS:
5525 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5526 if plnet != NOPLANET and game.state.planets[plnet].inhabited:
5527 prstat(_("Major system"), plnet.name)
5529 prout(_("Sector is uninhabited"))
5530 elif not req or req == 11:
5531 attackreport(not req)
5534 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5535 while scan() == IHEOL:
5536 proutn(_("Information desired? "))
5538 if citem in requests:
5539 status(requests.index(citem))
5541 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5542 prout((" date, condition, position, lsupport, warpfactor,"))
5543 prout((" energy, torpedoes, shields, klingons, system, time."))
5548 if damaged(DSRSENS):
5549 # Allow base's sensors if docked
5550 if game.condition != "docked":
5551 prout(_(" S.R. SENSORS DAMAGED!"))
5554 prout(_(" [Using Base's sensors]"))
5556 prout(_(" Short-range scan"))
5557 if goodScan and not damaged(DRADIO):
5558 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5559 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5560 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5561 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5562 prout(" 1 2 3 4 5 6 7 8 9 10")
5563 if game.condition != "docked":
5565 for i in range(1, QUADSIZE+1):
5566 proutn("%2d " % (i))
5567 for j in range(1, QUADSIZE+1):
5568 sectscan(goodScan, i, j)
5573 # use computer to get estimated time of arrival for a warp jump
5574 w1 = coord(); w2 = coord()
5576 if damaged(DCOMPTR):
5577 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5580 if scan() != IHREAL:
5583 proutn(_("Destination quadrant and/or sector? "))
5588 if scan() != IHREAL:
5592 if scan() == IHREAL:
5594 if scan() != IHREAL:
5599 if game.quadrant.y>w1.x:
5603 if game.quadrant.x>w1.y:
5608 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5611 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5612 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5616 prout(_("Answer \"no\" if you don't know the value:"))
5619 proutn(_("Time or arrival date? "))
5622 if ttime > game.state.date:
5623 ttime -= game.state.date # Actually a star date
5624 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5625 if ttime <= 1e-10 or twarp > 10:
5626 prout(_("We'll never make it, sir."))
5633 proutn(_("Warp factor? "))
5637 if twarp<1.0 or twarp > 10.0:
5641 prout(_("Captain, certainly you can give me one of these."))
5644 ttime = (10.0*game.dist)/square(twarp)
5645 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5646 if tpower >= game.energy:
5647 prout(_("Insufficient energy, sir."))
5648 if not game.shldup or tpower > game.energy*2.0:
5651 proutn(_("New warp factor to try? "))
5652 if scan() == IHREAL:
5655 if twarp<1.0 or twarp > 10.0:
5663 prout(_("But if you lower your shields,"))
5664 proutn(_("remaining"))
5667 proutn(_("Remaining"))
5668 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5670 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5672 prout(_("Any warp speed is adequate."))
5674 prout(_("Minimum warp needed is %.2f,") % (twarp))
5675 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5676 if game.state.remtime < ttime:
5677 prout(_("Unfortunately, the Federation will be destroyed by then."))
5679 prout(_("You'll be taking risks at that speed, Captain"))
5680 if (game.isatb==1 and game.state.kscmdr == w1 and \
5681 scheduled(FSCDBAS)< ttime+game.state.date) or \
5682 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5683 prout(_("The starbase there will be destroyed by then."))
5684 proutn(_("New warp factor to try? "))
5685 if scan() == IHREAL:
5688 if twarp<1.0 or twarp > 10.0:
5697 #ifdef BSD_BUG_FOR_BUG
5698 # A visual scan is made in a particular direction of three sectors
5699 # in the general direction specified. This takes time, and
5700 # Klingons can attack you, so it should be done only when sensors
5701 # are out. Code swiped from BSD-Trek. Not presently used, as we
5702 # automatically display all adjacent sectors on the short-range
5703 # scan even when short-range sensors are out.
