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)
196 # Define future events
197 FSPY = 0 # Spy event happens always (no future[] entry)
198 # can cause SC to tractor beam Enterprise
199 FSNOVA = 1 # Supernova
200 FTBEAM = 2 # Commander tractor beams Enterprise
201 FSNAP = 3 # Snapshot for time warp
202 FBATTAK = 4 # Commander attacks base
203 FCDBAS = 5 # Commander destroys base
204 FSCMOVE = 6 # Supercommander moves (might attack base)
205 FSCDBAS = 7 # Supercommander destroys base
206 FDSPROB = 8 # Move deep space probe
207 FDISTR = 9 # Emit distress call from an inhabited world
208 FENSLV = 10 # Inhabited word is enslaved */
209 FREPRO = 11 # Klingons build a ship in an enslaved system
213 # abstract out the event handling -- underlying data structures will change
214 # when we implement stateful events
216 def findevent(evtype): return game.future[evtype]
220 self.options = None # Game options
221 self.state = None # A snapshot structure
222 self.snapsht = None # Last snapshot taken for time-travel purposes
223 self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
224 self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
225 self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
226 self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
227 self.damage = [0] * NDEVICES # damage encountered
228 self.future = [0.0] * NEVENTS # future events
229 for i in range(NEVENTS):
230 self.future.append(event())
231 self.passwd = None; # Self Destruct password
232 self.ks = [[None * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
233 self.quadrant = None # where we are in the large
234 self.sector = None # where we are in the small
235 self.tholian = None # coordinates of Tholian
236 self.base = None # position of base in current quadrant
237 self.battle = None # base coordinates being attacked
238 self.plnet = None # location of planet in quadrant
239 self.probec = None # current probe quadrant
240 self.gamewon = False # Finished!
241 self.ididit = False # action taken -- allows enemy to attack
242 self.alive = False # we are alive (not killed)
243 self.justin = False # just entered quadrant
244 self.shldup = False # shields are up
245 self.shldchg = False # shield is changing (affects efficiency)
246 self.comhere = False # commander here
247 self.ishere = False # super-commander in quadrant
248 self.iscate = False # super commander is here
249 self.ientesc = False # attempted escape from supercommander
250 self.ithere = False # Tholian is here
251 self.resting = False # rest time
252 self.icraft = False # Kirk in Galileo
253 self.landed = False # party on planet (true), on ship (false)
254 self.alldone = False # game is now finished
255 self.neutz = False # Romulan Neutral Zone
256 self.isarmed = False # probe is armed
257 self.inorbit = False # orbiting a planet
258 self.imine = False # mining
259 self.icrystl = False # dilithium crystals aboard
260 self.iseenit = False # seen base attack report
261 self.thawed = False # thawed game
262 self.condition = None # "green", "yellow", "red", "docked", "dead"
263 self.iscraft = None # "onship", "offship", "removed"
264 self.skill = None # Player skill level
265 self.inkling = 0 # initial number of klingons
266 self.inbase = 0 # initial number of bases
267 self.incom = 0 # initial number of commanders
268 self.inscom = 0 # initial number of commanders
269 self.inrom = 0 # initial number of commanders
270 self.instar = 0 # initial stars
271 self.intorps = 0 # initial/max torpedoes
272 self.torps = 0 # number of torpedoes
273 self.ship = 0 # ship type -- 'E' is Enterprise
274 self.abandoned = 0 # count of crew abandoned in space
275 self.length = 0 # length of game
276 self.klhere = 0 # klingons here
277 self.casual = 0 # causalties
278 self.nhelp = 0 # calls for help
279 self.nkinks = 0 # count of energy-barrier crossings
280 self.iplnet = 0 # planet # in quadrant
281 self.inplan = 0 # initial planets
282 self.nenhere = 0 # number of enemies in quadrant
283 self.irhere = 0 # Romulans in quadrant
284 self.isatb = 0 # =1 if super commander is attacking base
285 self.tourn = 0 # tournament number
286 self.proben = 0 # number of moves for probe
287 self.nprobes = 0 # number of probes available
288 self.inresor = 0.0 # initial resources
289 self.intime = 0.0 # initial time
290 self.inenrg = 0.0 # initial/max energy
291 self.inshld = 0.0 # initial/max shield
292 self.inlsr = 0.0 # initial life support resources
293 self.indate = 0.0 # initial date
294 self.energy = 0.0 # energy level
295 self.shield = 0.0 # shield level
296 self.warpfac = 0.0 # warp speed
297 self.wfacsq = 0.0 # squared warp factor
298 self.lsupres = 0.0 # life support reserves
299 self.dist = 0.0 # movement distance
300 self.direc = 0.0 # movement direction
301 self.optime = 0.0 # time taken by current operation
302 self.docfac = 0.0 # repair factor when docking (constant?)
303 self.damfac = 0.0 # damage factor
304 self.lastchart = 0.0 # time star chart was last updated
305 self.cryprob = 0.0 # probability that crystal will work
306 self.probex = 0.0 # location of probe
308 self.probeinx = 0.0 # probe x,y increment
309 self.probeiny = 0.0 #
310 self.height = 0.0 # height of orbit around planet
312 # Stas thinks this should be (C expression):
313 # game.state.remkl + game.state.remcom > 0 ?
314 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
315 # He says the existing expression is prone to divide-by-zero errors
316 # after killing the last klingon when score is shown -- perhaps also
317 # if the only remaining klingon is SCOM.
318 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
319 # From enumerated type 'feature'
340 # From enumerated type 'FINTYPE'
364 # From enumerated type 'COLORS'
383 # Code from ai.c begins here
385 def tryexit(look, ienm, loccom, irun):
386 # a bad guy attempts to bug out
388 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
389 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
390 if not VALID_QUADRANT(iq.x,iq.y) or \
391 game.state.galaxy[iq.x][iq.y].supernova or \
392 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
393 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
395 return False; # Romulans cannot escape!
397 # avoid intruding on another commander's territory
399 for n in range(1, game.state.remcom+1):
400 if same(game.state.kcmdr[n],iq):
402 # refuse to leave if currently attacking starbase
403 if same(game.battle, game.quadrant):
405 # don't leave if over 1000 units of energy
406 if game.kpower[loccom] > 1000.0:
408 # print escape message and move out of quadrant.
409 # we know this if either short or long range sensors are working
410 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
411 game.condition == docked:
412 crmena(True, ienm, "sector", game.ks[loccom])
413 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
414 # handle local matters related to escape
415 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
416 game.ks[loccom] = game.ks[game.nenhere]
417 game.kavgd[loccom] = game.kavgd[game.nenhere]
418 game.kpower[loccom] = game.kpower[game.nenhere]
419 game.kdist[loccom] = game.kdist[game.nenhere]
422 if game.condition != docked:
424 # Handle global matters related to escape
425 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
426 game.state.galaxy[iq.x][iq.y].klingons += 1
432 schedule(FSCMOVE, 0.2777)
436 for n in range(1, game.state.remcom+1):
437 if same(game.state.kcmdr[n], game.quadrant):
438 game.state.kcmdr[n]=iq
441 return True; # success
444 # The bad-guy movement algorithm:
446 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
447 # If both are operating full strength, force is 1000. If both are damaged,
448 # force is -1000. Having shields down subtracts an additional 1000.
450 # 2. Enemy has forces equal to the energy of the attacker plus
451 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
452 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
454 # Attacker Initial energy levels (nominal):
455 # Klingon Romulan Commander Super-Commander
456 # Novice 400 700 1200
458 # Good 450 800 1300 1750
459 # Expert 475 850 1350 1875
460 # Emeritus 500 900 1400 2000
461 # VARIANCE 75 200 200 200
463 # Enemy vessels only move prior to their attack. In Novice - Good games
464 # only commanders move. In Expert games, all enemy vessels move if there
465 # is a commander present. In Emeritus games all enemy vessels move.
467 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
468 # forces are 1000 greater than Enterprise.
470 # Agressive action on average cuts the distance between the ship and
471 # the enemy to 1/4 the original.
473 # 4. At lower energy advantage, movement units are proportional to the
474 # advantage with a 650 advantage being to hold ground, 800 to move forward
475 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
477 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
478 # retreat, especially at high skill levels.
480 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
483 def movebaddy(com, loccom, ienm):
484 # tactical movement for the bad guys
485 next = coord(); look = coord()
487 # This should probably be just game.comhere + game.ishere
488 if game.skill >= SKILL_EXPERT:
489 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
491 nbaddys = game.comhere + game.ishere
493 dist1 = game.kdist[loccom]
494 mdist = int(dist1 + 0.5); # Nearest integer distance
496 # If SC, check with spy to see if should hi-tail it
498 (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
502 # decide whether to advance, retreat, or hold position
503 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
505 forces += 1000; # Good for enemy if shield is down!
506 if not damaged(DPHASER) or not damaged(DPHOTON):
507 if damaged(DPHASER): # phasers damaged
510 forces -= 0.2*(game.energy - 2500.0)
511 if damaged(DPHOTON): # photon torpedoes damaged
514 forces -= 50.0*game.torps
516 # phasers and photon tubes both out!
519 if forces <= 1000.0 and game.condition != "docked": # Typical situation
520 motion = ((forces+200.0*Rand())/150.0) - 5.0
522 if forces > 1000.0: # Very strong -- move in for kill
523 motion = (1.0-square(Rand()))*dist1 + 1.0
524 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
525 motion -= game.skill*(2.0-square(Rand()))
527 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
528 # don't move if no motion
531 # Limit motion according to skill
532 if abs(motion) > game.skill:
537 # calculate preferred number of steps
542 if motion > 0 and nsteps > mdist:
543 nsteps = mdist; # don't overshoot
544 if nsteps > QUADSIZE:
545 nsteps = QUADSIZE; # This shouldn't be necessary
547 nsteps = 1; # This shouldn't be necessary
549 proutn("NSTEPS = %d:" % nsteps)
550 # Compute preferred values of delta X and Y
551 mx = game.sector.x - com.x
552 my = game.sector.y - com.y
553 if 2.0 * abs(mx) < abs(my):
555 if 2.0 * abs(my) < abs(game.sector.x-com.x):
569 for ll in range(nsteps):
571 proutn(" %d" % (ll+1))
572 # Check if preferred position available
584 attempts = 0; # Settle mysterious hang problem
585 while attempts < 20 and not success:
587 if look.x < 1 or look.x > QUADSIZE:
588 if motion < 0 and tryexit(look, ienm, loccom, irun):
590 if krawlx == mx or my == 0:
592 look.x = next.x + krawlx
594 elif look.y < 1 or look.y > QUADSIZE:
595 if motion < 0 and tryexit(look, ienm, loccom, irun):
597 if krawly == my or mx == 0:
599 look.y = next.y + krawly
601 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
602 # See if we should ram ship
603 if game.quad[look.x][look.y] == game.ship and \
604 (ienm == IHC or ienm == IHS):
607 if krawlx != mx and my != 0:
608 look.x = next.x + krawlx
610 elif krawly != my and mx != 0:
611 look.y = next.y + krawly
614 break; # we have failed
626 # Put commander in place within same quadrant
627 game.quad[com.x][com.y] = IHDOT
628 game.quad[next.x][next.y] = ienm
629 if not same(next, com):
631 game.ks[loccom] = next
632 game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
633 if not damaged(DSRSENS) or game.condition == docked:
636 proutn(_(" from Sector %s") % com)
637 if game.kdist[loccom] < dist1:
638 proutn(_(" advances to "))
640 proutn(_(" retreats to "))
641 prout("Sector %s." % next)
644 # Klingon tactical movement
647 # Figure out which Klingon is the commander (or Supercommander)
650 for i in range(1, game.nenhere+1):
652 if game.quad[w.x][w.y] == IHC:
656 for i in range(1, game.nenhere+1):
658 if game.quad[w.x][w.y] == IHS:
661 # If skill level is high, move other Klingons and Romulans too!
662 # Move these last so they can base their actions on what the
664 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
665 for i in range(1, game.nenhere+1):
667 if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
668 movebaddy(w, i, game.quad[w.x][w.y])
671 def movescom(iq, avoid):
672 # commander movement helper
673 if same(iq, game.quadrant) or not VALID_QUADRANT(iq.x, iq.y) or \
674 game.state.galaxy[iq.x][iq.y].supernova or \
675 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
678 # Avoid quadrants with bases if we want to avoid Enterprise
679 for i in range(1, game.state.rembase+1):
680 if same(game.state.baseq[i], iq):
682 if game.justin and not game.iscate:
685 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
686 game.state.kscmdr = iq
687 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
689 # SC has scooted, Remove him from current quadrant
695 for i in range(1, game.nenhere+1):
696 if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
698 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
699 game.ks[i] = game.ks[game.nenhere]
700 game.kdist[i] = game.kdist[game.nenhere]
701 game.kavgd[i] = game.kavgd[game.nenhere]
702 game.kpower[i] = game.kpower[game.nenhere]
705 if game.condition!=docked:
708 # check for a helpful planet
709 for i in range(game.inplan):
710 if same(game.state.planets[i].w, game.state.kscmdr) and \
711 game.state.planets[i].crystals == present:
713 game.state.planets[i].pclass = destroyed
714 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
715 if not damaged(DRADIO) or game.condition == docked:
717 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
718 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
719 prout(_(" by the Super-commander.\""))
721 return False; # looks good!
723 def supercommander():
724 # move the Super Commander
725 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
728 prout("== SUPERCOMMANDER")
729 # Decide on being active or passive
730 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 \
731 (game.state.date-game.indate) < 3.0)
732 if not game.iscate and avoid:
733 # compute move away from Enterprise
734 idelta = game.state.kscmdr-game.quadrant
735 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
737 idelta.x = game.state.kscmdr.y-game.quadrant.y
738 idelta.y = game.quadrant.x-game.state.kscmdr.x
740 # compute distances to starbases
741 if game.state.rembase <= 0:
745 sc = game.state.kscmdr
746 for i in range(1, game.state.rembase+1):
747 basetbl.append((i, distance(game.state.baseq[i], sc)))
748 if game.state.rembase > 1:
749 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
750 # look for nearest base without a commander, no Enterprise, and
751 # without too many Klingons, and not already under attack.
752 ifindit = iwhichb = 0
753 for i2 in range(1, game.state.rembase+1):
754 i = basetbl[i2][0]; # bug in original had it not finding nearest
755 ibq = game.state.baseq[i]
756 if same(ibq, game.quadrant) or same(ibq, game.battle) or \
757 game.state.galaxy[ibq.x][ibq.y].supernova or \
758 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
760 # if there is a commander, and no other base is appropriate,
761 # we will take the one with the commander
762 for j in range(1, game.state.remcom+1):
763 if same(ibq, game.state.kcmdr[j]) and ifindit!= 2:
767 if j > game.state.remcom: # no commander -- use this one
772 return; # Nothing suitable -- wait until next time
773 ibq = game.state.baseq[iwhichb]
774 # decide how to move toward base
775 idelta = ibq - game.state.kscmdr
776 # Maximum movement is 1 quadrant in either or both axes
777 idelta = idelta.sgn()
778 # try moving in both x and y directions
779 # there was what looked like a bug in the Almy C code here,
780 # but it might be this translation is just wrong.
