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
9 import os, sys, math, curses, time, atexit, readline
11 SSTDOC = "/usr/share/doc/sst/sst.doc"
14 def _(str): return str
18 NINHAB = (GALSIZE * GALSIZE / 2)
20 PLNETMAX = (NINHAB + MAXUNINHAB)
22 BASEMAX = (GALSIZE * GALSIZE / 12)
25 FULLCREW = 428 # BSD Trek was 387, that's wrong
28 # These functions hide the difference between 0-origin and 1-origin addressing.
29 def VALID_QUADRANT(x, y): return ((x)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
30 def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 and (y)<=QUADSIZE)
32 def square(i): return ((i)*(i))
33 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
34 def invalidate(w): w.x = w.y = 0
35 def is_valid(w): return (w.x != 0 and w.y != 0)
37 # How to represent features
58 def __init(self, x=None, y=None):
62 self.x = self.y = None
64 return self.x != None and self.y != None
65 def __eq__(self, other):
66 return self.x == other.y and self.x == other.y
67 def __add__(self, other):
68 return coord(self.x+self.x, self.y+self.y)
69 def __sub__(self, other):
70 return coord(self.x-self.x, self.y-self.y)
71 def distance(self, other):
72 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
74 return coord(self.x / abs(x), self.y / abs(y));
78 return "%d - %d" % (self.x, self.y)
82 self.name = None # string-valued if inhabited
83 self.w = coord() # quadrant located
84 self.pclass = None # could be ""M", "N", "O", or "destroyed"
85 self.crystals = None # could be "mined", "present", "absent"
86 self.known = None # could be "unknown", "known", "shuttle_down"
100 self.status = None # Could be "secure", "distressed", "enslaved"
110 self.snap = False # snapshot taken
111 self.crew = None # crew complement
112 self.remkl = None # remaining klingons
113 self.remcom = None # remaining commanders
114 self.nscrem = None # remaining super commanders
115 self.rembase = None # remaining bases
116 self.starkl = None # destroyed stars
117 self.basekl = None # destroyed bases
118 self.nromrem = None # Romulans remaining
119 self.nplankl = None # destroyed uninhabited planets
120 self.nworldkl = None # destroyed inhabited planets
121 self.planets = [] # Planet information
122 for i in range(PLNETMAX):
123 self.planets.append(planet())
124 self.date = None # stardate
125 self.remres = None # remaining resources
126 self.remtime = None # remaining time
127 self.baseq = [] # Base quadrant coordinates
128 for i in range(BASEMAX+1):
129 self.baseq.append(coord())
130 self.kcmdr = [] # Commander quadrant coordinates
131 for i in range(QUADSIZE+1):
132 self.kcmdr.append(coord())
133 self.kscmdr = coord() # Supercommander quadrant coordinates
134 self.galaxy = [] # The Galaxy (subscript 0 not used)
135 for i in range(GALSIZE+1):
136 self.chart.append([])
137 for j in range(GALSIZE+1):
138 self.galaxy[i].append(quadrant())
139 self.chart = [] # the starchart (subscript 0 not used)
140 for i in range(GALSIZE+1):
141 self.chart.append([])
142 for j in range(GALSIZE+1):
143 self.chart[i].append(page())
147 self.date = None # A real number
148 self.quadrant = None # A coord structure
151 OPTION_ALL = 0xffffffff
152 OPTION_TTY = 0x00000001 # old interface
153 OPTION_CURSES = 0x00000002 # new interface
154 OPTION_IOMODES = 0x00000003 # cover both interfaces
155 OPTION_PLANETS = 0x00000004 # planets and mining
156 OPTION_THOLIAN = 0x00000008 # Tholians and their webs
157 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
158 OPTION_PROBE = 0x00000020 # deep-space probes
159 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
160 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
161 OPTION_MVBADDY = 0x00000100 # more enemies can move
162 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
163 OPTION_BASE = 0x00000400 # bases have good shields
164 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
165 OPTION_PLAIN = 0x01000000 # user chose plain game
166 OPTION_ALMY = 0x02000000 # user chose Almy variant
185 NDEVICES= 16 # Number of devices
194 def damaged(dev): return (game.damage[dev] != 0.0)
195 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
197 # Define future events
198 FSPY = 0 # Spy event happens always (no future[] entry)
199 # can cause SC to tractor beam Enterprise
200 FSNOVA = 1 # Supernova
201 FTBEAM = 2 # Commander tractor beams Enterprise
202 FSNAP = 3 # Snapshot for time warp
203 FBATTAK = 4 # Commander attacks base
204 FCDBAS = 5 # Commander destroys base
205 FSCMOVE = 6 # Supercommander moves (might attack base)
206 FSCDBAS = 7 # Supercommander destroys base
207 FDSPROB = 8 # Move deep space probe
208 FDISTR = 9 # Emit distress call from an inhabited world
209 FENSLV = 10 # Inhabited word is enslaved */
210 FREPRO = 11 # Klingons build a ship in an enslaved system
214 # abstract out the event handling -- underlying data structures will change
215 # when we implement stateful events
217 def findevent(evtype): return game.future[evtype]
221 self.options = None # Game options
222 self.state = None # A snapshot structure
223 self.snapsht = None # Last snapshot taken for time-travel purposes
224 self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
225 self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
226 self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
227 self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
228 self.damage = [0] * NDEVICES # damage encountered
229 self.future = [0.0] * NEVENTS # future events
230 for i in range(NEVENTS):
231 self.future.append(event())
232 self.passwd = None; # Self Destruct password
233 self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
234 self.quadrant = None # where we are in the large
235 self.sector = None # where we are in the small
236 self.tholian = None # coordinates of Tholian
237 self.base = None # position of base in current quadrant
238 self.battle = None # base coordinates being attacked
239 self.plnet = None # location of planet in quadrant
240 self.probec = None # current probe quadrant
241 self.gamewon = False # Finished!
242 self.ididit = False # action taken -- allows enemy to attack
243 self.alive = False # we are alive (not killed)
244 self.justin = False # just entered quadrant
245 self.shldup = False # shields are up
246 self.shldchg = False # shield is changing (affects efficiency)
247 self.comhere = False # commander here
248 self.ishere = False # super-commander in quadrant
249 self.iscate = False # super commander is here
250 self.ientesc = False # attempted escape from supercommander
251 self.ithere = False # Tholian is here
252 self.resting = False # rest time
253 self.icraft = False # Kirk in Galileo
254 self.landed = False # party on planet (true), on ship (false)
255 self.alldone = False # game is now finished
256 self.neutz = False # Romulan Neutral Zone
257 self.isarmed = False # probe is armed
258 self.inorbit = False # orbiting a planet
259 self.imine = False # mining
260 self.icrystl = False # dilithium crystals aboard
261 self.iseenit = False # seen base attack report
262 self.thawed = False # thawed game
263 self.condition = None # "green", "yellow", "red", "docked", "dead"
264 self.iscraft = None # "onship", "offship", "removed"
265 self.skill = None # Player skill level
266 self.inkling = 0 # initial number of klingons
267 self.inbase = 0 # initial number of bases
268 self.incom = 0 # initial number of commanders
269 self.inscom = 0 # initial number of commanders
270 self.inrom = 0 # initial number of commanders
271 self.instar = 0 # initial stars
272 self.intorps = 0 # initial/max torpedoes
273 self.torps = 0 # number of torpedoes
274 self.ship = 0 # ship type -- 'E' is Enterprise
275 self.abandoned = 0 # count of crew abandoned in space
276 self.length = 0 # length of game
277 self.klhere = 0 # klingons here
278 self.casual = 0 # causalties
279 self.nhelp = 0 # calls for help
280 self.nkinks = 0 # count of energy-barrier crossings
281 self.iplnet = 0 # planet # in quadrant
282 self.inplan = 0 # initial planets
283 self.nenhere = 0 # number of enemies in quadrant
284 self.irhere = 0 # Romulans in quadrant
285 self.isatb = 0 # =1 if super commander is attacking base
286 self.tourn = 0 # tournament number
287 self.proben = 0 # number of moves for probe
288 self.nprobes = 0 # number of probes available
289 self.inresor = 0.0 # initial resources
290 self.intime = 0.0 # initial time
291 self.inenrg = 0.0 # initial/max energy
292 self.inshld = 0.0 # initial/max shield
293 self.inlsr = 0.0 # initial life support resources
294 self.indate = 0.0 # initial date
295 self.energy = 0.0 # energy level
296 self.shield = 0.0 # shield level
297 self.warpfac = 0.0 # warp speed
298 self.wfacsq = 0.0 # squared warp factor
299 self.lsupres = 0.0 # life support reserves
300 self.dist = 0.0 # movement distance
301 self.direc = 0.0 # movement direction
302 self.optime = 0.0 # time taken by current operation
303 self.docfac = 0.0 # repair factor when docking (constant?)
304 self.damfac = 0.0 # damage factor
305 self.lastchart = 0.0 # time star chart was last updated
306 self.cryprob = 0.0 # probability that crystal will work
307 self.probex = 0.0 # location of probe
309 self.probeinx = 0.0 # probe x,y increment
310 self.probeiny = 0.0 #
311 self.height = 0.0 # height of orbit around planet
313 # Stas thinks this should be (C expression):
314 # game.state.remkl + game.state.remcom > 0 ?
315 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
316 # He says the existing expression is prone to divide-by-zero errors
317 # after killing the last klingon when score is shown -- perhaps also
318 # if the only remaining klingon is SCOM.
319 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
320 # From enumerated type 'feature'
341 # From enumerated type 'FINTYPE'
365 # From enumerated type 'COLORS'
384 # Code from ai.c begins here
386 def tryexit(look, ienm, loccom, irun):
387 # a bad guy attempts to bug out
389 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
390 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
391 if not VALID_QUADRANT(iq.x,iq.y) or \
392 game.state.galaxy[iq.x][iq.y].supernova or \
393 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
394 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
396 return False; # Romulans cannot escape!
398 # avoid intruding on another commander's territory
400 for n in range(1, game.state.remcom+1):
401 if game.state.kcmdr[n] == iq:
403 # refuse to leave if currently attacking starbase
404 if game.battle == game.quadrant:
406 # don't leave if over 1000 units of energy
407 if game.kpower[loccom] > 1000.0:
409 # print escape message and move out of quadrant.
410 # we know this if either short or long range sensors are working
411 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
412 game.condition == docked:
413 crmena(True, ienm, "sector", game.ks[loccom])
414 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
415 # handle local matters related to escape
416 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
417 game.ks[loccom] = game.ks[game.nenhere]
418 game.kavgd[loccom] = game.kavgd[game.nenhere]
419 game.kpower[loccom] = game.kpower[game.nenhere]
420 game.kdist[loccom] = game.kdist[game.nenhere]
423 if game.condition != docked:
425 # Handle global matters related to escape
426 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
427 game.state.galaxy[iq.x][iq.y].klingons += 1
433 schedule(FSCMOVE, 0.2777)
437 for n in range(1, game.state.remcom+1):
438 if game.state.kcmdr[n] == game.quadrant:
439 game.state.kcmdr[n]=iq
442 return True; # success
445 # The bad-guy movement algorithm:
447 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
448 # If both are operating full strength, force is 1000. If both are damaged,
449 # force is -1000. Having shields down subtracts an additional 1000.
451 # 2. Enemy has forces equal to the energy of the attacker plus
452 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
453 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
455 # Attacker Initial energy levels (nominal):
456 # Klingon Romulan Commander Super-Commander
457 # Novice 400 700 1200
459 # Good 450 800 1300 1750
460 # Expert 475 850 1350 1875
461 # Emeritus 500 900 1400 2000
462 # VARIANCE 75 200 200 200
464 # Enemy vessels only move prior to their attack. In Novice - Good games
465 # only commanders move. In Expert games, all enemy vessels move if there
466 # is a commander present. In Emeritus games all enemy vessels move.
468 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
469 # forces are 1000 greater than Enterprise.
471 # Agressive action on average cuts the distance between the ship and
472 # the enemy to 1/4 the original.
474 # 4. At lower energy advantage, movement units are proportional to the
475 # advantage with a 650 advantage being to hold ground, 800 to move forward
476 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
478 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
479 # retreat, especially at high skill levels.
481 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
484 def movebaddy(com, loccom, ienm):
485 # tactical movement for the bad guys
486 next = coord(); look = coord()
488 # This should probably be just game.comhere + game.ishere
489 if game.skill >= SKILL_EXPERT:
490 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
492 nbaddys = game.comhere + game.ishere
494 dist1 = game.kdist[loccom]
495 mdist = int(dist1 + 0.5); # Nearest integer distance
497 # If SC, check with spy to see if should hi-tail it
499 (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
503 # decide whether to advance, retreat, or hold position
504 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
506 forces += 1000; # Good for enemy if shield is down!
507 if not damaged(DPHASER) or not damaged(DPHOTON):
508 if damaged(DPHASER): # phasers damaged
511 forces -= 0.2*(game.energy - 2500.0)
512 if damaged(DPHOTON): # photon torpedoes damaged
515 forces -= 50.0*game.torps
517 # phasers and photon tubes both out!
520 if forces <= 1000.0 and game.condition != "docked": # Typical situation
521 motion = ((forces+200.0*Rand())/150.0) - 5.0
523 if forces > 1000.0: # Very strong -- move in for kill
524 motion = (1.0-square(Rand()))*dist1 + 1.0
525 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
526 motion -= game.skill*(2.0-square(Rand()))
528 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
529 # don't move if no motion
532 # Limit motion according to skill
533 if abs(motion) > game.skill:
538 # calculate preferred number of steps
543 if motion > 0 and nsteps > mdist:
544 nsteps = mdist; # don't overshoot
545 if nsteps > QUADSIZE:
546 nsteps = QUADSIZE; # This shouldn't be necessary
548 nsteps = 1; # This shouldn't be necessary
550 proutn("NSTEPS = %d:" % nsteps)
551 # Compute preferred values of delta X and Y
552 mx = game.sector.x - com.x
553 my = game.sector.y - com.y
554 if 2.0 * abs(mx) < abs(my):
556 if 2.0 * abs(my) < abs(game.sector.x-com.x):
570 for ll in range(nsteps):
572 proutn(" %d" % (ll+1))
573 # Check if preferred position available
585 attempts = 0; # Settle mysterious hang problem
586 while attempts < 20 and not success:
588 if look.x < 1 or look.x > QUADSIZE:
589 if motion < 0 and tryexit(look, ienm, loccom, irun):
591 if krawlx == mx or my == 0:
593 look.x = next.x + krawlx
595 elif look.y < 1 or look.y > QUADSIZE:
596 if motion < 0 and tryexit(look, ienm, loccom, irun):
598 if krawly == my or mx == 0:
600 look.y = next.y + krawly
602 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
603 # See if we should ram ship
604 if game.quad[look.x][look.y] == game.ship and \
605 (ienm == IHC or ienm == IHS):
608 if krawlx != mx and my != 0:
609 look.x = next.x + krawlx
611 elif krawly != my and mx != 0:
612 look.y = next.y + krawly
615 break; # we have failed
627 # Put commander in place within same quadrant
628 game.quad[com.x][com.y] = IHDOT
629 game.quad[next.x][next.y] = ienm
632 game.ks[loccom] = next
633 game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
634 if not damaged(DSRSENS) or game.condition == docked:
637 proutn(_(" from Sector %s") % com)
638 if game.kdist[loccom] < dist1:
639 proutn(_(" advances to "))
641 proutn(_(" retreats to "))
642 prout("Sector %s." % next)
645 # Klingon tactical movement
648 # Figure out which Klingon is the commander (or Supercommander)
651 for i in range(1, game.nenhere+1):
653 if game.quad[w.x][w.y] == IHC:
657 for i in range(1, game.nenhere+1):
659 if game.quad[w.x][w.y] == IHS:
662 # If skill level is high, move other Klingons and Romulans too!