5705 # This struct[] has the delta x, delta y for particular directions
5723 if scan() != IHREAL:
5725 proutn(_("Direction? "))
5729 if aaitem < 0.0 or aaitem > 360.0:
5731 co = (aaitem + 22) / 45
5733 ix = game.sector.x + v.x
5734 iy = game.sector.y + v.y
5735 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5738 co = game.quad[ix][iy]
5739 printf("%d,%d %c " % (ix, iy, co))
5741 ix = game.sector.x + v.x
5742 iy = game.sector.y + v.y
5743 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5746 co = game.quad[ix][iy]
5747 printf("%c " % (co))
5749 ix = game.sector.x + v.x
5750 iy = game.sector.y + v.y
5751 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5754 co = game.quad[ix][iy]
5755 prout("%c %d,%d\n" % (co, ix, iy))
5760 # Code from setup.c begins here
5763 return os.fstat(fd).st_size
5766 # issue a historically correct banner
5768 prout(_("-SUPER- STAR TREK"))
5770 #ifdef __HISTORICAL__
5771 # prout(_("Latest update-21 Sept 78"))
5773 #endif __HISTORICAL__
5778 citem = "emsave.trk"
5782 proutn(_("File name: "))
5788 if '.' not in citem:
5791 fp = open(citem, "wb")
5793 prout(_("Can't freeze game as file %s") % citem)
5795 cPickle.dump(game, fp)
5799 # retrieve saved game
5800 game.passwd[0] = '\0'
5803 proutn(_("File name: "))
5809 if '.' not in citem:
5812 fp = open(citem, "rb")
5814 prout(_("Can't thaw game in %s") % citem)
5816 game = cPickle.load(fp)
5820 # I used <http://www.memory-alpha.org> to find planets
5821 # with references in ST:TOS. Eath and the Alpha Centauri
5822 # Colony have been omitted.
5824 # Some planets marked Class G and P here will be displayed as class M
5825 # because of the way planets are generated. This is a known bug.
5828 _("Andoria (Fesoan)"), # several episodes
5829 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5830 _("Vulcan (T'Khasi)"), # many episodes
5831 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5832 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5833 _("Ardana"), # TOS: "The Cloud Minders"
5834 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5835 _("Gideon"), # TOS: "The Mark of Gideon"
5836 _("Aldebaran III"), # TOS: "The Deadly Years"
5837 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5838 _("Altair IV"), # TOS: "Amok Time
5839 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5840 _("Benecia"), # TOS: "The Conscience of the King"
5841 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5842 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5843 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5844 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5845 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5846 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5847 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5848 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5849 _("Ingraham B"), # TOS: "Operation: Annihilate"
5850 _("Janus IV"), # TOS: "The Devil in the Dark"
5851 _("Makus III"), # TOS: "The Galileo Seven"
5852 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5853 _("Omega IV"), # TOS: "The Omega Glory"
5854 _("Regulus V"), # TOS: "Amok Time
5855 _("Deneva"), # TOS: "Operation -- Annihilate!"
5856 # Worlds from BSD Trek
5857 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5858 _("Beta III"), # TOS: "The Return of the Archons"
5859 _("Triacus"), # TOS: "And the Children Shall Lead",
5860 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5862 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5863 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5864 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5865 # _("Izar"), # TOS: "Whom Gods Destroy"
5866 # _("Tiburon"), # TOS: "The Way to Eden"
5867 # _("Merak II"), # TOS: "The Cloud Minders"
5868 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5869 # _("Iotia"), # TOS: "A Piece of the Action"
5873 _("S. R. Sensors"), \
5874 _("L. R. Sensors"), \
5876 _("Photon Tubes"), \
5877 _("Life Support"), \
5878 _("Warp Engines"), \
5879 _("Impulse Engines"), \
5881 _("Subspace Radio"), \
5882 _("Shuttle Craft"), \
5884 _("Navigation System"), \
5886 _("Shield Control"), \
5891 def setup(needprompt):
5892 # prepare to play, set up cosmos
5896 # Decide how many of everything
5897 if choose(needprompt):
5898 return # frozen game