781 iq = game.state.kscmdr + idelta
782 if movescom(iq, avoid):
783 # failed -- try some other maneuvers
784 if idelta.x==0 or idelta.y==0:
787 iq.y = game.state.kscmdr.y + 1
788 if movescom(iq, avoid):
789 iq.y = game.state.kscmdr.y - 1
792 iq.x = game.state.kscmdr.x + 1
793 if movescom(iq, avoid):
794 iq.x = game.state.kscmdr.x - 1
797 # try moving just in x or y
798 iq.y = game.state.kscmdr.y
799 if movescom(iq, avoid):
800 iq.y = game.state.kscmdr.y + idelta.y
801 iq.x = game.state.kscmdr.x
804 if game.state.rembase == 0:
807 for i in range(1, game.state.rembase+1):
808 ibq = game.state.baseq[i]
809 if same(ibq, game.state.kscmdr) and same(game.state.kscmdr, game.battle):
812 return; # no, don't attack base!
815 schedule(FSCDBAS, 1.0 +2.0*Rand())
816 if is_scheduled(FCDBAS):
817 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
818 if damaged(DRADIO) and game.condition != docked:
822 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
824 prout(_(" reports that it is under attack from the Klingon Super-commander."))
825 proutn(_(" It can survive until stardate %d.\"") \
826 % int(scheduled(FSCDBAS)))
829 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
833 game.optime = 0.0; # actually finished
835 # Check for intelligence report
838 (damaged(DRADIO) and game.condition != docked) or \
839 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
842 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
843 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
848 if not game.ithere or game.justin:
851 if game.tholian.x == 1 and game.tholian.y == 1:
852 idx = 1; idy = QUADSIZE
853 elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
854 idx = QUADSIZE; idy = QUADSIZE
855 elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
856 idx = QUADSIZE; idy = 1
857 elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
860 # something is wrong!
864 # do nothing if we are blocked
865 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
867 game.quad[game.tholian.x][game.tholian.y] = IHWEB
869 if game.tholian.x != idx:
871 im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
872 while game.tholian.x != idx:
874 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
875 game.quad[game.tholian.x][game.tholian.y] = IHWEB
876 elif game.tholian.y != idy:
878 im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
879 while game.tholian.y != idy:
881 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
882 game.quad[game.tholian.x][game.tholian.y] = IHWEB
883 game.quad[game.tholian.x][game.tholian.y] = IHT
884 game.ks[game.nenhere] = game.tholian
886 # check to see if all holes plugged
887 for i in range(1, QUADSIZE+1):
888 if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
890 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
892 if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
894 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
896 # All plugged up -- Tholian splits
897 game.quad[game.tholian.x][game.tholian.y]=IHWEB
899 crmena(True, IHT, "sector", game.tholian)
900 prout(_(" completes web."))
905 # Code from battle.c begins here
907 def doshield(shraise):
908 # change shield status
921 prout(_("Shields damaged and down."))
928 proutn(_("Do you wish to change shield energy? "))
930 proutn(_("Energy to transfer to shields- "))
932 elif damaged(DSHIELD):
933 prout(_("Shields damaged and down."))
936 proutn(_("Shields are up. Do you want them down? "))
943 proutn(_("Shields are down. Do you want them up? "))
949 if action == "SHUP": # raise shields
951 prout(_("Shields already up."))
955 if game.condition != "docked":
957 prout(_("Shields raised."))
960 prout(_("Shields raising uses up last of energy."))
965 elif action == "SHDN":
967 prout(_("Shields already down."))
971 prout(_("Shields lowered."))
974 elif action == "NRG":
975 while scan() != IHREAL:
977 proutn(_("Energy to transfer to shields- "))
981 if aaitem > game.energy:
982 prout(_("Insufficient ship energy."))
985 if game.shield+aaitem >= game.inshld:
986 prout(_("Shield energy maximized."))
987 if game.shield+aaitem > game.inshld:
988 prout(_("Excess energy requested returned to ship energy"))
989 game.energy -= game.inshld-game.shield
990 game.shield = game.inshld
992 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
993 # Prevent shield drain loophole
995 prout(_("Engineering to bridge--"))
996 prout(_(" Scott here. Power circuit problem, Captain."))
997 prout(_(" I can't drain the shields."))
1000 if game.shield+aaitem < 0:
1001 prout(_("All shield energy transferred to ship."))
1002 game.energy += game.shield
1005 proutn(_("Scotty- \""))
1007 prout(_("Transferring energy to shields.\""))
1009 prout(_("Draining energy from shields.\""))
1010 game.shield += aaitem
1011 game.energy -= aaitem
1015 # choose a device to damage, at random.
1017 # Quoth Eric Allman in the code of BSD-Trek:
1018 # "Under certain conditions you can get a critical hit. This
1019 # sort of hit damages devices. The probability that a given
1020 # device is damaged depends on the device. Well protected
1021 # devices (such as the computer, which is in the core of the
1022 # ship and has considerable redundancy) almost never get
1023 # damaged, whereas devices which are exposed (such as the
1024 # warp engines) or which are particularly delicate (such as
1025 # the transporter) have a much higher probability of being
1028 # This is one place where OPTION_PLAIN does not restore the
1029 # original behavior, which was equiprobable damage across
1030 # all devices. If we wanted that, we'd return NDEVICES*Rand()
1031 # and have done with it. Also, in the original game, DNAVYS
1032 # and DCOMPTR were the same device.
1034 # Instead, we use a table of weights similar to the one from BSD Trek.
1035 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1036 # We don't have a cloaking device. The shuttle got the allocation
1037 # for the cloaking device, then we shaved a half-percent off
1038 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1041 105, # DSRSENS: short range scanners 10.5%
1042 105, # DLRSENS: long range scanners 10.5%
1043 120, # DPHASER: phasers 12.0%
1044 120, # DPHOTON: photon torpedoes 12.0%
1045 25, # DLIFSUP: life support 2.5%
1046 65, # DWARPEN: warp drive 6.5%
1047 70, # DIMPULS: impulse engines 6.5%
1048 145, # DSHIELD: deflector shields 14.5%
1049 30, # DRADIO: subspace radio 3.0%
1050 45, # DSHUTTL: shuttle 4.5%
1051 15, # DCOMPTR: computer 1.5%
1052 20, # NAVCOMP: navigation system 2.0%
1053 75, # DTRANSP: transporter 7.5%
1054 20, # DSHCTRL: high-speed shield controller 2.0%
1055 10, # DDRAY: death ray 1.0%
1056 30, # DDSP: deep-space probes 3.0%
1058 idx = Rand() * 1000.0 # weights must sum to 1000
1060 for (i, w) in enumerate(weights):
1064 return None; # we should never get here
1066 def ram(ibumpd, ienm, w):
1067 # make our ship ram something
1068 prouts(_("***RED ALERT! RED ALERT!"))
1070 prout(_("***COLLISION IMMINENT."))
1074 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
1076 proutn(_(" rammed by "))
1079 crmena(False, ienm, sector, w)
1081 proutn(_(" (original position)"))
1083 deadkl(w, ienm, game.sector)
1086 prout(_(" heavily damaged."))
1087 icas = 10.0+20.0*Rand()
1088 prout(_("***Sickbay reports %d casualties"), icas)
1090 game.state.crew -= icas
1092 # In the pre-SST2K version, all devices got equiprobably damaged,
1093 # which was silly. Instead, pick up to half the devices at
1094 # random according to our weighting table,
1096 ncrits = Rand() * (NDEVICES/2)
1097 for m in range(ncrits):
1099 if game.damage[dev] < 0:
1101 extradm = (10.0*hardness*Rand()+1.0)*game.damfac
1102 # Damage for at least time of travel!
1103 game.damage[dev] += game.optime + extradm
1105 prout(_("***Shields are down."))
1106 if game.state.remkl + game.state.remcom + game.state.nscrem:
1113 def torpedo(course, r, incoming, i, n):
1114 # let a photon torpedo fly
1117 ac = course + 0.25*r
1118 angle = (15.0-ac)*0.5235988
1119 bullseye = (15.0 - course)*0.5235988
1120 deltax = -math.sin(angle);
1121 deltay = math.cos(angle);
1122 x = incoming.x; y = incoming.y
1123 w = coord(); jw = coord()
1124 w.x = w.y = jw.x = jw.y = 0
1125 bigger = max(math.fabs(deltax), math.fabs(deltay))
1128 if not damaged(DSRSENS) or game.condition=="docked":
1129 setwnd(srscan_window)
1131 setwnd(message_window)
1132 # Loop to move a single torpedo
1133 for l in range(1, 15+1):
1138 if not VALID_SECTOR(w.x, w.y):
1140 iquad=game.quad[w.x][w.y]
1141 tracktorpedo(w, l, i, n, iquad)
1145 setwnd(message_window)
1146 if damaged(DSRSENS) and not game.condition=="docked":
1147 skip(1); # start new line after text track
1148 if iquad in (IHE, IHF): # Hit our ship
1150 proutn(_("Torpedo hits "))
1153 hit = 700.0 + 100.0*Rand() - \
1154 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1155 newcnd(); # we're blown out of dock
1156 # We may be displaced.
1157 if game.landed or game.condition=="docked":
1158 return hit # Cheat if on a planet
1159 ang = angle + 2.5*(Rand()-0.5)
1160 temp = math.fabs(math.sin(ang))
1161 if math.fabs(math.cos(ang)) > temp:
1162 temp = math.fabs(math.cos(ang))
1163 xx = -math.sin(ang)/temp
1164 yy = math.cos(ang)/temp
1167 if not VALID_SECTOR(jw.x, jw.y):
1169 if game.quad[jw.x][jw.y]==IHBLANK:
1172 if game.quad[jw.x][jw.y]!=IHDOT:
1173 # can't move into object
1178 elif iquad in (IHC, IHS): # Hit a commander
1180 crmena(True, iquad, sector, w)
1181 prout(_(" uses anti-photon device;"))
1182 prout(_(" torpedo neutralized."))
1184 elif iquad in (IHR, IHK): # Hit a regular enemy
1186 for ll in range(1, game.nenhere+1):
1187 if same(w, game.ks[ll]):
1189 kp = math.fabs(game.kpower[ll])
1190 h1 = 700.0 + 100.0*Rand() - \
1191 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1195 if game.kpower[ll] < 0:
1196 game.kpower[ll] -= -h1
1198 game.kpower[ll] -= h1
1199 if game.kpower[ll] == 0:
1202 crmena(True, iquad, "sector", w)
1203 # If enemy damaged but not destroyed, try to displace
1204 ang = angle + 2.5*(Rand()-0.5)
1205 temp = math.fabs(math.sin(ang))
1206 if math.fabs(math.cos(ang)) > temp:
1207 temp = math.fabs(math.cos(ang))
1208 xx = -math.sin(ang)/temp
1209 yy = math.cos(ang)/temp
1212 if not VALID_SECTOR(jw.x, jw.y):
1213 prout(_(" damaged but not destroyed."))
1215 if game.quad[jw.x][jw.y]==IHBLANK:
1216 prout(_(" buffeted into black hole."))
1217 deadkl(w, iquad, jw)
1219 if game.quad[jw.x][jw.y]!=IHDOT:
1220 # can't move into object
1221 prout(_(" damaged but not destroyed."))
1223 proutn(_(" damaged--"))
1227 elif iquad == IHB: # Hit a base
1229 prout(_("***STARBASE DESTROYED.."))
1230 for ll in range(1, game.state.rembase+1):
1231 if same(game.state.baseq[ll], game.quadrant):
1232 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1234 game.quad[w.x][w.y]=IHDOT
1235 game.state.rembase -= 1
1236 game.base.x=game.base.y=0
1237 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1238 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1239 game.state.basekl += 1
1242 elif iquad == IHP: # Hit a planet
1243 crmena(True, iquad, sector, w)
1244 prout(_(" destroyed."))
1245 game.state.nplankl += 1
1246 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1247 game.state.planets[game.iplnet].pclass = destroyed
1249 invalidate(game.plnet)
1250 game.quad[w.x][w.y] = IHDOT
1252 # captain perishes on planet
1255 elif iquad == IHW: # Hit an inhabited world -- very bad!
1256 crmena(True, iquad, sector, w)
1257 prout(_(" destroyed."))
1258 game.state.nworldkl += 1
1259 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1260 game.state.planets[game.iplnet].pclass = destroyed
1262 invalidate(game.plnet)
1263 game.quad[w.x][w.y] = IHDOT
1265 # captain perishes on planet
1267 prout(_("You have just destroyed an inhabited planet."))
1268 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1270 elif iquad == IHSTAR: # Hit a star
1274 crmena(True, IHSTAR, sector, w)
1275 prout(_(" unaffected by photon blast."))
1277 elif iquad == IHQUEST: # Hit a thingy
1278 if not (game.options & OPTION_THINGY) or Rand()>0.7:
1280 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1282 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1284 proutn(_("Mr. Spock-"))
1285 prouts(_(" \"Fascinating!\""))
1290 # Stas Sergeev added the possibility that
1291 # you can shove the Thingy and piss it off.
1292 # It then becomes an enemy and may fire at you.
1297 elif iquad == IHBLANK: # Black hole
1299 crmena(True, IHBLANK, sector, w)
1300 prout(_(" swallows torpedo."))
1302 elif iquad == IHWEB: # hit the web
1304 prout(_("***Torpedo absorbed by Tholian web."))
1306 elif iquad == IHT: # Hit a Tholian
1307 h1 = 700.0 + 100.0*Rand() - \
1308 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1311 game.quad[w.x][w.y] = IHDOT
1316 crmena(True, IHT, sector, w)
1318 prout(_(" survives photon blast."))
1320 prout(_(" disappears."))
1321 game.quad[w.x][w.y] = IHWEB
1328 proutn("Don't know how to handle torpedo collision with ")
1329 crmena(True, iquad, sector, w)
1333 if curwnd!=message_window:
1334 setwnd(message_window)
1336 game.quad[w.x][w.y]=IHDOT
1337 game.quad[jw.x][jw.y]=iquad
1338 prout(_(" displaced by blast to Sector %s ") % jw)
1339 for ll in range(1, game.nenhere+1):
1340 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
1344 prout(_("Torpedo missed."))