663 # Move these last so they can base their actions on what the
665 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
666 for i in range(1, game.nenhere+1):
668 if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
669 movebaddy(w, i, game.quad[w.x][w.y])
672 def movescom(iq, avoid):
673 # commander movement helper
674 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
675 game.state.galaxy[iq.x][iq.y].supernova or \
676 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
679 # Avoid quadrants with bases if we want to avoid Enterprise
680 for i in range(1, game.state.rembase+1):
681 if game.state.baseq[i] == iq:
683 if game.justin and not game.iscate:
686 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
687 game.state.kscmdr = iq
688 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
690 # SC has scooted, Remove him from current quadrant
696 for i in range(1, game.nenhere+1):
697 if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
699 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
700 game.ks[i] = game.ks[game.nenhere]
701 game.kdist[i] = game.kdist[game.nenhere]
702 game.kavgd[i] = game.kavgd[game.nenhere]
703 game.kpower[i] = game.kpower[game.nenhere]
706 if game.condition!=docked:
709 # check for a helpful planet
710 for i in range(game.inplan):
711 if game.state.planets[i].w == game.state.kscmdr and \
712 game.state.planets[i].crystals == "present":
714 game.state.planets[i].pclass = "destroyed"
715 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
718 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
719 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
720 prout(_(" by the Super-commander.\""))
722 return False; # looks good!
724 def supercommander():
725 # move the Super Commander
726 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
729 prout("== SUPERCOMMANDER")
730 # Decide on being active or passive
731 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 \
732 (game.state.date-game.indate) < 3.0)
733 if not game.iscate and avoid:
734 # compute move away from Enterprise
735 idelta = game.state.kscmdr-game.quadrant
736 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
738 idelta.x = game.state.kscmdr.y-game.quadrant.y
739 idelta.y = game.quadrant.x-game.state.kscmdr.x
741 # compute distances to starbases
742 if game.state.rembase <= 0:
746 sc = game.state.kscmdr
747 for i in range(1, game.state.rembase+1):
748 basetbl.append((i, distance(game.state.baseq[i], sc)))
749 if game.state.rembase > 1:
750 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
751 # look for nearest base without a commander, no Enterprise, and
752 # without too many Klingons, and not already under attack.
753 ifindit = iwhichb = 0
754 for i2 in range(1, game.state.rembase+1):
755 i = basetbl[i2][0]; # bug in original had it not finding nearest
756 ibq = game.state.baseq[i]
757 if ibq == game.quadrant or ibq == game.battle or \
758 game.state.galaxy[ibq.x][ibq.y].supernova or \
759 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
761 # if there is a commander, and no other base is appropriate,
762 # we will take the one with the commander
763 for j in range(1, game.state.remcom+1):
764 if ibq == game.state.kcmdr[j] and ifindit!= 2:
768 if j > game.state.remcom: # no commander -- use this one
773 return; # Nothing suitable -- wait until next time
774 ibq = game.state.baseq[iwhichb]
775 # decide how to move toward base
776 idelta = ibq - game.state.kscmdr
777 # Maximum movement is 1 quadrant in either or both axes
778 idelta = idelta.sgn()
779 # try moving in both x and y directions
780 # there was what looked like a bug in the Almy C code here,
781 # but it might be this translation is just wrong.
782 iq = game.state.kscmdr + idelta
783 if movescom(iq, avoid):
784 # failed -- try some other maneuvers
785 if idelta.x==0 or idelta.y==0:
788 iq.y = game.state.kscmdr.y + 1
789 if movescom(iq, avoid):
790 iq.y = game.state.kscmdr.y - 1
793 iq.x = game.state.kscmdr.x + 1
794 if movescom(iq, avoid):
795 iq.x = game.state.kscmdr.x - 1
798 # try moving just in x or y
799 iq.y = game.state.kscmdr.y
800 if movescom(iq, avoid):
801 iq.y = game.state.kscmdr.y + idelta.y
802 iq.x = game.state.kscmdr.x
805 if game.state.rembase == 0:
808 for i in range(1, game.state.rembase+1):
809 ibq = game.state.baseq[i]
810 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
813 return; # no, don't attack base!
816 schedule(FSCDBAS, 1.0 +2.0*Rand())
817 if is_scheduled(FCDBAS):
818 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
819 if not communicating():
823 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
825 prout(_(" reports that it is under attack from the Klingon Super-commander."))
826 proutn(_(" It can survive until stardate %d.\"") \
827 % int(scheduled(FSCDBAS)))
830 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
834 game.optime = 0.0; # actually finished
836 # Check for intelligence report
839 (not communicating()) or \
840 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
843 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
844 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
849 if not game.ithere or game.justin:
852 if game.tholian.x == 1 and game.tholian.y == 1:
853 idx = 1; idy = QUADSIZE
854 elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
855 idx = QUADSIZE; idy = QUADSIZE
856 elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
857 idx = QUADSIZE; idy = 1
858 elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
861 # something is wrong!
865 # do nothing if we are blocked
866 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
868 game.quad[game.tholian.x][game.tholian.y] = IHWEB
870 if game.tholian.x != idx:
872 im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
873 while game.tholian.x != idx:
875 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
876 game.quad[game.tholian.x][game.tholian.y] = IHWEB
877 elif game.tholian.y != idy:
879 im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
880 while game.tholian.y != idy:
882 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
883 game.quad[game.tholian.x][game.tholian.y] = IHWEB
884 game.quad[game.tholian.x][game.tholian.y] = IHT
885 game.ks[game.nenhere] = game.tholian
887 # check to see if all holes plugged
888 for i in range(1, QUADSIZE+1):
889 if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
891 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
893 if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
895 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
897 # All plugged up -- Tholian splits
898 game.quad[game.tholian.x][game.tholian.y]=IHWEB
900 crmena(True, IHT, "sector", game.tholian)
901 prout(_(" completes web."))
906 # Code from battle.c begins here
908 def doshield(shraise):
909 # change shield status
922 prout(_("Shields damaged and down."))
929 proutn(_("Do you wish to change shield energy? "))
931 proutn(_("Energy to transfer to shields- "))
933 elif damaged(DSHIELD):
934 prout(_("Shields damaged and down."))
937 proutn(_("Shields are up. Do you want them down? "))
944 proutn(_("Shields are down. Do you want them up? "))
950 if action == "SHUP": # raise shields
952 prout(_("Shields already up."))
956 if game.condition != "docked":
958 prout(_("Shields raised."))
961 prout(_("Shields raising uses up last of energy."))
966 elif action == "SHDN":
968 prout(_("Shields already down."))
972 prout(_("Shields lowered."))
975 elif action == "NRG":
976 while scan() != IHREAL:
978 proutn(_("Energy to transfer to shields- "))
982 if aaitem > game.energy:
983 prout(_("Insufficient ship energy."))
986 if game.shield+aaitem >= game.inshld:
987 prout(_("Shield energy maximized."))
988 if game.shield+aaitem > game.inshld:
989 prout(_("Excess energy requested returned to ship energy"))
990 game.energy -= game.inshld-game.shield
991 game.shield = game.inshld
993 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
994 # Prevent shield drain loophole
996 prout(_("Engineering to bridge--"))
997 prout(_(" Scott here. Power circuit problem, Captain."))
998 prout(_(" I can't drain the shields."))
1001 if game.shield+aaitem < 0:
1002 prout(_("All shield energy transferred to ship."))
1003 game.energy += game.shield
1006 proutn(_("Scotty- \""))
1008 prout(_("Transferring energy to shields.\""))
1010 prout(_("Draining energy from shields.\""))
1011 game.shield += aaitem
1012 game.energy -= aaitem
1016 # choose a device to damage, at random.
1018 # Quoth Eric Allman in the code of BSD-Trek:
1019 # "Under certain conditions you can get a critical hit. This
1020 # sort of hit damages devices. The probability that a given
1021 # device is damaged depends on the device. Well protected
1022 # devices (such as the computer, which is in the core of the
1023 # ship and has considerable redundancy) almost never get
1024 # damaged, whereas devices which are exposed (such as the
1025 # warp engines) or which are particularly delicate (such as
1026 # the transporter) have a much higher probability of being
1029 # This is one place where OPTION_PLAIN does not restore the
1030 # original behavior, which was equiprobable damage across
1031 # all devices. If we wanted that, we'd return NDEVICES*Rand()
1032 # and have done with it. Also, in the original game, DNAVYS
1033 # and DCOMPTR were the same device.
1035 # Instead, we use a table of weights similar to the one from BSD Trek.
1036 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1037 # We don't have a cloaking device. The shuttle got the allocation
1038 # for the cloaking device, then we shaved a half-percent off
1039 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1042 105, # DSRSENS: short range scanners 10.5%
1043 105, # DLRSENS: long range scanners 10.5%
1044 120, # DPHASER: phasers 12.0%
1045 120, # DPHOTON: photon torpedoes 12.0%
1046 25, # DLIFSUP: life support 2.5%
1047 65, # DWARPEN: warp drive 6.5%
1048 70, # DIMPULS: impulse engines 6.5%
1049 145, # DSHIELD: deflector shields 14.5%
1050 30, # DRADIO: subspace radio 3.0%
1051 45, # DSHUTTL: shuttle 4.5%
1052 15, # DCOMPTR: computer 1.5%
1053 20, # NAVCOMP: navigation system 2.0%
1054 75, # DTRANSP: transporter 7.5%
1055 20, # DSHCTRL: high-speed shield controller 2.0%
1056 10, # DDRAY: death ray 1.0%
1057 30, # DDSP: deep-space probes 3.0%
1059 idx = Rand() * 1000.0 # weights must sum to 1000
1061 for (i, w) in enumerate(weights):
1065 return None; # we should never get here
1067 def ram(ibumpd, ienm, w):
1068 # make our ship ram something
1069 prouts(_("***RED ALERT! RED ALERT!"))
1071 prout(_("***COLLISION IMMINENT."))
1075 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
1077 proutn(_(" rammed by "))
1080 crmena(False, ienm, sector, w)
1082 proutn(_(" (original position)"))
1084 deadkl(w, ienm, game.sector)
1087 prout(_(" heavily damaged."))
1088 icas = 10.0+20.0*Rand()
1089 prout(_("***Sickbay reports %d casualties"), icas)
1091 game.state.crew -= icas
1093 # In the pre-SST2K version, all devices got equiprobably damaged,
1094 # which was silly. Instead, pick up to half the devices at
1095 # random according to our weighting table,
1097 ncrits = Rand() * (NDEVICES/2)
1098 for m in range(ncrits):
1100 if game.damage[dev] < 0:
1102 extradm = (10.0*hardness*Rand()+1.0)*game.damfac
1103 # Damage for at least time of travel!
1104 game.damage[dev] += game.optime + extradm
1106 prout(_("***Shields are down."))
1107 if game.state.remkl + game.state.remcom + game.state.nscrem:
1114 def torpedo(course, r, incoming, i, n):
1115 # let a photon torpedo fly
1118 ac = course + 0.25*r
1119 angle = (15.0-ac)*0.5235988
1120 bullseye = (15.0 - course)*0.5235988
1121 deltax = -math.sin(angle);
1122 deltay = math.cos(angle);
1123 x = incoming.x; y = incoming.y
1124 w = coord(); jw = coord()
1125 w.x = w.y = jw.x = jw.y = 0
1126 bigger = max(math.fabs(deltax), math.fabs(deltay))
1129 if not damaged(DSRSENS) or game.condition=="docked":
1130 setwnd(srscan_window)
1132 setwnd(message_window)
1133 # Loop to move a single torpedo
1134 for l in range(1, 15+1):
1139 if not VALID_SECTOR(w.x, w.y):
1141 iquad=game.quad[w.x][w.y]
1142 tracktorpedo(w, l, i, n, iquad)
1146 setwnd(message_window)
1147 if damaged(DSRSENS) and not game.condition=="docked":
1148 skip(1); # start new line after text track
1149 if iquad in (IHE, IHF): # Hit our ship
1151 proutn(_("Torpedo hits "))
1154 hit = 700.0 + 100.0*Rand() - \
1155 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1156 newcnd(); # we're blown out of dock
1157 # We may be displaced.
1158 if game.landed or game.condition=="docked":
1159 return hit # Cheat if on a planet
1160 ang = angle + 2.5*(Rand()-0.5)
1161 temp = math.fabs(math.sin(ang))
1162 if math.fabs(math.cos(ang)) > temp:
1163 temp = math.fabs(math.cos(ang))
1164 xx = -math.sin(ang)/temp
1165 yy = math.cos(ang)/temp
1168 if not VALID_SECTOR(jw.x, jw.y):
1170 if game.quad[jw.x][jw.y]==IHBLANK:
1173 if game.quad[jw.x][jw.y]!=IHDOT:
1174 # can't move into object
1179 elif iquad in (IHC, IHS): # Hit a commander
1181 crmena(True, iquad, sector, w)
1182 prout(_(" uses anti-photon device;"))
1183 prout(_(" torpedo neutralized."))
1185 elif iquad in (IHR, IHK): # Hit a regular enemy
1187 for ll in range(1, game.nenhere+1):
1188 if w == game.ks[ll]:
1190 kp = math.fabs(game.kpower[ll])
1191 h1 = 700.0 + 100.0*Rand() - \
1192 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1196 if game.kpower[ll] < 0:
1197 game.kpower[ll] -= -h1
1199 game.kpower[ll] -= h1
1200 if game.kpower[ll] == 0:
1203 crmena(True, iquad, "sector", w)
1204 # If enemy damaged but not destroyed, try to displace
1205 ang = angle + 2.5*(Rand()-0.5)
1206 temp = math.fabs(math.sin(ang))
1207 if math.fabs(math.cos(ang)) > temp:
1208 temp = math.fabs(math.cos(ang))
1209 xx = -math.sin(ang)/temp
1210 yy = math.cos(ang)/temp
1213 if not VALID_SECTOR(jw.x, jw.y):
1214 prout(_(" damaged but not destroyed."))
1216 if game.quad[jw.x][jw.y]==IHBLANK:
1217 prout(_(" buffeted into black hole."))
1218 deadkl(w, iquad, jw)
1220 if game.quad[jw.x][jw.y]!=IHDOT:
1221 # can't move into object
1222 prout(_(" damaged but not destroyed."))
1224 proutn(_(" damaged--"))
1228 elif iquad == IHB: # Hit a base
1230 prout(_("***STARBASE DESTROYED.."))
1231 for ll in range(1, game.state.rembase+1):
1232 if game.state.baseq[ll] == game.quadrant:
1233 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1235 game.quad[w.x][w.y]=IHDOT
1236 game.state.rembase -= 1
1237 game.base.x=game.base.y=0
1238 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1239 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1240 game.state.basekl += 1
1243 elif iquad == IHP: # Hit a planet
1244 crmena(True, iquad, sector, w)
1245 prout(_(" destroyed."))
1246 game.state.nplankl += 1
1247 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1248 game.state.planets[game.iplnet].pclass = destroyed
1250 invalidate(game.plnet)
1251 game.quad[w.x][w.y] = IHDOT
1253 # captain perishes on planet
1256 elif iquad == IHW: # Hit an inhabited world -- very bad!
1257 crmena(True, iquad, sector, w)
1258 prout(_(" destroyed."))
1259 game.state.nworldkl += 1
1260 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1261 game.state.planets[game.iplnet].pclass = destroyed
1263 invalidate(game.plnet)
1264 game.quad[w.x][w.y] = IHDOT
1266 # captain perishes on planet
1268 prout(_("You have just destroyed an inhabited planet."))
1269 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1271 elif iquad == IHSTAR: # Hit a star
1275 crmena(True, IHSTAR, sector, w)
1276 prout(_(" unaffected by photon blast."))
1278 elif iquad == IHQUEST: # Hit a thingy
1279 if not (game.options & OPTION_THINGY) or Rand()>0.7:
1281 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1283 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1285 proutn(_("Mr. Spock-"))
1286 prouts(_(" \"Fascinating!\""))
1291 # Stas Sergeev added the possibility that
1292 # you can shove the Thingy and piss it off.
1293 # It then becomes an enemy and may fire at you.
1298 elif iquad == IHBLANK: # Black hole
1300 crmena(True, IHBLANK, sector, w)
1301 prout(_(" swallows torpedo."))
1303 elif iquad == IHWEB: # hit the web
1305 prout(_("***Torpedo absorbed by Tholian web."))
1307 elif iquad == IHT: # Hit a Tholian
1308 h1 = 700.0 + 100.0*Rand() - \
1309 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1312 game.quad[w.x][w.y] = IHDOT
1317 crmena(True, IHT, sector, w)
1319 prout(_(" survives photon blast."))
1321 prout(_(" disappears."))