5899 # Prepare the Enterprise
5900 game.alldone = game.gamewon = False
5902 game.state.crew = FULLCREW
5903 game.energy = game.inenrg = 5000.0
5904 game.shield = game.inshld = 2500.0
5905 game.shldchg = False
5909 game.quadrant = randplace(GALSIZE)
5910 game.sector = randplace(QUADSIZE)
5911 game.torps = game.intorps = 10
5912 game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
5914 game.wfacsq = game.warpfac * game.warpfac
5915 for i in range(0, NDEVICES):
5916 game.damage[i] = 0.0
5917 # Set up assorted game parameters
5918 invalidate(game.battle)
5919 game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
5920 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5921 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5922 game.isatb = game.state.nplankl = 0
5923 game.state.starkl = game.state.basekl = 0
5924 game.iscraft = "onship"
5928 for i in range(1, GALSIZE+1):
5929 for j in range(1, GALSIZE+1):
5930 quad = game.state.galaxy[i][j]
5932 quad.planet = NOPLANET
5935 quad.starbase = False
5936 quad.supernova = False
5937 quad.status = "secure"
5938 # Initialize times for extraneous events
5939 schedule(FSNOVA, expran(0.5 * game.intime))
5940 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5941 schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
5942 schedule(FBATTAK, expran(0.3*game.intime))
5944 if game.state.nscrem:
5945 schedule(FSCMOVE, 0.2777)
5950 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5951 schedule(FDISTR, expran(1.0 + game.intime))
5956 # Starchart is functional but we've never seen it
5957 game.lastchart = FOREVER
5958 # Put stars in the galaxy
5960 for i in range(1, GALSIZE+1):
5961 for j in range(1, GALSIZE+1):
5962 k = random.random()*9.0 + 1.0
5964 game.state.galaxy[i][j].stars = k
5965 # Locate star bases in galaxy
5966 for i in range(1, game.inbase+1):
5969 w = randplace(GALSIZE)
5970 if not game.state.galaxy[w.x][w.y].starbase:
5973 # C version: for (j = i-1; j > 0; j--)
5974 # so it did them in the opposite order.
5976 # Improved placement algorithm to spread out bases
5977 distq = w.distance(baseq[j])
5978 if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
5981 prout("=== Abandoning base #%d at %s" % (i, w))
5983 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5985 prout("=== Saving base #%d, close to #%d" % (i, j))
5988 game.state.baseq[i] = w
5989 game.state.galaxy[w.x][w.y].starbase = True
5990 game.state.chart[w.x][w.y].starbase = True
5991 # Position ordinary Klingon Battle Cruisers
5993 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5994 if klumper > MAXKLQUAD:
5998 klump = (1.0 - r*r)*klumper
6003 w = randplace(GALSIZE)
6004 if not game.state.galaxy[w.x][w.y].supernova and \
6005 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
6007 game.state.galaxy[w.x][w.y].klingons += klump
6010 # Position Klingon Commander Ships
6011 for i in range(1, game.incom+1):
6013 w = randplace(GALSIZE)
6014 if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
6015 not game.state.galaxy[w.x][w.y].supernova and \
6016 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
6017 not w in game.state.kcmdr[:i]:
6019 game.state.galaxy[w.x][w.y].klingons += 1
6020 game.state.kcmdr[i] = w
6021 # Locate planets in galaxy
6022 for i in range(game.inplan):
6024 w = randplace(GALSIZE)
6025 if game.state.galaxy[w.x][w.y].planet == NOPLANET:
6029 new.crystals = "absent"
6030 if (game.options & OPTION_WORLDS) and i < NINHAB:
6031 new.pclass = "M" # All inhabited planets are class M
6032 new.crystals = "absent"
6034 new.name = systnames[i]
6035 new.inhabited = True
6037 new.pclass = ("M", "N", "O")[random.random()*3.0]
6038 if random.random()*1.5: # 1 in 3 chance of crystals
6039 new.crystals = "present"
6040 new.known = "unknown"
6041 new.inhabited = False
6042 game.state.galaxy[w.x][w.y].planet = new
6043 game.state.plnets.append(new)
6045 for i in range(1, game.state.nromrem+1):
6046 w = randplace(GALSIZE)
6047 game.state.galaxy[w.x][w.y].romulans += 1
6048 # Locate the Super Commander
6049 if game.state.nscrem > 0:
6051 w = randplace(GALSIZE)
6052 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MXKLQUAD:
6054 game.state.kscmdr = w
6055 game.state.galaxy[w.x][w.y].klingons += 1
6056 # Place thing (in tournament game, thingx == -1, don't want one!)
