3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
178 SSTDOC = "/usr/share/doc/sst/sst.doc"
181 # Stub to be replaced
182 def _(str): return str
186 NINHAB = (GALSIZE * GALSIZE / 2)
188 PLNETMAX = (NINHAB + MAXUNINHAB)
191 BASEMAX = (GALSIZE * GALSIZE / 12)
194 FULLCREW = 428 # BSD Trek was 387, that's wrong
197 # These functions hide the difference between 0-origin and 1-origin addressing.
198 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
199 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
201 def square(i): return ((i)*(i))
202 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
203 def invalidate(w): w.x = w.y = 0
204 def is_valid(w): return (w.x != 0 and w.y != 0)
206 # How to represent features
231 def __init__(self, x=None, y=None):
234 def invalidate(self):
235 self.x = self.y = None
237 return self.x != None and self.y != None
238 def __eq__(self, other):
239 return other != None and self.x == other.y and self.x == other.y
240 def __add__(self, other):
241 return coord(self.x+self.x, self.y+self.y)
242 def __sub__(self, other):
243 return coord(self.x-self.x, self.y-self.y)
244 def distance(self, other):
245 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
247 return coord(self.x / abs(x), self.y / abs(y));
251 return "%s - %s" % (self.x+1, self.y+1)
256 self.name = None # string-valued if inhabited
257 self.w = coord() # quadrant located
258 self.pclass = None # could be ""M", "N", "O", or "destroyed"
259 self.crystals = "absent"# could be "mined", "present", "absent"
260 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
261 self.inhabited = False # is it inhabites?
272 self.supernova = None
274 self.status = None # Could be "secure", "distressed", "enslaved"
282 def fill2d(size, fillfun):
283 "Fill an empty list in 2D."
285 for i in range(size):
287 for j in range(size):
288 lst[i].append(fillfun(i, j))
293 self.snap = False # snapshot taken
294 self.crew = 0 # crew complement
295 self.remkl = 0 # remaining klingons
296 self.remcom = 0 # remaining commanders
297 self.nscrem = 0 # remaining super commanders
298 self.rembase = 0 # remaining bases
299 self.starkl = 0 # destroyed stars
300 self.basekl = 0 # destroyed bases
301 self.nromrem = 0 # Romulans remaining
302 self.nplankl = 0 # destroyed uninhabited planets
303 self.nworldkl = 0 # destroyed inhabited planets
304 self.planets = [] # Planet information
305 self.date = 0.0 # stardate
306 self.remres = 0 # remaining resources
307 self.remtime = 0 # remaining time
308 self.baseq = [] # Base quadrant coordinates
309 for i in range(BASEMAX):
310 self.baseq.append(coord())
311 self.kcmdr = [] # Commander quadrant coordinates
312 for i in range(QUADSIZE):
313 self.kcmdr.append(coord())
314 self.kscmdr = coord() # Supercommander quadrant coordinates
315 # the galaxy (subscript 0 not used)
316 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
317 # the starchart (subscript 0 not used)
318 self.chart = fill2d(GALSIZE, lambda i, j: page())
322 self.date = None # A real number
323 self.quadrant = None # A coord structure
326 OPTION_ALL = 0xffffffff
327 OPTION_TTY = 0x00000001 # old interface
328 OPTION_CURSES = 0x00000002 # new interface
329 OPTION_IOMODES = 0x00000003 # cover both interfaces
330 OPTION_PLANETS = 0x00000004 # planets and mining
331 OPTION_THOLIAN = 0x00000008 # Tholians and their webs
332 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
333 OPTION_PROBE = 0x00000020 # deep-space probes
334 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
335 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
336 OPTION_MVBADDY = 0x00000100 # more enemies can move
337 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
338 OPTION_BASE = 0x00000400 # bases have good shields
339 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
340 OPTION_PLAIN = 0x01000000 # user chose plain game
341 OPTION_ALMY = 0x02000000 # user chose Almy variant
360 NDEVICES= 16 # Number of devices
369 def damaged(dev): return (game.damage[dev] != 0.0)
370 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
372 # Define future events
373 FSPY = 0 # Spy event happens always (no future[] entry)
374 # can cause SC to tractor beam Enterprise
375 FSNOVA = 1 # Supernova
376 FTBEAM = 2 # Commander tractor beams Enterprise
377 FSNAP = 3 # Snapshot for time warp
378 FBATTAK = 4 # Commander attacks base
379 FCDBAS = 5 # Commander destroys base
380 FSCMOVE = 6 # Supercommander moves (might attack base)
381 FSCDBAS = 7 # Supercommander destroys base
382 FDSPROB = 8 # Move deep space probe
383 FDISTR = 9 # Emit distress call from an inhabited world
384 FENSLV = 10 # Inhabited word is enslaved */
385 FREPRO = 11 # Klingons build a ship in an enslaved system
389 # abstract out the event handling -- underlying data structures will change
390 # when we implement stateful events
392 def findevent(evtype): return game.future[evtype]
396 self.options = None # Game options
397 self.state = snapshot() # A snapshot structure
398 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
399 self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
400 self.kpower = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy energy levels
401 self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy distances
402 self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0) # average distances
403 self.damage = [0.0] * NDEVICES # damage encountered
404 self.future = [] # future events
405 for i in range(NEVENTS):
406 self.future.append(event())
407 self.passwd = None; # Self Destruct password
408 self.ks = fill2d(QUADSIZE, lambda i, j: coord()) # enemy sector locations
409 self.quadrant = None # where we are in the large
410 self.sector = None # where we are in the small
411 self.tholian = None # coordinates of Tholian
412 self.base = None # position of base in current quadrant
413 self.battle = None # base coordinates being attacked
414 self.plnet = None # location of planet in quadrant
415 self.probec = None # current probe quadrant
416 self.gamewon = False # Finished!
417 self.ididit = False # action taken -- allows enemy to attack
418 self.alive = False # we are alive (not killed)
419 self.justin = False # just entered quadrant
420 self.shldup = False # shields are up
421 self.shldchg = False # shield is changing (affects efficiency)
422 self.comhere = False # commander here
423 self.ishere = False # super-commander in quadrant
424 self.iscate = False # super commander is here
425 self.ientesc = False # attempted escape from supercommander
426 self.ithere = False # Tholian is here
427 self.resting = False # rest time
428 self.icraft = False # Kirk in Galileo
429 self.landed = False # party on planet (true), on ship (false)
430 self.alldone = False # game is now finished
431 self.neutz = False # Romulan Neutral Zone
432 self.isarmed = False # probe is armed
433 self.inorbit = False # orbiting a planet
434 self.imine = False # mining
435 self.icrystl = False # dilithium crystals aboard
436 self.iseenit = False # seen base attack report
437 self.thawed = False # thawed game
438 self.condition = None # "green", "yellow", "red", "docked", "dead"
439 self.iscraft = None # "onship", "offship", "removed"
440 self.skill = None # Player skill level
441 self.inkling = 0 # initial number of klingons
442 self.inbase = 0 # initial number of bases
443 self.incom = 0 # initial number of commanders
444 self.inscom = 0 # initial number of commanders
445 self.inrom = 0 # initial number of commanders
446 self.instar = 0 # initial stars
447 self.intorps = 0 # initial/max torpedoes
448 self.torps = 0 # number of torpedoes
449 self.ship = 0 # ship type -- 'E' is Enterprise
450 self.abandoned = 0 # count of crew abandoned in space
451 self.length = 0 # length of game
452 self.klhere = 0 # klingons here
453 self.casual = 0 # causalties
454 self.nhelp = 0 # calls for help
455 self.nkinks = 0 # count of energy-barrier crossings
456 self.iplnet = None # planet # in quadrant
457 self.inplan = 0 # initial planets
458 self.nenhere = 0 # number of enemies in quadrant
459 self.irhere = 0 # Romulans in quadrant
460 self.isatb = 0 # =1 if super commander is attacking base
461 self.tourn = 0 # tournament number
462 self.proben = 0 # number of moves for probe
463 self.nprobes = 0 # number of probes available
464 self.inresor = 0.0 # initial resources
465 self.intime = 0.0 # initial time
466 self.inenrg = 0.0 # initial/max energy
467 self.inshld = 0.0 # initial/max shield
468 self.inlsr = 0.0 # initial life support resources
469 self.indate = 0.0 # initial date
470 self.energy = 0.0 # energy level
471 self.shield = 0.0 # shield level
472 self.warpfac = 0.0 # warp speed
473 self.wfacsq = 0.0 # squared warp factor
474 self.lsupres = 0.0 # life support reserves
475 self.dist = 0.0 # movement distance
476 self.direc = 0.0 # movement direction
477 self.optime = 0.0 # time taken by current operation
478 self.docfac = 0.0 # repair factor when docking (constant?)
479 self.damfac = 0.0 # damage factor
480 self.lastchart = 0.0 # time star chart was last updated
481 self.cryprob = 0.0 # probability that crystal will work
482 self.probex = 0.0 # location of probe
484 self.probeinx = 0.0 # probe x,y increment
485 self.probeiny = 0.0 #
486 self.height = 0.0 # height of orbit around planet
488 # Stas thinks this should be (C expression):
489 # game.state.remkl + game.state.remcom > 0 ?
490 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
491 # He says the existing expression is prone to divide-by-zero errors
492 # after killing the last klingon when score is shown -- perhaps also
493 # if the only remaining klingon is SCOM.
494 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
495 # From enumerated type 'feature'
516 # From enumerated type 'FINTYPE'
540 # From enumerated type 'COLORS'
559 # Code from ai.c begins here
561 def tryexit(look, ienm, loccom, irun):
562 # a bad guy attempts to bug out
564 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
565 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
566 if not VALID_QUADRANT(iq.x,iq.y) or \
567 game.state.galaxy[iq.x][iq.y].supernova or \
568 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
569 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
571 return False; # Romulans cannot escape!
573 # avoid intruding on another commander's territory
575 for n in range(game.state.remcom):
576 if game.state.kcmdr[n] == iq:
578 # refuse to leave if currently attacking starbase
579 if game.battle == game.quadrant:
581 # don't leave if over 1000 units of energy
582 if game.kpower[loccom] > 1000.0:
584 # print escape message and move out of quadrant.
585 # we know this if either short or long range sensors are working
586 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
587 game.condition == docked:
588 crmena(True, ienm, "sector", game.ks[loccom])
589 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
590 # handle local matters related to escape
591 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
592 game.ks[loccom] = game.ks[game.nenhere]
593 game.kavgd[loccom] = game.kavgd[game.nenhere]
594 game.kpower[loccom] = game.kpower[game.nenhere]
595 game.kdist[loccom] = game.kdist[game.nenhere]
598 if game.condition != docked:
600 # Handle global matters related to escape
601 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
602 game.state.galaxy[iq.x][iq.y].klingons += 1
608 schedule(FSCMOVE, 0.2777)
612 for n in range(game.state.remcom):
613 if game.state.kcmdr[n] == game.quadrant:
614 game.state.kcmdr[n]=iq
617 return True; # success
620 # The bad-guy movement algorithm:
622 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
623 # If both are operating full strength, force is 1000. If both are damaged,
624 # force is -1000. Having shields down subtracts an additional 1000.
626 # 2. Enemy has forces equal to the energy of the attacker plus
627 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
628 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
630 # Attacker Initial energy levels (nominal):
631 # Klingon Romulan Commander Super-Commander
632 # Novice 400 700 1200
634 # Good 450 800 1300 1750
635 # Expert 475 850 1350 1875
636 # Emeritus 500 900 1400 2000
637 # VARIANCE 75 200 200 200
639 # Enemy vessels only move prior to their attack. In Novice - Good games
640 # only commanders move. In Expert games, all enemy vessels move if there
641 # is a commander present. In Emeritus games all enemy vessels move.
643 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
644 # forces are 1000 greater than Enterprise.
646 # Agressive action on average cuts the distance between the ship and
647 # the enemy to 1/4 the original.
649 # 4. At lower energy advantage, movement units are proportional to the
650 # advantage with a 650 advantage being to hold ground, 800 to move forward
651 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
653 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
654 # retreat, especially at high skill levels.
656 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
659 def movebaddy(com, loccom, ienm):
660 # tactical movement for the bad guys
661 next = coord(); look = coord()
663 # This should probably be just game.comhere + game.ishere
664 if game.skill >= SKILL_EXPERT:
665 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
667 nbaddys = game.comhere + game.ishere
669 dist1 = game.kdist[loccom]
670 mdist = int(dist1 + 0.5); # Nearest integer distance
672 # If SC, check with spy to see if should hi-tail it
674 (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
678 # decide whether to advance, retreat, or hold position
679 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
681 forces += 1000; # Good for enemy if shield is down!
682 if not damaged(DPHASER) or not damaged(DPHOTON):
683 if damaged(DPHASER): # phasers damaged
686 forces -= 0.2*(game.energy - 2500.0)
687 if damaged(DPHOTON): # photon torpedoes damaged
690 forces -= 50.0*game.torps
692 # phasers and photon tubes both out!
695 if forces <= 1000.0 and game.condition != "docked": # Typical situation
696 motion = ((forces+200.0*random.random())/150.0) - 5.0
698 if forces > 1000.0: # Very strong -- move in for kill
699 motion = (1.0-square(random.random()))*dist1 + 1.0
700 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
701 motion -= game.skill*(2.0-square(random.random()))
703 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
704 # don't move if no motion
707 # Limit motion according to skill
708 if abs(motion) > game.skill:
713 # calculate preferred number of steps
718 if motion > 0 and nsteps > mdist:
719 nsteps = mdist; # don't overshoot
720 if nsteps > QUADSIZE:
721 nsteps = QUADSIZE; # This shouldn't be necessary
723 nsteps = 1; # This shouldn't be necessary
725 proutn("NSTEPS = %d:" % nsteps)
726 # Compute preferred values of delta X and Y
727 mx = game.sector.x - com.x
728 my = game.sector.y - com.y
729 if 2.0 * abs(mx) < abs(my):
731 if 2.0 * abs(my) < abs(game.sector.x-com.x):
745 for ll in range(nsteps):
747 proutn(" %d" % (ll+1))
748 # Check if preferred position available
760 attempts = 0; # Settle mysterious hang problem
761 while attempts < 20 and not success:
763 if look.x < 0 or look.x >= QUADSIZE:
764 if motion < 0 and tryexit(look, ienm, loccom, irun):
766 if krawlx == mx or my == 0:
768 look.x = next.x + krawlx
770 elif look.y < 0 or look.y >= QUADSIZE:
771 if motion < 0 and tryexit(look, ienm, loccom, irun):
773 if krawly == my or mx == 0:
775 look.y = next.y + krawly
777 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
778 # See if we should ram ship
779 if game.quad[look.x][look.y] == game.ship and \
780 (ienm == IHC or ienm == IHS):
783 if krawlx != mx and my != 0:
784 look.x = next.x + krawlx
786 elif krawly != my and mx != 0:
787 look.y = next.y + krawly
790 break; # we have failed
802 # Put commander in place within same quadrant
803 game.quad[com.x][com.y] = IHDOT
804 game.quad[next.x][next.y] = ienm
807 game.ks[loccom] = next
808 game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
809 if not damaged(DSRSENS) or game.condition == docked:
812 proutn(_(" from Sector %s") % com)
813 if game.kdist[loccom] < dist1:
814 proutn(_(" advances to "))
816 proutn(_(" retreats to "))
817 prout("Sector %s." % next)
820 # Klingon tactical movement
823 # Figure out which Klingon is the commander (or Supercommander)
826 for i in range(game.nenhere):
828 if game.quad[w.x][w.y] == IHC:
832 for i in range(game.nenhere):
834 if game.quad[w.x][w.y] == IHS:
837 # If skill level is high, move other Klingons and Romulans too!