1322 game.quad[w.x][w.y] = IHWEB
1329 proutn("Don't know how to handle torpedo collision with ")
1330 crmena(True, iquad, sector, w)
1334 if curwnd!=message_window:
1335 setwnd(message_window)
1337 game.quad[w.x][w.y]=IHDOT
1338 game.quad[jw.x][jw.y]=iquad
1339 prout(_(" displaced by blast to Sector %s ") % jw)
1340 for ll in range(1, game.nenhere+1):
1341 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
1345 prout(_("Torpedo missed."))
1349 # critical-hit resolution
1351 # a critical hit occured
1352 if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
1355 ncrit = 1.0 + hit/(500.0+100.0*Rand())
1356 proutn(_("***CRITICAL HIT--"))
1357 # Select devices and cause damage
1359 for loop1 in range(ncrit):
1362 # Cheat to prevent shuttle damage unless on ship
1363 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1366 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()))
1367 game.damage[j] += extradm
1369 for loop2 in range(loop1):
1370 if j == cdam[loop2]:
1379 prout(_(" damaged."))
1380 if damaged(DSHIELD) and game.shldup:
1381 prout(_("***Shields knocked down."))
1384 def attack(torps_ok):
1385 # bad guy attacks us
1386 # torps_ok == false forces use of phasers in an attack
1387 atackd = False; attempt = False; ihurt = False;
1388 hitmax=0.0; hittot=0.0; chgfac=1.0
1392 # game could be over at this point, check
1397 prout("=== ATTACK!")
1399 # Tholian gewts to move before attacking
1403 # if you have just entered the RNZ, you'll get a warning
1404 if game.neutz: # The one chance not to be attacked
1408 # commanders get a chance to tac-move towards you
1409 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1412 # if no enemies remain after movement, we're done
1413 if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
1416 # set up partial hits if attack happens during shield status change
1417 pfac = 1.0/game.inshld
1419 chgfac = 0.25+0.5*Rand()
1423 # message verbosity control
1424 if game.skill <= SKILL_FAIR:
1427 for loop in range(1, game.nenhere+1):
1428 if game.kpower[loop] < 0:
1429 continue; # too weak to attack
1430 # compute hit strength and diminish shield power
1432 # Increase chance of photon torpedos if docked or enemy energy low
1433 if game.condition == "docked":
1435 if game.kpower[loop] < 500:
1438 iquad = game.quad[jay.x][jay.y]
1439 if iquad==IHT or (iquad==IHQUEST and not iqengry):
1441 # different enemies have different probabilities of throwing a torp
1442 usephasers = not torps_ok or \
1443 (iquad == IHK and r > 0.0005) or \
1444 (iquad==IHC and r > 0.015) or \
1445 (iquad==IHR and r > 0.3) or \
1446 (iquad==IHS and r > 0.07) or \
1447 (iquad==IHQUEST and r > 0.05)
1448 if usephasers: # Enemy uses phasers
1449 if game.condition == "docked":
1450 continue; # Don't waste the effort!
1451 attempt = True; # Attempt to attack
1452 dustfac = 0.8+0.05*Rand()
1453 hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
1454 game.kpower[loop] *= 0.75
1455 else: # Enemy uses photon torpedo
1456 course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
1458 proutn(_("***TORPEDO INCOMING"))
1459 if not damaged(DSRSENS):
1461 crmena(False, iquad, where, jay)
1464 r = (Rand()+Rand())*0.5 -0.5
1465 r += 0.002*game.kpower[loop]*r
1466 hit = torpedo(course, r, jay, 1, 1)
1467 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1468 finish(FWON); # Klingons did themselves in!
1469 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1470 return; # Supernova or finished
1473 # incoming phaser or torpedo, shields may dissipate it
1474 if game.shldup or game.shldchg or game.condition=="docked":
1475 # shields will take hits
1476 propor = pfac * game.shield
1477 if game.condition =="docked":
1481 hitsh = propor*chgfac*hit+1.0
1483 if absorb > game.shield:
1484 absorb = game.shield
1485 game.shield -= absorb
1487 # taking a hit blasts us out of a starbase dock
1488 if game.condition == "docked":
1490 # but the shields may take care of it
1491 if propor > 0.1 and hit < 0.005*game.energy:
1493 # hit from this opponent got through shields, so take damage
1495 proutn(_("%d unit hit") % int(hit))
1496 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1497 proutn(_(" on the "))
1499 if not damaged(DSRSENS) and usephasers:
1501 crmena(False, iquad, where, jay)
1503 # Decide if hit is critical
1509 if game.energy <= 0:
1510 # Returning home upon your shield, not with it...
1513 if not attempt and game.condition == "docked":
1514 prout(_("***Enemies decide against attacking your ship."))
1517 percent = 100.0*pfac*game.shield+0.5
1519 # Shields fully protect ship
1520 proutn(_("Enemy attack reduces shield strength to "))
1522 # Print message if starship suffered hit(s)
1524 proutn(_("Energy left %2d shields ") % int(game.energy))
1527 elif not damaged(DSHIELD):
1530 proutn(_("damaged, "))
1531 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1532 # Check if anyone was hurt
1533 if hitmax >= 200 or hittot >= 500:
1534 icas= hittot*Rand()*0.015
1537 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1538 prout(_(" in that last attack.\""))
1540 game.state.crew -= icas
1541 # After attack, reset average distance to enemies
1542 for loop in range(1, game.nenhere+1):
1543 game.kavgd[loop] = game.kdist[loop]
1547 def deadkl(w, type, mv):
1548 # kill a Klingon, Tholian, Romulan, or Thingy
1549 # Added mv to allow enemy to "move" before dying
1551 crmena(True, type, sector, mv)
1552 # Decide what kind of enemy it is and update appropriately
1554 # chalk up a Romulan
1555 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1557 game.state.nromrem -= 1
1561 elif type == IHQUEST:
1563 iqhere = iqengry = False
1566 # Some type of a Klingon
1567 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1570 game.comhere = False
1571 for i in range(1, game.state.remcom+1):
1572 if game.state.kcmdr[i] == game.quadrant:
1574 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1575 game.state.kcmdr[game.state.remcom].x = 0
1576 game.state.kcmdr[game.state.remcom].y = 0
1577 game.state.remcom -= 1
1579 if game.state.remcom != 0:
1580 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1582 game.state.remkl -= 1
1584 game.state.nscrem -= 1
1586 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1591 prout("*** Internal error, deadkl() called on %s\n" % type)
1593 # For each kind of enemy, finish message to player
1594 prout(_(" destroyed."))
1595 game.quad[w.x][w.y] = IHDOT
1596 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1599 # Remove enemy ship from arrays describing local conditions
1600 if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
1602 for i in range(1, game.nenhere+1):
1606 if i <= game.nenhere:
1607 for j in range(i, game.nenhere+1):
1608 game.ks[j] = game.ks[j+1]
1609 game.kpower[j] = game.kpower[j+1]
1610 game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
1611 game.ks[game.nenhere+1].x = 0
1612 game.ks[game.nenhere+1].x = 0
1613 game.kdist[game.nenhere+1] = 0
1614 game.kavgd[game.nenhere+1] = 0
1615 game.kpower[game.nenhere+1] = 0
1618 def targetcheck(x, y):
1619 # Return None if target is invalid
1620 if not VALID_SECTOR(x, y):
1623 deltx = 0.1*(y - game.sector.y)
1624 delty = 0.1*(x - game.sector.x)
1625 if deltx==0 and delty== 0:
1627 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1628 prout(_(" I recommend an immediate review of"))
1629 prout(_(" the Captain's psychological profile.\""))
1632 return 1.90985932*math.atan2(deltx, delty)
1635 # launch photon torpedo
1637 if damaged(DPHOTON):
1638 prout(_("Photon tubes damaged."))
1642 prout(_("No torpedoes left."))
1651 prout(_("%d torpedoes left.") % game.torps)
1652 proutn(_("Number of torpedoes to fire- "))
1654 else: # key == IHREAL {
1656 if n <= 0: # abort command
1661 prout(_("Maximum of 3 torpedoes per burst."))
1668 for i in range(1, n+1):
1670 if i==1 and key == IHEOL:
1671 break; # we will try prompting
1672 if i==2 and key == IHEOL:
1673 # direct all torpedoes at one target
1675 targ[i][1] = targ[1][1]
1676 targ[i][2] = targ[1][2]
1677 course[i] = course[1]
1689 course[i] = targetcheck(targ[i][1], targ[i][2])
1690 if course[i] == None:
1693 if i == 1 and key == IHEOL:
1694 # prompt for each one
1695 for i in range(1, n+1):
1696 proutn(_("Target sector for torpedo number %d- ") % i)
1708 course[i] = targetcheck(targ[i][1], targ[i][2])
1709 if course[i] == None:
1712 # Loop for moving <n> torpedoes
1713 for i in range(1, n+1):
1714 if game.condition != "docked":
1716 r = (Rand()+Rand())*0.5 -0.5
1717 if math.fabs(r) >= 0.47:
1719 r = (Rand()+1.2) * r
1721 prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
1723 prouts(_("***TORPEDO MISFIRES."))
1726 prout(_(" Remainder of burst aborted."))
1728 prout(_("***Photon tubes damaged by misfire."))
1729 game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
1731 if game.shldup or game.condition == "docked":
1732 r *= 1.0 + 0.0001*game.shield
1733 torpedo(course[i], r, game.sector, i, n)
1734 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1736 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1740 # check for phasers overheating
1742 chekbrn = (rpow-1500.)*0.00038
1743 if Rand() <= chekbrn:
1744 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1745 game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
1747 def checkshctrl(rpow):
1748 # check shield control
1752 prout(_("Shields lowered."))
1754 # Something bad has happened
1755 prouts(_("***RED ALERT! RED ALERT!"))
1757 hit = rpow*game.shield/game.inshld
1758 game.energy -= rpow+hit*0.8
1759 game.shield -= hit*0.2
1760 if game.energy <= 0.0:
1761 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1766 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1768 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1769 icas = hit*Rand()*0.012
1774 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1775 prout(_(" %d casualties so far.\"") % icas)
1777 game.state.crew -= icas
1779 prout(_("Phaser energy dispersed by shields."))
1780 prout(_("Enemy unaffected."))
1784 def hittem(doublehits):
1785 # register a phaser hit on Klingons and Romulans
1786 nenhr2=game.nenhere; kk=1
1789 for k in range(1, nenhr2+1):
1793 dustfac = 0.9 + 0.01*Rand()
1794 hit = wham*math.pow(dustfac,game.kdist[kk])
1795 kpini = game.kpower[kk]
1796 kp = math.fabs(kpini)
1797 if PHASEFAC*hit < kp:
1799 if game.kpower[kk] < 0:
1800 game.kpower[kk] -= -kp
1802 game.kpower[kk] -= kp
1803 kpow = game.kpower[kk]
1806 if not damaged(DSRSENS):
1808 proutn(_("%d unit hit on ") % int(hit))
1810 proutn(_("Very small hit on "))
1811 ienm = game.quad[w.x][w.y]
1814 crmena(False, ienm, "sector", w)
1818 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1822 kk -= 1; # don't do the increment
1823 else: # decide whether or not to emasculate klingon
1824 if kpow > 0 and Rand() >= 0.9 and \
1825 kpow <= ((0.4 + 0.4*Rand())*kpini):
1826 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
1827 prout(_(" has just lost its firepower.\""))
1828 game.kpower[kk] = -kpow
1835 kz = 0; k = 1; irec=0 # Cheating inhibitor
1836 ifast = False; no = False; itarg = True; msgflag = True
1841 # SR sensors and Computer are needed fopr automode
1842 if damaged(DSRSENS) or damaged(DCOMPTR):
1844 if game.condition == "docked":
1845 prout(_("Phasers can't be fired through base shields."))
1848 if damaged(DPHASER):
1849 prout(_("Phaser control damaged."))
1853 if damaged(DSHCTRL):
1854 prout(_("High speed shield control damaged."))
1857 if game.energy <= 200.0:
1858 prout(_("Insufficient energy to activate high-speed shield control."))
1861 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1864 # Original code so convoluted, I re-did it all
1865 while automode=="NOTSET":
1870 prout(_("There is no enemy present to select."))
1873 automode="AUTOMATIC"
1877 elif isit("automatic"):
1878 if (not itarg) and game.nenhere != 0:
1879 automode = "FORCEMAN"
1882 prout(_("Energy will be expended into space."))
1883 automode = "AUTOMATIC"
1892 prout(_("Energy will be expended into space."))
1893 automode = "AUTOMATIC"
1895 automode = "FORCEMAN"
1897 automode = "AUTOMATIC"
1901 prout(_("Energy will be expended into space."))
1902 automode = "AUTOMATIC"
1904 automode = "FORCEMAN"
1906 proutn(_("Manual or automatic? "))
1910 if automode == "AUTOMATIC":
1911 if key == IHALPHA and isit("no"):
1914 if key != IHREAL and game.nenhere != 0:
1915 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1920 for i in range(1, game.nenhere+1):
1921 irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0
1923 proutn(_("%d units required. ") % irec)
1925 proutn(_("Units to fire= "))
1931 proutn(_("Energy available= %.2f") % avail)
1934 if not rpow > avail:
1941 if key == IHALPHA and isit("no"):
1944 game.energy -= 200; # Go and do it!
1945 if checkshctrl(rpow):
1953 for i in range(1, game.nenhere+1):
1957 hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
1958 over = (0.01 + 0.05*Rand())*hits[i]
1960 powrem -= hits[i] + over
1961 if powrem <= 0 and temp < hits[i]:
1970 if extra > 0 and not game.alldone:
1972 proutn(_("*** Tholian web absorbs "))
1974 proutn(_("excess "))
1975 prout(_("phaser energy."))
1977 prout(_("%d expended on empty space.") % int(extra))
1978 elif automode == "FORCEMAN":
1981 if damaged(DCOMPTR):
1982 prout(_("Battle computer damaged, manual fire only."))
1985 prouts(_("---WORKING---"))
1987 prout(_("Short-range-sensors-damaged"))
1988 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1989 prout(_("Manual-fire-must-be-used"))
1991 elif automode == "MANUAL":
1993 for k in range(1, game.nenhere+1):
1995 ienm = game.quad[aim.x][aim.y]
1997 proutn(_("Energy available= %.2f") % (avail-0.006))
2001 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2002 (ienm == IHC or ienm == IHS):
2004 prout(_(" can't be located without short range scan."))
2007 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2012 if itarg and k > kz:
2013 irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0
2016 if not damaged(DCOMPTR):
2021 proutn(_("units to fire at "))
2022 crmena(False, ienm, sector, aim)
2025 if key == IHALPHA and isit("no"):
2033 if k==1: # Let me say I'm baffled by this
2042 # If total requested is too much, inform and start over
2044 prout(_("Available energy exceeded -- try again."))
2047 key = scan(); # scan for next value
2050 # zero energy -- abort
2053 if key == IHALPHA and isit("no"):
2058 game.energy -= 200.0
2059 if checkshctrl(rpow):
2063 # Say shield raised or malfunction, if necessary
2070 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2071 prouts(_(" CLICK CLICK POP . . ."))
2072 prout(_(" No response, sir!"))
2075 prout(_("Shields raised."))
2080 # Code from events,c begins here.
2082 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2083 # event of each type active at any given time. Mostly these means we can
2084 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2085 # BSD Trek, from which we swiped the idea, can have up to 5.
2089 def unschedule(evtype):
2090 # remove an event from the schedule
2091 game.future[evtype].date = FOREVER
2092 return game.future[evtype]
2094 def is_scheduled(evtype):
2095 # is an event of specified type scheduled
2096 return game.future[evtype].date != FOREVER
2098 def scheduled(evtype):
2099 # when will this event happen?
2100 return game.future[evtype].date
2102 def schedule(evtype, offset):
2103 # schedule an event of specified type
2104 game.future[evtype].date = game.state.date + offset
2105 return game.future[evtype]
2107 def postpone(evtype, offset):
2108 # postpone a scheduled event
2109 game.future[evtype].date += offset
2112 # rest period is interrupted by event
2115 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2117 game.resting = False
2124 # run through the event queue looking for things to do
2126 fintim = game.state.date + game.optime; yank=0
2127 ictbeam = False; istract = False
2128 w = coord(); hold = coord()
2129 ev = event(); ev2 = event()
2132 # tractor beaming cases merge here
2133 yank = math.sqrt(yank)
2135 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2139 prout(_(" caught in long range tractor beam--"))
2140 # If Kirk & Co. screwing around on planet, handle
2141 atover(True) # atover(true) is Grab
2144 if game.icraft: # Caught in Galileo?