6058 thing = randplace(GALSIZE)
6062 game.state.snap = False
6063 if game.skill == SKILL_NOVICE:
6064 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
6065 prout(_("a deadly Klingon invasion force. As captain of the United"))
6066 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
6067 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
6068 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
6069 prout(_("your mission. As you proceed you may be given more time."))
6071 prout(_("You will have %d supporting starbases.") % (game.inbase))
6072 proutn(_("Starbase locations- "))
6074 prout(_("Stardate %d.") % int(game.state.date))
6076 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
6077 prout(_("An unknown number of Romulans."))
6078 if game.state.nscrem:
6079 prout(_("And one (GULP) Super-Commander."))
6080 prout(_("%d stardates.") % int(game.intime))
6081 proutn(_("%d starbases in ") % game.inbase)
6082 for i in range(1, game.inbase+1):
6083 proutn(`game.state.baseq[i]`)
6086 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
6087 proutn(_(" Sector %s") % game.sector)
6089 prout(_("Good Luck!"))
6090 if game.state.nscrem:
6091 prout(_(" YOU'LL NEED IT."))
6094 if game.nenhere - iqhere-game.ithere:
6096 if game.neutz: # bad luck to start in a Romulan Neutral Zone
6099 def choose(needprompt):
6100 # choose your game type
6104 game.skill = SKILL_NONE
6106 if needprompt: # Can start with command line options
6107 proutn(_("Would you like a regular, tournament, or saved game? "))
6109 if len(citem)==0: # Try again
6111 if isit("tournament"):
6112 while scan() == IHEOL:
6113 proutn(_("Type in tournament number-"))
6116 continue # We don't want a blank entry
6117 game.tourn = int(aaitem)
6121 if isit("saved") or isit("frozen"):
6125 if game.passwd == None:
6127 if not game.alldone:
6128 game.thawed = True # No plaque if not finished
6134 proutn(_("What is \""))
6138 while game.length==0 or game.skill==SKILL_NONE:
6139 if scan() == IHALPHA:
6142 elif isit("medium"):
6146 elif isit("novice"):
6147 game.skill = SKILL_NOVICE
6149 game.skill = SKILL_FAIR
6151 game.skill = SKILL_GOOD
6152 elif isit("expert"):
6153 game.skill = SKILL_EXPERT
6154 elif isit("emeritus"):
6155 game.skill = SKILL_EMERITUS
6157 proutn(_("What is \""))
6163 proutn(_("Would you like a Short, Medium, or Long game? "))
6164 elif game.skill == SKILL_NONE:
6165 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6166 # Choose game options -- added by ESR for SST2K
6167 if scan() != IHALPHA:
6169 proutn(_("Choose your game style (or just press enter): "))
6172 # Approximates the UT FORTRAN version.
6173 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6174 game.options |= OPTION_PLAIN
6176 # Approximates Tom Almy's version.