838 # Move these last so they can base their actions on what the
840 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
841 for i in range(game.nenhere):
843 if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
844 movebaddy(w, i, game.quad[w.x][w.y])
847 def movescom(iq, avoid):
848 # commander movement helper
849 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
850 game.state.galaxy[iq.x][iq.y].supernova or \
851 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
854 # Avoid quadrants with bases if we want to avoid Enterprise
855 for i in range(game.state.rembase):
856 if game.state.baseq[i] == iq:
858 if game.justin and not game.iscate:
861 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
862 game.state.kscmdr = iq
863 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
865 # SC has scooted, Remove him from current quadrant
871 for i in range(game.nenhere):
872 if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
874 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
875 game.ks[i] = game.ks[game.nenhere]
876 game.kdist[i] = game.kdist[game.nenhere]
877 game.kavgd[i] = game.kavgd[game.nenhere]
878 game.kpower[i] = game.kpower[game.nenhere]
881 if game.condition!=docked:
884 # check for a helpful planet
885 for i in range(game.inplan):
886 if game.state.planets[i].w == game.state.kscmdr and \
887 game.state.planets[i].crystals == "present":
889 game.state.planets[i].pclass = "destroyed"
890 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
893 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
894 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
895 prout(_(" by the Super-commander.\""))
897 return False; # looks good!
899 def supercommander():
900 # move the Super Commander
901 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
904 prout("== SUPERCOMMANDER")
905 # Decide on being active or passive
906 avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
907 (game.state.date-game.indate) < 3.0)
908 if not game.iscate and avoid:
909 # compute move away from Enterprise
910 idelta = game.state.kscmdr-game.quadrant
911 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
913 idelta.x = game.state.kscmdr.y-game.quadrant.y
914 idelta.y = game.quadrant.x-game.state.kscmdr.x
916 # compute distances to starbases
917 if game.state.rembase <= 0:
921 sc = game.state.kscmdr
922 for i in range(game.state.rembase):
923 basetbl.append((i, distance(game.state.baseq[i], sc)))
924 if game.state.rembase > 1:
925 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
926 # look for nearest base without a commander, no Enterprise, and
927 # without too many Klingons, and not already under attack.
928 ifindit = iwhichb = 0
929 for i2 in range(game.state.rembase):
930 i = basetbl[i2][0]; # bug in original had it not finding nearest
931 ibq = game.state.baseq[i]
932 if ibq == game.quadrant or ibq == game.battle or \
933 game.state.galaxy[ibq.x][ibq.y].supernova or \
934 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
936 # if there is a commander, and no other base is appropriate,
937 # we will take the one with the commander
938 for j in range(game.state.remcom):
939 if ibq == game.state.kcmdr[j] and ifindit!= 2:
943 if j > game.state.remcom: # no commander -- use this one
948 return; # Nothing suitable -- wait until next time
949 ibq = game.state.baseq[iwhichb]
950 # decide how to move toward base
951 idelta = ibq - game.state.kscmdr
952 # Maximum movement is 1 quadrant in either or both axes
953 idelta = idelta.sgn()
954 # try moving in both x and y directions
955 # there was what looked like a bug in the Almy C code here,
956 # but it might be this translation is just wrong.
957 iq = game.state.kscmdr + idelta
958 if movescom(iq, avoid):
959 # failed -- try some other maneuvers
960 if idelta.x==0 or idelta.y==0:
963 iq.y = game.state.kscmdr.y + 1
964 if movescom(iq, avoid):
965 iq.y = game.state.kscmdr.y - 1
968 iq.x = game.state.kscmdr.x + 1
969 if movescom(iq, avoid):
970 iq.x = game.state.kscmdr.x - 1
973 # try moving just in x or y
974 iq.y = game.state.kscmdr.y
975 if movescom(iq, avoid):
976 iq.y = game.state.kscmdr.y + idelta.y
977 iq.x = game.state.kscmdr.x
980 if game.state.rembase == 0:
983 for i in range(game.state.rembase):
984 ibq = game.state.baseq[i]
985 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
988 return; # no, don't attack base!
991 schedule(FSCDBAS, 1.0 +2.0*random.random())
992 if is_scheduled(FCDBAS):
993 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
994 if not communicating():
998 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1000 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1001 proutn(_(" It can survive until stardate %d.\"") \
1002 % int(scheduled(FSCDBAS)))
1003 if not game.resting:
1005 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1008 game.resting = False
1009 game.optime = 0.0; # actually finished
1011 # Check for intelligence report
1013 (random.random() > 0.2 or \
1014 (not communicating()) or \
1015 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1018 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1019 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1024 if not game.ithere or game.justin:
1027 if game.tholian.x == 0 and game.tholian.y == 0:
1028 idx = 0; idy = QUADSIZE-1
1029 elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
1030 idx = QUADSIZE-1; idy = QUADSIZE-1
1031 elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1:
1032 idx = QUADSIZE-1; idy = 0
1033 elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0:
1036 # something is wrong!
1040 # do nothing if we are blocked
1041 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
1043 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1045 if game.tholian.x != idx:
1047 im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
1048 while game.tholian.x != idx:
1049 game.tholian.x += im
1050 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1051 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1052 elif game.tholian.y != idy:
1054 im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
1055 while game.tholian.y != idy:
1056 game.tholian.y += im
1057 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1058 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1059 game.quad[game.tholian.x][game.tholian.y] = IHT
1060 game.ks[game.nenhere] = game.tholian
1062 # check to see if all holes plugged
1063 for i in range(QUADSIZE):
1064 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1066 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1068 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1070 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1072 # All plugged up -- Tholian splits
1073 game.quad[game.tholian.x][game.tholian.y]=IHWEB
1075 crmena(True, IHT, "sector", game.tholian)
1076 prout(_(" completes web."))
1081 # Code from battle.c begins here
1083 def doshield(shraise):
1084 # change shield status
1092 if isit("transfer"):
1096 if damaged(DSHIELD):
1097 prout(_("Shields damaged and down."))
1104 proutn(_("Do you wish to change shield energy? "))
1106 proutn(_("Energy to transfer to shields- "))
1108 elif damaged(DSHIELD):
1109 prout(_("Shields damaged and down."))
1112 proutn(_("Shields are up. Do you want them down? "))
1119 proutn(_("Shields are down. Do you want them up? "))
1125 if action == "SHUP": # raise shields
1127 prout(_("Shields already up."))
1131 if game.condition != "docked":
1133 prout(_("Shields raised."))
1134 if game.energy <= 0:
1136 prout(_("Shields raising uses up last of energy."))
1141 elif action == "SHDN":
1143 prout(_("Shields already down."))
1147 prout(_("Shields lowered."))
1150 elif action == "NRG":
1151 while scan() != IHREAL:
1153 proutn(_("Energy to transfer to shields- "))
1157 if aaitem > game.energy:
1158 prout(_("Insufficient ship energy."))
1161 if game.shield+aaitem >= game.inshld:
1162 prout(_("Shield energy maximized."))
1163 if game.shield+aaitem > game.inshld:
1164 prout(_("Excess energy requested returned to ship energy"))
1165 game.energy -= game.inshld-game.shield
1166 game.shield = game.inshld
1168 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
1169 # Prevent shield drain loophole
1171 prout(_("Engineering to bridge--"))
1172 prout(_(" Scott here. Power circuit problem, Captain."))
1173 prout(_(" I can't drain the shields."))
1176 if game.shield+aaitem < 0:
1177 prout(_("All shield energy transferred to ship."))
1178 game.energy += game.shield
1181 proutn(_("Scotty- \""))
1183 prout(_("Transferring energy to shields.\""))
1185 prout(_("Draining energy from shields.\""))
1186 game.shield += aaitem
1187 game.energy -= aaitem
1191 # choose a device to damage, at random.
1193 # Quoth Eric Allman in the code of BSD-Trek:
1194 # "Under certain conditions you can get a critical hit. This
1195 # sort of hit damages devices. The probability that a given
1196 # device is damaged depends on the device. Well protected
1197 # devices (such as the computer, which is in the core of the
1198 # ship and has considerable redundancy) almost never get
1199 # damaged, whereas devices which are exposed (such as the
1200 # warp engines) or which are particularly delicate (such as
1201 # the transporter) have a much higher probability of being
1204 # This is one place where OPTION_PLAIN does not restore the
1205 # original behavior, which was equiprobable damage across
1206 # all devices. If we wanted that, we'd return NDEVICES*random.random()
1207 # and have done with it. Also, in the original game, DNAVYS
1208 # and DCOMPTR were the same device.
1210 # Instead, we use a table of weights similar to the one from BSD Trek.
1211 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1212 # We don't have a cloaking device. The shuttle got the allocation
1213 # for the cloaking device, then we shaved a half-percent off
1214 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1217 105, # DSRSENS: short range scanners 10.5%
1218 105, # DLRSENS: long range scanners 10.5%
1219 120, # DPHASER: phasers 12.0%
1220 120, # DPHOTON: photon torpedoes 12.0%
1221 25, # DLIFSUP: life support 2.5%
1222 65, # DWARPEN: warp drive 6.5%
1223 70, # DIMPULS: impulse engines 6.5%
1224 145, # DSHIELD: deflector shields 14.5%
1225 30, # DRADIO: subspace radio 3.0%
1226 45, # DSHUTTL: shuttle 4.5%
1227 15, # DCOMPTR: computer 1.5%
1228 20, # NAVCOMP: navigation system 2.0%
1229 75, # DTRANSP: transporter 7.5%
1230 20, # DSHCTRL: high-speed shield controller 2.0%
1231 10, # DDRAY: death ray 1.0%
1232 30, # DDSP: deep-space probes 3.0%
1234 idx = random.random() * 1000.0 # weights must sum to 1000
1236 for (i, w) in enumerate(weights):
1240 return None; # we should never get here
1242 def ram(ibumpd, ienm, w):
1243 # make our ship ram something
1244 prouts(_("***RED ALERT! RED ALERT!"))
1246 prout(_("***COLLISION IMMINENT."))
1250 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
1252 proutn(_(" rammed by "))
1255 crmena(False, ienm, sector, w)
1257 proutn(_(" (original position)"))
1259 deadkl(w, ienm, game.sector)
1262 prout(_(" heavily damaged."))
1263 icas = 10 + random.randrange(20)
1264 prout(_("***Sickbay reports %d casualties"), icas)
1266 game.state.crew -= icas
1268 # In the pre-SST2K version, all devices got equiprobably damaged,
1269 # which was silly. Instead, pick up to half the devices at
1270 # random according to our weighting table,
1272 ncrits = random.randrange(NDEVICES/2)
1273 for m in range(ncrits):
1275 if game.damage[dev] < 0:
1277 extradm = (10.0*hardness*random.random()+1.0)*game.damfac
1278 # Damage for at least time of travel!
1279 game.damage[dev] += game.optime + extradm
1281 prout(_("***Shields are down."))
1282 if game.state.remkl + game.state.remcom + game.state.nscrem:
1289 def torpedo(course, r, incoming, i, n):
1290 # let a photon torpedo fly
1293 ac = course + 0.25*r
1294 angle = (15.0-ac)*0.5235988
1295 bullseye = (15.0 - course)*0.5235988
1296 deltax = -math.sin(angle);
1297 deltay = math.cos(angle);
1298 x = incoming.x; y = incoming.y
1299 w = coord(); jw = coord()
1300 w.x = w.y = jw.x = jw.y = 0
1301 bigger = max(math.fabs(deltax), math.fabs(deltay))
1304 if not damaged(DSRSENS) or game.condition=="docked":
1305 setwnd(srscan_window)
1307 setwnd(message_window)
1308 # Loop to move a single torpedo
1309 for l in range(1, 15+1):
1314 if not VALID_SECTOR(w.x, w.y):
1316 iquad=game.quad[w.x][w.y]
1317 tracktorpedo(w, l, i, n, iquad)
1321 setwnd(message_window)
1322 if damaged(DSRSENS) and not game.condition=="docked":
1323 skip(1); # start new line after text track
1324 if iquad in (IHE, IHF): # Hit our ship
1326 proutn(_("Torpedo hits "))
1329 hit = 700.0 + 100.0*random.random() - \
1330 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1331 newcnd(); # we're blown out of dock
1332 # We may be displaced.
1333 if game.landed or game.condition=="docked":
1334 return hit # Cheat if on a planet
1335 ang = angle + 2.5*(random.random()-0.5)
1336 temp = math.fabs(math.sin(ang))
1337 if math.fabs(math.cos(ang)) > temp:
1338 temp = math.fabs(math.cos(ang))
1339 xx = -math.sin(ang)/temp
1340 yy = math.cos(ang)/temp
1343 if not VALID_SECTOR(jw.x, jw.y):
1345 if game.quad[jw.x][jw.y]==IHBLANK:
1348 if game.quad[jw.x][jw.y]!=IHDOT:
1349 # can't move into object
1354 elif iquad in (IHC, IHS): # Hit a commander
1355 if random.random() <= 0.05:
1356 crmena(True, iquad, sector, w)
1357 prout(_(" uses anti-photon device;"))
1358 prout(_(" torpedo neutralized."))