2147 # Check to see if shuttle is aboard
2148 if game.iscraft == "offship":
2151 prout(_("Galileo, left on the planet surface, is captured"))
2152 prout(_("by aliens and made into a flying McDonald's."))
2153 game.damage[DSHUTTL] = -10
2154 game.iscraft = "removed"
2156 prout(_("Galileo, left on the planet surface, is well hidden."))
2158 game.quadrant = game.state.kscmdr
2160 game.quadrant = game.state.kcmdr[i]
2161 game.sector = randplace(QUADSIZE)
2163 prout(_(" is pulled to Quadrant %s, Sector %s") \
2164 % (game.quadrant, game.sector))
2166 prout(_("(Remainder of rest/repair period cancelled.)"))
2167 game.resting = False
2169 if not damaged(DSHIELD) and game.shield > 0:
2170 doshield(True) # raise shields
2173 prout(_("(Shields not currently useable.)"))
2175 # Adjust finish time to time of tractor beaming
2176 fintim = game.state.date+game.optime
2178 if game.state.remcom <= 0:
2181 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2184 # Code merges here for any commander destroying base
2185 # Not perfect, but will have to do
2186 # Handle case where base is in same quadrant as starship
2187 if game.battle == game.quadrant:
2188 game.state.chart[game.battle.x][game.battle.y].starbase = False
2189 game.quad[game.base.x][game.base.y] = IHDOT
2190 game.base.x=game.base.y=0
2193 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2194 elif game.state.rembase != 1 and communicating():
2195 # Get word via subspace radio
2198 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2199 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2201 prout(_("the Klingon Super-Commander"))
2203 prout(_("a Klingon Commander"))
2204 game.state.chart[game.battle.x][game.battle.y].starbase = False
2205 # Remove Starbase from galaxy
2206 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2207 for i in range(1, game.state.rembase+1):
2208 if game.state.baseq[i] == game.battle:
2209 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2210 game.state.rembase -= 1
2212 # reinstate a commander's base attack
2216 invalidate(game.battle)
2219 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2220 for i in range(1, NEVENTS):
2221 if i == FSNOVA: proutn("=== Supernova ")
2222 elif i == FTBEAM: proutn("=== T Beam ")
2223 elif i == FSNAP: proutn("=== Snapshot ")
2224 elif i == FBATTAK: proutn("=== Base Attack ")
2225 elif i == FCDBAS: proutn("=== Base Destroy ")
2226 elif i == FSCMOVE: proutn("=== SC Move ")
2227 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2228 elif i == FDSPROB: proutn("=== Probe Move ")
2229 elif i == FDISTR: proutn("=== Distress Call ")
2230 elif i == FENSLV: proutn("=== Enslavement ")
2231 elif i == FREPRO: proutn("=== Klingon Build ")
2233 prout("%.2f" % (scheduled(i)))
2236 radio_was_broken = damaged(DRADIO)
2239 # Select earliest extraneous event, evcode==0 if no events
2244 for l in range(1, NEVENTS):
2245 if game.future[l].date < datemin:
2248 prout("== Event %d fires" % evcode)
2249 datemin = game.future[l].date
2250 xtime = datemin-game.state.date
2251 game.state.date = datemin
2252 # Decrement Federation resources and recompute remaining time
2253 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2255 if game.state.remtime <=0:
2258 # Any crew left alive?
2259 if game.state.crew <=0:
2262 # Is life support adequate?
2263 if damaged(DLIFSUP) and game.condition != "docked":
2264 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2267 game.lsupres -= xtime
2268 if game.damage[DLIFSUP] <= xtime:
2269 game.lsupres = game.inlsr
2272 if game.condition == "docked":
2273 repair /= game.docfac
2274 # Don't fix Deathray here
2275 for l in range(0, NDEVICES):
2276 if game.damage[l] > 0.0 and l != DDRAY:
2277 if game.damage[l]-repair > 0.0:
2278 game.damage[l] -= repair
2280 game.damage[l] = 0.0
2281 # If radio repaired, update star chart and attack reports
2282 if radio_was_broken and not damaged(DRADIO):
2283 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2284 prout(_(" surveillance reports are coming in."))
2286 if not game.iseenit:
2290 prout(_(" The star chart is now up to date.\""))
2292 # Cause extraneous event EVCODE to occur
2293 game.optime -= xtime
2294 if evcode == FSNOVA: # Supernova
2297 schedule(FSNOVA, expran(0.5*game.intime))
2298 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2300 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2301 if game.state.nscrem == 0 or \
2302 ictbeam or istract or \
2303 game.condition=="docked" or game.isatb==1 or game.iscate:
2305 if game.ientesc or \
2306 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2307 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2308 (damaged(DSHIELD) and \
2309 (game.energy < 2500 or damaged(DPHASER)) and \
2310 (game.torps < 5 or damaged(DPHOTON))):
2313 yank = distance(game.state.kscmdr, game.quadrant)
2318 elif evcode == FTBEAM: # Tractor beam
2319 if game.state.remcom == 0:
2322 i = Rand()*game.state.remcom+1.0
2323 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
2324 if istract or game.condition == "docked" or yank == 0:
2325 # Drats! Have to reschedule
2327 game.optime + expran(1.5*game.intime/game.state.remcom))
2331 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2332 game.snapsht = game.state
2333 game.state.snap = True
2334 schedule(FSNAP, expran(0.5 * game.intime))
2335 elif evcode == FBATTAK: # Commander attacks starbase
2336 if game.state.remcom==0 or game.state.rembase==0:
2342 for j in range(1, game.state.rembase+1):
2343 for k in range(1, game.state.remcom+1):
2344 if game.state.baseq[j] == game.state.kcmdr[k] and \
2345 not game.state.baseq[j] == game.quadrant and \
2346 not game.state.baseq[j] == game.state.kscmdr:
2350 if j>game.state.rembase:
2351 # no match found -- try later
2352 schedule(FBATTAK, expran(0.3*game.intime))
2355 # commander + starbase combination found -- launch attack
2356 game.battle = game.state.baseq[j]
2357 schedule(FCDBAS, 1.0+3.0*Rand())
2358 if game.isatb: # extra time if SC already attacking
2359 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2360 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2361 game.iseenit = False
2362 if not communicating():
2363 continue # No warning :-(
2367 proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2368 prout(_(" reports that it is under attack and that it can"))
2369 proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
2373 elif evcode == FSCDBAS: # Supercommander destroys base
2376 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2377 continue # WAS RETURN!
2379 game.battle = game.state.kscmdr
2381 elif evcode == FCDBAS: # Commander succeeds in destroying base
2384 # find the lucky pair
2385 for i in range(1, game.state.remcom+1):
2386 if game.state.kcmdr[i] == game.battle:
2388 if i > game.state.remcom or game.state.rembase == 0 or \
2389 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2390 # No action to take after all
2391 invalidate(game.battle)
2394 elif evcode == FSCMOVE: # Supercommander moves
2395 schedule(FSCMOVE, 0.2777)
2396 if not game.ientesc and not istract and game.isatb != 1 and \
2397 (not game.iscate or not game.justin):
2399 elif evcode == FDSPROB: # Move deep space probe
2400 schedule(FDSPROB, 0.01)
2401 game.probex += game.probeinx
2402 game.probey += game.probeiny
2403 i = (int)(game.probex/QUADSIZE +0.05)
2404 j = (int)(game.probey/QUADSIZE + 0.05)
2405 if game.probec.x != i or game.probec.y != j:
2408 if not VALID_QUADRANT(i, j) or \
2409 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2410 # Left galaxy or ran into supernova
2414 proutn(_("Lt. Uhura- \"The deep space probe "))
2415 if not VALID_QUADRANT(j, i):
2416 proutn(_("has left the galaxy"))
2418 proutn(_("is no longer transmitting"))
2422 if not communicating():
2425 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2426 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2427 # Update star chart if Radio is working or have access to radio
2429 chp = game.state.chart[game.probec.x][game.probec.y]
2430 chp.klingons = pdest.klingons
2431 chp.starbase = pdest.starbase
2432 chp.stars = pdest.stars
2433 pdest.charted = True
2434 game.proben -= 1 # One less to travel
2435 if game.proben == 0 and game.isarmed and pdest.stars:
2436 # lets blow the sucker!
2437 supernova(True, game.probec)
2439 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2441 elif evcode == FDISTR: # inhabited system issues distress call
2443 # try a whole bunch of times to find something suitable
2444 for i in range(100):
2445 # need a quadrant which is not the current one,
2446 # which has some stars which are inhabited and
2447 # not already under attack, which is not
2448 # supernova'ed, and which has some Klingons in it
2449 w = randplace(GALSIZE)
2450 q = game.state.galaxy[w.x][w.y]
2451 if not (game.quadrant == w or q.planet == NOPLANET or \
2452 game.state.planets[q.planet].inhabited == UNINHABITED or \
2453 q.supernova or q.status!=secure or q.klingons<=0):
2456 # can't seem to find one; ignore this call
2458 prout("=== Couldn't find location for distress event.")
2460 # got one!! Schedule its enslavement
2461 ev = schedule(FENSLV, expran(game.intime))
2463 q.status = distressed
2465 # tell the captain about it if we can
2467 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2469 prout(_("by a Klingon invasion fleet."))
2472 elif evcode == FENSLV: # starsystem is enslaved
2473 ev = unschedule(FENSLV)
2474 # see if current distress call still active
2475 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2479 q.status = "enslaved"
2481 # play stork and schedule the first baby
2482 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2483 ev2.quadrant = ev.quadrant
2485 # report the disaster if we can
2487 prout(_("Uhura- We've lost contact with starsystem %s") % \
2489 prout(_("in Quadrant %s.\n") % ev.quadrant)
2490 elif evcode == FREPRO: # Klingon reproduces
2491 # If we ever switch to a real event queue, we'll need to
2492 # explicitly retrieve and restore the x and y.
2493 ev = schedule(FREPRO, expran(1.0 * game.intime))
2494 # see if current distress call still active
2495 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2499 if game.state.remkl >=MAXKLGAME:
2500 continue # full right now
2501 # reproduce one Klingon
2503 if game.klhere >= MAXKLQUAD:
2505 # this quadrant not ok, pick an adjacent one
2506 for i in range(w.x - 1, w.x + 2):
2507 for j in range(w.y - 1, w.y + 2):
2508 if not VALID_QUADRANT(i, j):
2510 q = game.state.galaxy[w.x][w.y]
2511 # check for this quad ok (not full & no snova)
2512 if q.klingons >= MAXKLQUAD or q.supernova:
2516 continue # search for eligible quadrant failed
2521 game.state.remkl += 1
2523 if game.quadrant == w:
2525 newkling(game.klhere)
2526 # recompute time left
2528 # report the disaster if we can
2530 if game.quadrant == w:
2531 prout(_("Spock- sensors indicate the Klingons have"))
2532 prout(_("launched a warship from %s.") % q.planet)
2534 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2535 if q.planet != NOPLANET:
2536 proutn(_("near %s") % q.planet)
2537 prout(_("in Quadrant %s.") % w)
2546 proutn(_("How long? "))
2551 origTime = delay = aaitem
2554 if delay >= game.state.remtime or game.nenhere != 0:
2555 proutn(_("Are you sure? "))
2559 # Alternate resting periods (events) with attacks
2564 game.resting = False
2565 if not game.resting:
2566 prout(_("%d stardates left.") % int(game.state.remtime))
2568 temp = game.optime = delay
2570 rtime = 1.0 + Rand()
2574 if game.optime < delay:
2583 # Repair Deathray if long rest at starbase
2584 if origTime-delay >= 9.99 and game.condition == "docked":
2585 game.damage[DDRAY] = 0.0
2586 # leave if quadrant supernovas
2587 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2589 game.resting = False
2592 # A nova occurs. It is the result of having a star hit with a
2593 # photon torpedo, or possibly of a probe warhead going off.
2594 # Stars that go nova cause stars which surround them to undergo
2595 # the same probabilistic process. Klingons next to them are
2596 # destroyed. And if the starship is next to it, it gets zapped.
2597 # If the zap is too much, it gets destroyed.
2601 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2602 newc = coord(); scratch = coord()
2605 # Wow! We've supernova'ed
2606 supernova(False, nov)
2609 # handle initial nova
2610 game.quad[nov.x][nov.y] = IHDOT
2611 crmena(False, IHSTAR, sector, nov)
2613 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2614 game.state.starkl += 1
2616 # Set up stack to recursively trigger adjacent stars
2617 bot = top = top2 = 1
2623 for mm in range(bot, top+1):
2624 for nn in range(1, 3+1): # nn,j represents coordinates around current
2625 for j in range(1, 3+1):
2628 scratch.x = hits[mm][1]+nn-2
2629 scratch.y = hits[mm][2]+j-2
2630 if not VALID_SECTOR(scratch.y, scratch.x):
2632 iquad = game.quad[scratch.x][scratch.y]
2633 # Empty space ends reaction
2634 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2636 elif iquad == IHSTAR: # Affect another star
2638 # This star supernovas
2639 scratch = supernova(False)
2642 hits[top2][1]=scratch.x
2643 hits[top2][2]=scratch.y
2644 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2645 game.state.starkl += 1
2646 crmena(True, IHSTAR, sector, scratch)
2648 game.quad[scratch.x][scratch.y] = IHDOT
2649 elif iquad == IHP: # Destroy planet
2650 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
2651 game.state.nplankl += 1
2652 crmena(True, IHP, sector, scratch)
2653 prout(_(" destroyed."))
2654 game.state.planets[game.iplnet].pclass = destroyed
2656 invalidate(game.plnet)
2660 game.quad[scratch.x][scratch.y] = IHDOT
2661 elif iquad == IHB: # Destroy base
2662 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2663 for i in range(1, game.state.rembase+1):
2664 if game.state.baseq[i] == game.quadrant:
2666 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2667 game.state.rembase -= 1
2668 invalidate(game.base)
2669 game.state.basekl += 1
2671 crmena(True, IHB, sector, scratch)
2672 prout(_(" destroyed."))
2673 game.quad[scratch.x][scratch.y] = IHDOT
2674 elif iquad in (IHE, IHF): # Buffet ship
2675 prout(_("***Starship buffeted by nova."))
2677 if game.shield >= 2000.0:
2678 game.shield -= 2000.0
2680 diff = 2000.0 - game.shield
2684 prout(_("***Shields knocked out."))
2685 game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff
2687 game.energy -= 2000.0
2688 if game.energy <= 0:
2691 # add in course nova contributes to kicking starship
2692 icx += game.sector.x-hits[mm][1]
2693 icy += game.sector.y-hits[mm][2]
2695 elif iquad == IHK: # kill klingon
2696 deadkl(scratch,iquad, scratch)
2697 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2698 for ll in range(1, game.nenhere+1):
2699 if game.ks[ll] == scratch:
2701 game.kpower[ll] -= 800.0 # If firepower is lost, die
2702 if game.kpower[ll] <= 0.0:
2703 deadkl(scratch, iquad, scratch)
2705 newc.x = scratch.x + scratch.x - hits[mm][1]
2706 newc.y = scratch.y + scratch.y - hits[mm][2]
2707 crmena(True, iquad, sector, scratch)
2708 proutn(_(" damaged"))
2709 if not VALID_SECTOR(newc.x, newc.y):
2710 # can't leave quadrant
2713 iquad1 = game.quad[newc.x][newc.y]
2714 if iquad1 == IHBLANK:
2715 proutn(_(", blasted into "))
2716 crmena(False, IHBLANK, sector, newc)
2718 deadkl(scratch, iquad, newc)
2721 # can't move into something else
2724 proutn(_(", buffeted to Sector %s") % newc)
2725 game.quad[scratch.x][scratch.y] = IHDOT
2726 game.quad[newc.x][newc.y] = iquad
2728 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
2737 # Starship affected by nova -- kick it away.
2738 game.dist = kount*0.1
2741 game.direc = course[3*(icx+1)+icy+2]
2742 if game.direc == 0.0:
2744 if game.dist == 0.0:
2746 game.optime = 10.0*game.dist/16.0
2748 prout(_("Force of nova displaces starship."))