6177 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6178 game.options |= OPTION_ALMY
6182 proutn(_("What is \"%s\"?") % citem)
6184 if game.passwd == "debug":
6186 fputs("=== Debug mode enabled\n", sys.stdout)
6188 # Use parameters to generate initial values of things
6189 game.damfac = 0.5 * game.skill
6190 game.state.rembase = 2.0 + random.random()*(BASEMAX-2.0)
6191 game.inbase = game.state.rembase
6193 if game.options & OPTION_PLANETS:
6194 game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()
6195 if game.options & OPTION_WORLDS:
6196 game.inplan += NINHAB
6197 game.state.nromrem = game.inrom = (2.0+random.random())*game.skill
6198 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6199 game.state.remtime = 7.0 * game.length
6200 game.intime = game.state.remtime
6201 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
6202 game.incom = game.skill + 0.0625*game.inkling*random.random()
6203 game.state.remcom = min(10, game.incom)
6204 game.incom = game.state.remcom
6205 game.state.remres = (game.inkling+4*game.incom)*game.intime
6206 game.inresor = game.state.remres
6207 if game.inkling > 50:
6208 game.state.rembase += 1
6209 game.inbase = game.state.rembase
6213 # drop a feature on a random dot in the current quadrant
6216 w = randplace(QUADSIZE)
6217 if game.quad[w.x][w.y] == IHDOT:
6219 game.quad[w.x][w.y] = iquad
6223 # update our alert status
6224 game.condition = "green"
6225 if game.energy < 1000.0:
6226 game.condition = "yellow"
6227 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6228 game.condition = "red"
6230 game.condition="dead"
6233 # drop new Klingon into current quadrant
6236 game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
6237 game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
6241 # set up a new state of quadrant, for when we enter or re-enter it
6244 invalidate(game.base)
6246 game.comhere = False
6247 invalidate(game.plnet)
6253 game.inorbit = False
6255 game.ientesc = False
6259 game.iseenit = False
6261 # Attempt to escape Super-commander, so tbeam back!
6265 for i in range(1, QUADSIZE+1):
6266 for j in range(1, QUADSIZE+1):
6267 game.quad[i][j] = IHDOT
6268 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6269 # cope with supernova
6272 game.klhere = q.klingons
6273 game.irhere = q.romulans
6274 game.nenhere = game.klhere + game.irhere
6277 game.quad[game.sector.x][game.sector.y] = game.ship
6280 w.x = w.y = 0 # quiet a gcc warning
6281 # Position ordinary Klingons
6282 for i in range(1, game.klhere+1):
6284 # If we need a commander, promote a Klingon
6285 for i in range(1, game.state.remcom+1):
6286 if same(game.state.kcmdr[i], game.quadrant):
6289 if i <= game.state.remcom:
6290 game.quad[w.x][w.y] = IHC
6291 game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
6294 # If we need a super-commander, promote a Klingon
6295 if same(game.quadrant, game.state.kscmdr):
6296 game.quad[game.ks[1].x][game.ks[1].y] = IHS
6297 game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
6298 game.iscate = (game.state.remkl > 1)
6300 # Put in Romulans if needed
6301 for i in range(game.klhere+1, game.nenhere+1):
6304 game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
6305 game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
6306 # If quadrant needs a starbase, put it in
6308 game.base = dropin(IHB)
6310 # If quadrant needs a planet, put it in
6311 if q.planet != NOPLANET:
6312 game.iplnet = q.planet
6313 if game.state.planets[q.planet].inhabited == UNINHABITED:
6314 game.plnet = dropin(IHP)
6316 game.plnet = dropin(IHW)
6317 # Check for condition
6319 # And finally the stars
6320 for i in range(1, q.stars+1):
6324 if game.irhere > 0 and game.klhere == 0:
6326 if not damaged(DRADIO):
6328 prout(_("LT. Uhura- \"Captain, an urgent message."))