1360 elif iquad in (IHR, IHK): # Hit a regular enemy
1362 for ll in range(game.nenhere):
1363 if w == game.ks[ll]:
1365 kp = math.fabs(game.kpower[ll])
1366 h1 = 700.0 + 100.0*random.random() - \
1367 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1371 if game.kpower[ll] < 0:
1372 game.kpower[ll] -= -h1
1374 game.kpower[ll] -= h1
1375 if game.kpower[ll] == 0:
1378 crmena(True, iquad, "sector", w)
1379 # If enemy damaged but not destroyed, try to displace
1380 ang = angle + 2.5*(random.random()-0.5)
1381 temp = math.fabs(math.sin(ang))
1382 if math.fabs(math.cos(ang)) > temp:
1383 temp = math.fabs(math.cos(ang))
1384 xx = -math.sin(ang)/temp
1385 yy = math.cos(ang)/temp
1388 if not VALID_SECTOR(jw.x, jw.y):
1389 prout(_(" damaged but not destroyed."))
1391 if game.quad[jw.x][jw.y]==IHBLANK:
1392 prout(_(" buffeted into black hole."))
1393 deadkl(w, iquad, jw)
1395 if game.quad[jw.x][jw.y]!=IHDOT:
1396 # can't move into object
1397 prout(_(" damaged but not destroyed."))
1399 proutn(_(" damaged--"))
1403 elif iquad == IHB: # Hit a base
1405 prout(_("***STARBASE DESTROYED.."))
1406 for ll in range(game.state.rembase):
1407 if game.state.baseq[ll] == game.quadrant:
1408 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1410 game.quad[w.x][w.y]=IHDOT
1411 game.state.rembase -= 1
1412 game.base.x=game.base.y=0
1413 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1414 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1415 game.state.basekl += 1
1418 elif iquad == IHP: # Hit a planet
1419 crmena(True, iquad, sector, w)
1420 prout(_(" destroyed."))
1421 game.state.nplankl += 1
1422 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1423 game.iplnet.pclass = "destroyed"
1425 invalidate(game.plnet)
1426 game.quad[w.x][w.y] = IHDOT
1428 # captain perishes on planet
1431 elif iquad == IHW: # Hit an inhabited world -- very bad!
1432 crmena(True, iquad, sector, w)
1433 prout(_(" destroyed."))
1434 game.state.nworldkl += 1
1435 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1436 game.iplnet.pclass = "destroyed"
1438 invalidate(game.plnet)
1439 game.quad[w.x][w.y] = IHDOT
1441 # captain perishes on planet
1443 prout(_("You have just destroyed an inhabited planet."))
1444 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1446 elif iquad == IHSTAR: # Hit a star
1447 if random.random() > 0.10:
1450 crmena(True, IHSTAR, sector, w)
1451 prout(_(" unaffected by photon blast."))
1453 elif iquad == IHQUEST: # Hit a thingy
1454 if not (game.options & OPTION_THINGY) or random.random()>0.7:
1456 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1458 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1460 proutn(_("Mr. Spock-"))
1461 prouts(_(" \"Fascinating!\""))
1466 # Stas Sergeev added the possibility that
1467 # you can shove the Thingy and piss it off.
1468 # It then becomes an enemy and may fire at you.
1474 elif iquad == IHBLANK: # Black hole
1476 crmena(True, IHBLANK, sector, w)
1477 prout(_(" swallows torpedo."))
1479 elif iquad == IHWEB: # hit the web
1481 prout(_("***Torpedo absorbed by Tholian web."))
1483 elif iquad == IHT: # Hit a Tholian
1484 h1 = 700.0 + 100.0*random.random() - \
1485 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1488 game.quad[w.x][w.y] = IHDOT
1493 crmena(True, IHT, sector, w)
1494 if random.random() > 0.05:
1495 prout(_(" survives photon blast."))
1497 prout(_(" disappears."))
1498 game.quad[w.x][w.y] = IHWEB
1505 proutn("Don't know how to handle torpedo collision with ")
1506 crmena(True, iquad, sector, w)
1510 if curwnd!=message_window:
1511 setwnd(message_window)
1513 game.quad[w.x][w.y]=IHDOT
1514 game.quad[jw.x][jw.y]=iquad
1515 prout(_(" displaced by blast to Sector %s ") % jw)
1516 for ll in range(game.nenhere):
1517 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
1521 prout(_("Torpedo missed."))
1525 # critical-hit resolution
1527 # a critical hit occured
1528 if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
1530 ncrit = 1.0 + hit/(500.0+100.0*random.random())
1531 proutn(_("***CRITICAL HIT--"))
1532 # Select devices and cause damage
1534 for loop1 in range(ncrit):
1537 # Cheat to prevent shuttle damage unless on ship
1538 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1541 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
1542 game.damage[j] += extradm
1544 for loop2 in range(loop1):
1545 if j == cdam[loop2]:
1554 prout(_(" damaged."))
1555 if damaged(DSHIELD) and game.shldup:
1556 prout(_("***Shields knocked down."))
1559 def attack(torps_ok):
1560 # bad guy attacks us
1561 # torps_ok == false forces use of phasers in an attack
1562 atackd = False; attempt = False; ihurt = False;
1563 hitmax=0.0; hittot=0.0; chgfac=1.0
1566 # game could be over at this point, check
1570 prout("=== ATTACK!")
1571 # Tholian gets to move before attacking
1574 # if you have just entered the RNZ, you'll get a warning
1575 if game.neutz: # The one chance not to be attacked
1578 # commanders get a chance to tac-move towards you
1579 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1581 # if no enemies remain after movement, we're done
1582 if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
1584 # set up partial hits if attack happens during shield status change
1585 pfac = 1.0/game.inshld
1587 chgfac = 0.25+0.5*random.random()
1589 # message verbosity control
1590 if game.skill <= SKILL_FAIR:
1592 for loop in range(game.nenhere):
1593 if game.kpower[loop] < 0:
1594 continue; # too weak to attack
1595 # compute hit strength and diminish shield power
1597 # Increase chance of photon torpedos if docked or enemy energy low
1598 if game.condition == "docked":
1600 if game.kpower[loop] < 500:
1603 iquad = game.quad[jay.x][jay.y]
1604 if iquad==IHT or (iquad==IHQUEST and not iqengry):
1606 # different enemies have different probabilities of throwing a torp
1607 usephasers = not torps_ok or \
1608 (iquad == IHK and r > 0.0005) or \
1609 (iquad==IHC and r > 0.015) or \
1610 (iquad==IHR and r > 0.3) or \
1611 (iquad==IHS and r > 0.07) or \
1612 (iquad==IHQUEST and r > 0.05)
1613 if usephasers: # Enemy uses phasers
1614 if game.condition == "docked":
1615 continue; # Don't waste the effort!
1616 attempt = True; # Attempt to attack
1617 dustfac = 0.8+0.05*random.random()
1618 hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
1619 game.kpower[loop] *= 0.75
1620 else: # Enemy uses photon torpedo
1621 course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
1623 proutn(_("***TORPEDO INCOMING"))
1624 if not damaged(DSRSENS):
1626 crmena(False, iquad, where, jay)
1629 r = (random.random()+random.random())*0.5 -0.5
1630 r += 0.002*game.kpower[loop]*r
1631 hit = torpedo(course, r, jay, 1, 1)
1632 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1633 finish(FWON); # Klingons did themselves in!
1634 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1635 return; # Supernova or finished
1638 # incoming phaser or torpedo, shields may dissipate it
1639 if game.shldup or game.shldchg or game.condition=="docked":
1640 # shields will take hits
1641 propor = pfac * game.shield
1642 if game.condition =="docked":
1646 hitsh = propor*chgfac*hit+1.0
1648 if absorb > game.shield:
1649 absorb = game.shield
1650 game.shield -= absorb
1652 # taking a hit blasts us out of a starbase dock
1653 if game.condition == "docked":
1655 # but the shields may take care of it
1656 if propor > 0.1 and hit < 0.005*game.energy:
1658 # hit from this opponent got through shields, so take damage
1660 proutn(_("%d unit hit") % int(hit))
1661 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1662 proutn(_(" on the "))
1664 if not damaged(DSRSENS) and usephasers:
1666 crmena(False, iquad, where, jay)
1668 # Decide if hit is critical
1674 if game.energy <= 0:
1675 # Returning home upon your shield, not with it...
1678 if not attempt and game.condition == "docked":
1679 prout(_("***Enemies decide against attacking your ship."))
1682 percent = 100.0*pfac*game.shield+0.5
1684 # Shields fully protect ship
1685 proutn(_("Enemy attack reduces shield strength to "))
1687 # Print message if starship suffered hit(s)
1689 proutn(_("Energy left %2d shields ") % int(game.energy))
1692 elif not damaged(DSHIELD):
1695 proutn(_("damaged, "))
1696 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1697 # Check if anyone was hurt
1698 if hitmax >= 200 or hittot >= 500:
1699 icas= hittot*random.random()*0.015
1702 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1703 prout(_(" in that last attack.\""))
1705 game.state.crew -= icas
1706 # After attack, reset average distance to enemies
1707 for loop in range(game.nenhere):
1708 game.kavgd[loop] = game.kdist[loop]
1712 def deadkl(w, type, mv):
1713 # kill a Klingon, Tholian, Romulan, or Thingy
1714 # Added mv to allow enemy to "move" before dying
1715 crmena(True, type, sector, mv)
1716 # Decide what kind of enemy it is and update appropriately
1718 # chalk up a Romulan
1719 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1721 game.state.nromrem -= 1
1725 elif type == IHQUEST:
1731 # Some type of a Klingon
1732 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1735 game.comhere = False
1736 for i in range(game.state.remcom):
1737 if game.state.kcmdr[i] == game.quadrant:
1739 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1740 game.state.kcmdr[game.state.remcom].x = 0
1741 game.state.kcmdr[game.state.remcom].y = 0
1742 game.state.remcom -= 1
1744 if game.state.remcom != 0:
1745 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1747 game.state.remkl -= 1
1749 game.state.nscrem -= 1
1751 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1756 prout("*** Internal error, deadkl() called on %s\n" % type)
1757 # For each kind of enemy, finish message to player
1758 prout(_(" destroyed."))
1759 game.quad[w.x][w.y] = IHDOT
1760 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1763 # Remove enemy ship from arrays describing local conditions
1764 if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
1766 for i in range(game.nenhere):
1768 for j in range(i, game.nenhere):
1769 game.ks[j] = game.ks[j+1]
1770 game.kpower[j] = game.kpower[j+1]
1771 game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
1772 game.ks[game.nenhere].x = 0
1773 game.ks[game.nenhere].y = 0
1774 game.kdist[game.nenhere] = 0
1775 game.kavgd[game.nenhere] = 0
1776 game.kpower[game.nenhere] = 0
1782 def targetcheck(x, y):
1783 # Return None if target is invalid
1784 if not VALID_SECTOR(x, y):
1787 deltx = 0.1*(y - game.sector.y)
1788 delty = 0.1*(x - game.sector.x)
1789 if deltx==0 and delty== 0:
1791 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1792 prout(_(" I recommend an immediate review of"))
1793 prout(_(" the Captain's psychological profile.\""))
1796 return 1.90985932*math.atan2(deltx, delty)
1799 # launch photon torpedo
1801 if damaged(DPHOTON):
1802 prout(_("Photon tubes damaged."))
1806 prout(_("No torpedoes left."))
1815 prout(_("%d torpedoes left.") % game.torps)
1816 proutn(_("Number of torpedoes to fire- "))
1818 else: # key == IHREAL {
1820 if n <= 0: # abort command
1825 prout(_("Maximum of 3 torpedoes per burst."))
1832 for i in range(1, n+1):
1834 if i==1 and key == IHEOL:
1835 break; # we will try prompting
1836 if i==2 and key == IHEOL:
1837 # direct all torpedoes at one target
1839 targ[i][1] = targ[1][1]
1840 targ[i][2] = targ[1][2]
1841 course[i] = course[1]
1853 course[i] = targetcheck(targ[i][1], targ[i][2])
1854 if course[i] == None:
1857 if i == 1 and key == IHEOL:
1858 # prompt for each one
1859 for i in range(1, n+1):
1860 proutn(_("Target sector for torpedo number %d- ") % i)
1865 targ[i][1] = int(aaitem-0.5)
1870 targ[i][2] = int(aaitem-0.5)
1872 course[i] = targetcheck(targ[i][1], targ[i][2])
1873 if course[i] == None:
1876 # Loop for moving <n> torpedoes
1877 for i in range(1, n+1):
1878 if game.condition != "docked":
1880 r = (random.random()+random.random())*0.5 -0.5
1881 if math.fabs(r) >= 0.47:
1883 r = (random.random()+1.2) * r
1885 prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
1887 prouts(_("***TORPEDO MISFIRES."))
1890 prout(_(" Remainder of burst aborted."))
1891 if random.random() <= 0.2:
1892 prout(_("***Photon tubes damaged by misfire."))
1893 game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
1895 if game.shldup or game.condition == "docked":
1896 r *= 1.0 + 0.0001*game.shield
1897 torpedo(course[i], r, game.sector, i, n)
1898 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1900 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1904 # check for phasers overheating
1906 chekbrn = (rpow-1500.)*0.00038
1907 if random.random() <= chekbrn:
1908 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1909 game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
1911 def checkshctrl(rpow):
1912 # check shield control
1914 if random.random() < 0.998:
1915 prout(_("Shields lowered."))
1917 # Something bad has happened
1918 prouts(_("***RED ALERT! RED ALERT!"))
1920 hit = rpow*game.shield/game.inshld
1921 game.energy -= rpow+hit*0.8
1922 game.shield -= hit*0.2
1923 if game.energy <= 0.0:
1924 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1929 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1931 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1932 icas = hit*random.random()*0.012
1937 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1938 prout(_(" %d casualties so far.\"") % icas)
1940 game.state.crew -= icas
1942 prout(_("Phaser energy dispersed by shields."))
1943 prout(_("Enemy unaffected."))
1948 # register a phaser hit on Klingons and Romulans
1949 nenhr2=game.nenhere; kk=1
1952 for k in range(nenhr2):
1956 dustfac = 0.9 + 0.01*random.random()
1957 hit = wham*math.pow(dustfac,game.kdist[kk])
1958 kpini = game.kpower[kk]
1959 kp = math.fabs(kpini)
1960 if PHASEFAC*hit < kp:
1962 if game.kpower[kk] < 0:
1963 game.kpower[kk] -= -kp
1965 game.kpower[kk] -= kp
1966 kpow = game.kpower[kk]
1969 if not damaged(DSRSENS):
1971 proutn(_("%d unit hit on ") % int(hit))
1973 proutn(_("Very small hit on "))
1974 ienm = game.quad[w.x][w.y]
1978 crmena(False, ienm, "sector", w)
1982 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1986 kk -= 1; # don't do the increment
1987 else: # decide whether or not to emasculate klingon
1988 if kpow > 0 and random.random() >= 0.9 and \
1989 kpow <= ((0.4 + 0.4*random.random())*kpini):
1990 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
1991 prout(_(" has just lost its firepower.\""))
1992 game.kpower[kk] = -kpow
1999 kz = 0; k = 1; irec=0 # Cheating inhibitor
2000 ifast = False; no = False; itarg = True; msgflag = True
2004 # SR sensors and Computer are needed fopr automode
2005 if damaged(DSRSENS) or damaged(DCOMPTR):
2007 if game.condition == "docked":
2008 prout(_("Phasers can't be fired through base shields."))