2750 game.optime = 10.0*game.dist/16.0
2753 def supernova(induced, w=None):
2754 # star goes supernova
2762 # Scheduled supernova -- select star
2763 # logic changed here so that we won't favor quadrants in top
2765 for nq.x in range(1, GALSIZE+1):
2766 for nq.y in range(1, GALSIZE+1):
2767 stars += game.state.galaxy[nq.x][nq.y].stars
2769 return # nothing to supernova exists
2770 num = Rand()*stars + 1
2771 for nq.x in range(1, GALSIZE+1):
2772 for nq.y in range(1, GALSIZE+1):
2773 num -= game.state.galaxy[nq.x][nq.y].stars
2779 proutn("=== Super nova here?")
2783 if not nq == game.quadrant or game.justin:
2784 # it isn't here, or we just entered (treat as enroute)
2787 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2788 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2791 # we are in the quadrant!
2792 num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1
2793 for ns.x in range(1, QUADSIZE+1):
2794 for ns.y in range(1, QUADSIZE+1):
2795 if game.quad[ns.x][ns.y]==IHSTAR:
2803 prouts(_("***RED ALERT! RED ALERT!"))
2805 prout(_("***Incipient supernova detected at Sector %s") % ns)
2806 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2807 proutn(_("Emergency override attempts t"))
2808 prouts("***************")
2813 # destroy any Klingons in supernovaed quadrant
2814 kldead = game.state.galaxy[nq.x][nq.y].klingons
2815 game.state.galaxy[nq.x][nq.y].klingons = 0
2816 if nq == game.state.kscmdr:
2817 # did in the Supercommander!
2818 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2822 if game.state.remcom:
2823 maxloop = game.state.remcom
2824 for l in range(1, maxloop+1):
2825 if game.state.kcmdr[l] == nq:
2826 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2827 invalidate(game.state.kcmdr[game.state.remcom])
2828 game.state.remcom -= 1
2830 if game.state.remcom==0:
2833 game.state.remkl -= kldead
2834 # destroy Romulans and planets in supernovaed quadrant
2835 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2836 game.state.galaxy[nq.x][nq.y].romulans = 0
2837 game.state.nromrem -= nrmdead
2839 for loop in range(game.inplan):
2840 if game.state.planets[loop].w == nq:
2841 game.state.planets[loop].pclass = destroyed
2843 # Destroy any base in supernovaed quadrant
2844 if game.state.rembase:
2845 maxloop = game.state.rembase
2846 for loop in range(1, maxloop+1):
2847 if game.state.baseq[loop] == nq:
2848 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
2849 invalidate(game.state.baseq[game.state.rembase])
2850 game.state.rembase -= 1
2852 # If starship caused supernova, tally up destruction
2854 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2855 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2856 game.state.nplankl += npdead
2857 # mark supernova in galaxy and in star chart
2858 if game.quadrant == nq or communicating():
2859 game.state.galaxy[nq.x][nq.y].supernova = True
2860 # If supernova destroys last Klingons give special message
2861 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
2864 prout(_("Lucky you!"))
2865 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2868 # if some Klingons remain, continue or die in supernova
2873 # Code from finish.c ends here.
2876 # self-destruct maneuver
2877 # Finish with a BANG!
2879 if damaged(DCOMPTR):
2880 prout(_("Computer damaged; cannot execute destruct sequence."))
2882 prouts(_("---WORKING---")); skip(1)
2883 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2884 prouts(" 10"); skip(1)
2885 prouts(" 9"); skip(1)
2886 prouts(" 8"); skip(1)
2887 prouts(" 7"); skip(1)
2888 prouts(" 6"); skip(1)
2890 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2892 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2894 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2898 if game.passwd != citem:
2899 prouts(_("PASSWORD-REJECTED;"))
2901 prouts(_("CONTINUITY-EFFECTED"))
2904 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2905 prouts(" 5"); skip(1)
2906 prouts(" 4"); skip(1)
2907 prouts(" 3"); skip(1)
2908 prouts(" 2"); skip(1)
2909 prouts(" 1"); skip(1)
2911 prouts(_("GOODBYE-CRUEL-WORLD"))
2919 prouts(_("********* Entropy of "))
2921 prouts(_(" maximized *********"))
2925 if game.nenhere != 0:
2926 whammo = 25.0 * game.energy
2928 while l <= game.nenhere:
2929 if game.kpower[l]*game.kdist[l] <= whammo:
2930 deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
2935 "Compute our rate of kils over time."
2936 return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
2940 badpt = 5.0*game.state.starkl + \
2942 10.0*game.state.nplankl + \
2943 300*game.state.nworldkl + \
2945 100.0*game.state.basekl +\
2947 if game.ship == IHF:
2949 elif game.ship == None:
2955 # end the game, with appropriate notfications
2959 prout(_("It is stardate %.1f.") % game.state.date)
2961 if ifin == FWON: # Game has been won
2962 if game.state.nromrem != 0:
2963 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2966 prout(_("You have smashed the Klingon invasion fleet and saved"))
2967 prout(_("the Federation."))
2972 badpt = 0.0 # Close enough!
2973 # killsPerDate >= RateMax
2974 if game.state.date-game.indate < 5.0 or \
2975 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2977 prout(_("In fact, you have done so well that Starfleet Command"))
2978 if game.skill == SKILL_NOVICE:
2979 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2980 elif game.skill == SKILL_FAIR:
2981 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2982 elif game.skill == SKILL_GOOD:
2983 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2984 elif game.skill == SKILL_EXPERT:
2985 prout(_("promotes you to Commodore Emeritus."))
2987 prout(_("Now that you think you're really good, try playing"))
2988 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2989 elif game.skill == SKILL_EMERITUS:
2991 proutn(_("Computer- "))
2992 prouts(_("ERROR-ERROR-ERROR-ERROR"))
2994 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
2996 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
2998 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3000 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3002 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3004 prout(_("Now you can retire and write your own Star Trek game!"))
3006 elif game.skill >= SKILL_EXPERT:
3007 if game.thawed and not idebug:
3008 prout(_("You cannot get a citation, so..."))
3010 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3014 # Only grant long life if alive (original didn't!)
3016 prout(_("LIVE LONG AND PROSPER."))
3021 elif ifin == FDEPLETE: # Federation Resources Depleted
3022 prout(_("Your time has run out and the Federation has been"))
3023 prout(_("conquered. Your starship is now Klingon property,"))
3024 prout(_("and you are put on trial as a war criminal. On the"))
3025 proutn(_("basis of your record, you are "))
3026 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3027 prout(_("acquitted."))
3029 prout(_("LIVE LONG AND PROSPER."))
3031 prout(_("found guilty and"))
3032 prout(_("sentenced to death by slow torture."))
3036 elif ifin == FLIFESUP:
3037 prout(_("Your life support reserves have run out, and"))
3038 prout(_("you die of thirst, starvation, and asphyxiation."))
3039 prout(_("Your starship is a derelict in space."))
3041 prout(_("Your energy supply is exhausted."))
3043 prout(_("Your starship is a derelict in space."))
3044 elif ifin == FBATTLE:
3047 prout(_("has been destroyed in battle."))
3049 prout(_("Dulce et decorum est pro patria mori."))
3051 prout(_("You have made three attempts to cross the negative energy"))
3052 prout(_("barrier which surrounds the galaxy."))
3054 prout(_("Your navigation is abominable."))
3057 prout(_("Your starship has been destroyed by a nova."))
3058 prout(_("That was a great shot."))
3060 elif ifin == FSNOVAED:
3063 prout(_(" has been fried by a supernova."))
3064 prout(_("...Not even cinders remain..."))
3065 elif ifin == FABANDN:
3066 prout(_("You have been captured by the Klingons. If you still"))
3067 prout(_("had a starbase to be returned to, you would have been"))
3068 prout(_("repatriated and given another chance. Since you have"))
3069 prout(_("no starbases, you will be mercilessly tortured to death."))
3070 elif ifin == FDILITHIUM:
3071 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3072 elif ifin == FMATERIALIZE:
3073 prout(_("Starbase was unable to re-materialize your starship."))
3074 prout(_("Sic transit gloria mundi"))
3075 elif ifin == FPHASER:
3078 prout(_(" has been cremated by its own phasers."))
3080 prout(_("You and your landing party have been"))
3081 prout(_("converted to energy, disipating through space."))
3082 elif ifin == FMINING:
3083 prout(_("You are left with your landing party on"))
3084 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3086 prout(_("They are very fond of \"Captain Kirk\" soup."))
3088 proutn(_("Without your leadership, the "))
3090 prout(_(" is destroyed."))
3091 elif ifin == FDPLANET:
3092 prout(_("You and your mining party perish."))
3094 prout(_("That was a great shot."))
3097 prout(_("The Galileo is instantly annihilated by the supernova."))
3098 prout(_("You and your mining party are atomized."))
3100 proutn(_("Mr. Spock takes command of the "))
3103 prout(_("joins the Romulans, reigning terror on the Federation."))
3104 elif ifin == FPNOVA:
3105 prout(_("You and your mining party are atomized."))
3107 proutn(_("Mr. Spock takes command of the "))
3110 prout(_("joins the Romulans, reigning terror on the Federation."))
3111 elif ifin == FSTRACTOR:
3112 prout(_("The shuttle craft Galileo is also caught,"))
3113 prout(_("and breaks up under the strain."))
3115 prout(_("Your debris is scattered for millions of miles."))
3116 proutn(_("Without your leadership, the "))
3118 prout(_(" is destroyed."))
3120 prout(_("The mutants attack and kill Spock."))
3121 prout(_("Your ship is captured by Klingons, and"))
3122 prout(_("your crew is put on display in a Klingon zoo."))
3123 elif ifin == FTRIBBLE:
3124 prout(_("Tribbles consume all remaining water,"))
3125 prout(_("food, and oxygen on your ship."))
3127 prout(_("You die of thirst, starvation, and asphyxiation."))
3128 prout(_("Your starship is a derelict in space."))
3130 prout(_("Your ship is drawn to the center of the black hole."))
3131 prout(_("You are crushed into extremely dense matter."))
3133 prout(_("Your last crew member has died."))
3134 if game.ship == IHF:
3136 elif game.ship == IHE:
3139 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3140 goodies = game.state.remres/game.inresor
3141 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3142 if goodies/baddies >= 1.0+0.5*Rand():
3143 prout(_("As a result of your actions, a treaty with the Klingon"))
3144 prout(_("Empire has been signed. The terms of the treaty are"))
3145 if goodies/baddies >= 3.0+Rand():
3146 prout(_("favorable to the Federation."))
3148 prout(_("Congratulations!"))
3150 prout(_("highly unfavorable to the Federation."))
3152 prout(_("The Federation will be destroyed."))
3154 prout(_("Since you took the last Klingon with you, you are a"))
3155 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3156 prout(_("statue in your memory. Rest in peace, and try not"))
3157 prout(_("to think about pigeons."))
3162 # compute player's score
3163 timused = game.state.date - game.indate
3166 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3168 perdate = killrate()
3169 ithperd = 500*perdate + 0.5
3172 iwon = 100*game.skill
3173 if game.ship == IHE:
3175 elif game.ship == IHF:
3179 if not game.gamewon:
3180 game.state.nromrem = 0 # None captured if no win
3181 iscore = 10*(game.inkling - game.state.remkl) \
3182 + 50*(game.incom - game.state.remcom) \
3184 + 20*(game.inrom - game.state.nromrem) \
3185 + 200*(game.inscom - game.state.nscrem) \
3186 - game.state.nromrem \
3191 prout(_("Your score --"))
3192 if game.inrom - game.state.nromrem:
3193 prout(_("%6d Romulans destroyed %5d") %
3194 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3195 if game.state.nromrem:
3196 prout(_("%6d Romulans captured %5d") %
3197 (game.state.nromrem, game.state.nromrem))
3198 if game.inkling - game.state.remkl:
3199 prout(_("%6d ordinary Klingons destroyed %5d") %
3200 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3201 if game.incom - game.state.remcom:
3202 prout(_("%6d Klingon commanders destroyed %5d") %
3203 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3204 if game.inscom - game.state.nscrem:
3205 prout(_("%6d Super-Commander destroyed %5d") %
3206 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3208 prout(_("%6.2f Klingons per stardate %5d") %
3210 if game.state.starkl:
3211 prout(_("%6d stars destroyed by your action %5d") %
3212 (game.state.starkl, -5*game.state.starkl))
3213 if game.state.nplankl:
3214 prout(_("%6d planets destroyed by your action %5d") %
3215 (game.state.nplankl, -10*game.state.nplankl))
3216 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3217 prout(_("%6d inhabited planets destroyed by your action %5d") %
3218 (game.state.nplankl, -300*game.state.nworldkl))
3219 if game.state.basekl:
3220 prout(_("%6d bases destroyed by your action %5d") %
3221 (game.state.basekl, -100*game.state.basekl))
3223 prout(_("%6d calls for help from starbase %5d") %
3224 (game.nhelp, -45*game.nhelp))
3226 prout(_("%6d casualties incurred %5d") %
3227 (game.casual, -game.casual))
3229 prout(_("%6d crew abandoned in space %5d") %
3230 (game.abandoned, -3*game.abandoned))
3232 prout(_("%6d ship(s) lost or destroyed %5d") %
3233 (klship, -100*klship))
3235 prout(_("Penalty for getting yourself killed -200"))
3237 proutn(_("Bonus for winning "))
3238 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3239 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3240 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3241 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3242 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3243 prout(" %5d" % iwon)
3245 prout(_("TOTAL SCORE %5d") % iscore)
3248 # emit winner's commemmorative plaque
3251 proutn(_("File or device name for your plaque: "))
3252 cgetline(winner, sizeof(winner))
3254 fp = open(winner, "w")
3257 prout(_("Invalid name."))
3259 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3260 cgetline(winner, sizeof(winner))
3261 # The 38 below must be 64 for 132-column paper
3262 nskip = 38 - len(winner)/2
3264 fp.write("\n\n\n\n")
3265 # --------DRAW ENTERPRISE PICTURE.
3266 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3267 fp.write(" EEE E : : : E\n" )
3268 fp.write(" EE EEE E : : NCC-1701 : E\n")
3269 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3270 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3271 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3272 fp.write(" EEEEEEE EEEEE E E E E\n")
3273 fp.write(" EEE E E E E\n")
3274 fp.write(" E E E E\n")
3275 fp.write(" EEEEEEEEEEEEE E E\n")
3276 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3277 fp.write(" :E : EEEE E\n")
3278 fp.write(" .-E -:----- E\n")
3279 fp.write(" :E : E\n")
3280 fp.write(" EE : EEEEEEEE\n")
3281 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3283 fp.write(_(" U. S. S. ENTERPRISE\n"))
3284 fp.write("\n\n\n\n")
3285 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3287 fp.write(_(" Starfleet Command bestows to you\n"))
3289 fp.write("%*s%s\n\n" % (nskip, "", winner))
3290 fp.write(_(" the rank of\n\n"))
3291 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3293 if game.skill == SKILL_EXPERT:
3294 fp.write(_(" Expert level\n\n"))
3295 elif game.skill == SKILL_EMERITUS:
3296 fp.write(_("Emeritus level\n\n"))
3298 fp.write(_(" Cheat level\n\n"))
3299 timestring = ctime()
3300 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3301 (timestring+4, timestring+20, timestring+11))
3302 fp.write(_(" Your score: %d\n\n") % iscore)
3303 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3306 # Code from io.c begins here
3308 rows = linecount = 0 # for paging
3310 fullscreen_window = None
3311 srscan_window = None
3312 report_window = None
3313 status_window = None
3314 lrscan_window = None
3315 message_window = None
3316 prompt_window = None
3319 "wrap up, either normally or due to signal"
3320 if game.options & OPTION_CURSES:
3333 #setlocale(LC_ALL, "")
3334 #bindtextdomain(PACKAGE, LOCALEDIR)
3335 #textdomain(PACKAGE)
3336 if atexit.register(outro):
3337 sys.stderr.write("Unable to register outro(), exiting...\n")
3339 if not (game.options & OPTION_CURSES):
3340 ln_env = os.getenv("LINES")
3346 stdscr = curses.initscr()
3351 curses.start_color()
3352 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3353 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3354 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3355 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3356 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3357 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3358 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3359 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3361 global fullscreen_window, srscan_window, report_window, status_window
3362 global lrscan_window, message_window, prompt_window
3363 fullscreen_window = stdscr
3364 srscan_window = curses.newwin(12, 25, 0, 0)
3365 report_window = curses.newwin(11, 0, 1, 25)
3366 status_window = curses.newwin(10, 0, 1, 39)
3367 lrscan_window = curses.newwin(5, 0, 0, 64)
3368 message_window = curses.newwin(0, 0, 12, 0)
3369 prompt_window = curses.newwin(1, 0, rows-2, 0)
3370 message_window.scrollok(True)
3371 setwnd(fullscreen_window)
3376 "wait for user action -- OK to do nothing if on a TTY"
3377 if game.options & OPTION_CURSES:
3382 if game.skill > SKILL_FAIR:
3383 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3385 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3389 if game.skill > SKILL_FAIR:
3390 prompt = _("[CONTINUE?]")