6329 prout(_(" I'll put it on audio.\" CLICK"))
6331 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6332 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6335 # Put in THING if needed
6336 if same(thing, game.quadrant):
6338 thing = randplace(GALSIZE)
6341 game.ks[game.nenhere] = w
6342 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6343 distance(game.sector, w)
6344 game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
6345 if not damaged(DSRSENS):
6347 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6348 prout(_(" Please examine your short-range scan.\""))
6350 # Decide if quadrant needs a Tholian; lighten up if skill is low
6351 if game.options & OPTION_THOLIAN:
6352 if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
6353 (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
6354 (game.skill > SKILL_GOOD and random.random() <= 0.08):
6356 game.tholian.x = random.choice((1, QUADSIZE))
6357 game.tholian.y = random.choice((1, QUADSIZE))
6358 if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
6360 game.quad[game.tholian.x][game.tholian.y] = IHT
6363 game.ks[game.nenhere] = game.tholian
6364 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6365 distance(game.sector, game.tholian)
6366 game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
6367 # Reserve unoccupied corners
6368 if game.quad[1][1]==IHDOT:
6369 game.quad[1][1] = 'X'
6370 if game.quad[1][QUADSIZE]==IHDOT:
6371 game.quad[1][QUADSIZE] = 'X'
6372 if game.quad[QUADSIZE][1]==IHDOT:
6373 game.quad[QUADSIZE][1] = 'X'
6374 if game.quad[QUADSIZE][QUADSIZE]==IHDOT:
6375 game.quad[QUADSIZE][QUADSIZE] = 'X'
6378 # Put in a few black holes
6379 for i in range(1, 3+1):
6380 if random.random() > 0.5:
6383 # Take out X's in corners if Tholian present
6385 if game.quad[1][1]=='X':
6386 game.quad[1][1] = IHDOT
6387 if game.quad[1][QUADSIZE]=='X':
6388 game.quad[1][QUADSIZE] = IHDOT
6389 if game.quad[QUADSIZE][1]=='X':
6390 game.quad[QUADSIZE][1] = IHDOT
6391 if game.quad[QUADSIZE][QUADSIZE]=='X':
6392 game.quad[QUADSIZE][QUADSIZE] = IHDOT
6395 # sort Klingons by distance from us
6396 # The author liked bubble sort. So we will use it. :-(
6397 if game.nenhere-iqhere-game.ithere < 2:
6401 for j in range(1, game.nenhere):
6402 if game.kdist[j] > game.kdist[j+1]:
6405 game.kdist[j] = game.kdist[j+1]
6408 game.kavgd[j] = game.kavgd[j+1]
6411 game.ks[j].x = game.ks[j+1].x
6414 game.ks[j].y = game.ks[j+1].y
6417 game.kpower[j] = game.kpower[j+1]
6418 game.kpower[j+1] = t
6423 # set the self-destruct password
6424 if game.options & OPTION_PLAIN:
6427 proutn(_("Please type in a secret password- "))
6430 if game.passwd != None:
6435 game.passwd[i] += chr(97+int(random.random()*25))
6437 # Code from sst.c begins here
6440 "SRSCAN": OPTION_TTY,
6441 "STATUS": OPTION_TTY,
6442 "REQUEST": OPTION_TTY,
6443 "LRSCAN": OPTION_TTY,
6456 "SENSORS": OPTION_PLANETS,
6457 "ORBIT": OPTION_PLANETS,
6458 "TRANSPORT": OPTION_PLANETS,
6459 "MINE": OPTION_PLANETS,
6460 "CRYSTALS": OPTION_PLANETS,
6461 "SHUTTLE": OPTION_PLANETS,
6462 "PLANETS": OPTION_PLANETS,
6467 "PROBE": OPTION_PROBE,
6469 "FREEZE": 0, # Synonym for SAVE
6475 "SOS": 0, # Synonym for MAYDAY
6476 "CALL": 0, # Synonym for MAYDAY
6483 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6486 # generate a list of legal commands
6488 proutn(_("LEGAL COMMANDS ARE:"))
6489 for key in commands:
6493 proutn("%-12s " % key)
6498 # browse on-line help
6499 # Give help on commands
6503 setwnd(prompt_window)
6504 proutn(_("Help on what command? "))
6506 setwnd(message_window)
6509 if citem in commands or citem == "ABBREV":
6518 fp = open(SSTDOC, "r")
6521 fp = open(DOC_NAME, "r")
6523 prout(_("Spock- \"Captain, that information is missing from the"))
6524 proutn(_(" computer. You need to find "))
6526 prout(_(" and put it in the"))
6527 proutn(_(" current directory or to "))
6531 # This used to continue: "You need to find SST.DOC and put
6532 # it in the current directory."