1348 # critical-hit resolution
1350 # a critical hit occured
1351 if hit < (275.0-25.0*game.skill)*(1.0+0.5*Rand()):
1354 ncrit = 1.0 + hit/(500.0+100.0*Rand())
1355 proutn(_("***CRITICAL HIT--"))
1356 # Select devices and cause damage
1358 for loop1 in range(ncrit):
1361 # Cheat to prevent shuttle damage unless on ship
1362 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1365 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*Rand()))
1366 game.damage[j] += extradm
1368 for loop2 in range(loop1):
1369 if j == cdam[loop2]:
1378 prout(_(" damaged."))
1379 if damaged(DSHIELD) and game.shldup:
1380 prout(_("***Shields knocked down."))
1383 def attack(torps_ok):
1384 # bad guy attacks us
1385 # torps_ok == false forces use of phasers in an attack
1386 atackd = False; attempt = False; ihurt = False;
1387 hitmax=0.0; hittot=0.0; chgfac=1.0
1391 # game could be over at this point, check
1396 prout("=== ATTACK!")
1398 # Tholian gewts to move before attacking
1402 # if you have just entered the RNZ, you'll get a warning
1403 if game.neutz: # The one chance not to be attacked
1407 # commanders get a chance to tac-move towards you
1408 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1411 # if no enemies remain after movement, we're done
1412 if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
1415 # set up partial hits if attack happens during shield status change
1416 pfac = 1.0/game.inshld
1418 chgfac = 0.25+0.5*Rand()
1422 # message verbosity control
1423 if game.skill <= SKILL_FAIR:
1426 for loop in range(1, game.nenhere+1):
1427 if game.kpower[loop] < 0:
1428 continue; # too weak to attack
1429 # compute hit strength and diminish shield power
1431 # Increase chance of photon torpedos if docked or enemy energy low
1432 if game.condition == "docked":
1434 if game.kpower[loop] < 500:
1437 iquad = game.quad[jay.x][jay.y]
1438 if iquad==IHT or (iquad==IHQUEST and not iqengry):
1440 # different enemies have different probabilities of throwing a torp
1441 usephasers = not torps_ok or \
1442 (iquad == IHK and r > 0.0005) or \
1443 (iquad==IHC and r > 0.015) or \
1444 (iquad==IHR and r > 0.3) or \
1445 (iquad==IHS and r > 0.07) or \
1446 (iquad==IHQUEST and r > 0.05)
1447 if usephasers: # Enemy uses phasers
1448 if game.condition == "docked":
1449 continue; # Don't waste the effort!
1450 attempt = True; # Attempt to attack
1451 dustfac = 0.8+0.05*Rand()
1452 hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
1453 game.kpower[loop] *= 0.75
1454 else: # Enemy uses photon torpedo
1455 course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
1457 proutn(_("***TORPEDO INCOMING"))
1458 if not damaged(DSRSENS):
1460 crmena(False, iquad, where, jay)
1463 r = (Rand()+Rand())*0.5 -0.5
1464 r += 0.002*game.kpower[loop]*r
1465 hit = torpedo(course, r, jay, 1, 1)
1466 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1467 finish(FWON); # Klingons did themselves in!
1468 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1469 return; # Supernova or finished
1472 # incoming phaser or torpedo, shields may dissipate it
1473 if game.shldup or game.shldchg or game.condition=="docked":
1474 # shields will take hits
1475 propor = pfac * game.shield
1476 if game.condition =="docked":
1480 hitsh = propor*chgfac*hit+1.0
1482 if absorb > game.shield:
1483 absorb = game.shield
1484 game.shield -= absorb
1486 # taking a hit blasts us out of a starbase dock
1487 if game.condition == "docked":
1489 # but the shields may take care of it
1490 if propor > 0.1 and hit < 0.005*game.energy:
1492 # hit from this opponent got through shields, so take damage
1494 proutn(_("%d unit hit") % int(hit))
1495 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1496 proutn(_(" on the "))
1498 if not damaged(DSRSENS) and usephasers:
1500 crmena(False, iquad, where, jay)
1502 # Decide if hit is critical
1508 if game.energy <= 0:
1509 # Returning home upon your shield, not with it...
1512 if not attempt and game.condition == "docked":
1513 prout(_("***Enemies decide against attacking your ship."))
1516 percent = 100.0*pfac*game.shield+0.5
1518 # Shields fully protect ship
1519 proutn(_("Enemy attack reduces shield strength to "))
1521 # Print message if starship suffered hit(s)
1523 proutn(_("Energy left %2d shields ") % int(game.energy))
1526 elif not damaged(DSHIELD):
1529 proutn(_("damaged, "))
1530 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1531 # Check if anyone was hurt
1532 if hitmax >= 200 or hittot >= 500:
1533 icas= hittot*Rand()*0.015
1536 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1537 prout(_(" in that last attack.\""))
1539 game.state.crew -= icas
1540 # After attack, reset average distance to enemies
1541 for loop in range(1, game.nenhere+1):
1542 game.kavgd[loop] = game.kdist[loop]
1546 def deadkl(w, type, mv):
1547 # kill a Klingon, Tholian, Romulan, or Thingy
1548 # Added mv to allow enemy to "move" before dying
1550 crmena(True, type, sector, mv)
1551 # Decide what kind of enemy it is and update appropriately
1553 # chalk up a Romulan
1554 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1556 game.state.nromrem -= 1
1560 elif type == IHQUEST:
1562 iqhere = iqengry = False
1565 # Some type of a Klingon
1566 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1569 game.comhere = False
1570 for i in range(1, game.state.remcom+1):
1571 if same(game.state.kcmdr[i], game.quadrant):
1573 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1574 game.state.kcmdr[game.state.remcom].x = 0
1575 game.state.kcmdr[game.state.remcom].y = 0
1576 game.state.remcom -= 1
1578 if game.state.remcom != 0:
1579 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1581 game.state.remkl -= 1
1583 game.state.nscrem -= 1
1585 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1590 prout("*** Internal error, deadkl() called on %s\n" % type)
1592 # For each kind of enemy, finish message to player
1593 prout(_(" destroyed."))
1594 game.quad[w.x][w.y] = IHDOT
1595 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1598 # Remove enemy ship from arrays describing local conditions
1599 if is_scheduled(FCDBAS) and same(game.battle, game.quadrant) and type==IHC:
1601 for i in range(1, game.nenhere+1):
1602 if same(game.ks[i], w):
1605 if i <= game.nenhere:
1606 for j in range(i, game.nenhere+1):
1607 game.ks[j] = game.ks[j+1]
1608 game.kpower[j] = game.kpower[j+1]
1609 game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
1610 game.ks[game.nenhere+1].x = 0
1611 game.ks[game.nenhere+1].x = 0
1612 game.kdist[game.nenhere+1] = 0
1613 game.kavgd[game.nenhere+1] = 0
1614 game.kpower[game.nenhere+1] = 0
1617 def targetcheck(x, y):
1618 # Return None if target is invalid
1619 if not VALID_SECTOR(x, y):
1622 deltx = 0.1*(y - game.sector.y)
1623 delty = 0.1*(x - game.sector.x)
1624 if deltx==0 and delty== 0:
1626 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1627 prout(_(" I recommend an immediate review of"))
1628 prout(_(" the Captain's psychological profile.\""))
1631 return 1.90985932*math.atan2(deltx, delty)
1634 # launch photon torpedo
1636 if damaged(DPHOTON):
1637 prout(_("Photon tubes damaged."))
1641 prout(_("No torpedoes left."))
1650 prout(_("%d torpedoes left.") % game.torps)
1651 proutn(_("Number of torpedoes to fire- "))
1653 else: # key == IHREAL {
1655 if n <= 0: # abort command
1660 prout(_("Maximum of 3 torpedoes per burst."))
1667 for i in range(1, n+1):
1669 if i==1 and key == IHEOL:
1670 break; # we will try prompting
1671 if i==2 and key == IHEOL:
1672 # direct all torpedoes at one target
1674 targ[i][1] = targ[1][1]
1675 targ[i][2] = targ[1][2]
1676 course[i] = course[1]
1688 course[i] = targetcheck(targ[i][1], targ[i][2])
1689 if course[i] == None:
1692 if i == 1 and key == IHEOL:
1693 # prompt for each one
1694 for i in range(1, n+1):
1695 proutn(_("Target sector for torpedo number %d- ") % i)
1707 course[i] = targetcheck(targ[i][1], targ[i][2])
1708 if course[i] == None:
1711 # Loop for moving <n> torpedoes
1712 for i in range(1, n+1):
1713 if game.condition != "docked":
1715 r = (Rand()+Rand())*0.5 -0.5
1716 if math.fabs(r) >= 0.47:
1718 r = (Rand()+1.2) * r
1720 prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
1722 prouts(_("***TORPEDO MISFIRES."))
1725 prout(_(" Remainder of burst aborted."))
1727 prout(_("***Photon tubes damaged by misfire."))
1728 game.damage[DPHOTON] = game.damfac*(1.0+2.0*Rand())
1730 if game.shldup or game.condition == "docked":
1731 r *= 1.0 + 0.0001*game.shield
1732 torpedo(course[i], r, game.sector, i, n)
1733 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1735 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1739 # check for phasers overheating
1741 chekbrn = (rpow-1500.)*0.00038
1742 if Rand() <= chekbrn:
1743 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1744 game.damage[DPHASER] = game.damfac*(1.0 + Rand()) * (1.0+chekbrn)
1746 def checkshctrl(rpow):
1747 # check shield control
1751 prout(_("Shields lowered."))
1753 # Something bad has happened
1754 prouts(_("***RED ALERT! RED ALERT!"))
1756 hit = rpow*game.shield/game.inshld
1757 game.energy -= rpow+hit*0.8
1758 game.shield -= hit*0.2
1759 if game.energy <= 0.0:
1760 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1765 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1767 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1768 icas = hit*Rand()*0.012
1773 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1774 prout(_(" %d casualties so far.\"") % icas)
1776 game.state.crew -= icas
1778 prout(_("Phaser energy dispersed by shields."))
1779 prout(_("Enemy unaffected."))
1783 def hittem(doublehits):
1784 # register a phaser hit on Klingons and Romulans
1785 nenhr2=game.nenhere; kk=1
1788 for k in range(1, nenhr2+1):
1792 dustfac = 0.9 + 0.01*Rand()
1793 hit = wham*math.pow(dustfac,game.kdist[kk])
1794 kpini = game.kpower[kk]
1795 kp = math.fabs(kpini)
1796 if PHASEFAC*hit < kp:
1798 if game.kpower[kk] < 0:
1799 game.kpower[kk] -= -kp
1801 game.kpower[kk] -= kp
1802 kpow = game.kpower[kk]
1805 if not damaged(DSRSENS):
1807 proutn(_("%d unit hit on ") % int(hit))
1809 proutn(_("Very small hit on "))
1810 ienm = game.quad[w.x][w.y]
1813 crmena(False, ienm, "sector", w)
1817 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1821 kk -= 1; # don't do the increment
1822 else: # decide whether or not to emasculate klingon
1823 if kpow > 0 and Rand() >= 0.9 and \
1824 kpow <= ((0.4 + 0.4*Rand())*kpini):
1825 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
1826 prout(_(" has just lost its firepower.\""))
1827 game.kpower[kk] = -kpow
1834 kz = 0; k = 1; irec=0 # Cheating inhibitor
1835 ifast = False; no = False; itarg = True; msgflag = True
1840 # SR sensors and Computer are needed fopr automode
1841 if damaged(DSRSENS) or damaged(DCOMPTR):
1843 if game.condition == "docked":
1844 prout(_("Phasers can't be fired through base shields."))
1847 if damaged(DPHASER):
1848 prout(_("Phaser control damaged."))
1852 if damaged(DSHCTRL):
1853 prout(_("High speed shield control damaged."))
1856 if game.energy <= 200.0:
1857 prout(_("Insufficient energy to activate high-speed shield control."))
1860 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
1863 # Original code so convoluted, I re-did it all
1864 while automode=="NOTSET":
1869 prout(_("There is no enemy present to select."))
1872 automode="AUTOMATIC"
1876 elif isit("automatic"):
1877 if (not itarg) and game.nenhere != 0:
1878 automode = "FORCEMAN"
1881 prout(_("Energy will be expended into space."))
1882 automode = "AUTOMATIC"
1891 prout(_("Energy will be expended into space."))
1892 automode = "AUTOMATIC"
1894 automode = "FORCEMAN"
1896 automode = "AUTOMATIC"
1900 prout(_("Energy will be expended into space."))
1901 automode = "AUTOMATIC"
1903 automode = "FORCEMAN"
1905 proutn(_("Manual or automatic? "))
1909 if automode == "AUTOMATIC":
1910 if key == IHALPHA and isit("no"):
1913 if key != IHREAL and game.nenhere != 0:
1914 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
1919 for i in range(1, game.nenhere+1):
1920 irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*Rand()) + 1.0
1922 proutn(_("%d units required. ") % irec)
1924 proutn(_("Units to fire= "))
1930 proutn(_("Energy available= %.2f") % avail)
1933 if not rpow > avail:
1940 if key == IHALPHA and isit("no"):
1943 game.energy -= 200; # Go and do it!
1944 if checkshctrl(rpow):
1952 for i in range(1, game.nenhere+1):
1956 hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
1957 over = (0.01 + 0.05*Rand())*hits[i]
1959 powrem -= hits[i] + over
1960 if powrem <= 0 and temp < hits[i]:
1969 if extra > 0 and not game.alldone:
1971 proutn(_("*** Tholian web absorbs "))
1973 proutn(_("excess "))
1974 prout(_("phaser energy."))
1976 prout(_("%d expended on empty space.") % int(extra))
1977 elif automode == "FORCEMAN":
1980 if damaged(DCOMPTR):
1981 prout(_("Battle computer damaged, manual fire only."))
1984 prouts(_("---WORKING---"))
1986 prout(_("Short-range-sensors-damaged"))
1987 prout(_("Insufficient-data-for-automatic-phaser-fire"))
1988 prout(_("Manual-fire-must-be-used"))
1990 elif automode == "MANUAL":
1992 for k in range(1, game.nenhere+1):
1994 ienm = game.quad[aim.x][aim.y]
1996 proutn(_("Energy available= %.2f") % (avail-0.006))
2000 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2001 (ienm == IHC or ienm == IHS):
2003 prout(_(" can't be located without short range scan."))
2006 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2011 if itarg and k > kz:
2012 irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*Rand()) + 1.0
2015 if not damaged(DCOMPTR):
2020 proutn(_("units to fire at "))
2021 crmena(False, ienm, sector, aim)
2024 if key == IHALPHA and isit("no"):
2032 if k==1: # Let me say I'm baffled by this
2041 # If total requested is too much, inform and start over
2043 prout(_("Available energy exceeded -- try again."))
2046 key = scan(); # scan for next value
2049 # zero energy -- abort
2052 if key == IHALPHA and isit("no"):
2057 game.energy -= 200.0
2058 if checkshctrl(rpow):
2062 # Say shield raised or malfunction, if necessary
2069 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2070 prouts(_(" CLICK CLICK POP . . ."))