2011 if damaged(DPHASER):
2012 prout(_("Phaser control damaged."))
2016 if damaged(DSHCTRL):
2017 prout(_("High speed shield control damaged."))
2020 if game.energy <= 200.0:
2021 prout(_("Insufficient energy to activate high-speed shield control."))
2024 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2026 # Original code so convoluted, I re-did it all
2027 # (That was Tom Almy talking about the C code, I think -- ESR)
2028 while automode=="NOTSET":
2033 prout(_("There is no enemy present to select."))
2036 automode="AUTOMATIC"
2040 elif isit("automatic"):
2041 if (not itarg) and game.nenhere != 0:
2042 automode = "FORCEMAN"
2045 prout(_("Energy will be expended into space."))
2046 automode = "AUTOMATIC"
2055 prout(_("Energy will be expended into space."))
2056 automode = "AUTOMATIC"
2058 automode = "FORCEMAN"
2060 automode = "AUTOMATIC"
2064 prout(_("Energy will be expended into space."))
2065 automode = "AUTOMATIC"
2067 automode = "FORCEMAN"
2069 proutn(_("Manual or automatic? "))
2073 if automode == "AUTOMATIC":
2074 if key == IHALPHA and isit("no"):
2077 if key != IHREAL and game.nenhere != 0:
2078 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2083 for i in range(game.nenhere):
2084 irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
2086 proutn(_("%d units required. ") % irec)
2088 proutn(_("Units to fire= "))
2094 proutn(_("Energy available= %.2f") % avail)
2097 if not rpow > avail:
2104 if key == IHALPHA and isit("no"):
2107 game.energy -= 200; # Go and do it!
2108 if checkshctrl(rpow):
2116 for i in range(game.nenhere):
2120 hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
2121 over = (0.01 + 0.05*random.random())*hits[i]
2123 powrem -= hits[i] + over
2124 if powrem <= 0 and temp < hits[i]:
2133 if extra > 0 and not game.alldone:
2135 proutn(_("*** Tholian web absorbs "))
2137 proutn(_("excess "))
2138 prout(_("phaser energy."))
2140 prout(_("%d expended on empty space.") % int(extra))
2141 elif automode == "FORCEMAN":
2144 if damaged(DCOMPTR):
2145 prout(_("Battle computer damaged, manual fire only."))
2148 prouts(_("---WORKING---"))
2150 prout(_("Short-range-sensors-damaged"))
2151 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2152 prout(_("Manual-fire-must-be-used"))
2154 elif automode == "MANUAL":
2156 for k in range(game.nenhere):
2158 ienm = game.quad[aim.x][aim.y]
2160 proutn(_("Energy available= %.2f") % (avail-0.006))
2164 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2165 (ienm == IHC or ienm == IHS):
2167 prout(_(" can't be located without short range scan."))
2170 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2175 if itarg and k > kz:
2176 irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
2179 if not damaged(DCOMPTR):
2184 proutn(_("units to fire at "))
2185 crmena(False, ienm, sector, aim)
2188 if key == IHALPHA and isit("no"):
2196 if k==1: # Let me say I'm baffled by this
2205 # If total requested is too much, inform and start over
2207 prout(_("Available energy exceeded -- try again."))
2210 key = scan(); # scan for next value
2213 # zero energy -- abort
2216 if key == IHALPHA and isit("no"):
2221 game.energy -= 200.0
2222 if checkshctrl(rpow):
2226 # Say shield raised or malfunction, if necessary
2232 if random.random() >= 0.99:
2233 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2234 prouts(_(" CLICK CLICK POP . . ."))
2235 prout(_(" No response, sir!"))
2238 prout(_("Shields raised."))
2243 # Code from events,c begins here.
2245 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2246 # event of each type active at any given time. Mostly these means we can
2247 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2248 # BSD Trek, from which we swiped the idea, can have up to 5.
2250 def unschedule(evtype):
2251 # remove an event from the schedule
2252 game.future[evtype].date = FOREVER
2253 return game.future[evtype]
2255 def is_scheduled(evtype):
2256 # is an event of specified type scheduled
2257 return game.future[evtype].date != FOREVER
2259 def scheduled(evtype):
2260 # when will this event happen?
2261 return game.future[evtype].date
2263 def schedule(evtype, offset):
2264 # schedule an event of specified type
2265 game.future[evtype].date = game.state.date + offset
2266 return game.future[evtype]
2268 def postpone(evtype, offset):
2269 # postpone a scheduled event
2270 game.future[evtype].date += offset
2273 # rest period is interrupted by event
2276 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2278 game.resting = False
2284 # run through the event queue looking for things to do
2286 fintim = game.state.date + game.optime; yank=0
2287 ictbeam = False; istract = False
2288 w = coord(); hold = coord()
2289 ev = event(); ev2 = event()
2292 # tractor beaming cases merge here
2293 yank = math.sqrt(yank)
2295 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2299 prout(_(" caught in long range tractor beam--"))
2300 # If Kirk & Co. screwing around on planet, handle
2301 atover(True) # atover(true) is Grab
2304 if game.icraft: # Caught in Galileo?
2307 # Check to see if shuttle is aboard
2308 if game.iscraft == "offship":
2310 if random.random() > 0.5:
2311 prout(_("Galileo, left on the planet surface, is captured"))
2312 prout(_("by aliens and made into a flying McDonald's."))
2313 game.damage[DSHUTTL] = -10
2314 game.iscraft = "removed"
2316 prout(_("Galileo, left on the planet surface, is well hidden."))
2318 game.quadrant = game.state.kscmdr
2320 game.quadrant = game.state.kcmdr[i]
2321 game.sector = randplace(QUADSIZE)
2323 prout(_(" is pulled to Quadrant %s, Sector %s") \
2324 % (game.quadrant, game.sector))
2326 prout(_("(Remainder of rest/repair period cancelled.)"))
2327 game.resting = False
2329 if not damaged(DSHIELD) and game.shield > 0:
2330 doshield(True) # raise shields
2333 prout(_("(Shields not currently useable.)"))
2335 # Adjust finish time to time of tractor beaming
2336 fintim = game.state.date+game.optime
2338 if game.state.remcom <= 0:
2341 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2344 # Code merges here for any commander destroying base
2345 # Not perfect, but will have to do
2346 # Handle case where base is in same quadrant as starship
2347 if game.battle == game.quadrant:
2348 game.state.chart[game.battle.x][game.battle.y].starbase = False
2349 game.quad[game.base.x][game.base.y] = IHDOT
2350 game.base.x=game.base.y=0
2353 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2354 elif game.state.rembase != 1 and communicating():
2355 # Get word via subspace radio
2358 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2359 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2361 prout(_("the Klingon Super-Commander"))
2363 prout(_("a Klingon Commander"))
2364 game.state.chart[game.battle.x][game.battle.y].starbase = False
2365 # Remove Starbase from galaxy
2366 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2367 for i in range(1, game.state.rembase+1):
2368 if game.state.baseq[i] == game.battle:
2369 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2370 game.state.rembase -= 1
2372 # reinstate a commander's base attack
2376 invalidate(game.battle)
2379 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2380 for i in range(1, NEVENTS):
2381 if i == FSNOVA: proutn("=== Supernova ")
2382 elif i == FTBEAM: proutn("=== T Beam ")
2383 elif i == FSNAP: proutn("=== Snapshot ")
2384 elif i == FBATTAK: proutn("=== Base Attack ")
2385 elif i == FCDBAS: proutn("=== Base Destroy ")
2386 elif i == FSCMOVE: proutn("=== SC Move ")
2387 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2388 elif i == FDSPROB: proutn("=== Probe Move ")
2389 elif i == FDISTR: proutn("=== Distress Call ")
2390 elif i == FENSLV: proutn("=== Enslavement ")
2391 elif i == FREPRO: proutn("=== Klingon Build ")
2393 prout("%.2f" % (scheduled(i)))
2396 radio_was_broken = damaged(DRADIO)
2399 # Select earliest extraneous event, evcode==0 if no events
2404 for l in range(1, NEVENTS):
2405 if game.future[l].date < datemin:
2408 prout("== Event %d fires" % evcode)
2409 datemin = game.future[l].date
2410 xtime = datemin-game.state.date
2411 game.state.date = datemin
2412 # Decrement Federation resources and recompute remaining time
2413 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2415 if game.state.remtime <=0:
2418 # Any crew left alive?
2419 if game.state.crew <=0:
2422 # Is life support adequate?
2423 if damaged(DLIFSUP) and game.condition != "docked":
2424 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2427 game.lsupres -= xtime
2428 if game.damage[DLIFSUP] <= xtime:
2429 game.lsupres = game.inlsr
2432 if game.condition == "docked":
2433 repair /= game.docfac
2434 # Don't fix Deathray here
2435 for l in range(NDEVICES):
2436 if game.damage[l] > 0.0 and l != DDRAY:
2437 if game.damage[l]-repair > 0.0:
2438 game.damage[l] -= repair
2440 game.damage[l] = 0.0
2441 # If radio repaired, update star chart and attack reports
2442 if radio_was_broken and not damaged(DRADIO):
2443 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2444 prout(_(" surveillance reports are coming in."))
2446 if not game.iseenit:
2450 prout(_(" The star chart is now up to date.\""))
2452 # Cause extraneous event EVCODE to occur
2453 game.optime -= xtime
2454 if evcode == FSNOVA: # Supernova
2457 schedule(FSNOVA, expran(0.5*game.intime))
2458 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2460 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2461 if game.state.nscrem == 0 or \
2462 ictbeam or istract or \
2463 game.condition=="docked" or game.isatb==1 or game.iscate:
2465 if game.ientesc or \
2466 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2467 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2468 (damaged(DSHIELD) and \
2469 (game.energy < 2500 or damaged(DPHASER)) and \
2470 (game.torps < 5 or damaged(DPHOTON))):
2473 yank = distance(game.state.kscmdr, game.quadrant)
2478 elif evcode == FTBEAM: # Tractor beam
2479 if game.state.remcom == 0:
2482 i = random.randrange(game.state.remcom)
2483 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
2484 if istract or game.condition == "docked" or yank == 0:
2485 # Drats! Have to reschedule
2487 game.optime + expran(1.5*game.intime/game.state.remcom))
2491 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2492 game.snapsht = game.state
2493 game.state.snap = True
2494 schedule(FSNAP, expran(0.5 * game.intime))
2495 elif evcode == FBATTAK: # Commander attacks starbase
2496 if game.state.remcom==0 or game.state.rembase==0:
2502 for j in range(game.state.rembase):
2503 for k in range(game.state.remcom):
2504 if game.state.baseq[j] == game.state.kcmdr[k] and \
2505 not game.state.baseq[j] == game.quadrant and \
2506 not game.state.baseq[j] == game.state.kscmdr:
2510 if j>game.state.rembase:
2511 # no match found -- try later
2512 schedule(FBATTAK, expran(0.3*game.intime))
2515 # commander + starbase combination found -- launch attack
2516 game.battle = game.state.baseq[j]
2517 schedule(FCDBAS, 1.0+3.0*random.random())
2518 if game.isatb: # extra time if SC already attacking
2519 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2520 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2521 game.iseenit = False
2522 if not communicating():
2523 continue # No warning :-(
2527 proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2528 prout(_(" reports that it is under attack and that it can"))
2529 proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
2533 elif evcode == FSCDBAS: # Supercommander destroys base
2536 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2537 continue # WAS RETURN!
2539 game.battle = game.state.kscmdr
2541 elif evcode == FCDBAS: # Commander succeeds in destroying base
2544 # find the lucky pair
2545 for i in range(game.state.remcom):
2546 if game.state.kcmdr[i] == game.battle:
2548 if i > game.state.remcom or game.state.rembase == 0 or \
2549 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2550 # No action to take after all
2551 invalidate(game.battle)
2554 elif evcode == FSCMOVE: # Supercommander moves
2555 schedule(FSCMOVE, 0.2777)
2556 if not game.ientesc and not istract and game.isatb != 1 and \
2557 (not game.iscate or not game.justin):
2559 elif evcode == FDSPROB: # Move deep space probe
2560 schedule(FDSPROB, 0.01)
2561 game.probex += game.probeinx
2562 game.probey += game.probeiny
2563 i = (int)(game.probex/QUADSIZE +0.05)
2564 j = (int)(game.probey/QUADSIZE + 0.05)
2565 if game.probec.x != i or game.probec.y != j:
2568 if not VALID_QUADRANT(i, j) or \
2569 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2570 # Left galaxy or ran into supernova
2574 proutn(_("Lt. Uhura- \"The deep space probe "))
2575 if not VALID_QUADRANT(j, i):
2576 proutn(_("has left the galaxy"))
2578 proutn(_("is no longer transmitting"))
2582 if not communicating():
2585 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2586 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2587 # Update star chart if Radio is working or have access to radio
2589 chp = game.state.chart[game.probec.x][game.probec.y]
2590 chp.klingons = pdest.klingons
2591 chp.starbase = pdest.starbase
2592 chp.stars = pdest.stars
2593 pdest.charted = True
2594 game.proben -= 1 # One less to travel
2595 if game.proben == 0 and game.isarmed and pdest.stars:
2596 # lets blow the sucker!
2597 supernova(True, game.probec)
2599 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2601 elif evcode == FDISTR: # inhabited system issues distress call
2603 # try a whole bunch of times to find something suitable
2604 for i in range(100):
2605 # need a quadrant which is not the current one,
2606 # which has some stars which are inhabited and
2607 # not already under attack, which is not
2608 # supernova'ed, and which has some Klingons in it
2609 w = randplace(GALSIZE)
2610 q = game.state.galaxy[w.x][w.y]
2611 if not (game.quadrant == w or q.planet == None or \
2612 not q.planet.inhabited or \
2613 q.supernova or q.status!=secure or q.klingons<=0):
2616 # can't seem to find one; ignore this call
2618 prout("=== Couldn't find location for distress event.")
2620 # got one!! Schedule its enslavement
2621 ev = schedule(FENSLV, expran(game.intime))
2623 q.status = distressed
2625 # tell the captain about it if we can
2627 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2629 prout(_("by a Klingon invasion fleet."))