6536 linebuf = fp.readline()
6538 prout(_("Spock- \"Captain, there is no information on that command.\""))
6541 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6542 linebuf = linebuf[3:].strip()
6546 prout(_("Spock- \"Captain, I've found the following information:\""))
6548 while linebuf in fp:
6549 if "******" in linebuf:
6555 # command-interpretation loop
6558 setwnd(message_window)
6559 while True: # command loop
6561 while True: # get a command
6567 setwnd(prompt_window)
6571 if game.options & OPTION_CURSES:
6576 setwnd(message_window)
6579 if cmd not in commands:
6582 commandhook(commands[i].name, True)
6583 if cmd == "SRSCAN": # srscan
6585 elif cmd == "STATUS": # status
6587 elif cmd == "REQUEST": # status request
6589 elif cmd == "LRSCAN": # long range scan
6591 elif cmd == "PHASERS": # phasers
6595 elif cmd == "TORPEDO": # photon torpedos
6599 elif cmd == "MOVE": # move under warp
6601 elif cmd == "SHIELDS": # shields
6605 game.shldchg = False
6606 elif cmd == "DOCK": # dock at starbase
6610 elif cmd == "DAMAGES": # damage reports
6612 elif cmd == "CHART": # chart
6614 elif cmd == "IMPULSE": # impulse
6616 elif cmd == "REST": # rest
6620 elif cmd == "WARP": # warp
6622 elif cmd == "SCORE": # score
6624 elif cmd == "SENSORS": # sensors
6626 elif cmd == "ORBIT": # orbit
6630 elif cmd == "TRANSPORT": # transport "beam"
6632 elif cmd == "MINE": # mine
6636 elif cmd == "CRYSTALS": # crystals
6640 elif cmd == "SHUTTLE": # shuttle
6644 elif cmd == "PLANETS": # Planet list
6646 elif cmd == "REPORT": # Game Report
6648 elif cmd == "COMPUTER": # use COMPUTER!
6650 elif cmd == "COMMANDS":
6652 elif cmd == "EMEXIT": # Emergency exit
6653 clrscr() # Hide screen
6654 freeze(True) # forced save
6655 os.exit(1) # And quick exit
6656 elif cmd == "PROBE":
6657 probe() # Launch probe
6660 elif cmd == "ABANDON": # Abandon Ship
6662 elif cmd == "DESTRUCT": # Self Destruct
6664 elif cmd == "SAVE": # Save Game
6667 if game.skill > SKILL_GOOD:
6668 prout(_("WARNING--Saved games produce no plaques!"))
6669 elif cmd == "DEATHRAY": # Try a desparation measure
6673 elif cmd == "DEBUGCMD": # What do we want for debug???
6675 elif cmd == "MAYDAY": # Call for help
6680 game.alldone = True # quit the game
6683 elif cmd == "SEED": # set random-number seed
6687 #ifdef BSD_BUG_FOR_BUG
6688 # elif cmd == "VISUAL":
6689 # visual() # perform visual scan
6691 commandhook(commands[i].name, False)
6694 break # Game has ended
6695 if game.optime != 0.0:
6698 break # Events did us in
6699 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6702 if hitme and not game.justin:
6706 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6718 if cmd == IHR: s = _("Romulan")
6719 elif cmd == IHK: s = _("Klingon")
6720 elif cmd == IHC: s = _("Commander")
6721 elif cmd == IHS: s = _("Super-commander")
6722 elif cmd == IHSTAR: s = _("Star")
6723 elif cmd == IHP: s = _("Planet")
6724 elif cmd == IHB: s = _("Starbase")
6725 elif cmd == IHBLANK: s = _("Black hole")
6726 elif cmd == IHT: s = _("Tholian")
6727 elif cmd == IHWEB: s = _("Tholian web")
6728 elif cmd == IHQUEST: s = _("Stranger")
6729 elif cmd == IHW: s = _("Inhabited World")
6730 else: s = "Unknown??"