2071 prout(_(" No response, sir!"))
2074 prout(_("Shields raised."))
2079 # Code from events,c begins here.
2081 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2082 # event of each type active at any given time. Mostly these means we can
2083 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2084 # BSD Trek, from which we swiped the idea, can have up to 5.
2088 def unschedule(evtype):
2089 # remove an event from the schedule
2090 game.future[evtype].date = FOREVER
2091 return game.future[evtype]
2093 def is_scheduled(evtype):
2094 # is an event of specified type scheduled
2095 return game.future[evtype].date != FOREVER
2097 def scheduled(evtype):
2098 # when will this event happen?
2099 return game.future[evtype].date
2101 def schedule(evtype, offset):
2102 # schedule an event of specified type
2103 game.future[evtype].date = game.state.date + offset
2104 return game.future[evtype]
2106 def postpone(evtype, offset):
2107 # postpone a scheduled event
2108 game.future[evtype].date += offset
2111 # rest period is interrupted by event
2114 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2116 game.resting = False
2123 # run through the event queue looking for things to do
2125 fintim = game.state.date + game.optime; yank=0
2126 ictbeam = False; istract = False
2127 w = coord(); hold = coord()
2128 ev = event(); ev2 = event()
2131 # tractor beaming cases merge here
2132 yank = math.sqrt(yank)
2134 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2138 prout(_(" caught in long range tractor beam--"))
2139 # If Kirk & Co. screwing around on planet, handle
2140 atover(True) # atover(true) is Grab
2143 if game.icraft: # Caught in Galileo?
2146 # Check to see if shuttle is aboard
2147 if game.iscraft == "offship":
2150 prout(_("Galileo, left on the planet surface, is captured"))
2151 prout(_("by aliens and made into a flying McDonald's."))
2152 game.damage[DSHUTTL] = -10
2153 game.iscraft = "removed"
2155 prout(_("Galileo, left on the planet surface, is well hidden."))
2157 game.quadrant = game.state.kscmdr
2159 game.quadrant = game.state.kcmdr[i]
2160 game.sector = randplace(QUADSIZE)
2162 proutn(_(" is pulled to "))
2163 proutn(cramlc(quadrant, game.quadrant))
2165 prout(cramlc(sector, game.sector))
2167 prout(_("(Remainder of rest/repair period cancelled.)"))
2168 game.resting = False
2170 if not damaged(DSHIELD) and game.shield > 0:
2171 doshield(True) # raise shields
2174 prout(_("(Shields not currently useable.)"))
2176 # Adjust finish time to time of tractor beaming
2177 fintim = game.state.date+game.optime
2179 if game.state.remcom <= 0:
2182 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2185 # Code merges here for any commander destroying base
2186 # Not perfect, but will have to do
2187 # Handle case where base is in same quadrant as starship
2188 if same(game.battle, game.quadrant):
2189 game.state.chart[game.battle.x][game.battle.y].starbase = False
2190 game.quad[game.base.x][game.base.y] = IHDOT
2191 game.base.x=game.base.y=0
2194 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2195 elif game.state.rembase != 1 and \
2196 (not damaged(DRADIO) or game.condition == "docked"):
2197 # Get word via subspace radio
2200 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2201 proutn(_(" the starbase in "))
2202 proutn(cramlc(quadrant, game.battle))
2203 prout(_(" has been destroyed by"))
2205 prout(_("the Klingon Super-Commander"))
2207 prout(_("a Klingon Commander"))
2208 game.state.chart[game.battle.x][game.battle.y].starbase = False
2209 # Remove Starbase from galaxy
2210 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2211 for i in range(1, game.state.rembase+1):
2212 if same(game.state.baseq[i], game.battle):
2213 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2214 game.state.rembase -= 1
2216 # reinstate a commander's base attack
2220 invalidate(game.battle)
2223 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2224 for i in range(1, NEVENTS):
2225 if i == FSNOVA: proutn("=== Supernova ")
2226 elif i == FTBEAM: proutn("=== T Beam ")
2227 elif i == FSNAP: proutn("=== Snapshot ")
2228 elif i == FBATTAK: proutn("=== Base Attack ")
2229 elif i == FCDBAS: proutn("=== Base Destroy ")
2230 elif i == FSCMOVE: proutn("=== SC Move ")
2231 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2232 elif i == FDSPROB: proutn("=== Probe Move ")
2233 elif i == FDISTR: proutn("=== Distress Call ")
2234 elif i == FENSLV: proutn("=== Enslavement ")
2235 elif i == FREPRO: proutn("=== Klingon Build ")
2237 prout("%.2f" % (scheduled(i)))
2240 radio_was_broken = damaged(DRADIO)
2243 # Select earliest extraneous event, evcode==0 if no events
2248 for l in range(1, NEVENTS):
2249 if game.future[l].date < datemin:
2252 prout("== Event %d fires" % evcode)
2253 datemin = game.future[l].date
2254 xtime = datemin-game.state.date
2255 game.state.date = datemin
2256 # Decrement Federation resources and recompute remaining time
2257 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2259 if game.state.remtime <=0:
2262 # Any crew left alive?
2263 if game.state.crew <=0:
2266 # Is life support adequate?
2267 if damaged(DLIFSUP) and game.condition != "docked":
2268 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2271 game.lsupres -= xtime
2272 if game.damage[DLIFSUP] <= xtime:
2273 game.lsupres = game.inlsr
2276 if game.condition == "docked":
2277 repair /= game.docfac
2278 # Don't fix Deathray here
2279 for l in range(0, NDEVICES):
2280 if game.damage[l] > 0.0 and l != DDRAY:
2281 if game.damage[l]-repair > 0.0:
2282 game.damage[l] -= repair
2284 game.damage[l] = 0.0
2285 # If radio repaired, update star chart and attack reports
2286 if radio_was_broken and not damaged(DRADIO):
2287 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2288 prout(_(" surveillance reports are coming in."))
2290 if not game.iseenit:
2294 prout(_(" The star chart is now up to date.\""))
2296 # Cause extraneous event EVCODE to occur
2297 game.optime -= xtime
2298 if evcode == FSNOVA: # Supernova
2301 schedule(FSNOVA, expran(0.5*game.intime))
2302 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2304 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2305 if game.state.nscrem == 0 or \
2306 ictbeam or istract or \
2307 game.condition=="docked" or game.isatb==1 or game.iscate:
2309 if game.ientesc or \
2310 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2311 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2312 (damaged(DSHIELD) and \
2313 (game.energy < 2500 or damaged(DPHASER)) and \
2314 (game.torps < 5 or damaged(DPHOTON))):
2317 yank = distance(game.state.kscmdr, game.quadrant)
2322 elif evcode == FTBEAM: # Tractor beam
2323 if game.state.remcom == 0:
2326 i = Rand()*game.state.remcom+1.0
2327 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
2328 if istract or game.condition == "docked" or yank == 0:
2329 # Drats! Have to reschedule
2331 game.optime + expran(1.5*game.intime/game.state.remcom))
2335 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2336 game.snapsht = game.state
2337 game.state.snap = True
2338 schedule(FSNAP, expran(0.5 * game.intime))
2339 elif evcode == FBATTAK: # Commander attacks starbase
2340 if game.state.remcom==0 or game.state.rembase==0:
2346 for j in range(1, game.state.rembase+1):
2347 for k in range(1, game.state.remcom+1):
2348 if same(game.state.baseq[j], game.state.kcmdr[k]) and \
2349 not same(game.state.baseq[j], game.quadrant) and \
2350 not same(game.state.baseq[j], game.state.kscmdr):
2354 if j>game.state.rembase:
2355 # no match found -- try later
2356 schedule(FBATTAK, expran(0.3*game.intime))
2359 # commander + starbase combination found -- launch attack
2360 game.battle = game.state.baseq[j]
2361 schedule(FCDBAS, 1.0+3.0*Rand())
2362 if game.isatb: # extra time if SC already attacking
2363 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2364 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2365 game.iseenit = False
2366 if damaged(DRADIO) and game.condition != "docked":
2367 continue # No warning :-(
2371 proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2372 prout(_(" reports that it is under attack and that it can"))
2373 proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
2377 elif evcode == FSCDBAS: # Supercommander destroys base
2380 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2381 continue # WAS RETURN!
2383 game.battle = game.state.kscmdr
2385 elif evcode == FCDBAS: # Commander succeeds in destroying base
2388 # find the lucky pair
2389 for i in range(1, game.state.remcom+1):
2390 if same(game.state.kcmdr[i], game.battle):
2392 if i > game.state.remcom or game.state.rembase == 0 or \
2393 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2394 # No action to take after all
2395 invalidate(game.battle)
2398 elif evcode == FSCMOVE: # Supercommander moves
2399 schedule(FSCMOVE, 0.2777)
2400 if not game.ientesc and not istract and game.isatb != 1 and \
2401 (not game.iscate or not game.justin):
2403 elif evcode == FDSPROB: # Move deep space probe
2404 schedule(FDSPROB, 0.01)
2405 game.probex += game.probeinx
2406 game.probey += game.probeiny
2407 i = (int)(game.probex/QUADSIZE +0.05)
2408 j = (int)(game.probey/QUADSIZE + 0.05)
2409 if game.probec.x != i or game.probec.y != j:
2412 if not VALID_QUADRANT(i, j) or \
2413 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2414 # Left galaxy or ran into supernova
2415 if not damaged(DRADIO) or game.condition == "docked":
2418 proutn(_("Lt. Uhura- \"The deep space probe "))
2419 if not VALID_QUADRANT(j, i):
2420 proutn(_("has left the galaxy"))
2422 proutn(_("is no longer transmitting"))
2426 if not damaged(DRADIO) or game.condition == "docked":
2429 proutn(_("Lt. Uhura- \"The deep space probe is now in "))
2430 proutn(cramlc(quadrant, game.probec))
2432 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2433 # Update star chart if Radio is working or have access to radio
2434 if not damaged(DRADIO) or game.condition == "docked":
2435 chp = game.state.chart[game.probec.x][game.probec.y]
2436 chp.klingons = pdest.klingons
2437 chp.starbase = pdest.starbase
2438 chp.stars = pdest.stars
2439 pdest.charted = True
2440 game.proben -= 1 # One less to travel
2441 if game.proben == 0 and game.isarmed and pdest.stars:
2442 # lets blow the sucker!
2443 supernova(True, game.probec)
2445 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2447 elif evcode == FDISTR: # inhabited system issues distress call
2449 # try a whole bunch of times to find something suitable
2450 for i in range(100):
2451 # need a quadrant which is not the current one,
2452 # which has some stars which are inhabited and
2453 # not already under attack, which is not
2454 # supernova'ed, and which has some Klingons in it
2455 w = randplace(GALSIZE)
2456 q = game.state.galaxy[w.x][w.y]
2457 if not (same(game.quadrant, w) or q.planet == NOPLANET or \
2458 game.state.planets[q.planet].inhabited == UNINHABITED or \
2459 q.supernova or q.status!=secure or q.klingons<=0):
2462 # can't seem to find one; ignore this call
2464 prout("=== Couldn't find location for distress event.")
2466 # got one!! Schedule its enslavement
2467 ev = schedule(FENSLV, expran(game.intime))
2469 q.status = distressed
2471 # tell the captain about it if we can
2472 if not damaged(DRADIO) or game.condition == "docked":
2473 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2475 prout(_("by a Klingon invasion fleet."))
2478 elif evcode == FENSLV: # starsystem is enslaved
2479 ev = unschedule(FENSLV)
2480 # see if current distress call still active
2481 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2485 q.status = "enslaved"
2487 # play stork and schedule the first baby
2488 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2489 ev2.quadrant = ev.quadrant
2491 # report the disaster if we can
2492 if not damaged(DRADIO) or game.condition == "docked":
2493 prout(_("Uhura- We've lost contact with starsystem %s") % \
2495 prout(_("in Quadrant %s.\n") % ev.quadrant)
2496 elif evcode == FREPRO: # Klingon reproduces
2497 # If we ever switch to a real event queue, we'll need to
2498 # explicitly retrieve and restore the x and y.
2499 ev = schedule(FREPRO, expran(1.0 * game.intime))
2500 # see if current distress call still active
2501 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2505 if game.state.remkl >=MAXKLGAME:
2506 continue # full right now
2507 # reproduce one Klingon
2509 if game.klhere >= MAXKLQUAD:
2511 # this quadrant not ok, pick an adjacent one
2512 for i in range(w.x - 1, w.x + 2):
2513 for j in range(w.y - 1, w.y + 2):
2514 if not VALID_QUADRANT(i, j):
2516 q = game.state.galaxy[w.x][w.y]
2517 # check for this quad ok (not full & no snova)
2518 if q.klingons >= MAXKLQUAD or q.supernova:
2522 continue # search for eligible quadrant failed
2527 game.state.remkl += 1
2529 if same(game.quadrant, w):
2530 newkling(++game.klhere)
2532 # recompute time left
2534 # report the disaster if we can
2535 if not damaged(DRADIO) or game.condition == "docked":
2536 if same(game.quadrant, w):
2537 prout(_("Spock- sensors indicate the Klingons have"))
2538 prout(_("launched a warship from %s.") % q.planet)
2540 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2541 if q.planet != NOPLANET:
2542 proutn(_("near %s") % q.planet)
2543 prout(_("in Quadrant %s.") % w)
2552 proutn(_("How long? "))
2557 origTime = delay = aaitem
2560 if delay >= game.state.remtime or game.nenhere != 0:
2561 proutn(_("Are you sure? "))
2565 # Alternate resting periods (events) with attacks
2570 game.resting = False
2571 if not game.resting:
2572 prout(_("%d stardates left.") % int(game.state.remtime))
2574 temp = game.optime = delay
2576 rtime = 1.0 + Rand()
2580 if game.optime < delay:
2589 # Repair Deathray if long rest at starbase
2590 if origTime-delay >= 9.99 and game.condition == "docked":
2591 game.damage[DDRAY] = 0.0
2592 # leave if quadrant supernovas
2593 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2595 game.resting = False
2598 # A nova occurs. It is the result of having a star hit with a
2599 # photon torpedo, or possibly of a probe warhead going off.
2600 # Stars that go nova cause stars which surround them to undergo
2601 # the same probabilistic process. Klingons next to them are
2602 # destroyed. And if the starship is next to it, it gets zapped.
2603 # If the zap is too much, it gets destroyed.