3392 prompt = _("[PRESS ENTER TO CONTINUE]")
3394 if game.options & OPTION_CURSES:
3396 setwnd(prompt_window)
3397 prompt_window.wclear()
3398 prompt_window.addstr(prompt)
3399 prompt_window.getstr()
3400 prompt_window.clear()
3401 prompt_window.refresh()
3402 setwnd(message_window)
3408 for j in range(0, rows):
3413 "Skip i lines. Pause game if this would cause a scrolling event."
3414 while dummy in range(i):
3415 if game.options & OPTION_CURSES:
3416 (y, x) = curwnd.getyx()
3417 (my, mx) = curwnd.getmaxyx()
3418 if curwnd == message_window and y >= my - 3:
3426 if linecount >= rows:
3432 "Utter a line with no following line feed."
3433 if game.options & OPTION_CURSES:
3446 curses.delay_output(30)
3448 if game.options & OPTION_CURSES:
3452 curses.delay_output(300)
3454 def cgetline(line, max):
3455 "Get a line of input."
3456 if game.options & OPTION_CURSES:
3457 line = curwnd.getstr() + "\n"
3460 if replayfp and not replayfp.closed:
3461 line = replayfp.readline()
3463 sys.stdin.readline()
3468 "Change windows -- OK for this to be a no-op in tty mode."
3469 if game.options & OPTION_CURSES:
3471 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3474 "Clear to end of line -- can be a no-op in tty mode"
3475 if game.options & OPTION_CURSES:
3480 "Clear screen -- can be a no-op in tty mode."
3482 if game.options & OPTION_CURSES:
3488 def textcolor(color):
3489 "Set the current text color"
3490 if game.options & OPTION_CURSES:
3491 if color == DEFAULT:
3493 elif color == BLACK:
3494 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3496 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3497 elif color == GREEN:
3498 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3500 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3502 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3503 elif color == MAGENTA:
3504 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3505 elif color == BROWN:
3506 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3507 elif color == LIGHTGRAY:
3508 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3509 elif color == DARKGRAY:
3510 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3511 elif color == LIGHTBLUE:
3512 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3513 elif color == LIGHTGREEN:
3514 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3515 elif color == LIGHTCYAN:
3516 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3517 elif color == LIGHTRED:
3518 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3519 elif color == LIGHTMAGENTA:
3520 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3521 elif color == YELLOW:
3522 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3523 elif color == WHITE:
3524 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3527 "Set highlight video, if this is reasonable."
3528 if game.options & OPTION_CURSES:
3529 curwnd.attron(curses.A_REVERSE)
3531 def commandhook(cmd, before):
3535 # Things past this point have policy implications.
3539 "Hook to be called after moving to redraw maps."
3540 if game.options & OPTION_CURSES:
3543 setwnd(srscan_window)
3547 setwnd(status_window)
3548 status_window.clear()
3549 status_window.move(0, 0)
3550 setwnd(report_window)
3551 report_window.clear()
3552 report_window.move(0, 0)
3554 setwnd(lrscan_window)
3555 lrscan_window.clear()
3556 lrscan_window.move(0, 0)
3559 def put_srscan_sym(w, sym):
3560 "Emit symbol for short-range scan."
3561 srscan_window.move(w.x+1, w.y*2+2)
3562 srscan_window.addch(sym)
3563 srscan_window.refresh()
3566 "Enemy fall down, go boom."
3567 if game.options & OPTION_CURSES:
3569 setwnd(srscan_window)
3570 srscan_window.attron(curses.A_REVERSE)
3571 put_srscan_sym(w, game.quad[w.x][w.y])
3575 srscan_window.attroff(curses.A_REVERSE)
3576 put_srscan_sym(w, game.quad[w.x][w.y])
3577 curses.delay_output(500)
3578 setwnd(message_window)
3581 "Sound and visual effects for teleportation."
3582 if game.options & OPTION_CURSES:
3584 setwnd(message_window)
3586 prouts(" . . . . . ")
3587 if game.options & OPTION_CURSES:
3588 #curses.delay_output(1000)
3592 def tracktorpedo(w, l, i, n, iquad):
3593 "Torpedo-track animation."
3594 if not game.options & OPTION_CURSES:
3598 proutn(_("Track for torpedo number %d- ") % i)
3601 proutn(_("Torpedo track- "))
3604 proutn("%d - %d " % (w.x, w.y))
3606 if not damaged(DSRSENS) or game.condition=="docked":
3607 if i != 1 and l == 1:
3609 curses.delay_output(400)
3610 if (iquad==IHDOT) or (iquad==IHBLANK):
3611 put_srscan_sym(w, '+')
3613 #curses.delay_output(100)
3615 put_srscan_sym(w, iquad)
3617 curwnd.attron(curses.A_REVERSE)
3618 put_srscan_sym(w, iquad)
3620 #curses.delay_output(1000)
3622 curwnd.attroff(curses.A_REVERSE)
3623 put_srscan_sym(w, iquad)
3625 proutn("%d - %d " % (w.x, w.y))
3628 "Display the current galaxy chart."
3629 if game.options & OPTION_CURSES:
3630 setwnd(message_window)
3631 message_window.clear()
3633 if game.options & OPTION_TTY:
3638 def prstat(txt, data):
3640 if game.options & OPTION_CURSES:
3642 setwnd(status_window)
3644 proutn(" " * NSYM - len(tx))
3647 if game.options & OPTION_CURSES:
3648 setwnd(report_window)
3650 # Code from moving.c begins here
3652 def imove(novapush):
3653 # movement execution for warp, impulse, supernova, and tractor-beam events
3654 w = coord(); final = coord()
3657 def no_quad_change():
3658 # No quadrant change -- compute new avg enemy distances
3659 game.quad[game.sector.x][game.sector.y] = game.ship
3661 for m in range(1, game.nenhere+1):
3662 finald = distance(w, game.ks[m])
3663 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
3664 game.kdist[m] = finald
3666 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3668 for m in range(1, game.nenhere+1):
3669 game.kavgd[m] = game.kdist[m]
3672 setwnd(message_window)
3676 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3677 game.inorbit = False
3679 angle = ((15.0 - game.direc) * 0.5235988)
3680 deltax = -math.sin(angle)
3681 deltay = math.cos(angle)
3682 if math.fabs(deltax) > math.fabs(deltay):
3683 bigger = math.fabs(deltax)
3685 bigger = math.fabs(deltay)
3690 # If tractor beam is to occur, don't move full distance
3691 if game.state.date+game.optime >= scheduled(FTBEAM):
3693 game.condition = "red"
3694 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3695 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3696 # Move within the quadrant
3697 game.quad[game.sector.x][game.sector.y] = IHDOT
3700 n = 10.0*game.dist*bigger+0.5
3703 for m in range(1, n+1):
3708 if not VALID_SECTOR(w.x, w.y):
3709 # Leaving quadrant -- allow final enemy attack
3710 # Don't do it if being pushed by Nova
3711 if game.nenhere != 0 and not novapush:
3713 for m in range(1, game.nenhere+1):
3714 finald = distance(w, game.ks[m])
3715 game.kavgd[m] = 0.5 * (finald + game.kdist[m])
3717 # Stas Sergeev added the condition
3718 # that attacks only happen if Klingons
3719 # are present and your skill is good.
3721 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3725 # compute final position -- new quadrant and sector
3726 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
3727 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
3728 w.x = x+10.0*game.dist*bigger*deltax+0.5
3729 w.y = y+10.0*game.dist*bigger*deltay+0.5
3730 # check for edge of galaxy
3740 if w.x > GALSIZE*QUADSIZE:
3741 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
3743 if w.y > GALSIZE*QUADSIZE:
3744 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
3753 if game.nkinks == 3:
3754 # Three strikes -- you're out!
3758 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3759 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3760 prout(_("YOU WILL BE DESTROYED."))
3761 # Compute final position in new quadrant
3762 if trbeam: # Don't bother if we are to be beamed
3764 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
3765 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
3766 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
3767 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
3769 prout(_("Entering Quadrant %s.") % game.quadrant)
3770 game.quad[game.sector.x][game.sector.y] = game.ship
3772 if game.skill>SKILL_NOVICE:
3775 iquad = game.quad[w.x][w.y]
3777 # object encountered in flight path
3778 stopegy = 50.0*game.dist/game.optime
3779 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3780 if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
3782 ram(False, iquad, game.sector)
3784 elif iquad == IHBLANK:
3786 prouts(_("***RED ALERT! RED ALERT!"))
3790 proutn(_(" pulled into black hole at Sector %s") % w)
3792 # Getting pulled into a black hole was certain
3793 # death in Almy's original. Stas Sergeev added a
3794 # possibility that you'll get timewarped instead.
3797 for m in range(0, NDEVICES):
3798 if game.damage[m]>0:
3800 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3801 if (game.options & OPTION_BLKHOLE) and Rand()>probf:
3811 proutn(_(" encounters Tholian web at %s;") % w)
3813 proutn(_(" blocked by object at %s;") % w)
3814 proutn(_("Emergency stop required "))
3815 prout(_("%2d units of energy.") % int(stopegy))
3816 game.energy -= stopegy
3817 final.x = x-deltax+0.5
3818 final.y = y-deltay+0.5
3820 if game.energy <= 0:
3826 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3833 # dock our ship at a starbase
3835 if game.condition == "docked" and verbose:
3836 prout(_("Already docked."))
3839 prout(_("You must first leave standard orbit."))
3841 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3843 prout(_(" not adjacent to base."))
3845 game.condition = "docked"
3849 if game.energy < game.inenrg:
3850 game.energy = game.inenrg
3851 game.shield = game.inshld
3852 game.torps = game.intorps
3853 game.lsupres = game.inlsr
3854 game.state.crew = FULLCREW
3855 if not damaged(DRADIO) and \
3856 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3857 # get attack report from base
3858 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3863 # This program originally required input in terms of a (clock)
3864 # direction and distance. Somewhere in history, it was changed to
3865 # cartesian coordinates. So we need to convert. Probably
3866 # "manual" input should still be done this way -- it's a real
3867 # pain if the computer isn't working! Manual mode is still confusing
3868 # because it involves giving x and y motions, yet the coordinates
3869 # are always displayed y - x, where +y is downward!
3872 def getcd(isprobe, akey):
3873 # get course and distance
3874 irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
3875 navmode = "unspecified"
3880 # Get course direction and distance. If user types bad values, return
3881 # with DIREC = -1.0.
3884 if game.landed and not isprobe:
3885 prout(_("Dummy! You can't leave standard orbit until you"))
3886 proutn(_("are back aboard the ship."))
3889 while navmode == "unspecified":
3890 if damaged(DNAVSYS):
3892 prout(_("Computer damaged; manual navigation only"))
3894 prout(_("Computer damaged; manual movement only"))
3899 if isprobe and akey != -1:
3900 # For probe launch, use pre-scanned value first time
3907 proutn(_("Manual or automatic- "))
3910 elif key == IHALPHA:
3915 elif isit("automatic"):
3916 navmode = "automatic"
3925 prout(_("(Manual navigation assumed.)"))
3927 prout(_("(Manual movement assumed.)"))
3931 if navmode == "automatic":
3934 proutn(_("Target quadrant or quadrant§or- "))
3936 proutn(_("Destination sector or quadrant§or- "))
3952 # both quadrant and sector specified
3966 # only quadrant specified -- go to center of dest quad
3974 if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
3981 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
3983 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3984 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
3985 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
3988 proutn(_("X and Y displacements- "))
4002 # Check for zero movement
4003 if deltax == 0 and deltay == 0:
4006 if itemp == "verbose" and not isprobe:
4008 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4009 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4010 game.direc = math.atan2(deltax, deltay)*1.90985932
4011 if game.direc < 0.0:
4017 # move under impulse power
4019 if damaged(DIMPULS):
4022 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4024 if game.energy > 30.0:
4026 if game.direc == -1.0:
4028 power = 20.0 + 100.0*game.dist
4032 if power >= game.energy:
4033 # Insufficient power for trip
4035 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4036 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4037 if game.energy > 30:
4038 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4039 int(0.01 * (game.energy-20.0)-0.05))
4040 prout(_(" quadrants.\""))
4042 prout(_("quadrant. They are, therefore, useless.\""))
4045 # Make sure enough time is left for the trip
4046 game.optime = game.dist/0.095
4047 if game.optime >= game.state.remtime:
4048 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4049 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4050 proutn(_("we dare spend the time?\" "))
4053 # Activate impulse engines and pay the cost
4058 power = 20.0 + 100.0*game.dist
4059 game.energy -= power
4060 game.optime = game.dist/0.095
4061 if game.energy <= 0:
4066 # move under warp drive
4067 blooey = False; twarp = False
4068 if not timewarp: # Not WARPX entry
4070 if game.damage[DWARPEN] > 10.0:
4073 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4075 if damaged(DWARPEN) and game.warpfac > 4.0:
4078 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4079 prout(_(" is repaired, I can only give you warp 4.\""))
4082 # Read in course and distance
4084 if game.direc == -1.0:
4087 # Make sure starship has enough energy for the trip
4088 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4089 if power >= game.energy:
4090 # Insufficient power for trip
4093 prout(_("Engineering to bridge--"))
4094 if not game.shldup or 0.5*power > game.energy:
4095 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4097 prout(_("We can't do it, Captain. We don't have enough energy."))
4099 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4102 prout(_("if you'll lower the shields."))
4106 prout(_("We haven't the energy to go that far with the shields up."))
4109 # Make sure enough time is left for the trip
4110 game.optime = 10.0*game.dist/game.wfacsq
4111 if game.optime >= 0.8*game.state.remtime:
4113 prout(_("First Officer Spock- \"Captain, I compute that such"))
4114 proutn(_(" a trip would require approximately %2.0f") %
4115 (100.0*game.optime/game.state.remtime))
4116 prout(_(" percent of our"))
4117 proutn(_(" remaining time. Are you sure this is wise?\" "))
4123 if game.warpfac > 6.0:
4124 # Decide if engine damage will occur
4125 prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
4128 game.dist = Rand()*game.dist
4129 # Decide if time warp will occur
4130 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand():
4132 if idebug and game.warpfac==10 and not twarp:
4134 proutn("=== Force time warp? ")
4138 # If time warp or engine damage, check path
4139 # If it is obstructed, don't do warp or damage
4140 angle = ((15.0-game.direc)*0.5235998)
4141 deltax = -math.sin(angle)
4142 deltay = math.cos(angle)
4143 if math.fabs(deltax) > math.fabs(deltay):
4144 bigger = math.fabs(deltax)
4146 bigger = math.fabs(deltay)
4150 n = 10.0 * game.dist * bigger +0.5
4153 for l in range(1, n+1):
4158 if not VALID_SECTOR(ix, iy):
4160 if game.quad[ix][iy] != IHDOT:
4165 # Activate Warp Engines and pay the cost
4169 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4170 if game.energy <= 0:
4172 game.optime = 10.0*game.dist/game.wfacsq
4176 game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0)
4178 prout(_("Engineering to bridge--"))
4179 prout(_(" Scott here. The warp engines are damaged."))
4180 prout(_(" We'll have to reduce speed to warp 4."))
4185 # change the warp factor
4191 proutn(_("Warp factor- "))
4196 if game.damage[DWARPEN] > 10.0:
4197 prout(_("Warp engines inoperative."))