6733 def cramlc(loctype, w):
6735 if loctype == "quadrant":
6736 buf = _("Quadrant ")
6737 elif loctype == "sector":
6739 buf += ("%d - %d" % (w.x, w.y))
6742 def crmena(stars, enemy, loctype, w):
6743 # print an enemy and his location
6748 proutn(cramlc(loctype, w))
6751 # print our ship name
6752 if game.ship == IHE:
6754 elif game.ship == IHF:
6755 s = _("Faerie Queene")
6761 # print a line of stars
6762 prouts("******************************************************")
6766 return -avrage*math.log(1e-7 + random.random())
6768 def randplace(size):
6769 # choose a random location
6771 w.x = random.randint(1, size)
6772 w.y = random.randint(1, size)
6780 # return IHEOL next time
6785 # Get a token from the user
6790 # Read a line if nothing here
6796 if curwnd==prompt_window:
6798 setwnd(message_window)
6800 # Skip leading white space
6801 line = line.lstrip()
6806 inqueue += line.split()
6807 # From here on in it's all looking at the queue
6808 citem = inqueue.pop(0)
6812 aaitem = float(citem)
6817 citem = citem.lower()
6821 # yes-or-no confirmation
6830 proutn(_("Please answer with \"y\" or \"n\": "))
6833 # complain about unparseable input
6836 prout(_("Beg your pardon, Captain?"))
6839 # compares s to citem and returns true if it matches to the length of s
6840 return citem.startswith(s)
6843 # access to the internals for debugging
6844 proutn("Reset levels? ")
6846 if game.energy < game.inenrg:
6847 game.energy = game.inenrg
6848 game.shield = game.inshld
6849 game.torps = game.intorps
6850 game.lsupres = game.inlsr
6851 proutn("Reset damage? ")
6853 for i in range(0, NDEVICES):
6854 if game.damage[i] > 0.0:
6855 game.damage[i] = 0.0
6856 proutn("Toggle debug flag? ")
6860 prout("Debug output ON")
6862 prout("Debug output OFF")
6863 proutn("Cause selective damage? ")
6865 for i in range(NDEVICES):
6871 if key == IHALPHA and isit("y"):
6872 game.damage[i] = 10.0
6873 proutn("Examine/change events? ")
6878 FSNOVA: "Supernova ",
6881 FBATTAK: "Base Attack ",
6882 FCDBAS: "Base Destroy ",
6883 FSCMOVE: "SC Move ",
6884 FSCDBAS: "SC Base Destroy ",
6885 FDSPROB: "Probe Move ",
6886 FDISTR: "Distress Call ",
6887 FENSLV: "Enslavement ",
6888 FREPRO: "Klingon Build ",
6890 for i in range(1, NEVENTS):
6893 proutn("%.2f" % (scheduled(i)-game.state.date))
6894 if i == FENSLV or i == FREPRO:
6896 proutn(" in %s" % ev.quadrant)
6906 ev = schedule(i, aaitem)
6907 if i == FENSLV or i == FREPRO:
6909 proutn("In quadrant- ")
6911 # IHEOL says to leave coordinates as they are
6914 prout("Event %d canceled, no x coordinate." % (i))
6920 prout("Event %d canceled, no y coordinate." % (i))
6926 proutn("Induce supernova here? ")
6928 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6931 if __name__ == '__main__':
6936 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
6937 if os.getenv("TERM"):
6938 game.options |= OPTION_CURSES | OPTION_SHOWME
6940 game.options |= OPTION_TTY
6943 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6944 for (switch, val) in options:
6947 replayfp = open(optarg, "r")
6949 sys.stderr.write("sst: can't open replay file %s\n" % optarg)
6951 line = replayfp.readline().strip()
6953 (key, seed) = line.split()
6956 sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
6958 game.options |= OPTION_TTY
6959 game.options &=~ OPTION_CURSES
6961 game.options |= OPTION_TTY
6962 game.options &=~ OPTION_CURSES
6966 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6968 # where to save the input in case of bugs
6970 logfp = open("/usr/tmp/sst-input.log", "w")
6972 sys.stderr.write("sst: warning, can't open logfile\n")
6975 logfp.write("seed %d\n" % (seed))
6980 for i in range(optind, argc):
6984 while True: # Play a game
6985 setwnd(fullscreen_window)
6988 setup(line[0] == '\0')
6991 game.alldone = False
6998 if game.tourn and game.alldone:
6999 proutn(_("Do you want your score recorded?"))
7003 proutn(_("Do you want to play again? "))
7007 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))