2607 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2608 newc = coord(); scratch = coord()
2611 # Wow! We've supernova'ed
2612 supernova(False, nov)
2615 # handle initial nova
2616 game.quad[nov.x][nov.y] = IHDOT
2617 crmena(False, IHSTAR, sector, nov)
2619 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2620 game.state.starkl += 1
2622 # Set up stack to recursively trigger adjacent stars
2623 bot = top = top2 = 1
2629 for mm in range(bot, top+1):
2630 for nn in range(1, 3+1): # nn,j represents coordinates around current
2631 for j in range(1, 3+1):
2634 scratch.x = hits[mm][1]+nn-2
2635 scratch.y = hits[mm][2]+j-2
2636 if not VALID_SECTOR(scratch.y, scratch.x):
2638 iquad = game.quad[scratch.x][scratch.y]
2639 # Empty space ends reaction
2640 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2642 elif iquad == IHSTAR: # Affect another star
2644 # This star supernovas
2645 scratch = supernova(False)
2648 hits[top2][1]=scratch.x
2649 hits[top2][2]=scratch.y
2650 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2651 game.state.starkl += 1
2652 crmena(True, IHSTAR, sector, scratch)
2654 game.quad[scratch.x][scratch.y] = IHDOT
2655 elif iquad == IHP: # Destroy planet
2656 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
2657 game.state.nplankl += 1
2658 crmena(True, IHP, sector, scratch)
2659 prout(_(" destroyed."))
2660 game.state.planets[game.iplnet].pclass = destroyed
2662 invalidate(game.plnet)
2666 game.quad[scratch.x][scratch.y] = IHDOT
2667 elif iquad == IHB: # Destroy base
2668 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2669 for i in range(1, game.state.rembase+1):
2670 if same(game.state.baseq[i], game.quadrant):
2672 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2673 game.state.rembase -= 1
2674 invalidate(game.base)
2675 game.state.basekl += 1
2677 crmena(True, IHB, sector, scratch)
2678 prout(_(" destroyed."))
2679 game.quad[scratch.x][scratch.y] = IHDOT
2680 elif iquad in (IHE, IHF): # Buffet ship
2681 prout(_("***Starship buffeted by nova."))
2683 if game.shield >= 2000.0:
2684 game.shield -= 2000.0
2686 diff = 2000.0 - game.shield
2690 prout(_("***Shields knocked out."))
2691 game.damage[DSHIELD] += 0.005*game.damfac*Rand()*diff
2693 game.energy -= 2000.0
2694 if game.energy <= 0:
2697 # add in course nova contributes to kicking starship
2698 icx += game.sector.x-hits[mm][1]
2699 icy += game.sector.y-hits[mm][2]
2701 elif iquad == IHK: # kill klingon
2702 deadkl(scratch,iquad, scratch)
2703 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2704 for ll in range(1, game.nenhere+1):
2705 if same(game.ks[ll], scratch):
2707 game.kpower[ll] -= 800.0 # If firepower is lost, die
2708 if game.kpower[ll] <= 0.0:
2709 deadkl(scratch, iquad, scratch)
2711 newc.x = scratch.x + scratch.x - hits[mm][1]
2712 newc.y = scratch.y + scratch.y - hits[mm][2]
2713 crmena(True, iquad, sector, scratch)
2714 proutn(_(" damaged"))
2715 if not VALID_SECTOR(newc.x, newc.y):
2716 # can't leave quadrant
2719 iquad1 = game.quad[newc.x][newc.y]
2720 if iquad1 == IHBLANK:
2721 proutn(_(", blasted into "))
2722 crmena(False, IHBLANK, sector, newc)
2724 deadkl(scratch, iquad, newc)
2727 # can't move into something else
2730 proutn(_(", buffeted to "))
2731 proutn(cramlc(sector, newc))
2732 game.quad[scratch.x][scratch.y] = IHDOT
2733 game.quad[newc.x][newc.y] = iquad
2735 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
2744 # Starship affected by nova -- kick it away.
2745 game.dist = kount*0.1
2748 game.direc = course[3*(icx+1)+icy+2]
2749 if game.direc == 0.0:
2751 if game.dist == 0.0:
2753 game.optime = 10.0*game.dist/16.0
2755 prout(_("Force of nova displaces starship."))
2757 game.optime = 10.0*game.dist/16.0
2760 def supernova(induced, w=None):
2761 # star goes supernova
2769 # Scheduled supernova -- select star
2770 # logic changed here so that we won't favor quadrants in top
2772 for nq.x in range(1, GALSIZE+1):
2773 for nq.y in range(1, GALSIZE+1):
2774 stars += game.state.galaxy[nq.x][nq.y].stars
2776 return # nothing to supernova exists
2777 num = Rand()*stars + 1
2778 for nq.x in range(1, GALSIZE+1):
2779 for nq.y in range(1, GALSIZE+1):
2780 num -= game.state.galaxy[nq.x][nq.y].stars
2786 proutn("=== Super nova here?")
2790 if not same(nq, game.quadrant) or game.justin:
2791 # it isn't here, or we just entered (treat as enroute)
2792 if not damaged(DRADIO) or game.condition == "docked":
2794 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2795 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2798 # we are in the quadrant!
2799 num = Rand()* game.state.galaxy[nq.x][nq.y].stars + 1
2800 for ns.x in range(1, QUADSIZE+1):
2801 for ns.y in range(1, QUADSIZE+1):
2802 if game.quad[ns.x][ns.y]==IHSTAR:
2810 prouts(_("***RED ALERT! RED ALERT!"))
2812 prout(_("***Incipient supernova detected at Sector %s") % ns)
2813 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2814 proutn(_("Emergency override attempts t"))
2815 prouts("***************")
2820 # destroy any Klingons in supernovaed quadrant
2821 kldead = game.state.galaxy[nq.x][nq.y].klingons
2822 game.state.galaxy[nq.x][nq.y].klingons = 0
2823 if same(nq, game.state.kscmdr):
2824 # did in the Supercommander!
2825 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2829 if game.state.remcom:
2830 maxloop = game.state.remcom
2831 for l in range(1, maxloop+1):
2832 if same(game.state.kcmdr[l], nq):
2833 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2834 invalidate(game.state.kcmdr[game.state.remcom])
2835 game.state.remcom -= 1
2837 if game.state.remcom==0:
2840 game.state.remkl -= kldead
2841 # destroy Romulans and planets in supernovaed quadrant
2842 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2843 game.state.galaxy[nq.x][nq.y].romulans = 0
2844 game.state.nromrem -= nrmdead
2846 for loop in range(game.inplan):
2847 if same(game.state.planets[loop].w, nq):
2848 game.state.planets[loop].pclass = destroyed
2850 # Destroy any base in supernovaed quadrant
2851 if game.state.rembase:
2852 maxloop = game.state.rembase
2853 for loop in range(1, maxloop+1):
2854 if same(game.state.baseq[loop], nq):
2855 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
2856 invalidate(game.state.baseq[game.state.rembase])
2857 game.state.rembase -= 1
2859 # If starship caused supernova, tally up destruction
2861 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2862 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2863 game.state.nplankl += npdead
2864 # mark supernova in galaxy and in star chart
2865 if same(game.quadrant, nq) or not damaged(DRADIO) or game.condition == "docked":
2866 game.state.galaxy[nq.x][nq.y].supernova = True
2867 # If supernova destroys last Klingons give special message
2868 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not same(nq, game.quadrant):
2871 prout(_("Lucky you!"))
2872 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2875 # if some Klingons remain, continue or die in supernova
2880 # Code from finish.c ends here.
2883 # self-destruct maneuver
2884 # Finish with a BANG!
2886 if damaged(DCOMPTR):
2887 prout(_("Computer damaged; cannot execute destruct sequence."))
2889 prouts(_("---WORKING---")); skip(1)
2890 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2891 prouts(" 10"); skip(1)
2892 prouts(" 9"); skip(1)
2893 prouts(" 8"); skip(1)
2894 prouts(" 7"); skip(1)
2895 prouts(" 6"); skip(1)
2897 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2899 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2901 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2905 if game.passwd != citem:
2906 prouts(_("PASSWORD-REJECTED;"))
2908 prouts(_("CONTINUITY-EFFECTED"))
2911 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2912 prouts(" 5"); skip(1)
2913 prouts(" 4"); skip(1)
2914 prouts(" 3"); skip(1)
2915 prouts(" 2"); skip(1)
2916 prouts(" 1"); skip(1)
2918 prouts(_("GOODBYE-CRUEL-WORLD"))
2926 prouts(_("********* Entropy of "))
2928 prouts(_(" maximized *********"))
2932 if game.nenhere != 0:
2933 whammo = 25.0 * game.energy
2935 while l <= game.nenhere:
2936 if game.kpower[l]*game.kdist[l] <= whammo:
2937 deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
2942 "Compute our rate of kils over time."
2943 return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
2947 badpt = 5.0*game.state.starkl + \
2949 10.0*game.state.nplankl + \
2950 300*game.state.nworldkl + \
2952 100.0*game.state.basekl +\
2954 if game.ship == IHF:
2956 elif game.ship == None:
2962 # end the game, with appropriate notfications
2966 prout(_("It is stardate %.1f.") % game.state.date)
2968 if ifin == FWON: # Game has been won
2969 if game.state.nromrem != 0:
2970 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
2973 prout(_("You have smashed the Klingon invasion fleet and saved"))
2974 prout(_("the Federation."))
2979 badpt = 0.0 # Close enough!
2980 # killsPerDate >= RateMax
2981 if game.state.date-game.indate < 5.0 or \
2982 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
2984 prout(_("In fact, you have done so well that Starfleet Command"))
2985 if game.skill == SKILL_NOVICE:
2986 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
2987 elif game.skill == SKILL_FAIR:
2988 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
2989 elif game.skill == SKILL_GOOD:
2990 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
2991 elif game.skill == SKILL_EXPERT:
2992 prout(_("promotes you to Commodore Emeritus."))
2994 prout(_("Now that you think you're really good, try playing"))
2995 prout(_("the \"Emeritus\" game. It will splatter your ego."))
2996 elif game.skill == SKILL_EMERITUS:
2998 proutn(_("Computer- "))
2999 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3001 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3003 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3005 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3007 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3009 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3011 prout(_("Now you can retire and write your own Star Trek game!"))
3013 elif game.skill >= SKILL_EXPERT:
3014 if game.thawed and not idebug:
3015 prout(_("You cannot get a citation, so..."))
3017 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3021 # Only grant long life if alive (original didn't!)
3023 prout(_("LIVE LONG AND PROSPER."))
3028 elif ifin == FDEPLETE: # Federation Resources Depleted
3029 prout(_("Your time has run out and the Federation has been"))
3030 prout(_("conquered. Your starship is now Klingon property,"))
3031 prout(_("and you are put on trial as a war criminal. On the"))
3032 proutn(_("basis of your record, you are "))
3033 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3034 prout(_("acquitted."))
3036 prout(_("LIVE LONG AND PROSPER."))
3038 prout(_("found guilty and"))
3039 prout(_("sentenced to death by slow torture."))
3043 elif ifin == FLIFESUP:
3044 prout(_("Your life support reserves have run out, and"))
3045 prout(_("you die of thirst, starvation, and asphyxiation."))
3046 prout(_("Your starship is a derelict in space."))
3048 prout(_("Your energy supply is exhausted."))
3050 prout(_("Your starship is a derelict in space."))
3051 elif ifin == FBATTLE:
3054 prout(_("has been destroyed in battle."))
3056 prout(_("Dulce et decorum est pro patria mori."))
3058 prout(_("You have made three attempts to cross the negative energy"))
3059 prout(_("barrier which surrounds the galaxy."))
3061 prout(_("Your navigation is abominable."))
3064 prout(_("Your starship has been destroyed by a nova."))
3065 prout(_("That was a great shot."))
3067 elif ifin == FSNOVAED:
3070 prout(_(" has been fried by a supernova."))
3071 prout(_("...Not even cinders remain..."))
3072 elif ifin == FABANDN:
3073 prout(_("You have been captured by the Klingons. If you still"))
3074 prout(_("had a starbase to be returned to, you would have been"))
3075 prout(_("repatriated and given another chance. Since you have"))
3076 prout(_("no starbases, you will be mercilessly tortured to death."))
3077 elif ifin == FDILITHIUM:
3078 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3079 elif ifin == FMATERIALIZE:
3080 prout(_("Starbase was unable to re-materialize your starship."))
3081 prout(_("Sic transit gloria mundi"))
3082 elif ifin == FPHASER:
3085 prout(_(" has been cremated by its own phasers."))
3087 prout(_("You and your landing party have been"))
3088 prout(_("converted to energy, disipating through space."))
3089 elif ifin == FMINING:
3090 prout(_("You are left with your landing party on"))
3091 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3093 prout(_("They are very fond of \"Captain Kirk\" soup."))
3095 proutn(_("Without your leadership, the "))
3097 prout(_(" is destroyed."))
3098 elif ifin == FDPLANET:
3099 prout(_("You and your mining party perish."))
3101 prout(_("That was a great shot."))
3104 prout(_("The Galileo is instantly annihilated by the supernova."))
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 == FPNOVA:
3112 prout(_("You and your mining party are atomized."))
3114 proutn(_("Mr. Spock takes command of the "))
3117 prout(_("joins the Romulans, reigning terror on the Federation."))
3118 elif ifin == FSTRACTOR:
3119 prout(_("The shuttle craft Galileo is also caught,"))
3120 prout(_("and breaks up under the strain."))
3122 prout(_("Your debris is scattered for millions of miles."))
3123 proutn(_("Without your leadership, the "))
3125 prout(_(" is destroyed."))
3127 prout(_("The mutants attack and kill Spock."))
3128 prout(_("Your ship is captured by Klingons, and"))
3129 prout(_("your crew is put on display in a Klingon zoo."))
3130 elif ifin == FTRIBBLE:
3131 prout(_("Tribbles consume all remaining water,"))
3132 prout(_("food, and oxygen on your ship."))
3134 prout(_("You die of thirst, starvation, and asphyxiation."))
3135 prout(_("Your starship is a derelict in space."))
3137 prout(_("Your ship is drawn to the center of the black hole."))
3138 prout(_("You are crushed into extremely dense matter."))
3140 prout(_("Your last crew member has died."))
3141 if game.ship == IHF:
3143 elif game.ship == IHE:
3146 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3147 goodies = game.state.remres/game.inresor
3148 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3149 if goodies/baddies >= 1.0+0.5*Rand():
3150 prout(_("As a result of your actions, a treaty with the Klingon"))
3151 prout(_("Empire has been signed. The terms of the treaty are"))
3152 if goodies/baddies >= 3.0+Rand():
3153 prout(_("favorable to the Federation."))
3155 prout(_("Congratulations!"))
3157 prout(_("highly unfavorable to the Federation."))
3159 prout(_("The Federation will be destroyed."))
3161 prout(_("Since you took the last Klingon with you, you are a"))
3162 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3163 prout(_("statue in your memory. Rest in peace, and try not"))
3164 prout(_("to think about pigeons."))