2632 elif evcode == FENSLV: # starsystem is enslaved
2633 ev = unschedule(FENSLV)
2634 # see if current distress call still active
2635 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2639 q.status = "enslaved"
2641 # play stork and schedule the first baby
2642 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2643 ev2.quadrant = ev.quadrant
2645 # report the disaster if we can
2647 prout(_("Uhura- We've lost contact with starsystem %s") % \
2649 prout(_("in Quadrant %s.\n") % ev.quadrant)
2650 elif evcode == FREPRO: # Klingon reproduces
2651 # If we ever switch to a real event queue, we'll need to
2652 # explicitly retrieve and restore the x and y.
2653 ev = schedule(FREPRO, expran(1.0 * game.intime))
2654 # see if current distress call still active
2655 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2659 if game.state.remkl >=MAXKLGAME:
2660 continue # full right now
2661 # reproduce one Klingon
2663 if game.klhere >= MAXKLQUAD:
2665 # this quadrant not ok, pick an adjacent one
2666 for i in range(w.x - 1, w.x + 2):
2667 for j in range(w.y - 1, w.y + 2):
2668 if not VALID_QUADRANT(i, j):
2670 q = game.state.galaxy[w.x][w.y]
2671 # check for this quad ok (not full & no snova)
2672 if q.klingons >= MAXKLQUAD or q.supernova:
2676 continue # search for eligible quadrant failed
2681 game.state.remkl += 1
2683 if game.quadrant == w:
2685 newkling(game.klhere)
2686 # recompute time left
2688 # report the disaster if we can
2690 if game.quadrant == w:
2691 prout(_("Spock- sensors indicate the Klingons have"))
2692 prout(_("launched a warship from %s.") % q.planet)
2694 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2695 if q.planet != None:
2696 proutn(_("near %s") % q.planet)
2697 prout(_("in Quadrant %s.") % w)
2706 proutn(_("How long? "))
2711 origTime = delay = aaitem
2714 if delay >= game.state.remtime or game.nenhere != 0:
2715 proutn(_("Are you sure? "))
2718 # Alternate resting periods (events) with attacks
2722 game.resting = False
2723 if not game.resting:
2724 prout(_("%d stardates left.") % int(game.state.remtime))
2726 temp = game.optime = delay
2728 rtime = 1.0 + random.random()
2732 if game.optime < delay:
2741 # Repair Deathray if long rest at starbase
2742 if origTime-delay >= 9.99 and game.condition == "docked":
2743 game.damage[DDRAY] = 0.0
2744 # leave if quadrant supernovas
2745 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2747 game.resting = False
2750 # A nova occurs. It is the result of having a star hit with a
2751 # photon torpedo, or possibly of a probe warhead going off.
2752 # Stars that go nova cause stars which surround them to undergo
2753 # the same probabilistic process. Klingons next to them are
2754 # destroyed. And if the starship is next to it, it gets zapped.
2755 # If the zap is too much, it gets destroyed.
2759 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2760 newc = coord(); scratch = coord()
2761 if random.random() < 0.05:
2762 # Wow! We've supernova'ed
2763 supernova(False, nov)
2765 # handle initial nova
2766 game.quad[nov.x][nov.y] = IHDOT
2767 crmena(False, IHSTAR, sector, nov)
2769 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2770 game.state.starkl += 1
2772 # Set up stack to recursively trigger adjacent stars
2773 bot = top = top2 = 1
2779 for mm in range(bot, top+1):
2780 for nn in range(1, 3+1): # nn,j represents coordinates around current
2781 for j in range(1, 3+1):
2784 scratch.x = hits[mm][1]+nn-2
2785 scratch.y = hits[mm][2]+j-2
2786 if not VALID_SECTOR(scratch.y, scratch.x):
2788 iquad = game.quad[scratch.x][scratch.y]
2789 # Empty space ends reaction
2790 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2792 elif iquad == IHSTAR: # Affect another star
2793 if random.random() < 0.05:
2794 # This star supernovas
2795 scratch = supernova(False)
2798 hits[top2][1]=scratch.x
2799 hits[top2][2]=scratch.y
2800 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2801 game.state.starkl += 1
2802 crmena(True, IHSTAR, sector, scratch)
2804 game.quad[scratch.x][scratch.y] = IHDOT
2805 elif iquad == IHP: # Destroy planet
2806 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2807 game.state.nplankl += 1
2808 crmena(True, IHP, sector, scratch)
2809 prout(_(" destroyed."))
2810 game.iplnet.pclass = "destroyed"
2812 invalidate(game.plnet)
2816 game.quad[scratch.x][scratch.y] = IHDOT
2817 elif iquad == IHB: # Destroy base
2818 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2819 for i in range(game.state.rembase):
2820 if game.state.baseq[i] == game.quadrant:
2822 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2823 game.state.rembase -= 1
2824 invalidate(game.base)
2825 game.state.basekl += 1
2827 crmena(True, IHB, sector, scratch)
2828 prout(_(" destroyed."))
2829 game.quad[scratch.x][scratch.y] = IHDOT
2830 elif iquad in (IHE, IHF): # Buffet ship
2831 prout(_("***Starship buffeted by nova."))
2833 if game.shield >= 2000.0:
2834 game.shield -= 2000.0
2836 diff = 2000.0 - game.shield
2840 prout(_("***Shields knocked out."))
2841 game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
2843 game.energy -= 2000.0
2844 if game.energy <= 0:
2847 # add in course nova contributes to kicking starship
2848 icx += game.sector.x-hits[mm][1]
2849 icy += game.sector.y-hits[mm][2]
2851 elif iquad == IHK: # kill klingon
2852 deadkl(scratch,iquad, scratch)
2853 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2854 for ll in range(game.nenhere):
2855 if game.ks[ll] == scratch:
2857 game.kpower[ll] -= 800.0 # If firepower is lost, die
2858 if game.kpower[ll] <= 0.0:
2859 deadkl(scratch, iquad, scratch)
2861 newc.x = scratch.x + scratch.x - hits[mm][1]
2862 newc.y = scratch.y + scratch.y - hits[mm][2]
2863 crmena(True, iquad, sector, scratch)
2864 proutn(_(" damaged"))
2865 if not VALID_SECTOR(newc.x, newc.y):
2866 # can't leave quadrant
2869 iquad1 = game.quad[newc.x][newc.y]
2870 if iquad1 == IHBLANK:
2871 proutn(_(", blasted into "))
2872 crmena(False, IHBLANK, sector, newc)
2874 deadkl(scratch, iquad, newc)
2877 # can't move into something else
2880 proutn(_(", buffeted to Sector %s") % newc)
2881 game.quad[scratch.x][scratch.y] = IHDOT
2882 game.quad[newc.x][newc.y] = iquad
2884 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
2893 # Starship affected by nova -- kick it away.
2894 game.dist = kount*0.1
2897 game.direc = course[3*(icx+1)+icy+2]
2898 if game.direc == 0.0:
2900 if game.dist == 0.0:
2902 game.optime = 10.0*game.dist/16.0
2904 prout(_("Force of nova displaces starship."))
2905 imove(novapush=True)
2906 game.optime = 10.0*game.dist/16.0
2909 def supernova(induced, w=None):
2910 # star goes supernova
2917 # Scheduled supernova -- select star
2918 # logic changed here so that we won't favor quadrants in top
2920 for nq.x in range(GALSIZE):
2921 for nq.y in range(GALSIZE):
2922 stars += game.state.galaxy[nq.x][nq.y].stars
2924 return # nothing to supernova exists
2925 num = random.randrange(stars) + 1
2926 for nq.x in range(GALSIZE):
2927 for nq.y in range(GALSIZE):
2928 num -= game.state.galaxy[nq.x][nq.y].stars
2934 proutn("=== Super nova here?")
2937 if not nq == game.quadrant or game.justin:
2938 # it isn't here, or we just entered (treat as enroute)
2941 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2942 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2945 # we are in the quadrant!
2946 num = random.randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2947 for ns.x in range(QUADSIZE):
2948 for ns.y in range(QUADSIZE):
2949 if game.quad[ns.x][ns.y]==IHSTAR:
2956 prouts(_("***RED ALERT! RED ALERT!"))
2958 prout(_("***Incipient supernova detected at Sector %s") % ns)
2959 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2960 proutn(_("Emergency override attempts t"))
2961 prouts("***************")
2966 # destroy any Klingons in supernovaed quadrant
2967 kldead = game.state.galaxy[nq.x][nq.y].klingons
2968 game.state.galaxy[nq.x][nq.y].klingons = 0
2969 if nq == game.state.kscmdr:
2970 # did in the Supercommander!
2971 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2975 if game.state.remcom:
2976 maxloop = game.state.remcom
2977 for l in range(maxloop):
2978 if game.state.kcmdr[l] == nq:
2979 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2980 invalidate(game.state.kcmdr[game.state.remcom])
2981 game.state.remcom -= 1
2983 if game.state.remcom==0:
2986 game.state.remkl -= kldead
2987 # destroy Romulans and planets in supernovaed quadrant
2988 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2989 game.state.galaxy[nq.x][nq.y].romulans = 0
2990 game.state.nromrem -= nrmdead
2992 for loop in range(game.inplan):
2993 if game.state.planets[loop].w == nq:
2994 game.state.planets[loop].pclass = "destroyed"
2996 # Destroy any base in supernovaed quadrant
2997 if game.state.rembase:
2998 maxloop = game.state.rembase
2999 for loop in range(maxloop):
3000 if game.state.baseq[loop] == nq:
3001 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
3002 invalidate(game.state.baseq[game.state.rembase])
3003 game.state.rembase -= 1
3005 # If starship caused supernova, tally up destruction
3007 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
3008 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
3009 game.state.nplankl += npdead
3010 # mark supernova in galaxy and in star chart
3011 if game.quadrant == nq or communicating():
3012 game.state.galaxy[nq.x][nq.y].supernova = True
3013 # If supernova destroys last Klingons give special message
3014 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
3017 prout(_("Lucky you!"))
3018 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
3021 # if some Klingons remain, continue or die in supernova
3026 # Code from finish.c ends here.
3029 # self-destruct maneuver
3030 # Finish with a BANG!
3032 if damaged(DCOMPTR):
3033 prout(_("Computer damaged; cannot execute destruct sequence."))
3035 prouts(_("---WORKING---")); skip(1)
3036 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3037 prouts(" 10"); skip(1)
3038 prouts(" 9"); skip(1)
3039 prouts(" 8"); skip(1)
3040 prouts(" 7"); skip(1)
3041 prouts(" 6"); skip(1)
3043 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3045 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3047 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3051 if game.passwd != citem:
3052 prouts(_("PASSWORD-REJECTED;"))
3054 prouts(_("CONTINUITY-EFFECTED"))
3057 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3058 prouts(" 5"); skip(1)
3059 prouts(" 4"); skip(1)
3060 prouts(" 3"); skip(1)
3061 prouts(" 2"); skip(1)
3062 prouts(" 1"); skip(1)
3063 if random.random() < 0.15:
3064 prouts(_("GOODBYE-CRUEL-WORLD"))
3072 prouts(_("********* Entropy of "))
3074 prouts(_(" maximized *********"))
3078 if game.nenhere != 0:
3079 whammo = 25.0 * game.energy
3081 while l <= game.nenhere:
3082 if game.kpower[l]*game.kdist[l] <= whammo:
3083 deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
3088 "Compute our rate of kils over time."
3089 return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
3093 badpt = 5.0*game.state.starkl + \
3095 10.0*game.state.nplankl + \
3096 300*game.state.nworldkl + \
3098 100.0*game.state.basekl +\
3100 if game.ship == IHF:
3102 elif game.ship == None:
3107 # end the game, with appropriate notfications
3111 prout(_("It is stardate %.1f.") % game.state.date)
3113 if ifin == FWON: # Game has been won
3114 if game.state.nromrem != 0:
3115 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3118 prout(_("You have smashed the Klingon invasion fleet and saved"))
3119 prout(_("the Federation."))
3124 badpt = 0.0 # Close enough!
3125 # killsPerDate >= RateMax
3126 if game.state.date-game.indate < 5.0 or \
3127 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3129 prout(_("In fact, you have done so well that Starfleet Command"))
3130 if game.skill == SKILL_NOVICE:
3131 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3132 elif game.skill == SKILL_FAIR:
3133 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3134 elif game.skill == SKILL_GOOD:
3135 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3136 elif game.skill == SKILL_EXPERT:
3137 prout(_("promotes you to Commodore Emeritus."))
3139 prout(_("Now that you think you're really good, try playing"))
3140 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3141 elif game.skill == SKILL_EMERITUS:
3143 proutn(_("Computer- "))
3144 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3146 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3148 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3150 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3152 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3154 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3156 prout(_("Now you can retire and write your own Star Trek game!"))
3158 elif game.skill >= SKILL_EXPERT:
3159 if game.thawed and not idebug:
3160 prout(_("You cannot get a citation, so..."))
3162 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3166 # Only grant long life if alive (original didn't!)
3168 prout(_("LIVE LONG AND PROSPER."))
3173 elif ifin == FDEPLETE: # Federation Resources Depleted
3174 prout(_("Your time has run out and the Federation has been"))
3175 prout(_("conquered. Your starship is now Klingon property,"))
3176 prout(_("and you are put on trial as a war criminal. On the"))
3177 proutn(_("basis of your record, you are "))
3178 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3179 prout(_("acquitted."))
3181 prout(_("LIVE LONG AND PROSPER."))
3183 prout(_("found guilty and"))
3184 prout(_("sentenced to death by slow torture."))
3188 elif ifin == FLIFESUP:
3189 prout(_("Your life support reserves have run out, and"))
3190 prout(_("you die of thirst, starvation, and asphyxiation."))
3191 prout(_("Your starship is a derelict in space."))
3193 prout(_("Your energy supply is exhausted."))
3195 prout(_("Your starship is a derelict in space."))
3196 elif ifin == FBATTLE:
3199 prout(_("has been destroyed in battle."))
3201 prout(_("Dulce et decorum est pro patria mori."))
3203 prout(_("You have made three attempts to cross the negative energy"))
3204 prout(_("barrier which surrounds the galaxy."))
3206 prout(_("Your navigation is abominable."))
3209 prout(_("Your starship has been destroyed by a nova."))
3210 prout(_("That was a great shot."))
3212 elif ifin == FSNOVAED:
3215 prout(_(" has been fried by a supernova."))
3216 prout(_("...Not even cinders remain..."))