4199 if damaged(DWARPEN) and aaitem > 4.0:
4200 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4201 prout(_(" but right now we can only go warp 4.\""))
4204 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4207 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4209 oldfac = game.warpfac
4210 game.warpfac = aaitem
4211 game.wfacsq=game.warpfac*game.warpfac
4212 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4213 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4216 if game.warpfac < 8.00:
4217 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4219 if game.warpfac == 10.0:
4220 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4222 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4226 # cope with being tossed out of quadrant by supernova or yanked by beam
4229 # is captain on planet?
4231 if damaged(DTRANSP):
4234 prout(_("Scotty rushes to the transporter controls."))
4236 prout(_("But with the shields up it's hopeless."))
4238 prouts(_("His desperate attempt to rescue you . . ."))
4243 prout(_("SUCCEEDS!"))
4246 proutn(_("The crystals mined were "))
4255 # Check to see if captain in shuttle craft
4261 # Inform captain of attempt to reach safety
4265 prouts(_("***RED ALERT! RED ALERT!"))
4269 prout(_(" has stopped in a quadrant containing"))
4270 prouts(_(" a supernova."))
4272 proutn(_("***Emergency automatic override attempts to hurl "))
4275 prout(_("safely out of quadrant."))
4276 if not damaged(DRADIO):
4277 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4278 # Try to use warp engines
4279 if damaged(DWARPEN):
4281 prout(_("Warp engines damaged."))
4284 game.warpfac = 6.0+2.0*Rand()
4285 game.wfacsq = game.warpfac * game.warpfac
4286 prout(_("Warp factor set to %d") % int(game.warpfac))
4287 power = 0.75*game.energy
4288 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4289 distreq = 1.4142+Rand()
4290 if distreq < game.dist:
4292 game.optime = 10.0*game.dist/game.wfacsq
4293 game.direc = 12.0*Rand() # How dumb!
4295 game.inorbit = False
4298 # This is bad news, we didn't leave quadrant.
4302 prout(_("Insufficient energy to leave quadrant."))
4305 # Repeat if another snova
4306 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4308 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4309 finish(FWON) # Snova killed remaining enemy.
4312 # let's do the time warp again
4313 prout(_("***TIME WARP ENTERED."))
4314 if game.state.snap and Rand() < 0.5:
4316 prout(_("You are traveling backwards in time %d stardates.") %
4317 int(game.state.date-game.snapsht.date))
4318 game.state = game.snapsht
4319 game.state.snap = False
4320 if game.state.remcom:
4321 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4322 schedule(FBATTAK, expran(0.3*game.intime))
4323 schedule(FSNOVA, expran(0.5*game.intime))
4324 # next snapshot will be sooner
4325 schedule(FSNAP, expran(0.25*game.state.remtime))
4327 if game.state.nscrem:
4328 schedule(FSCMOVE, 0.2777)
4332 invalidate(game.battle)
4334 # Make sure Galileo is consistant -- Snapshot may have been taken
4335 # when on planet, which would give us two Galileos!
4337 for l in range(game.inplan):
4338 if game.state.planets[l].known == "shuttle_down":
4340 if game.iscraft == "onship" and game.ship==IHE:
4341 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4342 game.iscraft = "offship"
4343 # Likewise, if in the original time the Galileo was abandoned, but
4344 # was on ship earlier, it would have vanished -- let's restore it.
4345 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4346 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4347 game.iscraft = "onship"
4349 # * There used to be code to do the actual reconstrction here,
4350 # * but the starchart is now part of the snapshotted galaxy state.
4352 prout(_("Spock has reconstructed a correct star chart from memory"))
4354 # Go forward in time
4355 game.optime = -0.5*game.intime*math.log(Rand())
4356 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4357 # cheat to make sure no tractor beams occur during time warp
4358 postpone(FTBEAM, game.optime)
4359 game.damage[DRADIO] += game.optime
4361 events() # Stas Sergeev added this -- do pending events
4364 # launch deep-space probe
4365 # New code to launch a deep space probe
4366 if game.nprobes == 0:
4369 if game.ship == IHE:
4370 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4372 prout(_("Ye Faerie Queene has no deep space probes."))
4377 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4379 if is_scheduled(FDSPROB):
4382 if damaged(DRADIO) and game.condition != "docked":
4383 prout(_("Spock- \"Records show the previous probe has not yet"))
4384 prout(_(" reached its destination.\""))
4386 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4391 # slow mode, so let Kirk know how many probes there are left
4392 if game.nprobes == 1:
4393 prout(_("1 probe left."))
4395 prout(_("%d probes left") % game.nprobes)
4396 proutn(_("Are you sure you want to fire a probe? "))
4400 game.isarmed = False
4401 if key == IHALPHA and citem == "armed":
4405 proutn(_("Arm NOVAMAX warhead? "))
4408 if game.direc == -1.0:
4411 angle = ((15.0 - game.direc) * 0.5235988)
4412 game.probeinx = -math.sin(angle)
4413 game.probeiny = math.cos(angle)
4414 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4415 bigger = math.fabs(game.probeinx)
4417 bigger = math.fabs(game.probeiny)
4419 game.probeiny /= bigger
4420 game.probeinx /= bigger
4421 game.proben = 10.0*game.dist*bigger +0.5
4422 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4423 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4424 game.probec = game.quadrant
4425 schedule(FDSPROB, 0.01) # Time to move one sector
4426 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4430 # Here's how the mayday code works:
4432 # First, the closest starbase is selected. If there is a a starbase
4433 # in your own quadrant, you are in good shape. This distance takes
4434 # quadrant distances into account only.
4436 # A magic number is computed based on the distance which acts as the
4437 # probability that you will be rematerialized. You get three tries.
4439 # When it is determined that you should be able to be rematerialized
4440 # (i.e., when the probability thing mentioned above comes up
4441 # positive), you are put into that quadrant (anywhere). Then, we try
4442 # to see if there is a spot adjacent to the star- base. If not, you
4443 # can't be rematerialized!!! Otherwise, it drops you there. It only
4444 # tries five times to find a spot to drop you. After that, it's your
4448 # yell for help from nearest starbase
4449 # There's more than one way to move in this game!
4453 # Test for conditions which prevent calling for help
4454 if game.condition == "docked":
4455 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4458 prout(_("Subspace radio damaged."))
4460 if game.state.rembase==0:
4461 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4464 proutn(_("You must be aboard the "))
4468 # OK -- call for help from nearest starbase
4471 # There's one in this quadrant
4472 ddist = distance(game.base, game.sector)
4475 for m in range(1, game.state.rembase+1):
4476 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4480 # Since starbase not in quadrant, set up new quadrant
4481 game.quadrant = game.state.baseq[line]
4483 # dematerialize starship
4484 game.quad[game.sector.x][game.sector.y]=IHDOT
4485 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4487 prout(_(" dematerializes."))
4489 for m in range(1, 5+1):
4490 ix = game.base.x+3.0*Rand()-1
4491 iy = game.base.y+3.0*Rand()-1
4492 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4493 # found one -- finish up
4497 if not is_valid(game.sector):
4498 prout(_("You have been lost in space..."))
4499 finish(FMATERIALIZE)
4501 # Give starbase three chances to rematerialize starship
4502 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4503 for m in range(1, 3+1):
4504 if m == 1: proutn(_("1st"))
4505 elif m == 2: proutn(_("2nd"))
4506 elif m == 3: proutn(_("3rd"))
4507 proutn(_(" attempt to re-materialize "))
4509 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4515 curses.delay_output(500)
4518 game.quad[ix][iy]=IHQUEST
4521 setwnd(message_window)
4522 finish(FMATERIALIZE)
4524 game.quad[ix][iy]=game.ship
4526 prout(_("succeeds."))
4530 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4532 # Abandon Ship (the BSD-Trek description)
4534 # The ship is abandoned. If your current ship is the Faire
4535 # Queene, or if your shuttlecraft is dead, you're out of
4536 # luck. You need the shuttlecraft in order for the captain
4537 # (that's you!!) to escape.
4539 # Your crew can beam to an inhabited starsystem in the
4540 # quadrant, if there is one and if the transporter is working.
4541 # If there is no inhabited starsystem, or if the transporter
4542 # is out, they are left to die in outer space.
4544 # If there are no starbases left, you are captured by the
4545 # Klingons, who torture you mercilessly. However, if there
4546 # is at least one starbase, you are returned to the
4547 # Federation in a prisoner of war exchange. Of course, this
4548 # can't happen unless you have taken some prisoners.
4553 if game.condition=="docked":
4555 prout(_("You cannot abandon Ye Faerie Queene."))
4558 # Must take shuttle craft to exit
4559 if game.damage[DSHUTTL]==-1:
4560 prout(_("Ye Faerie Queene has no shuttle craft."))
4562 if game.damage[DSHUTTL]<0:
4563 prout(_("Shuttle craft now serving Big Macs."))
4565 if game.damage[DSHUTTL]>0:
4566 prout(_("Shuttle craft damaged."))
4569 prout(_("You must be aboard the ship."))
4571 if game.iscraft != "onship":
4572 prout(_("Shuttle craft not currently available."))
4574 # Print abandon ship messages
4576 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4578 prouts(_("***ALL HANDS ABANDON SHIP!"))
4580 prout(_("Captain and crew escape in shuttle craft."))
4581 if game.state.rembase==0:
4582 # Oops! no place to go...
4585 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4587 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4588 prout(_("Remainder of ship's complement beam down"))
4589 prout(_("to nearest habitable planet."))
4590 elif q.planet != NOPLANET and not damaged(DTRANSP):
4591 prout(_("Remainder of ship's complement beam down to %s.") %
4594 prout(_("Entire crew of %d left to die in outer space.") %
4596 game.casual += game.state.crew
4597 game.abandoned += game.state.crew
4599 # If at least one base left, give 'em the Faerie Queene
4601 game.icrystl = False # crystals are lost
4602 game.nprobes = 0 # No probes
4603 prout(_("You are captured by Klingons and released to"))
4604 prout(_("the Federation in a prisoner-of-war exchange."))
4605 nb = Rand()*game.state.rembase+1
4606 # Set up quadrant and position FQ adjacient to base
4607 if not game.quadrant == game.state.baseq[nb]:
4608 game.quadrant = game.state.baseq[nb]
4609 game.sector.x = game.sector.y = 5
4612 # position next to base by trial and error
4613 game.quad[game.sector.x][game.sector.y] = IHDOT
4614 for l in range(1, QUADSIZE+1):
4615 game.sector.x = 3.0*Rand() - 1.0 + game.base.x
4616 game.sector.y = 3.0*Rand() - 1.0 + game.base.y
4617 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4618 game.quad[game.sector.x][game.sector.y] == IHDOT:
4621 break # found a spot
4622 game.sector.x=QUADSIZE/2
4623 game.sector.y=QUADSIZE/2
4625 # Get new commission
4626 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4627 game.state.crew = FULLCREW
4628 prout(_("Starfleet puts you in command of another ship,"))
4629 prout(_("the Faerie Queene, which is antiquated but,"))
4630 prout(_("still useable."))
4632 prout(_("The dilithium crystals have been moved."))
4634 game.iscraft = "offship" # Galileo disappears
4636 game.condition="docked"
4637 for l in range(0, NDEVICES):
4638 game.damage[l] = 0.0
4639 game.damage[DSHUTTL] = -1
4640 game.energy = game.inenrg = 3000.0
4641 game.shield = game.inshld = 1250.0
4642 game.torps = game.intorps = 6
4643 game.lsupres=game.inlsr=3.0
4649 # Code from planets.c begins here.
4652 # abort a lengthy operation if an event interrupts it
4655 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4660 # report on (uninhabited) planets in the galaxy
4664 prout(_("Spock- \"Planet report follows, Captain.\""))
4666 for i in range(game.inplan):
4667 if game.state.planets[i].pclass == destroyed:
4669 if (game.state.planets[i].known != "unknown" \
4670 and game.state.planets[i].inhabited == UNINHABITED) \
4673 if idebug and game.state.planets[i].known=="unknown":
4674 proutn("(Unknown) ")
4675 proutn(_("Quadrant %s") % game.state.planets[i].w)
4676 proutn(_(" class "))
4677 proutn(game.state.planets[i].pclass)
4679 if game.state.planets[i].crystals != present:
4681 prout(_("dilithium crystals present."))
4682 if game.state.planets[i].known=="shuttle_down":
4683 prout(_(" Shuttle Craft Galileo on surface."))
4685 prout(_("No information available."))
4688 # enter standard orbit
4692 prout(_("Already in standard orbit."))
4694 if damaged(DWARPEN) and damaged(DIMPULS):
4695 prout(_("Both warp and impulse engines damaged."))
4697 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4699 prout(_(" not adjacent to planet."))
4702 game.optime = 0.02+0.03*Rand()
4703 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4707 game.height = (1400.0+7200.0*Rand())
4708 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4713 # examine planets in this quadrant
4714 if damaged(DSRSENS):
4715 if game.options & OPTION_TTY:
4716 prout(_("Short range sensors damaged."))
4718 if not is_valid(game.plnet):
4719 if game.options & OPTION_TTY:
4720 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4722 if game.state.planets[game.iplnet].known == "unknown":
4723 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4725 prout(_(" Planet at Sector %s is of class %s.") %
4726 (sector,game.plnet, game.state.planets[game.iplnet]))
4727 if game.state.planets[game.iplnet].known=="shuttle_down":
4728 prout(_(" Sensors show Galileo still on surface."))
4729 proutn(_(" Readings indicate"))
4730 if game.state.planets[game.iplnet].crystals != present:
4732 prout(_(" dilithium crystals present.\""))
4733 if game.state.planets[game.iplnet].known == "unknown":
4734 game.state.planets[game.iplnet].known = "known"
4737 # use the transporter
4741 if damaged(DTRANSP):
4742 prout(_("Transporter damaged."))
4743 if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
4745 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4749 if not game.inorbit:
4751 prout(_(" not in standard orbit."))
4754 prout(_("Impossible to transport through shields."))
4756 if game.state.planets[game.iplnet].known=="unknown":
4757 prout(_("Spock- \"Captain, we have no information on this planet"))
4758 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4759 prout(_(" you may not go down.\""))
4761 if not game.landed and game.state.planets[game.iplnet].crystals==absent:
4762 prout(_("Spock- \"Captain, I fail to see the logic in"))
4763 prout(_(" exploring a planet with no dilithium crystals."))
4764 proutn(_(" Are you sure this is wise?\" "))
4768 if not (game.options & OPTION_PLAIN):
4769 nrgneed = 50 * game.skill + game.height / 100.0
4770 if nrgneed > game.energy:
4771 prout(_("Engineering to bridge--"))
4772 prout(_(" Captain, we don't have enough energy for transportation."))
4774 if not game.landed and nrgneed * 2 > game.energy:
4775 prout(_("Engineering to bridge--"))
4776 prout(_(" Captain, we have enough energy only to transport you down to"))
4777 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4778 if game.state.planets[game.iplnet].known == "shuttle_down":
4779 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4780 proutn(_(" Are you sure this is wise?\" "))
4785 # Coming from planet
4786 if game.state.planets[game.iplnet].known=="shuttle_down":
4787 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4791 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4792 prout(_("Landing party assembled, ready to beam up."))
4794 prout(_("Kirk whips out communicator..."))
4795 prouts(_("BEEP BEEP BEEP"))
4797 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4800 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4802 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4804 prout(_("Kirk- \"Energize.\""))
4807 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4810 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4812 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4815 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4816 game.landed = not game.landed
4817 game.energy -= nrgneed
4819 prout(_("Transport complete."))
4820 if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
4821 prout(_("The shuttle craft Galileo is here!"))
4822 if not game.landed and game.imine:
4829 # strip-mine a world for dilithium
4833 prout(_("Mining party not on planet."))
4835 if game.state.planets[game.iplnet].crystals == mined:
4836 prout(_("This planet has already been strip-mined for dilithium."))
4838 elif game.state.planets[game.iplnet].crystals == absent:
4839 prout(_("No dilithium crystals on this planet."))
4842 prout(_("You've already mined enough crystals for this trip."))
4844 if game.icrystl and game.cryprob == 0.05:
4845 proutn(_("With all those fresh crystals aboard the "))
4848 prout(_("there's no reason to mine more at this time."))