3169 # compute player's score
3170 timused = game.state.date - game.indate
3173 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3175 perdate = killrate()
3176 ithperd = 500*perdate + 0.5
3179 iwon = 100*game.skill
3180 if game.ship == IHE:
3182 elif game.ship == IHF:
3186 if not game.gamewon:
3187 game.state.nromrem = 0 # None captured if no win
3188 iscore = 10*(game.inkling - game.state.remkl) \
3189 + 50*(game.incom - game.state.remcom) \
3191 + 20*(game.inrom - game.state.nromrem) \
3192 + 200*(game.inscom - game.state.nscrem) \
3193 - game.state.nromrem \
3198 prout(_("Your score --"))
3199 if game.inrom - game.state.nromrem:
3200 prout(_("%6d Romulans destroyed %5d") %
3201 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3202 if game.state.nromrem:
3203 prout(_("%6d Romulans captured %5d") %
3204 (game.state.nromrem, game.state.nromrem))
3205 if game.inkling - game.state.remkl:
3206 prout(_("%6d ordinary Klingons destroyed %5d") %
3207 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3208 if game.incom - game.state.remcom:
3209 prout(_("%6d Klingon commanders destroyed %5d") %
3210 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3211 if game.inscom - game.state.nscrem:
3212 prout(_("%6d Super-Commander destroyed %5d") %
3213 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3215 prout(_("%6.2f Klingons per stardate %5d") %
3217 if game.state.starkl:
3218 prout(_("%6d stars destroyed by your action %5d") %
3219 (game.state.starkl, -5*game.state.starkl))
3220 if game.state.nplankl:
3221 prout(_("%6d planets destroyed by your action %5d") %
3222 (game.state.nplankl, -10*game.state.nplankl))
3223 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3224 prout(_("%6d inhabited planets destroyed by your action %5d") %
3225 (game.state.nplankl, -300*game.state.nworldkl))
3226 if game.state.basekl:
3227 prout(_("%6d bases destroyed by your action %5d") %
3228 (game.state.basekl, -100*game.state.basekl))
3230 prout(_("%6d calls for help from starbase %5d") %
3231 (game.nhelp, -45*game.nhelp))
3233 prout(_("%6d casualties incurred %5d") %
3234 (game.casual, -game.casual))
3236 prout(_("%6d crew abandoned in space %5d") %
3237 (game.abandoned, -3*game.abandoned))
3239 prout(_("%6d ship(s) lost or destroyed %5d") %
3240 (klship, -100*klship))
3242 prout(_("Penalty for getting yourself killed -200"))
3244 proutn(_("Bonus for winning "))
3245 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3246 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3247 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3248 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3249 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3250 prout(" %5d" % iwon)
3252 prout(_("TOTAL SCORE %5d") % iscore)
3255 # emit winner's commemmorative plaque
3258 proutn(_("File or device name for your plaque: "))
3259 cgetline(winner, sizeof(winner))
3261 fp = open(winner, "w")
3264 prout(_("Invalid name."))
3266 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3267 cgetline(winner, sizeof(winner))
3268 # The 38 below must be 64 for 132-column paper
3269 nskip = 38 - len(winner)/2
3271 fp.write("\n\n\n\n")
3272 # --------DRAW ENTERPRISE PICTURE.
3273 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3274 fp.write(" EEE E : : : E\n" )
3275 fp.write(" EE EEE E : : NCC-1701 : E\n")
3276 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3277 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3278 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3279 fp.write(" EEEEEEE EEEEE E E E E\n")
3280 fp.write(" EEE E E E E\n")
3281 fp.write(" E E E E\n")
3282 fp.write(" EEEEEEEEEEEEE E E\n")
3283 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3284 fp.write(" :E : EEEE E\n")
3285 fp.write(" .-E -:----- E\n")
3286 fp.write(" :E : E\n")
3287 fp.write(" EE : EEEEEEEE\n")
3288 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3290 fp.write(_(" U. S. S. ENTERPRISE\n"))
3291 fp.write("\n\n\n\n")
3292 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3294 fp.write(_(" Starfleet Command bestows to you\n"))
3296 fp.write("%*s%s\n\n" % (nskip, "", winner))
3297 fp.write(_(" the rank of\n\n"))
3298 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3300 if game.skill == SKILL_EXPERT:
3301 fp.write(_(" Expert level\n\n"))
3302 elif game.skill == SKILL_EMERITUS:
3303 fp.write(_("Emeritus level\n\n"))
3305 fp.write(_(" Cheat level\n\n"))
3306 timestring = ctime()
3307 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3308 (timestring+4, timestring+20, timestring+11))
3309 fp.write(_(" Your score: %d\n\n") % iscore)
3310 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3313 # Code from io.c begins here
3315 rows = linecount = 0 # for paging
3317 fullscreen_window = None
3318 srscan_window = None
3319 report_window = None
3320 status_window = None
3321 lrscan_window = None
3322 message_window = None
3323 prompt_window = None
3326 "wrap up, either normally or due to signal"
3327 if game.options & OPTION_CURSES:
3340 #setlocale(LC_ALL, "")
3341 #bindtextdomain(PACKAGE, LOCALEDIR)
3342 #textdomain(PACKAGE)
3343 if atexit.register(outro):
3344 sys.stderr.write("Unable to register outro(), exiting...\n")
3346 if not (game.options & OPTION_CURSES):
3347 ln_env = os.getenv("LINES")
3353 stdscr = curses.initscr()
3358 curses.start_color()
3359 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3360 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3361 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3362 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3363 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3364 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3365 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3366 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3368 global fullscreen_window, srscan_window, report_window, status_window
3369 global lrscan_window, message_window, prompt_window
3370 fullscreen_window = stdscr
3371 srscan_window = curses.newwin(12, 25, 0, 0)
3372 report_window = curses.newwin(11, 0, 1, 25)
3373 status_window = curses.newwin(10, 0, 1, 39)
3374 lrscan_window = curses.newwin(5, 0, 0, 64)
3375 message_window = curses.newwin(0, 0, 12, 0)
3376 prompt_window = curses.newwin(1, 0, rows-2, 0)
3377 message_window.scrollok(True)
3378 setwnd(fullscreen_window)
3383 "wait for user action -- OK to do nothing if on a TTY"
3384 if game.options & OPTION_CURSES:
3389 if game.skill > SKILL_FAIR:
3390 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3392 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3396 if game.skill > SKILL_FAIR:
3397 prompt = _("[CONTINUE?]")
3399 prompt = _("[PRESS ENTER TO CONTINUE]")
3401 if game.options & OPTION_CURSES:
3403 setwnd(prompt_window)
3404 prompt_window.wclear()
3405 prompt_window.addstr(prompt)
3406 prompt_window.getstr()
3407 prompt_window.clear()
3408 prompt_window.refresh()
3409 setwnd(message_window)
3415 for j in range(0, rows):
3420 "Skip i lines. Pause game if this would cause a scrolling event."
3421 while dummy in range(i):
3422 if game.options & OPTION_CURSES:
3423 (y, x) = curwnd.getyx()
3424 (my, mx) = curwnd.getmaxyx()
3425 if curwnd == message_window and y >= my - 3:
3433 if linecount >= rows:
3439 "Utter a line with no following line feed."
3440 if game.options & OPTION_CURSES:
3453 curses.delay_output(30)
3455 if game.options & OPTION_CURSES:
3459 curses.delay_output(300)
3461 def cgetline(line, max):
3462 "Get a line of input."
3463 if game.options & OPTION_CURSES:
3464 line = curwnd.getstr() + "\n"
3467 if replayfp and not replayfp.closed:
3468 line = replayfp.readline()
3470 sys.stdin.readline()
3475 "Change windows -- OK for this to be a no-op in tty mode."
3476 if game.options & OPTION_CURSES:
3478 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3481 "Clear to end of line -- can be a no-op in tty mode"
3482 if game.options & OPTION_CURSES:
3487 "Clear screen -- can be a no-op in tty mode."
3489 if game.options & OPTION_CURSES:
3495 def textcolor(color):
3496 "Set the current text color"
3497 if game.options & OPTION_CURSES:
3498 if color == DEFAULT:
3500 elif color == BLACK:
3501 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3503 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3504 elif color == GREEN:
3505 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3507 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3509 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3510 elif color == MAGENTA:
3511 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3512 elif color == BROWN:
3513 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3514 elif color == LIGHTGRAY:
3515 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3516 elif color == DARKGRAY:
3517 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3518 elif color == LIGHTBLUE:
3519 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3520 elif color == LIGHTGREEN:
3521 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3522 elif color == LIGHTCYAN:
3523 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3524 elif color == LIGHTRED:
3525 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3526 elif color == LIGHTMAGENTA:
3527 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3528 elif color == YELLOW:
3529 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3530 elif color == WHITE:
3531 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3534 "Set highlight video, if this is reasonable."
3535 if game.options & OPTION_CURSES:
3536 curwnd.attron(curses.A_REVERSE)
3538 def commandhook(cmd, before):
3542 # Things past this point have policy implications.
3546 "Hook to be called after moving to redraw maps."
3547 if game.options & OPTION_CURSES:
3550 setwnd(srscan_window)
3554 setwnd(status_window)
3555 status_window.clear()
3556 status_window.move(0, 0)
3557 setwnd(report_window)
3558 report_window.clear()
3559 report_window.move(0, 0)
3561 setwnd(lrscan_window)
3562 lrscan_window.clear()
3563 lrscan_window.move(0, 0)
3566 def put_srscan_sym(w, sym):
3567 "Emit symbol for short-range scan."
3568 srscan_window.move(w.x+1, w.y*2+2)
3569 srscan_window.addch(sym)
3570 srscan_window.refresh()
3573 "Enemy fall down, go boom."
3574 if game.options & OPTION_CURSES:
3576 setwnd(srscan_window)
3577 srscan_window.attron(curses.A_REVERSE)
3578 put_srscan_sym(w, game.quad[w.x][w.y])
3582 srscan_window.attroff(curses.A_REVERSE)
3583 put_srscan_sym(w, game.quad[w.x][w.y])
3584 curses.delay_output(500)
3585 setwnd(message_window)
3588 "Sound and visual effects for teleportation."
3589 if game.options & OPTION_CURSES:
3591 setwnd(message_window)
3593 prouts(" . . . . . ")
3594 if game.options & OPTION_CURSES:
3595 #curses.delay_output(1000)
3599 def tracktorpedo(w, l, i, n, iquad):
3600 "Torpedo-track animation."
3601 if not game.options & OPTION_CURSES:
3605 proutn(_("Track for torpedo number %d- ") % i)
3608 proutn(_("Torpedo track- "))
3611 proutn("%d - %d " % (w.x, w.y))
3613 if not damaged(DSRSENS) or game.condition=="docked":
3614 if i != 1 and l == 1:
3616 curses.delay_output(400)
3617 if (iquad==IHDOT) or (iquad==IHBLANK):
3618 put_srscan_sym(w, '+')
3620 #curses.delay_output(100)
3622 put_srscan_sym(w, iquad)
3624 curwnd.attron(curses.A_REVERSE)
3625 put_srscan_sym(w, iquad)
3627 #curses.delay_output(1000)
3629 curwnd.attroff(curses.A_REVERSE)
3630 put_srscan_sym(w, iquad)
3632 proutn("%d - %d " % (w.x, w.y))
3635 "Display the current galaxy chart."
3636 if game.options & OPTION_CURSES:
3637 setwnd(message_window)
3638 message_window.clear()
3640 if game.options & OPTION_TTY:
3645 def prstat(txt, data):
3647 if game.options & OPTION_CURSES:
3649 setwnd(status_window)
3651 proutn(" " * NSYM - len(tx))
3654 if game.options & OPTION_CURSES:
3655 setwnd(report_window)
3657 # Code from moving.c begins here
3659 def imove(novapush):
3660 # movement execution for warp, impulse, supernova, and tractor-beam events
3661 w = coord(); final = coord()
3664 def no_quad_change():
3665 # No quadrant change -- compute new avg enemy distances
3666 game.quad[game.sector.x][game.sector.y] = game.ship
3668 for m in range(1, game.nenhere+1):
3669 finald = distance(w, game.ks[m])
3670 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
3671 game.kdist[m] = finald
3673 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3675 for m in range(1, game.nenhere+1):
3676 game.kavgd[m] = game.kdist[m]
3679 setwnd(message_window)
3683 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3684 game.inorbit = False
3686 angle = ((15.0 - game.direc) * 0.5235988)
3687 deltax = -math.sin(angle)
3688 deltay = math.cos(angle)
3689 if math.fabs(deltax) > math.fabs(deltay):
3690 bigger = math.fabs(deltax)
3692 bigger = math.fabs(deltay)
3697 # If tractor beam is to occur, don't move full distance
3698 if game.state.date+game.optime >= scheduled(FTBEAM):
3700 game.condition = "red"
3701 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3702 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3703 # Move within the quadrant
3704 game.quad[game.sector.x][game.sector.y] = IHDOT
3707 n = 10.0*game.dist*bigger+0.5
3710 for m in range(1, n+1):
3715 if not VALID_SECTOR(w.x, w.y):
3716 # Leaving quadrant -- allow final enemy attack
3717 # Don't do it if being pushed by Nova
3718 if game.nenhere != 0 and not novapush:
3720 for m in range(1, game.nenhere+1):
3721 finald = distance(w, game.ks[m])
3722 game.kavgd[m] = 0.5 * (finald + game.kdist[m])
3724 # Stas Sergeev added the condition
3725 # that attacks only happen if Klingons
3726 # are present and your skill is good.
3728 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3732 # compute final position -- new quadrant and sector
3733 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
3734 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
3735 w.x = x+10.0*game.dist*bigger*deltax+0.5
3736 w.y = y+10.0*game.dist*bigger*deltay+0.5
3737 # check for edge of galaxy
3747 if w.x > GALSIZE*QUADSIZE:
3748 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
3750 if w.y > GALSIZE*QUADSIZE:
3751 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
3760 if game.nkinks == 3:
3761 # Three strikes -- you're out!
3765 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3766 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3767 prout(_("YOU WILL BE DESTROYED."))
3768 # Compute final position in new quadrant
3769 if trbeam: # Don't bother if we are to be beamed
3771 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
3772 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
3773 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
3774 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
3776 prout(_("Entering Quadrant %s.") % game.quadrant)
3777 game.quad[game.sector.x][game.sector.y] = game.ship
3779 if game.skill>SKILL_NOVICE:
3782 iquad = game.quad[w.x][w.y]
3784 # object encountered in flight path
3785 stopegy = 50.0*game.dist/game.optime
3786 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3787 if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
3789 ram(False, iquad, game.sector)
3791 elif iquad == IHBLANK:
3793 prouts(_("***RED ALERT! RED ALERT!"))