3217 elif ifin == FABANDN:
3218 prout(_("You have been captured by the Klingons. If you still"))
3219 prout(_("had a starbase to be returned to, you would have been"))
3220 prout(_("repatriated and given another chance. Since you have"))
3221 prout(_("no starbases, you will be mercilessly tortured to death."))
3222 elif ifin == FDILITHIUM:
3223 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3224 elif ifin == FMATERIALIZE:
3225 prout(_("Starbase was unable to re-materialize your starship."))
3226 prout(_("Sic transit gloria mundi"))
3227 elif ifin == FPHASER:
3230 prout(_(" has been cremated by its own phasers."))
3232 prout(_("You and your landing party have been"))
3233 prout(_("converted to energy, disipating through space."))
3234 elif ifin == FMINING:
3235 prout(_("You are left with your landing party on"))
3236 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3238 prout(_("They are very fond of \"Captain Kirk\" soup."))
3240 proutn(_("Without your leadership, the "))
3242 prout(_(" is destroyed."))
3243 elif ifin == FDPLANET:
3244 prout(_("You and your mining party perish."))
3246 prout(_("That was a great shot."))
3249 prout(_("The Galileo is instantly annihilated by the supernova."))
3250 prout(_("You and your mining party are atomized."))
3252 proutn(_("Mr. Spock takes command of the "))
3255 prout(_("joins the Romulans, reigning terror on the Federation."))
3256 elif ifin == FPNOVA:
3257 prout(_("You and your mining party are atomized."))
3259 proutn(_("Mr. Spock takes command of the "))
3262 prout(_("joins the Romulans, reigning terror on the Federation."))
3263 elif ifin == FSTRACTOR:
3264 prout(_("The shuttle craft Galileo is also caught,"))
3265 prout(_("and breaks up under the strain."))
3267 prout(_("Your debris is scattered for millions of miles."))
3268 proutn(_("Without your leadership, the "))
3270 prout(_(" is destroyed."))
3272 prout(_("The mutants attack and kill Spock."))
3273 prout(_("Your ship is captured by Klingons, and"))
3274 prout(_("your crew is put on display in a Klingon zoo."))
3275 elif ifin == FTRIBBLE:
3276 prout(_("Tribbles consume all remaining water,"))
3277 prout(_("food, and oxygen on your ship."))
3279 prout(_("You die of thirst, starvation, and asphyxiation."))
3280 prout(_("Your starship is a derelict in space."))
3282 prout(_("Your ship is drawn to the center of the black hole."))
3283 prout(_("You are crushed into extremely dense matter."))
3285 prout(_("Your last crew member has died."))
3286 if game.ship == IHF:
3288 elif game.ship == IHE:
3291 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3292 goodies = game.state.remres/game.inresor
3293 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3294 if goodies/baddies >= 1.0+0.5*random.random():
3295 prout(_("As a result of your actions, a treaty with the Klingon"))
3296 prout(_("Empire has been signed. The terms of the treaty are"))
3297 if goodies/baddies >= 3.0+random.random():
3298 prout(_("favorable to the Federation."))
3300 prout(_("Congratulations!"))
3302 prout(_("highly unfavorable to the Federation."))
3304 prout(_("The Federation will be destroyed."))
3306 prout(_("Since you took the last Klingon with you, you are a"))
3307 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3308 prout(_("statue in your memory. Rest in peace, and try not"))
3309 prout(_("to think about pigeons."))
3314 # compute player's score
3315 timused = game.state.date - game.indate
3317 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3319 perdate = killrate()
3320 ithperd = 500*perdate + 0.5
3323 iwon = 100*game.skill
3324 if game.ship == IHE:
3326 elif game.ship == IHF:
3330 if not game.gamewon:
3331 game.state.nromrem = 0 # None captured if no win
3332 iscore = 10*(game.inkling - game.state.remkl) \
3333 + 50*(game.incom - game.state.remcom) \
3335 + 20*(game.inrom - game.state.nromrem) \
3336 + 200*(game.inscom - game.state.nscrem) \
3337 - game.state.nromrem \
3342 prout(_("Your score --"))
3343 if game.inrom - game.state.nromrem:
3344 prout(_("%6d Romulans destroyed %5d") %
3345 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3346 if game.state.nromrem:
3347 prout(_("%6d Romulans captured %5d") %
3348 (game.state.nromrem, game.state.nromrem))
3349 if game.inkling - game.state.remkl:
3350 prout(_("%6d ordinary Klingons destroyed %5d") %
3351 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3352 if game.incom - game.state.remcom:
3353 prout(_("%6d Klingon commanders destroyed %5d") %
3354 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3355 if game.inscom - game.state.nscrem:
3356 prout(_("%6d Super-Commander destroyed %5d") %
3357 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3359 prout(_("%6.2f Klingons per stardate %5d") %
3361 if game.state.starkl:
3362 prout(_("%6d stars destroyed by your action %5d") %
3363 (game.state.starkl, -5*game.state.starkl))
3364 if game.state.nplankl:
3365 prout(_("%6d planets destroyed by your action %5d") %
3366 (game.state.nplankl, -10*game.state.nplankl))
3367 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3368 prout(_("%6d inhabited planets destroyed by your action %5d") %
3369 (game.state.nplankl, -300*game.state.nworldkl))
3370 if game.state.basekl:
3371 prout(_("%6d bases destroyed by your action %5d") %
3372 (game.state.basekl, -100*game.state.basekl))
3374 prout(_("%6d calls for help from starbase %5d") %
3375 (game.nhelp, -45*game.nhelp))
3377 prout(_("%6d casualties incurred %5d") %
3378 (game.casual, -game.casual))
3380 prout(_("%6d crew abandoned in space %5d") %
3381 (game.abandoned, -3*game.abandoned))
3383 prout(_("%6d ship(s) lost or destroyed %5d") %
3384 (klship, -100*klship))
3386 prout(_("Penalty for getting yourself killed -200"))
3388 proutn(_("Bonus for winning "))
3389 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3390 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3391 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3392 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3393 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3394 prout(" %5d" % iwon)
3396 prout(_("TOTAL SCORE %5d") % iscore)
3399 # emit winner's commemmorative plaque
3402 proutn(_("File or device name for your plaque: "))
3405 fp = open(winner, "w")
3408 prout(_("Invalid name."))
3410 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3412 # The 38 below must be 64 for 132-column paper
3413 nskip = 38 - len(winner)/2
3414 fp.write("\n\n\n\n")
3415 # --------DRAW ENTERPRISE PICTURE.
3416 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3417 fp.write(" EEE E : : : E\n" )
3418 fp.write(" EE EEE E : : NCC-1701 : E\n")
3419 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3420 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3421 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3422 fp.write(" EEEEEEE EEEEE E E E E\n")
3423 fp.write(" EEE E E E E\n")
3424 fp.write(" E E E E\n")
3425 fp.write(" EEEEEEEEEEEEE E E\n")
3426 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3427 fp.write(" :E : EEEE E\n")
3428 fp.write(" .-E -:----- E\n")
3429 fp.write(" :E : E\n")
3430 fp.write(" EE : EEEEEEEE\n")
3431 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3433 fp.write(_(" U. S. S. ENTERPRISE\n"))
3434 fp.write("\n\n\n\n")
3435 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3437 fp.write(_(" Starfleet Command bestows to you\n"))
3439 fp.write("%*s%s\n\n" % (nskip, "", winner))
3440 fp.write(_(" the rank of\n\n"))
3441 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3443 if game.skill == SKILL_EXPERT:
3444 fp.write(_(" Expert level\n\n"))
3445 elif game.skill == SKILL_EMERITUS:
3446 fp.write(_("Emeritus level\n\n"))
3448 fp.write(_(" Cheat level\n\n"))
3449 timestring = ctime()
3450 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3451 (timestring+4, timestring+20, timestring+11))
3452 fp.write(_(" Your score: %d\n\n") % iscore)
3453 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3456 # Code from io.c begins here
3458 rows = linecount = 0 # for paging
3461 fullscreen_window = None
3462 srscan_window = None
3463 report_window = None
3464 status_window = None
3465 lrscan_window = None
3466 message_window = None
3467 prompt_window = None
3471 "wrap up, either normally or due to signal"
3472 if game.options & OPTION_CURSES:
3479 sys.stdout.write('\n')
3485 #setlocale(LC_ALL, "")
3486 #bindtextdomain(PACKAGE, LOCALEDIR)
3487 #textdomain(PACKAGE)
3488 if atexit.register(outro):
3489 sys.stderr.write("Unable to register outro(), exiting...\n")
3491 if not (game.options & OPTION_CURSES):
3492 ln_env = os.getenv("LINES")
3498 stdscr = curses.initscr()
3503 curses.start_color()
3504 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3505 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3506 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3507 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3508 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3509 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3510 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3511 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3513 global fullscreen_window, srscan_window, report_window, status_window
3514 global lrscan_window, message_window, prompt_window
3515 fullscreen_window = stdscr
3516 srscan_window = curses.newwin(12, 25, 0, 0)
3517 report_window = curses.newwin(11, 0, 1, 25)
3518 status_window = curses.newwin(10, 0, 1, 39)
3519 lrscan_window = curses.newwin(5, 0, 0, 64)
3520 message_window = curses.newwin(0, 0, 12, 0)
3521 prompt_window = curses.newwin(1, 0, rows-2, 0)
3522 message_window.scrollok(True)
3523 setwnd(fullscreen_window)
3527 "wait for user action -- OK to do nothing if on a TTY"
3528 if game.options & OPTION_CURSES:
3533 if game.skill > SKILL_FAIR:
3534 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3536 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3540 if game.skill > SKILL_FAIR:
3541 prompt = _("[CONTINUE?]")
3543 prompt = _("[PRESS ENTER TO CONTINUE]")
3545 if game.options & OPTION_CURSES:
3547 setwnd(prompt_window)
3548 prompt_window.wclear()
3549 prompt_window.addstr(prompt)
3550 prompt_window.getstr()
3551 prompt_window.clear()
3552 prompt_window.refresh()
3553 setwnd(message_window)
3556 sys.stdout.write('\n')
3559 for j in range(rows):
3560 sys.stdout.write('\n')
3564 "Skip i lines. Pause game if this would cause a scrolling event."
3565 for dummy in range(i):
3566 if game.options & OPTION_CURSES:
3567 (y, x) = curwnd.getyx()
3568 (my, mx) = curwnd.getmaxyx()
3569 if curwnd == message_window and y >= my - 3:
3577 if rows and linecount >= rows:
3580 sys.stdout.write('\n')
3583 "Utter a line with no following line feed."
3584 if game.options & OPTION_CURSES:
3588 sys.stdout.write(line)
3600 if game.options & OPTION_CURSES:
3607 "Get a line of input."
3608 if game.options & OPTION_CURSES:
3609 line = curwnd.getstr() + "\n"
3612 if replayfp and not replayfp.closed:
3613 line = replayfp.readline()
3621 "Change windows -- OK for this to be a no-op in tty mode."
3623 if game.options & OPTION_CURSES:
3625 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3628 "Clear to end of line -- can be a no-op in tty mode"
3629 if game.options & OPTION_CURSES:
3634 "Clear screen -- can be a no-op in tty mode."
3636 if game.options & OPTION_CURSES:
3642 def textcolor(color):
3643 "Set the current text color"
3644 if game.options & OPTION_CURSES:
3645 if color == DEFAULT:
3647 elif color == BLACK:
3648 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3650 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3651 elif color == GREEN:
3652 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3654 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3656 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3657 elif color == MAGENTA:
3658 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3659 elif color == BROWN:
3660 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3661 elif color == LIGHTGRAY:
3662 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3663 elif color == DARKGRAY:
3664 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3665 elif color == LIGHTBLUE:
3666 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3667 elif color == LIGHTGREEN:
3668 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3669 elif color == LIGHTCYAN:
3670 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3671 elif color == LIGHTRED:
3672 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3673 elif color == LIGHTMAGENTA:
3674 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3675 elif color == YELLOW:
3676 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3677 elif color == WHITE:
3678 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3681 "Set highlight video, if this is reasonable."
3682 if game.options & OPTION_CURSES:
3683 curwnd.attron(curses.A_REVERSE)
3686 # Things past this point have policy implications.
3690 "Hook to be called after moving to redraw maps."
3691 if game.options & OPTION_CURSES:
3694 setwnd(srscan_window)
3698 setwnd(status_window)
3699 status_window.clear()
3700 status_window.move(0, 0)
3701 setwnd(report_window)
3702 report_window.clear()
3703 report_window.move(0, 0)
3705 setwnd(lrscan_window)
3706 lrscan_window.clear()
3707 lrscan_window.move(0, 0)
3710 def put_srscan_sym(w, sym):
3711 "Emit symbol for short-range scan."
3712 srscan_window.move(w.x+1, w.y*2+2)
3713 srscan_window.addch(sym)
3714 srscan_window.refresh()
3717 "Enemy fall down, go boom."
3718 if game.options & OPTION_CURSES:
3720 setwnd(srscan_window)
3721 srscan_window.attron(curses.A_REVERSE)
3722 put_srscan_sym(w, game.quad[w.x][w.y])
3726 srscan_window.attroff(curses.A_REVERSE)
3727 put_srscan_sym(w, game.quad[w.x][w.y])
3728 curses.delay_output(500)
3729 setwnd(message_window)
3732 "Sound and visual effects for teleportation."
3733 if game.options & OPTION_CURSES:
3735 setwnd(message_window)
3737 prouts(" . . . . . ")
3738 if game.options & OPTION_CURSES:
3739 #curses.delay_output(1000)
3743 def tracktorpedo(w, l, i, n, iquad):
3744 "Torpedo-track animation."
3745 if not game.options & OPTION_CURSES:
3749 proutn(_("Track for torpedo number %d- ") % i)
3752 proutn(_("Torpedo track- "))
3755 proutn("%d - %d " % (w.x, w.y))
3757 if not damaged(DSRSENS) or game.condition=="docked":
3758 if i != 1 and l == 1:
3761 if (iquad==IHDOT) or (iquad==IHBLANK):
3762 put_srscan_sym(w, '+')
3766 put_srscan_sym(w, iquad)
3768 curwnd.attron(curses.A_REVERSE)
3769 put_srscan_sym(w, iquad)
3773 curwnd.attroff(curses.A_REVERSE)
3774 put_srscan_sym(w, iquad)
3776 proutn("%d - %d " % (w.x, w.y))
3779 "Display the current galaxy chart."