4850 game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass
4853 prout(_("Mining operation complete."))
4854 game.state.planets[game.iplnet].crystals = mined
4855 game.imine = game.ididit = True
4858 # use dilithium crystals
4862 if not game.icrystl:
4863 prout(_("No dilithium crystals available."))
4865 if game.energy >= 1000:
4866 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4867 prout(_(" except when Condition Yellow exists."))
4869 prout(_("Spock- \"Captain, I must warn you that loading"))
4870 prout(_(" raw dilithium crystals into the ship's power"))
4871 prout(_(" system may risk a severe explosion."))
4872 proutn(_(" Are you sure this is wise?\" "))
4877 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4878 prout(_(" Mr. Spock and I will try it.\""))
4880 prout(_("Spock- \"Crystals in place, Sir."))
4881 prout(_(" Ready to activate circuit.\""))
4883 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4885 if Rand() <= game.cryprob:
4886 prouts(_(" \"Activating now! - - No good! It's***"))
4888 prouts(_("***RED ALERT! RED A*L********************************"))
4891 prouts(_("****************** KA-BOOM!!!! *******************"))
4895 game.energy += 5000.0*(1.0 + 0.9*Rand())
4896 prouts(_(" \"Activating now! - - "))
4897 prout(_("The instruments"))
4898 prout(_(" are going crazy, but I think it's"))
4899 prout(_(" going to work!! Congratulations, Sir!\""))
4904 # use shuttlecraft for planetary jaunt
4907 if damaged(DSHUTTL):
4908 if game.damage[DSHUTTL] == -1.0:
4909 if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
4910 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4912 prout(_("Ye Faerie Queene had no shuttle craft."))
4913 elif game.damage[DSHUTTL] > 0:
4914 prout(_("The Galileo is damaged."))
4915 else: # game.damage[DSHUTTL] < 0
4916 prout(_("Shuttle craft is now serving Big Macs."))
4918 if not game.inorbit:
4920 prout(_(" not in standard orbit."))
4922 if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
4923 prout(_("Shuttle craft not currently available."))
4925 if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
4926 prout(_("You will have to beam down to retrieve the shuttle craft."))
4928 if game.shldup or game.condition == "docked":
4929 prout(_("Shuttle craft cannot pass through shields."))
4931 if game.state.planets[game.iplnet].known=="unknown":
4932 prout(_("Spock- \"Captain, we have no information on this planet"))
4933 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4934 prout(_(" you may not fly down.\""))
4936 game.optime = 3.0e-5*game.height
4937 if game.optime >= 0.8*game.state.remtime:
4938 prout(_("First Officer Spock- \"Captain, I compute that such"))
4939 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4940 int(100*game.optime/game.state.remtime))
4941 prout(_("remaining time."))
4942 proutn(_("Are you sure this is wise?\" "))
4948 if game.iscraft == "onship":
4950 if not damaged(DTRANSP):
4951 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4955 proutn(_("Shuttle crew"))
4957 proutn(_("Rescue party"))
4958 prout(_(" boards Galileo and swoops toward planet surface."))
4959 game.iscraft = "offship"
4963 game.state.planets[game.iplnet].known="shuttle_down"
4964 prout(_("Trip complete."))
4967 # Ready to go back to ship
4968 prout(_("You and your mining party board the"))
4969 prout(_("shuttle craft for the trip back to the Enterprise."))
4971 prouts(_("The short hop begins . . ."))
4973 game.state.planets[game.iplnet].known="known"
4979 game.iscraft = "onship"
4985 prout(_("Trip complete."))
4990 prout(_("Mining party assembles in the hangar deck,"))
4991 prout(_("ready to board the shuttle craft \"Galileo\"."))
4993 prouts(_("The hangar doors open; the trip begins."))
4996 game.iscraft = "offship"
4999 game.state.planets[game.iplnet].known = "shuttle_down"
5002 prout(_("Trip complete."))
5006 # use the big zapper
5012 if game.ship != IHE:
5013 prout(_("Ye Faerie Queene has no death ray."))
5016 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5019 prout(_("Death Ray is damaged."))
5021 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5022 prout(_(" is highly unpredictible. Considering the alternatives,"))
5023 proutn(_(" are you sure this is wise?\" "))
5026 prout(_("Spock- \"Acknowledged.\""))
5029 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5031 prout(_("Crew scrambles in emergency preparation."))
5032 prout(_("Spock and Scotty ready the death ray and"))
5033 prout(_("prepare to channel all ship's power to the device."))
5035 prout(_("Spock- \"Preparations complete, sir.\""))
5036 prout(_("Kirk- \"Engage!\""))
5038 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5041 if game.options & OPTION_PLAIN:
5044 prouts(_("Sulu- \"Captain! It's working!\""))
5046 while game.nenhere > 0:
5047 deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
5048 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5049 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5051 if (game.options & OPTION_PLAIN) == 0:
5052 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5054 prout(_(" is still operational.\""))
5056 prout(_(" has been rendered nonfunctional.\""))
5057 game.damage[DDRAY] = 39.95
5059 r = Rand() # Pick failure method
5061 prouts(_("Sulu- \"Captain! It's working!\""))
5063 prouts(_("***RED ALERT! RED ALERT!"))
5065 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5067 prouts(_("***RED ALERT! RED A*L********************************"))
5070 prouts(_("****************** KA-BOOM!!!! *******************"))
5075 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5077 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5079 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5080 prout(_(" have apparently been transformed into strange mutations."))
5081 prout(_(" Vulcans do not seem to be affected."))
5083 prout(_("Kirk- \"Raauch! Raauch!\""))
5088 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5090 proutn(_("Spock- \"I believe the word is"))
5091 prouts(_(" *ASTONISHING*"))
5092 prout(_(" Mr. Sulu."))
5093 for i in range(1, QUADSIZE+1):
5094 for j in range(1, QUADSIZE+1):
5095 if game.quad[i][j] == IHDOT:
5096 game.quad[i][j] = IHQUEST
5097 prout(_(" Captain, our quadrant is now infested with"))
5098 prouts(_(" - - - - - - *THINGS*."))
5100 prout(_(" I have no logical explanation.\""))
5102 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5104 prout(_("Scotty- \"There are so many tribbles down here"))
5105 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5109 # Code from reports.c begins here
5111 def attackreport(curt):
5112 # report status of bases under attack
5114 if is_scheduled(FCDBAS):
5115 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5116 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5117 elif game.isatb == 1:
5118 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5119 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5121 prout(_("No Starbase is currently under attack."))
5123 if is_scheduled(FCDBAS):
5124 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5126 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5130 # report on general game status
5132 s1 = "" and game.thawed and _("thawed ")
5133 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5134 s3 = (None, _("novice"). _("fair"),
5135 _("good"), _("expert"), _("emeritus"))[game.skill]
5136 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5137 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5138 prout(_("No plaque is allowed."))
5140 prout(_("This is tournament game %d.") % game.tourn)
5141 prout(_("Your secret password is \"%s\"") % game.passwd)
5142 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5143 (game.inkling + game.incom + game.inscom)))
5144 if game.incom - game.state.remcom:
5145 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5146 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5147 prout(_(", but no Commanders."))
5150 if game.skill > SKILL_FAIR:
5151 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5152 if game.state.rembase != game.inbase:
5154 if game.inbase-game.state.rembase==1:
5155 proutn(_("has been 1 base"))
5157 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5158 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5160 prout(_("There are %d bases.") % game.inbase)
5161 if communicating() or game.iseenit:
5162 # Don't report this if not seen and
5163 # either the radio is dead or not at base!
5167 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5169 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5170 if game.ship == IHE:
5171 proutn(_("You have "))
5173 proutn("%d" % (game.nprobes))
5176 proutn(_(" deep space probe"))
5180 if communicating() and is_scheduled(FDSPROB):
5182 proutn(_("An armed deep space probe is in "))
5184 proutn(_("A deep space probe is in "))
5185 prout("Quadrant %s." % game.probec)
5187 if game.cryprob <= .05:
5188 prout(_("Dilithium crystals aboard ship... not yet used."))
5192 while game.cryprob > ai:
5195 prout(_("Dilithium crystals have been used %d time%s.") % \
5196 (i, (_("s"), "")[i==1]))
5200 # long-range sensor scan
5201 if damaged(DLRSENS):
5202 # Now allow base's sensors if docked
5203 if game.condition != "docked":
5204 prout(_("LONG-RANGE SENSORS DAMAGED."))
5206 prout(_("Starbase's long-range scan"))
5208 prout(_("Long-range scan"))
5209 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5211 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5212 if not VALID_QUADRANT(x, y):
5215 if not damaged(DRADIO):
5216 game.state.galaxy[x][y].charted = True
5217 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5218 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5219 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5220 if game.state.galaxy[x][y].supernova:
5223 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5231 for i in range(NDEVICES):
5234 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5235 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5237 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5238 game.damage[i]+0.05,
5239 game.docfac*game.damage[i]+0.005))
5241 prout(_("All devices functional."))
5244 # update the chart in the Enterprise's computer from galaxy data
5245 game.lastchart = game.state.date
5246 for i in range(1, GALSIZE+1):
5247 for j in range(1, GALSIZE+1):
5248 if game.state.galaxy[i][j].charted:
5249 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5250 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5251 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5254 # display the star chart
5256 if not damaged(DRADIO):
5258 if game.lastchart < game.state.date and game.condition == "docked":
5259 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5262 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5263 if game.state.date > game.lastchart:
5264 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5265 prout(" 1 2 3 4 5 6 7 8")
5266 for i in range(1, GALSIZE+1):
5267 proutn("%d |" % (i))
5268 for j in range(1, GALSIZE+1):
5269 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5273 if game.state.galaxy[i][j].supernova:
5275 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5277 elif game.state.galaxy[i][j].charted:
5278 sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
5282 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5290 def sectscan(goodScan, i, j):
5291 # light up an individual dot in a sector
5292 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5293 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):
5294 if game.condition == "red": textcolor(RED)
5295 elif game.condition == "green": textcolor(GREEN)
5296 elif game.condition == "yellow": textcolor(YELLOW)
5297 elif game.condition == "docked": textcolor(CYAN)
5298 elif game.condition == "dead": textcolor(BROWN)
5299 if game.quad[i][j] != game.ship:
5301 proutn("%c " % game.quad[i][j])
5307 # print status report lines
5309 if not req or req == 1:
5310 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5311 % (game.state.date, game.state.remtime))
5312 elif not req or req == 2:
5313 if game.condition != "docked":
5316 for t in range(0, NDEVICES):
5317 if game.damage[t]>0:
5319 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5320 elif not req or req == 3:
5321 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5322 elif not req or req == 4:
5323 if damaged(DLIFSUP):
5324 if game.condition == "docked":
5325 sprintf(s, _("DAMAGED, Base provides"))
5327 sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
5329 sprintf(s, _("ACTIVE"))
5330 prstat(_("Life Support"), s)
5331 elif not req or req == 5:
5332 prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
5333 elif not req or req == 6:
5335 if game.icrystl and (game.options & OPTION_SHOWME):
5336 extra = _(" (have crystals)")
5337 prstat(_("Energy"), "%.2f%s" % game.energy, extra)
5338 elif not req or req == 7:
5339 prstat(_("Torpedoes"), "%d" % (game.torps))
5340 elif not req or req == 8:
5341 if damaged(DSHIELD):
5342 strcpy(s, _("DAMAGED,"))
5346 strcpy(s, _("DOWN,"))
5347 data = _(" %d%% %.1f units") \
5348 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5349 prstat(_("Shields"), s)
5350 elif not req or req == 9:
5351 prstat(_("Klingons Left"), "%d" \
5352 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5353 elif not req or req == 10:
5354 if game.options & OPTION_WORLDS:
5355 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5356 if plnet != NOPLANET and game.state.planets[plnet].inhabited != UNINHABITED:
5357 prstat(_("Major system"), plnet.name)
5359 prout(_("Sector is uninhabited"))
5360 elif not req or req == 11:
5361 attackreport(not req)
5364 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5365 while scan() == IHEOL:
5366 proutn(_("Information desired? "))
5368 if citem in requests:
5369 status(requests.index(citem))
5371 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5372 prout((" date, condition, position, lsupport, warpfactor,"))
5373 prout((" energy, torpedoes, shields, klingons, system, time."))
5378 if damaged(DSRSENS):
5379 # Allow base's sensors if docked
5380 if game.condition != "docked":
5381 prout(_(" S.R. SENSORS DAMAGED!"))
5384 prout(_(" [Using Base's sensors]"))
5386 prout(_(" Short-range scan"))
5387 if goodScan and not damaged(DRADIO):
5388 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5389 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5390 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5391 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5392 prout(" 1 2 3 4 5 6 7 8 9 10")
5393 if game.condition != "docked":
5395 for i in range(1, QUADSIZE+1):
5396 proutn("%2d " % (i))
5397 for j in range(1, QUADSIZE+1):
5398 sectscan(goodScan, i, j)
5403 # use computer to get estimated time of arrival for a warp jump
5404 w1 = coord(); w2 = coord()
5406 if damaged(DCOMPTR):
5407 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5410 if scan() != IHREAL:
5413 proutn(_("Destination quadrant and/or sector? "))
5418 if scan() != IHREAL:
5422 if scan() == IHREAL:
5424 if scan() != IHREAL:
5429 if game.quadrant.y>w1.x:
5433 if game.quadrant.x>w1.y:
5438 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5441 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5442 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5446 prout(_("Answer \"no\" if you don't know the value:"))
5449 proutn(_("Time or arrival date? "))
5452 if ttime > game.state.date:
5453 ttime -= game.state.date # Actually a star date
5454 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5455 if ttime <= 1e-10 or twarp > 10:
5456 prout(_("We'll never make it, sir."))
5463 proutn(_("Warp factor? "))
5467 if twarp<1.0 or twarp > 10.0:
5471 prout(_("Captain, certainly you can give me one of these."))
5474 ttime = (10.0*game.dist)/square(twarp)
5475 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5476 if tpower >= game.energy:
5477 prout(_("Insufficient energy, sir."))
5478 if not game.shldup or tpower > game.energy*2.0:
5481 proutn(_("New warp factor to try? "))
5482 if scan() == IHREAL:
5485 if twarp<1.0 or twarp > 10.0:
5493 prout(_("But if you lower your shields,"))
5494 proutn(_("remaining"))
5497 proutn(_("Remaining"))
5498 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5500 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5502 prout(_("Any warp speed is adequate."))
5504 prout(_("Minimum warp needed is %.2f,") % (twarp))
5505 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5506 if game.state.remtime < ttime:
5507 prout(_("Unfortunately, the Federation will be destroyed by then."))
5509 prout(_("You'll be taking risks at that speed, Captain"))
5510 if (game.isatb==1 and game.state.kscmdr == w1 and \
5511 scheduled(FSCDBAS)< ttime+game.state.date) or \
5512 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5513 prout(_("The starbase there will be destroyed by then."))
5514 proutn(_("New warp factor to try? "))
5515 if scan() == IHREAL:
5518 if twarp<1.0 or twarp > 10.0:
5527 #ifdef BSD_BUG_FOR_BUG
5528 # A visual scan is made in a particular direction of three sectors
5529 # in the general direction specified. This takes time, and
5530 # Klingons can attack you, so it should be done only when sensors
5531 # are out. Code swiped from BSD-Trek. Not presently used, as we
5532 # automatically display all adjacent sectors on the short-range
5533 # scan even when short-range sensors are out.
5535 # This struct[] has the delta x, delta y for particular directions
5553 if scan() != IHREAL:
5555 proutn(_("Direction? "))
5559 if aaitem < 0.0 or aaitem > 360.0:
5561 co = (aaitem + 22) / 45
5563 ix = game.sector.x + v.x
5564 iy = game.sector.y + v.y
5565 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5568 co = game.quad[ix][iy]
5569 printf("%d,%d %c " % (ix, iy, co))
5571 ix = game.sector.x + v.x
5572 iy = game.sector.y + v.y
5573 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5576 co = game.quad[ix][iy]
5577 printf("%c " % (co))
5579 ix = game.sector.x + v.x
5580 iy = game.sector.y + v.y
5581 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5584 co = game.quad[ix][iy]
5585 prout("%c %d,%d\n" % (co, ix, iy))