3797 proutn(_(" pulled into black hole at Sector %s") % w)
3799 # Getting pulled into a black hole was certain
3800 # death in Almy's original. Stas Sergeev added a
3801 # possibility that you'll get timewarped instead.
3804 for m in range(0, NDEVICES):
3805 if game.damage[m]>0:
3807 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3808 if (game.options & OPTION_BLKHOLE) and Rand()>probf:
3818 proutn(_(" encounters Tholian web at %s;") % w)
3820 proutn(_(" blocked by object at %s;") % w)
3821 proutn(_("Emergency stop required "))
3822 prout(_("%2d units of energy.") % int(stopegy))
3823 game.energy -= stopegy
3824 final.x = x-deltax+0.5
3825 final.y = y-deltay+0.5
3827 if game.energy <= 0:
3833 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3840 # dock our ship at a starbase
3842 if game.condition == "docked" and verbose:
3843 prout(_("Already docked."))
3846 prout(_("You must first leave standard orbit."))
3848 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3850 prout(_(" not adjacent to base."))
3852 game.condition = "docked"
3856 if game.energy < game.inenrg:
3857 game.energy = game.inenrg
3858 game.shield = game.inshld
3859 game.torps = game.intorps
3860 game.lsupres = game.inlsr
3861 game.state.crew = FULLCREW
3862 if not damaged(DRADIO) and \
3863 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3864 # get attack report from base
3865 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3870 # This program originally required input in terms of a (clock)
3871 # direction and distance. Somewhere in history, it was changed to
3872 # cartesian coordinates. So we need to convert. Probably
3873 # "manual" input should still be done this way -- it's a real
3874 # pain if the computer isn't working! Manual mode is still confusing
3875 # because it involves giving x and y motions, yet the coordinates
3876 # are always displayed y - x, where +y is downward!
3879 def getcd(isprobe, akey):
3880 # get course and distance
3881 irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
3882 navmode = "unspecified"
3887 # Get course direction and distance. If user types bad values, return
3888 # with DIREC = -1.0.
3891 if game.landed and not isprobe:
3892 prout(_("Dummy! You can't leave standard orbit until you"))
3893 proutn(_("are back aboard the ship."))
3896 while navmode == "unspecified":
3897 if damaged(DNAVSYS):
3899 prout(_("Computer damaged; manual navigation only"))
3901 prout(_("Computer damaged; manual movement only"))
3906 if isprobe and akey != -1:
3907 # For probe launch, use pre-scanned value first time
3914 proutn(_("Manual or automatic- "))
3917 elif key == IHALPHA:
3922 elif isit("automatic"):
3923 navmode = "automatic"
3932 prout(_("(Manual navigation assumed.)"))
3934 prout(_("(Manual movement assumed.)"))
3938 if navmode == "automatic":
3941 proutn(_("Target quadrant or quadrant§or- "))
3943 proutn(_("Destination sector or quadrant§or- "))
3959 # both quadrant and sector specified
3973 # only quadrant specified -- go to center of dest quad
3981 if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
3988 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
3990 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
3991 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
3992 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
3995 proutn(_("X and Y displacements- "))
4009 # Check for zero movement
4010 if deltax == 0 and deltay == 0:
4013 if itemp == "verbose" and not isprobe:
4015 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4016 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4017 game.direc = math.atan2(deltax, deltay)*1.90985932
4018 if game.direc < 0.0:
4024 # move under impulse power
4026 if damaged(DIMPULS):
4029 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4031 if game.energy > 30.0:
4033 if game.direc == -1.0:
4035 power = 20.0 + 100.0*game.dist
4039 if power >= game.energy:
4040 # Insufficient power for trip
4042 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4043 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4044 if game.energy > 30:
4045 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4046 int(0.01 * (game.energy-20.0)-0.05))
4047 prout(_(" quadrants.\""))
4049 prout(_("quadrant. They are, therefore, useless.\""))
4052 # Make sure enough time is left for the trip
4053 game.optime = game.dist/0.095
4054 if game.optime >= game.state.remtime:
4055 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4056 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4057 proutn(_("we dare spend the time?\" "))
4060 # Activate impulse engines and pay the cost
4065 power = 20.0 + 100.0*game.dist
4066 game.energy -= power
4067 game.optime = game.dist/0.095
4068 if game.energy <= 0:
4073 # move under warp drive
4074 blooey = False; twarp = False
4075 if not timewarp: # Not WARPX entry
4077 if game.damage[DWARPEN] > 10.0:
4080 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4082 if damaged(DWARPEN) and game.warpfac > 4.0:
4085 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4086 prout(_(" is repaired, I can only give you warp 4.\""))
4089 # Read in course and distance
4091 if game.direc == -1.0:
4094 # Make sure starship has enough energy for the trip
4095 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4096 if power >= game.energy:
4097 # Insufficient power for trip
4100 prout(_("Engineering to bridge--"))
4101 if not game.shldup or 0.5*power > game.energy:
4102 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4104 prout(_("We can't do it, Captain. We don't have enough energy."))
4106 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4109 prout(_("if you'll lower the shields."))
4113 prout(_("We haven't the energy to go that far with the shields up."))
4116 # Make sure enough time is left for the trip
4117 game.optime = 10.0*game.dist/game.wfacsq
4118 if game.optime >= 0.8*game.state.remtime:
4120 prout(_("First Officer Spock- \"Captain, I compute that such"))
4121 proutn(_(" a trip would require approximately %2.0f") %
4122 (100.0*game.optime/game.state.remtime))
4123 prout(_(" percent of our"))
4124 proutn(_(" remaining time. Are you sure this is wise?\" "))
4130 if game.warpfac > 6.0:
4131 # Decide if engine damage will occur
4132 prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
4135 game.dist = Rand()*game.dist
4136 # Decide if time warp will occur
4137 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > Rand():
4139 if idebug and game.warpfac==10 and not twarp:
4141 proutn("=== Force time warp? ")
4145 # If time warp or engine damage, check path
4146 # If it is obstructed, don't do warp or damage
4147 angle = ((15.0-game.direc)*0.5235998)
4148 deltax = -math.sin(angle)
4149 deltay = math.cos(angle)
4150 if math.fabs(deltax) > math.fabs(deltay):
4151 bigger = math.fabs(deltax)
4153 bigger = math.fabs(deltay)
4157 n = 10.0 * game.dist * bigger +0.5
4160 for l in range(1, n+1):
4165 if not VALID_SECTOR(ix, iy):
4167 if game.quad[ix][iy] != IHDOT:
4172 # Activate Warp Engines and pay the cost
4176 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4177 if game.energy <= 0:
4179 game.optime = 10.0*game.dist/game.wfacsq
4183 game.damage[DWARPEN] = game.damfac*(3.0*Rand()+1.0)
4185 prout(_("Engineering to bridge--"))
4186 prout(_(" Scott here. The warp engines are damaged."))
4187 prout(_(" We'll have to reduce speed to warp 4."))
4192 # change the warp factor
4198 proutn(_("Warp factor- "))
4203 if game.damage[DWARPEN] > 10.0:
4204 prout(_("Warp engines inoperative."))
4206 if damaged(DWARPEN) and aaitem > 4.0:
4207 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4208 prout(_(" but right now we can only go warp 4.\""))
4211 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4214 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4216 oldfac = game.warpfac
4217 game.warpfac = aaitem
4218 game.wfacsq=game.warpfac*game.warpfac
4219 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4220 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4223 if game.warpfac < 8.00:
4224 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4226 if game.warpfac == 10.0:
4227 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4229 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4233 # cope with being tossed out of quadrant by supernova or yanked by beam
4236 # is captain on planet?
4238 if damaged(DTRANSP):
4241 prout(_("Scotty rushes to the transporter controls."))
4243 prout(_("But with the shields up it's hopeless."))
4245 prouts(_("His desperate attempt to rescue you . . ."))
4250 prout(_("SUCCEEDS!"))
4253 proutn(_("The crystals mined were "))
4262 # Check to see if captain in shuttle craft
4268 # Inform captain of attempt to reach safety
4272 prouts(_("***RED ALERT! RED ALERT!"))
4276 prout(_(" has stopped in a quadrant containing"))
4277 prouts(_(" a supernova."))
4279 proutn(_("***Emergency automatic override attempts to hurl "))
4282 prout(_("safely out of quadrant."))
4283 if not damaged(DRADIO):
4284 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4285 # Try to use warp engines
4286 if damaged(DWARPEN):
4288 prout(_("Warp engines damaged."))
4291 game.warpfac = 6.0+2.0*Rand()
4292 game.wfacsq = game.warpfac * game.warpfac
4293 prout(_("Warp factor set to %d") % int(game.warpfac))
4294 power = 0.75*game.energy
4295 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4296 distreq = 1.4142+Rand()
4297 if distreq < game.dist:
4299 game.optime = 10.0*game.dist/game.wfacsq
4300 game.direc = 12.0*Rand() # How dumb!
4302 game.inorbit = False
4305 # This is bad news, we didn't leave quadrant.
4309 prout(_("Insufficient energy to leave quadrant."))
4312 # Repeat if another snova
4313 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4315 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4316 finish(FWON) # Snova killed remaining enemy.
4319 # let's do the time warp again
4320 prout(_("***TIME WARP ENTERED."))
4321 if game.state.snap and Rand() < 0.5:
4323 prout(_("You are traveling backwards in time %d stardates.") %
4324 int(game.state.date-game.snapsht.date))
4325 game.state = game.snapsht
4326 game.state.snap = False
4327 if game.state.remcom:
4328 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4329 schedule(FBATTAK, expran(0.3*game.intime))
4330 schedule(FSNOVA, expran(0.5*game.intime))
4331 # next snapshot will be sooner
4332 schedule(FSNAP, expran(0.25*game.state.remtime))
4334 if game.state.nscrem:
4335 schedule(FSCMOVE, 0.2777)
4339 invalidate(game.battle)
4341 # Make sure Galileo is consistant -- Snapshot may have been taken
4342 # when on planet, which would give us two Galileos!
4344 for l in range(game.inplan):
4345 if game.state.planets[l].known == "shuttle_down":
4347 if game.iscraft == "onship" and game.ship==IHE:
4348 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4349 game.iscraft = "offship"
4350 # Likewise, if in the original time the Galileo was abandoned, but
4351 # was on ship earlier, it would have vanished -- let's restore it.
4352 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4353 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4354 game.iscraft = "onship"
4356 # * There used to be code to do the actual reconstrction here,
4357 # * but the starchart is now part of the snapshotted galaxy state.
4359 prout(_("Spock has reconstructed a correct star chart from memory"))
4361 # Go forward in time
4362 game.optime = -0.5*game.intime*math.log(Rand())
4363 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4364 # cheat to make sure no tractor beams occur during time warp
4365 postpone(FTBEAM, game.optime)
4366 game.damage[DRADIO] += game.optime
4368 events() # Stas Sergeev added this -- do pending events
4371 # launch deep-space probe
4372 # New code to launch a deep space probe
4373 if game.nprobes == 0:
4376 if game.ship == IHE:
4377 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4379 prout(_("Ye Faerie Queene has no deep space probes."))
4384 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4386 if is_scheduled(FDSPROB):
4389 if damaged(DRADIO) and game.condition != "docked":
4390 prout(_("Spock- \"Records show the previous probe has not yet"))
4391 prout(_(" reached its destination.\""))
4393 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4398 # slow mode, so let Kirk know how many probes there are left
4399 if game.nprobes == 1:
4400 prout(_("1 probe left."))
4402 prout(_("%d probes left") % game.nprobes)
4403 proutn(_("Are you sure you want to fire a probe? "))
4407 game.isarmed = False
4408 if key == IHALPHA and citem == "armed":
4412 proutn(_("Arm NOVAMAX warhead? "))
4415 if game.direc == -1.0:
4418 angle = ((15.0 - game.direc) * 0.5235988)
4419 game.probeinx = -math.sin(angle)
4420 game.probeiny = math.cos(angle)
4421 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4422 bigger = math.fabs(game.probeinx)
4424 bigger = math.fabs(game.probeiny)
4426 game.probeiny /= bigger
4427 game.probeinx /= bigger
4428 game.proben = 10.0*game.dist*bigger +0.5
4429 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4430 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4431 game.probec = game.quadrant
4432 schedule(FDSPROB, 0.01) # Time to move one sector
4433 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4437 # Here's how the mayday code works:
4439 # First, the closest starbase is selected. If there is a a starbase
4440 # in your own quadrant, you are in good shape. This distance takes
4441 # quadrant distances into account only.
4443 # A magic number is computed based on the distance which acts as the
4444 # probability that you will be rematerialized. You get three tries.
4446 # When it is determined that you should be able to be rematerialized
4447 # (i.e., when the probability thing mentioned above comes up
4448 # positive), you are put into that quadrant (anywhere). Then, we try
4449 # to see if there is a spot adjacent to the star- base. If not, you
4450 # can't be rematerialized!!! Otherwise, it drops you there. It only
4451 # tries five times to find a spot to drop you. After that, it's your
4455 # yell for help from nearest starbase
4456 # There's more than one way to move in this game!
4460 # Test for conditions which prevent calling for help
4461 if game.condition == "docked":
4462 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4465 prout(_("Subspace radio damaged."))
4467 if game.state.rembase==0:
4468 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4471 proutn(_("You must be aboard the "))
4475 # OK -- call for help from nearest starbase
4478 # There's one in this quadrant
4479 ddist = distance(game.base, game.sector)
4482 for m in range(1, game.state.rembase+1):
4483 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4487 # Since starbase not in quadrant, set up new quadrant
4488 game.quadrant = game.state.baseq[line]
4490 # dematerialize starship
4491 game.quad[game.sector.x][game.sector.y]=IHDOT
4492 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4494 prout(_(" dematerializes."))
4496 for m in range(1, 5+1):
4497 ix = game.base.x+3.0*Rand()-1
4498 iy = game.base.y+3.0*Rand()-1
4499 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4500 # found one -- finish up
4504 if not is_valid(game.sector):
4505 prout(_("You have been lost in space..."))
4506 finish(FMATERIALIZE)
4508 # Give starbase three chances to rematerialize starship
4509 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4510 for m in range(1, 3+1):
4511 if m == 1: proutn(_("1st"))
4512 elif m == 2: proutn(_("2nd"))
4513 elif m == 3: proutn(_("3rd"))
4514 proutn(_(" attempt to re-materialize "))
4516 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4522 curses.delay_output(500)
4525 game.quad[ix][iy]=IHQUEST
4528 setwnd(message_window)
4529 finish(FMATERIALIZE)
4531 game.quad[ix][iy]=game.ship
4533 prout(_("succeeds."))
4537 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4539 # Abandon Ship (the BSD-Trek description)
4541 # The ship is abandoned. If your current ship is the Faire
4542 # Queene, or if your shuttlecraft is dead, you're out of
4543 # luck. You need the shuttlecraft in order for the captain
4544 # (that's you!!) to escape.