3780 if game.options & OPTION_CURSES:
3781 setwnd(message_window)
3782 message_window.clear()
3784 if game.options & OPTION_TTY:
3789 def prstat(txt, data):
3791 if game.options & OPTION_CURSES:
3793 setwnd(status_window)
3795 proutn(" " * (NSYM - len(txt)))
3798 if game.options & OPTION_CURSES:
3799 setwnd(report_window)
3801 # Code from moving.c begins here
3803 def imove(novapush):
3804 # movement execution for warp, impulse, supernova, and tractor-beam events
3805 w = coord(); final = coord()
3808 def no_quad_change():
3809 # No quadrant change -- compute new average enemy distances
3810 game.quad[game.sector.x][game.sector.y] = game.ship
3812 for m in range(game.nenhere):
3813 finald = distance(w, game.ks[m])
3814 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
3815 game.kdist[m] = finald
3817 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3819 for m in range(game.nenhere):
3820 game.kavgd[m] = game.kdist[m]
3823 setwnd(message_window)
3826 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3827 game.inorbit = False
3828 angle = ((15.0 - game.direc) * 0.5235988)
3829 deltax = -math.sin(angle)
3830 deltay = math.cos(angle)
3831 if math.fabs(deltax) > math.fabs(deltay):
3832 bigger = math.fabs(deltax)
3834 bigger = math.fabs(deltay)
3837 # If tractor beam is to occur, don't move full distance
3838 if game.state.date+game.optime >= scheduled(FTBEAM):
3840 game.condition = "red"
3841 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3842 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3843 # Move within the quadrant
3844 game.quad[game.sector.x][game.sector.y] = IHDOT
3847 n = int(10.0*game.dist*bigger+0.5)
3849 for m in range(1, n+1):
3854 if not VALID_SECTOR(w.x, w.y):
3855 # Leaving quadrant -- allow final enemy attack
3856 # Don't do it if being pushed by Nova
3857 if game.nenhere != 0 and not novapush:
3859 for m in range(game.nenhere):
3860 finald = distance(w, game.ks[m])
3861 game.kavgd[m] = 0.5 * (finald + game.kdist[m])
3863 # Stas Sergeev added the condition
3864 # that attacks only happen if Klingons
3865 # are present and your skill is good.
3867 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3871 # compute final position -- new quadrant and sector
3872 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3873 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3874 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3875 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3876 # check for edge of galaxy
3886 if w.x >= GALSIZE*QUADSIZE:
3887 w.x = (GALSIZE*QUADSIZE*2) - w.x
3889 if w.y >= GALSIZE*QUADSIZE:
3890 w.y = (GALSIZE*QUADSIZE*2) - w.y
3898 if game.nkinks == 3:
3899 # Three strikes -- you're out!
3903 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3904 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3905 prout(_("YOU WILL BE DESTROYED."))
3906 # Compute final position in new quadrant
3907 if trbeam: # Don't bother if we are to be beamed
3909 game.quadrant.x = w.x/QUADSIZE
3910 game.quadrant.y = w.y/QUADSIZE
3911 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3912 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3914 prout(_("Entering Quadrant %s.") % game.quadrant)
3915 game.quad[game.sector.x][game.sector.y] = game.ship
3917 if game.skill>SKILL_NOVICE:
3920 iquad = game.quad[w.x][w.y]
3922 # object encountered in flight path
3923 stopegy = 50.0*game.dist/game.optime
3924 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3925 if iquad in (IHT, IHK, OHC, IHS, IHR, IHQUEST):
3927 ram(False, iquad, game.sector)
3929 elif iquad == IHBLANK:
3931 prouts(_("***RED ALERT! RED ALERT!"))
3935 proutn(_(" pulled into black hole at Sector %s") % w)
3937 # Getting pulled into a black hole was certain
3938 # death in Almy's original. Stas Sergeev added a
3939 # possibility that you'll get timewarped instead.
3942 for m in range(NDEVICES):
3943 if game.damage[m]>0:
3945 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3946 if (game.options & OPTION_BLKHOLE) and random.random()>probf:
3956 proutn(_(" encounters Tholian web at %s;") % w)
3958 proutn(_(" blocked by object at %s;") % w)
3959 proutn(_("Emergency stop required "))
3960 prout(_("%2d units of energy.") % int(stopegy))
3961 game.energy -= stopegy
3962 final.x = x-deltax+0.5
3963 final.y = y-deltay+0.5
3965 if game.energy <= 0:
3971 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3978 # dock our ship at a starbase
3980 if game.condition == "docked" and verbose:
3981 prout(_("Already docked."))
3984 prout(_("You must first leave standard orbit."))
3986 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3988 prout(_(" not adjacent to base."))
3990 game.condition = "docked"
3994 if game.energy < game.inenrg:
3995 game.energy = game.inenrg
3996 game.shield = game.inshld
3997 game.torps = game.intorps
3998 game.lsupres = game.inlsr
3999 game.state.crew = FULLCREW
4000 if not damaged(DRADIO) and \
4001 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
4002 # get attack report from base
4003 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
4007 # This program originally required input in terms of a (clock)
4008 # direction and distance. Somewhere in history, it was changed to
4009 # cartesian coordinates. So we need to convert. Probably
4010 # "manual" input should still be done this way -- it's a real
4011 # pain if the computer isn't working! Manual mode is still confusing
4012 # because it involves giving x and y motions, yet the coordinates
4013 # are always displayed y - x, where +y is downward!
4015 def getcourse(isprobe, akey):
4016 # get course and distance
4018 dquad = copy.copy(game.quadrant)
4019 navmode = "unspecified"
4023 if game.landed and not isprobe:
4024 prout(_("Dummy! You can't leave standard orbit until you"))
4025 proutn(_("are back aboard the ship."))
4028 while navmode == "unspecified":
4029 if damaged(DNAVSYS):
4031 prout(_("Computer damaged; manual navigation only"))
4033 prout(_("Computer damaged; manual movement only"))
4038 if isprobe and akey != -1:
4039 # For probe launch, use pre-scanned value first time
4045 proutn(_("Manual or automatic- "))
4048 elif key == IHALPHA:
4053 elif isit("automatic"):
4054 navmode = "automatic"
4063 prout(_("(Manual navigation assumed.)"))
4065 prout(_("(Manual movement assumed.)"))
4068 if navmode == "automatic":
4071 proutn(_("Target quadrant or quadrant§or- "))
4073 proutn(_("Destination sector or quadrant§or- "))
4080 xi = int(round(aaitem))-1
4085 xj = int(round(aaitem))-1
4088 # both quadrant and sector specified
4089 xk = int(round(aaitem))-1
4094 xl = int(round(aaitem))-1
4100 # only one pair of numbers was specified
4102 # only quadrant specified -- go to center of dest quad
4105 dsect.y = dsect.x = 4 # preserves 1-origin behavior
4107 # only sector specified
4111 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
4118 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4120 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4121 # the actual deltas get computed here
4122 deltax = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
4123 deltay = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
4126 proutn(_("X and Y displacements- "))
4140 # Check for zero movement
4141 if deltax == 0 and deltay == 0:
4144 if itemp == "verbose" and not isprobe:
4146 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4147 # Course actually laid in.
4148 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4149 game.direc = math.atan2(deltax, deltay)*1.90985932
4150 if game.direc < 0.0:
4156 # move under impulse power
4158 if damaged(DIMPULS):
4161 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4163 if game.energy > 30.0:
4164 if not getcourse(isprobe=False, akey=0):
4166 power = 20.0 + 100.0*game.dist
4169 if power >= game.energy:
4170 # Insufficient power for trip
4172 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4173 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4174 if game.energy > 30:
4175 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4176 int(0.01 * (game.energy-20.0)-0.05))
4177 prout(_(" quadrants.\""))
4179 prout(_("quadrant. They are, therefore, useless.\""))
4182 # Make sure enough time is left for the trip
4183 game.optime = game.dist/0.095
4184 if game.optime >= game.state.remtime:
4185 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4186 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4187 proutn(_("we dare spend the time?\" "))
4190 # Activate impulse engines and pay the cost
4191 imove(novapush=False)
4195 power = 20.0 + 100.0*game.dist
4196 game.energy -= power
4197 game.optime = game.dist/0.095
4198 if game.energy <= 0:
4203 # move under warp drive
4204 blooey = False; twarp = False
4205 if not timewarp: # Not WARPX entry
4207 if game.damage[DWARPEN] > 10.0:
4210 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4212 if damaged(DWARPEN) and game.warpfac > 4.0:
4215 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4216 prout(_(" is repaired, I can only give you warp 4.\""))
4218 # Read in course and distance
4219 if not getcourse(isprobe=False, akey=0):
4221 # Make sure starship has enough energy for the trip
4222 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4223 if power >= game.energy:
4224 # Insufficient power for trip
4227 prout(_("Engineering to bridge--"))
4228 if not game.shldup or 0.5*power > game.energy:
4229 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4231 prout(_("We can't do it, Captain. We don't have enough energy."))
4233 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4236 prout(_("if you'll lower the shields."))
4240 prout(_("We haven't the energy to go that far with the shields up."))
4243 # Make sure enough time is left for the trip
4244 game.optime = 10.0*game.dist/game.wfacsq
4245 if game.optime >= 0.8*game.state.remtime:
4247 prout(_("First Officer Spock- \"Captain, I compute that such"))
4248 proutn(_(" a trip would require approximately %2.0f") %
4249 (100.0*game.optime/game.state.remtime))
4250 prout(_(" percent of our"))
4251 proutn(_(" remaining time. Are you sure this is wise?\" "))
4257 if game.warpfac > 6.0:
4258 # Decide if engine damage will occur
4259 prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
4260 if prob > random.random():
4262 game.dist = random.random()*game.dist
4263 # Decide if time warp will occur
4264 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
4266 if idebug and game.warpfac==10 and not twarp:
4268 proutn("=== Force time warp? ")
4272 # If time warp or engine damage, check path
4273 # If it is obstructed, don't do warp or damage
4274 angle = ((15.0-game.direc)*0.5235998)
4275 deltax = -math.sin(angle)
4276 deltay = math.cos(angle)
4277 if math.fabs(deltax) > math.fabs(deltay):
4278 bigger = math.fabs(deltax)
4280 bigger = math.fabs(deltay)
4284 n = 10.0 * game.dist * bigger +0.5
4287 for l in range(1, n+1):
4292 if not VALID_SECTOR(ix, iy):
4294 if game.quad[ix][iy] != IHDOT:
4297 # Activate Warp Engines and pay the cost
4298 imove(novapush=False)
4301 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4302 if game.energy <= 0:
4304 game.optime = 10.0*game.dist/game.wfacsq
4308 game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
4310 prout(_("Engineering to bridge--"))
4311 prout(_(" Scott here. The warp engines are damaged."))
4312 prout(_(" We'll have to reduce speed to warp 4."))
4317 # change the warp factor
4323 proutn(_("Warp factor- "))
4328 if game.damage[DWARPEN] > 10.0:
4329 prout(_("Warp engines inoperative."))
4331 if damaged(DWARPEN) and aaitem > 4.0:
4332 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4333 prout(_(" but right now we can only go warp 4.\""))
4336 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4339 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4341 oldfac = game.warpfac
4342 game.warpfac = aaitem
4343 game.wfacsq=game.warpfac*game.warpfac
4344 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4345 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4348 if game.warpfac < 8.00:
4349 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4351 if game.warpfac == 10.0:
4352 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4354 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4358 # cope with being tossed out of quadrant by supernova or yanked by beam
4360 # is captain on planet?
4362 if damaged(DTRANSP):
4365 prout(_("Scotty rushes to the transporter controls."))
4367 prout(_("But with the shields up it's hopeless."))
4369 prouts(_("His desperate attempt to rescue you . . ."))
4370 if random.random() <= 0.5:
4374 prout(_("SUCCEEDS!"))
4377 proutn(_("The crystals mined were "))
4378 if random.random() <= 0.25:
4385 # Check to see if captain in shuttle craft
4390 # Inform captain of attempt to reach safety
4394 prouts(_("***RED ALERT! RED ALERT!"))
4398 prout(_(" has stopped in a quadrant containing"))
4399 prouts(_(" a supernova."))
4401 proutn(_("***Emergency automatic override attempts to hurl "))
4404 prout(_("safely out of quadrant."))
4405 if not damaged(DRADIO):
4406 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4407 # Try to use warp engines
4408 if damaged(DWARPEN):
4410 prout(_("Warp engines damaged."))
4413 game.warpfac = 6.0+2.0*random.random()
4414 game.wfacsq = game.warpfac * game.warpfac
4415 prout(_("Warp factor set to %d") % int(game.warpfac))
4416 power = 0.75*game.energy
4417 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4418 distreq = 1.4142+random.random()
4419 if distreq < game.dist:
4421 game.optime = 10.0*game.dist/game.wfacsq
4422 game.direc = 12.0*random.random() # How dumb!
4424 game.inorbit = False
4427 # This is bad news, we didn't leave quadrant.
4431 prout(_("Insufficient energy to leave quadrant."))
4434 # Repeat if another snova
4435 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4437 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4438 finish(FWON) # Snova killed remaining enemy.
4441 # let's do the time warp again
4442 prout(_("***TIME WARP ENTERED."))
4443 if game.state.snap and random.random() < 0.5:
4445 prout(_("You are traveling backwards in time %d stardates.") %
4446 int(game.state.date-game.snapsht.date))
4447 game.state = game.snapsht
4448 game.state.snap = False
4449 if game.state.remcom:
4450 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4451 schedule(FBATTAK, expran(0.3*game.intime))
4452 schedule(FSNOVA, expran(0.5*game.intime))
4453 # next snapshot will be sooner
4454 schedule(FSNAP, expran(0.25*game.state.remtime))
4456 if game.state.nscrem:
4457 schedule(FSCMOVE, 0.2777)
4461 invalidate(game.battle)
4463 # Make sure Galileo is consistant -- Snapshot may have been taken
4464 # when on planet, which would give us two Galileos!
4466 for l in range(game.inplan):
4467 if game.state.planets[l].known == "shuttle_down":
4469 if game.iscraft == "onship" and game.ship==IHE:
4470 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4471 game.iscraft = "offship"
4472 # Likewise, if in the original time the Galileo was abandoned, but
4473 # was on ship earlier, it would have vanished -- let's restore it.
4474 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4475 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4476 game.iscraft = "onship"
4478 # * There used to be code to do the actual reconstrction here,
4479 # * but the starchart is now part of the snapshotted galaxy state.
4481 prout(_("Spock has reconstructed a correct star chart from memory"))
4483 # Go forward in time
4484 game.optime = -0.5*game.intime*math.log(random.random())
4485 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4486 # cheat to make sure no tractor beams occur during time warp
4487 postpone(FTBEAM, game.optime)
4488 game.damage[DRADIO] += game.optime
4490 events() # Stas Sergeev added this -- do pending events
4493 # launch deep-space probe
4494 # New code to launch a deep space probe
4495 if game.nprobes == 0:
4498 if game.ship == IHE:
4499 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4501 prout(_("Ye Faerie Queene has no deep space probes."))