4546 # Your crew can beam to an inhabited starsystem in the
4547 # quadrant, if there is one and if the transporter is working.
4548 # If there is no inhabited starsystem, or if the transporter
4549 # is out, they are left to die in outer space.
4551 # If there are no starbases left, you are captured by the
4552 # Klingons, who torture you mercilessly. However, if there
4553 # is at least one starbase, you are returned to the
4554 # Federation in a prisoner of war exchange. Of course, this
4555 # can't happen unless you have taken some prisoners.
4560 if game.condition=="docked":
4562 prout(_("You cannot abandon Ye Faerie Queene."))
4565 # Must take shuttle craft to exit
4566 if game.damage[DSHUTTL]==-1:
4567 prout(_("Ye Faerie Queene has no shuttle craft."))
4569 if game.damage[DSHUTTL]<0:
4570 prout(_("Shuttle craft now serving Big Macs."))
4572 if game.damage[DSHUTTL]>0:
4573 prout(_("Shuttle craft damaged."))
4576 prout(_("You must be aboard the ship."))
4578 if game.iscraft != "onship":
4579 prout(_("Shuttle craft not currently available."))
4581 # Print abandon ship messages
4583 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4585 prouts(_("***ALL HANDS ABANDON SHIP!"))
4587 prout(_("Captain and crew escape in shuttle craft."))
4588 if game.state.rembase==0:
4589 # Oops! no place to go...
4592 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4594 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4595 prout(_("Remainder of ship's complement beam down"))
4596 prout(_("to nearest habitable planet."))
4597 elif q.planet != NOPLANET and not damaged(DTRANSP):
4598 prout(_("Remainder of ship's complement beam down to %s.") %
4601 prout(_("Entire crew of %d left to die in outer space.") %
4603 game.casual += game.state.crew
4604 game.abandoned += game.state.crew
4606 # If at least one base left, give 'em the Faerie Queene
4608 game.icrystl = False # crystals are lost
4609 game.nprobes = 0 # No probes
4610 prout(_("You are captured by Klingons and released to"))
4611 prout(_("the Federation in a prisoner-of-war exchange."))
4612 nb = Rand()*game.state.rembase+1
4613 # Set up quadrant and position FQ adjacient to base
4614 if not same(game.quadrant, game.state.baseq[nb]):
4615 game.quadrant = game.state.baseq[nb]
4616 game.sector.x = game.sector.y = 5
4619 # position next to base by trial and error
4620 game.quad[game.sector.x][game.sector.y] = IHDOT
4621 for l in range(1, QUADSIZE+1):
4622 game.sector.x = 3.0*Rand() - 1.0 + game.base.x
4623 game.sector.y = 3.0*Rand() - 1.0 + game.base.y
4624 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4625 game.quad[game.sector.x][game.sector.y] == IHDOT:
4628 break # found a spot
4629 game.sector.x=QUADSIZE/2
4630 game.sector.y=QUADSIZE/2
4632 # Get new commission
4633 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4634 game.state.crew = FULLCREW
4635 prout(_("Starfleet puts you in command of another ship,"))
4636 prout(_("the Faerie Queene, which is antiquated but,"))
4637 prout(_("still useable."))
4639 prout(_("The dilithium crystals have been moved."))
4641 game.iscraft = "offship" # Galileo disappears
4643 game.condition="docked"
4644 for l in range(0, NDEVICES):
4645 game.damage[l] = 0.0
4646 game.damage[DSHUTTL] = -1
4647 game.energy = game.inenrg = 3000.0
4648 game.shield = game.inshld = 1250.0
4649 game.torps = game.intorps = 6
4650 game.lsupres=game.inlsr=3.0
4656 # Code from planets.c begins here.
4659 # abort a lengthy operation if an event interrupts it
4662 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4667 # report on (uninhabited) planets in the galaxy
4671 prout(_("Spock- \"Planet report follows, Captain.\""))
4673 for i in range(game.inplan):
4674 if game.state.planets[i].pclass == destroyed:
4676 if (game.state.planets[i].known != "unknown" \
4677 and game.state.planets[i].inhabited == UNINHABITED) \
4680 if idebug and game.state.planets[i].known=="unknown":
4681 proutn("(Unknown) ")
4682 proutn(cramlc(quadrant, game.state.planets[i].w))
4683 proutn(_(" class "))
4684 proutn(game.state.planets[i].pclass)
4686 if game.state.planets[i].crystals != present:
4688 prout(_("dilithium crystals present."))
4689 if game.state.planets[i].known=="shuttle_down":
4690 prout(_(" Shuttle Craft Galileo on surface."))
4692 prout(_("No information available."))
4695 # enter standard orbit
4699 prout(_("Already in standard orbit."))
4701 if damaged(DWARPEN) and damaged(DIMPULS):
4702 prout(_("Both warp and impulse engines damaged."))
4704 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4706 prout(_(" not adjacent to planet."))
4709 game.optime = 0.02+0.03*Rand()
4710 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4714 game.height = (1400.0+7200.0*Rand())
4715 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4720 # examine planets in this quadrant
4721 if damaged(DSRSENS):
4722 if game.options & OPTION_TTY:
4723 prout(_("Short range sensors damaged."))
4725 if not is_valid(game.plnet):
4726 if game.options & OPTION_TTY:
4727 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4729 if game.state.planets[game.iplnet].known == "unknown":
4730 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4732 prout(_(" Planet at Sector %s is of class %s.") %
4733 (sector,game.plnet, game.state.planets[game.iplnet]))
4734 if game.state.planets[game.iplnet].known=="shuttle_down":
4735 prout(_(" Sensors show Galileo still on surface."))
4736 proutn(_(" Readings indicate"))
4737 if game.state.planets[game.iplnet].crystals != present:
4739 prout(_(" dilithium crystals present.\""))
4740 if game.state.planets[game.iplnet].known == "unknown":
4741 game.state.planets[game.iplnet].known = "known"
4744 # use the transporter
4748 if damaged(DTRANSP):
4749 prout(_("Transporter damaged."))
4750 if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
4752 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4756 if not game.inorbit:
4758 prout(_(" not in standard orbit."))
4761 prout(_("Impossible to transport through shields."))
4763 if game.state.planets[game.iplnet].known=="unknown":
4764 prout(_("Spock- \"Captain, we have no information on this planet"))
4765 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4766 prout(_(" you may not go down.\""))
4768 if not game.landed and game.state.planets[game.iplnet].crystals==absent:
4769 prout(_("Spock- \"Captain, I fail to see the logic in"))
4770 prout(_(" exploring a planet with no dilithium crystals."))
4771 proutn(_(" Are you sure this is wise?\" "))
4775 if not (game.options & OPTION_PLAIN):
4776 nrgneed = 50 * game.skill + game.height / 100.0
4777 if nrgneed > game.energy:
4778 prout(_("Engineering to bridge--"))
4779 prout(_(" Captain, we don't have enough energy for transportation."))
4781 if not game.landed and nrgneed * 2 > game.energy:
4782 prout(_("Engineering to bridge--"))
4783 prout(_(" Captain, we have enough energy only to transport you down to"))
4784 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4785 if game.state.planets[game.iplnet].known == "shuttle_down":
4786 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4787 proutn(_(" Are you sure this is wise?\" "))
4792 # Coming from planet
4793 if game.state.planets[game.iplnet].known=="shuttle_down":
4794 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4798 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4799 prout(_("Landing party assembled, ready to beam up."))
4801 prout(_("Kirk whips out communicator..."))
4802 prouts(_("BEEP BEEP BEEP"))
4804 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4807 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4809 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4811 prout(_("Kirk- \"Energize.\""))
4814 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4817 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4819 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4822 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4823 game.landed = not game.landed
4824 game.energy -= nrgneed
4826 prout(_("Transport complete."))
4827 if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
4828 prout(_("The shuttle craft Galileo is here!"))
4829 if not game.landed and game.imine:
4836 # strip-mine a world for dilithium
4840 prout(_("Mining party not on planet."))
4842 if game.state.planets[game.iplnet].crystals == mined:
4843 prout(_("This planet has already been strip-mined for dilithium."))
4845 elif game.state.planets[game.iplnet].crystals == absent:
4846 prout(_("No dilithium crystals on this planet."))
4849 prout(_("You've already mined enough crystals for this trip."))
4851 if game.icrystl and game.cryprob == 0.05:
4852 proutn(_("With all those fresh crystals aboard the "))
4855 prout(_("there's no reason to mine more at this time."))
4857 game.optime = (0.1+0.2*Rand())*game.state.planets[game.iplnet].pclass
4860 prout(_("Mining operation complete."))
4861 game.state.planets[game.iplnet].crystals = mined
4862 game.imine = game.ididit = True
4865 # use dilithium crystals
4869 if not game.icrystl:
4870 prout(_("No dilithium crystals available."))
4872 if game.energy >= 1000:
4873 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4874 prout(_(" except when Condition Yellow exists."))
4876 prout(_("Spock- \"Captain, I must warn you that loading"))
4877 prout(_(" raw dilithium crystals into the ship's power"))
4878 prout(_(" system may risk a severe explosion."))
4879 proutn(_(" Are you sure this is wise?\" "))
4884 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4885 prout(_(" Mr. Spock and I will try it.\""))
4887 prout(_("Spock- \"Crystals in place, Sir."))
4888 prout(_(" Ready to activate circuit.\""))
4890 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4892 if Rand() <= game.cryprob:
4893 prouts(_(" \"Activating now! - - No good! It's***"))
4895 prouts(_("***RED ALERT! RED A*L********************************"))
4898 prouts(_("****************** KA-BOOM!!!! *******************"))
4902 game.energy += 5000.0*(1.0 + 0.9*Rand())
4903 prouts(_(" \"Activating now! - - "))
4904 prout(_("The instruments"))
4905 prout(_(" are going crazy, but I think it's"))
4906 prout(_(" going to work!! Congratulations, Sir!\""))
4911 # use shuttlecraft for planetary jaunt
4914 if damaged(DSHUTTL):
4915 if game.damage[DSHUTTL] == -1.0:
4916 if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
4917 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4919 prout(_("Ye Faerie Queene had no shuttle craft."))
4920 elif game.damage[DSHUTTL] > 0:
4921 prout(_("The Galileo is damaged."))
4922 else: # game.damage[DSHUTTL] < 0
4923 prout(_("Shuttle craft is now serving Big Macs."))
4925 if not game.inorbit:
4927 prout(_(" not in standard orbit."))
4929 if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
4930 prout(_("Shuttle craft not currently available."))
4932 if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
4933 prout(_("You will have to beam down to retrieve the shuttle craft."))
4935 if game.shldup or game.condition == "docked":
4936 prout(_("Shuttle craft cannot pass through shields."))
4938 if game.state.planets[game.iplnet].known=="unknown":
4939 prout(_("Spock- \"Captain, we have no information on this planet"))
4940 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4941 prout(_(" you may not fly down.\""))
4943 game.optime = 3.0e-5*game.height
4944 if game.optime >= 0.8*game.state.remtime:
4945 prout(_("First Officer Spock- \"Captain, I compute that such"))
4946 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4947 int(100*game.optime/game.state.remtime))
4948 prout(_("remaining time."))
4949 proutn(_("Are you sure this is wise?\" "))
4955 if game.iscraft == "onship":
4957 if not damaged(DTRANSP):
4958 proutn(_("Spock- \"Would you rather use the transporter?\" "))
4962 proutn(_("Shuttle crew"))
4964 proutn(_("Rescue party"))
4965 prout(_(" boards Galileo and swoops toward planet surface."))
4966 game.iscraft = "offship"
4970 game.state.planets[game.iplnet].known="shuttle_down"
4971 prout(_("Trip complete."))
4974 # Ready to go back to ship
4975 prout(_("You and your mining party board the"))
4976 prout(_("shuttle craft for the trip back to the Enterprise."))
4978 prouts(_("The short hop begins . . ."))
4980 game.state.planets[game.iplnet].known="known"
4986 game.iscraft = "onship"
4992 prout(_("Trip complete."))
4997 prout(_("Mining party assembles in the hangar deck,"))
4998 prout(_("ready to board the shuttle craft \"Galileo\"."))
5000 prouts(_("The hangar doors open; the trip begins."))
5003 game.iscraft = "offship"
5006 game.state.planets[game.iplnet].known = "shuttle_down"
5009 prout(_("Trip complete."))
5013 # use the big zapper
5019 if game.ship != IHE:
5020 prout(_("Ye Faerie Queene has no death ray."))
5023 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5026 prout(_("Death Ray is damaged."))
5028 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5029 prout(_(" is highly unpredictible. Considering the alternatives,"))
5030 proutn(_(" are you sure this is wise?\" "))
5033 prout(_("Spock- \"Acknowledged.\""))
5036 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5038 prout(_("Crew scrambles in emergency preparation."))
5039 prout(_("Spock and Scotty ready the death ray and"))
5040 prout(_("prepare to channel all ship's power to the device."))
5042 prout(_("Spock- \"Preparations complete, sir.\""))
5043 prout(_("Kirk- \"Engage!\""))
5045 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5048 if game.options & OPTION_PLAIN:
5051 prouts(_("Sulu- \"Captain! It's working!\""))
5053 while game.nenhere > 0:
5054 deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
5055 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5056 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5058 if (game.options & OPTION_PLAIN) == 0:
5059 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5061 prout(_(" is still operational.\""))
5063 prout(_(" has been rendered nonfunctional.\""))
5064 game.damage[DDRAY] = 39.95
5066 r = Rand() # Pick failure method
5068 prouts(_("Sulu- \"Captain! It's working!\""))
5070 prouts(_("***RED ALERT! RED ALERT!"))
5072 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5074 prouts(_("***RED ALERT! RED A*L********************************"))
5077 prouts(_("****************** KA-BOOM!!!! *******************"))
5082 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5084 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5086 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5087 prout(_(" have apparently been transformed into strange mutations."))
5088 prout(_(" Vulcans do not seem to be affected."))
5090 prout(_("Kirk- \"Raauch! Raauch!\""))
5095 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5097 proutn(_("Spock- \"I believe the word is"))
5098 prouts(_(" *ASTONISHING*"))
5099 prout(_(" Mr. Sulu."))
5100 for i in range(1, QUADSIZE+1):
5101 for j in range(1, QUADSIZE+1):
5102 if game.quad[i][j] == IHDOT:
5103 game.quad[i][j] = IHQUEST
5104 prout(_(" Captain, our quadrant is now infested with"))
5105 prouts(_(" - - - - - - *THINGS*."))
5107 prout(_(" I have no logical explanation.\""))
5109 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5111 prout(_("Scotty- \"There are so many tribbles down here"))
5112 prout(_(" in Engineering, we can't move for 'em, Captain.\""))