4506 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4508 if is_scheduled(FDSPROB):
4511 if damaged(DRADIO) and game.condition != "docked":
4512 prout(_("Spock- \"Records show the previous probe has not yet"))
4513 prout(_(" reached its destination.\""))
4515 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4519 # slow mode, so let Kirk know how many probes there are left
4520 if game.nprobes == 1:
4521 prout(_("1 probe left."))
4523 prout(_("%d probes left") % game.nprobes)
4524 proutn(_("Are you sure you want to fire a probe? "))
4527 game.isarmed = False
4528 if key == IHALPHA and citem == "armed":
4532 proutn(_("Arm NOVAMAX warhead? "))
4534 if not getcourse(isprobe=True, akey=key):
4537 angle = ((15.0 - game.direc) * 0.5235988)
4538 game.probeinx = -math.sin(angle)
4539 game.probeiny = math.cos(angle)
4540 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4541 bigger = math.fabs(game.probeinx)
4543 bigger = math.fabs(game.probeiny)
4544 game.probeiny /= bigger
4545 game.probeinx /= bigger
4546 game.proben = 10.0*game.dist*bigger +0.5
4547 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4548 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4549 game.probec = game.quadrant
4550 schedule(FDSPROB, 0.01) # Time to move one sector
4551 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4555 # Here's how the mayday code works:
4557 # First, the closest starbase is selected. If there is a a starbase
4558 # in your own quadrant, you are in good shape. This distance takes
4559 # quadrant distances into account only.
4561 # A magic number is computed based on the distance which acts as the
4562 # probability that you will be rematerialized. You get three tries.
4564 # When it is determined that you should be able to be rematerialized
4565 # (i.e., when the probability thing mentioned above comes up
4566 # positive), you are put into that quadrant (anywhere). Then, we try
4567 # to see if there is a spot adjacent to the star- base. If not, you
4568 # can't be rematerialized!!! Otherwise, it drops you there. It only
4569 # tries five times to find a spot to drop you. After that, it's your
4573 # yell for help from nearest starbase
4574 # There's more than one way to move in this game!
4577 # Test for conditions which prevent calling for help
4578 if game.condition == "docked":
4579 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4582 prout(_("Subspace radio damaged."))
4584 if game.state.rembase==0:
4585 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4588 proutn(_("You must be aboard the "))
4592 # OK -- call for help from nearest starbase
4595 # There's one in this quadrant
4596 ddist = distance(game.base, game.sector)
4599 for m in range(game.state.rembase):
4600 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4604 # Since starbase not in quadrant, set up new quadrant
4605 game.quadrant = game.state.baseq[line]
4607 # dematerialize starship
4608 game.quad[game.sector.x][game.sector.y]=IHDOT
4609 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4611 prout(_(" dematerializes."))
4613 for m in range(1, 5+1):
4614 ix = game.base.x+3.0*random.random()-1
4615 iy = game.base.y+3.0*random.random()-1
4616 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4617 # found one -- finish up
4621 if not is_valid(game.sector):
4622 prout(_("You have been lost in space..."))
4623 finish(FMATERIALIZE)
4625 # Give starbase three chances to rematerialize starship
4626 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4627 for m in range(1, 3+1):
4628 if m == 1: proutn(_("1st"))
4629 elif m == 2: proutn(_("2nd"))
4630 elif m == 3: proutn(_("3rd"))
4631 proutn(_(" attempt to re-materialize "))
4633 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4636 if random.random() > probf:
4639 curses.delay_output(500)
4642 game.quad[ix][iy]=IHQUEST
4645 setwnd(message_window)
4646 finish(FMATERIALIZE)
4648 game.quad[ix][iy]=game.ship
4650 prout(_("succeeds."))
4654 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4656 # Abandon Ship (the BSD-Trek description)
4658 # The ship is abandoned. If your current ship is the Faire
4659 # Queene, or if your shuttlecraft is dead, you're out of
4660 # luck. You need the shuttlecraft in order for the captain
4661 # (that's you!!) to escape.
4663 # Your crew can beam to an inhabited starsystem in the
4664 # quadrant, if there is one and if the transporter is working.
4665 # If there is no inhabited starsystem, or if the transporter
4666 # is out, they are left to die in outer space.
4668 # If there are no starbases left, you are captured by the
4669 # Klingons, who torture you mercilessly. However, if there
4670 # is at least one starbase, you are returned to the
4671 # Federation in a prisoner of war exchange. Of course, this
4672 # can't happen unless you have taken some prisoners.
4677 if game.condition=="docked":
4679 prout(_("You cannot abandon Ye Faerie Queene."))
4682 # Must take shuttle craft to exit
4683 if game.damage[DSHUTTL]==-1:
4684 prout(_("Ye Faerie Queene has no shuttle craft."))
4686 if game.damage[DSHUTTL]<0:
4687 prout(_("Shuttle craft now serving Big Macs."))
4689 if game.damage[DSHUTTL]>0:
4690 prout(_("Shuttle craft damaged."))
4693 prout(_("You must be aboard the ship."))
4695 if game.iscraft != "onship":
4696 prout(_("Shuttle craft not currently available."))
4698 # Print abandon ship messages
4700 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4702 prouts(_("***ALL HANDS ABANDON SHIP!"))
4704 prout(_("Captain and crew escape in shuttle craft."))
4705 if game.state.rembase==0:
4706 # Oops! no place to go...
4709 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4711 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4712 prout(_("Remainder of ship's complement beam down"))
4713 prout(_("to nearest habitable planet."))
4714 elif q.planet != None and not damaged(DTRANSP):
4715 prout(_("Remainder of ship's complement beam down to %s.") %
4718 prout(_("Entire crew of %d left to die in outer space.") %
4720 game.casual += game.state.crew
4721 game.abandoned += game.state.crew
4723 # If at least one base left, give 'em the Faerie Queene
4725 game.icrystl = False # crystals are lost
4726 game.nprobes = 0 # No probes
4727 prout(_("You are captured by Klingons and released to"))
4728 prout(_("the Federation in a prisoner-of-war exchange."))
4729 nb = random.random()*game.state.rembase+1
4730 # Set up quadrant and position FQ adjacient to base
4731 if not game.quadrant == game.state.baseq[nb]:
4732 game.quadrant = game.state.baseq[nb]
4733 game.sector.x = game.sector.y = 5
4736 # position next to base by trial and error
4737 game.quad[game.sector.x][game.sector.y] = IHDOT
4738 for l in range(QUADSIZE):
4739 game.sector.x = 3.0*random.random() - 1.0 + game.base.x
4740 game.sector.y = 3.0*random.random() - 1.0 + game.base.y
4741 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4742 game.quad[game.sector.x][game.sector.y] == IHDOT:
4745 break # found a spot
4746 game.sector.x=QUADSIZE/2
4747 game.sector.y=QUADSIZE/2
4749 # Get new commission
4750 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4751 game.state.crew = FULLCREW
4752 prout(_("Starfleet puts you in command of another ship,"))
4753 prout(_("the Faerie Queene, which is antiquated but,"))
4754 prout(_("still useable."))
4756 prout(_("The dilithium crystals have been moved."))
4758 game.iscraft = "offship" # Galileo disappears
4760 game.condition="docked"
4761 for l in range(NDEVICES):
4762 game.damage[l] = 0.0
4763 game.damage[DSHUTTL] = -1
4764 game.energy = game.inenrg = 3000.0
4765 game.shield = game.inshld = 1250.0
4766 game.torps = game.intorps = 6
4767 game.lsupres=game.inlsr=3.0
4773 # Code from planets.c begins here.
4776 # abort a lengthy operation if an event interrupts it
4779 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4784 # report on (uninhabited) planets in the galaxy
4788 prout(_("Spock- \"Planet report follows, Captain.\""))
4790 for i in range(game.inplan):
4791 if game.state.planets[i].pclass == "destroyed":
4793 if (game.state.planets[i].known != "unknown" \
4794 and not game.state.planets[i].inhabited) \
4797 if idebug and game.state.planets[i].known=="unknown":
4798 proutn("(Unknown) ")
4799 proutn(_("Quadrant %s") % game.state.planets[i].w)
4800 proutn(_(" class "))
4801 proutn(game.state.planets[i].pclass)
4803 if game.state.planets[i].crystals != present:
4805 prout(_("dilithium crystals present."))
4806 if game.state.planets[i].known=="shuttle_down":
4807 prout(_(" Shuttle Craft Galileo on surface."))
4809 prout(_("No information available."))
4812 # enter standard orbit
4816 prout(_("Already in standard orbit."))
4818 if damaged(DWARPEN) and damaged(DIMPULS):
4819 prout(_("Both warp and impulse engines damaged."))
4821 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4823 prout(_(" not adjacent to planet."))
4826 game.optime = 0.02+0.03*random.random()
4827 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4831 game.height = (1400.0+7200.0*random.random())
4832 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4837 # examine planets in this quadrant
4838 if damaged(DSRSENS):
4839 if game.options & OPTION_TTY:
4840 prout(_("Short range sensors damaged."))
4842 if game.iplnet == None:
4843 if game.options & OPTION_TTY:
4844 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4846 if game.iplnet.known == "unknown":
4847 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4849 prout(_(" Planet at Sector %s is of class %s.") %
4850 (game.plnet, game.iplnet.pclass))
4851 if game.iplnet.known=="shuttle_down":
4852 prout(_(" Sensors show Galileo still on surface."))
4853 proutn(_(" Readings indicate"))
4854 if game.iplnet.crystals != "present":
4856 prout(_(" dilithium crystals present.\""))
4857 if game.iplnet.known == "unknown":
4858 game.iplnet.known = "known"
4859 elif game.iplnet.inhabited:
4860 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4861 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4864 # use the transporter
4868 if damaged(DTRANSP):
4869 prout(_("Transporter damaged."))
4870 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4872 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4876 if not game.inorbit:
4878 prout(_(" not in standard orbit."))
4881 prout(_("Impossible to transport through shields."))
4883 if game.iplnet.known=="unknown":
4884 prout(_("Spock- \"Captain, we have no information on this planet"))
4885 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4886 prout(_(" you may not go down.\""))
4888 if not game.landed and game.iplnet.crystals=="absent":
4889 prout(_("Spock- \"Captain, I fail to see the logic in"))
4890 prout(_(" exploring a planet with no dilithium crystals."))
4891 proutn(_(" Are you sure this is wise?\" "))
4895 if not (game.options & OPTION_PLAIN):
4896 nrgneed = 50 * game.skill + game.height / 100.0
4897 if nrgneed > game.energy:
4898 prout(_("Engineering to bridge--"))
4899 prout(_(" Captain, we don't have enough energy for transportation."))
4901 if not game.landed and nrgneed * 2 > game.energy:
4902 prout(_("Engineering to bridge--"))
4903 prout(_(" Captain, we have enough energy only to transport you down to"))
4904 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4905 if game.iplnet.known == "shuttle_down":
4906 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4907 proutn(_(" Are you sure this is wise?\" "))
4912 # Coming from planet
4913 if game.iplnet.known=="shuttle_down":
4914 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4918 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4919 prout(_("Landing party assembled, ready to beam up."))
4921 prout(_("Kirk whips out communicator..."))
4922 prouts(_("BEEP BEEP BEEP"))
4924 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4927 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4929 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4931 prout(_("Kirk- \"Energize.\""))
4934 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4936 if random.random() > 0.98:
4937 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4939 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4942 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4943 game.landed = not game.landed
4944 game.energy -= nrgneed
4946 prout(_("Transport complete."))
4947 if game.landed and game.iplnet.known=="shuttle_down":
4948 prout(_("The shuttle craft Galileo is here!"))
4949 if not game.landed and game.imine:
4956 # strip-mine a world for dilithium
4960 prout(_("Mining party not on planet."))
4962 if game.iplnet.crystals == "mined":
4963 prout(_("This planet has already been strip-mined for dilithium."))
4965 elif game.iplnet.crystals == "absent":
4966 prout(_("No dilithium crystals on this planet."))
4969 prout(_("You've already mined enough crystals for this trip."))
4971 if game.icrystl and game.cryprob == 0.05:
4972 proutn(_("With all those fresh crystals aboard the "))
4975 prout(_("there's no reason to mine more at this time."))
4977 game.optime = (0.1+0.2*random.random())*game.iplnet.pclass
4980 prout(_("Mining operation complete."))
4981 game.iplnet.crystals = "mined"
4982 game.imine = game.ididit = True
4985 # use dilithium crystals
4989 if not game.icrystl:
4990 prout(_("No dilithium crystals available."))
4992 if game.energy >= 1000:
4993 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4994 prout(_(" except when Condition Yellow exists."))
4996 prout(_("Spock- \"Captain, I must warn you that loading"))
4997 prout(_(" raw dilithium crystals into the ship's power"))
4998 prout(_(" system may risk a severe explosion."))
4999 proutn(_(" Are you sure this is wise?\" "))
5004 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
5005 prout(_(" Mr. Spock and I will try it.\""))
5007 prout(_("Spock- \"Crystals in place, Sir."))
5008 prout(_(" Ready to activate circuit.\""))
5010 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
5012 if random.random() <= game.cryprob:
5013 prouts(_(" \"Activating now! - - No good! It's***"))
5015 prouts(_("***RED ALERT! RED A*L********************************"))
5018 prouts(_("****************** KA-BOOM!!!! *******************"))
5022 game.energy += 5000.0*(1.0 + 0.9*random.random())
5023 prouts(_(" \"Activating now! - - "))
5024 prout(_("The instruments"))
5025 prout(_(" are going crazy, but I think it's"))
5026 prout(_(" going to work!! Congratulations, Sir!\""))
5031 # use shuttlecraft for planetary jaunt
5034 if damaged(DSHUTTL):
5035 if game.damage[DSHUTTL] == -1.0:
5036 if game.inorbit and game.iplnet.known == "shuttle_down":
5037 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5039 prout(_("Ye Faerie Queene had no shuttle craft."))
5040 elif game.damage[DSHUTTL] > 0:
5041 prout(_("The Galileo is damaged."))
5042 else: # game.damage[DSHUTTL] < 0
5043 prout(_("Shuttle craft is now serving Big Macs."))
5045 if not game.inorbit:
5047 prout(_(" not in standard orbit."))
5049 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
5050 prout(_("Shuttle craft not currently available."))
5052 if not game.landed and game.iplnet.known=="shuttle_down":
5053 prout(_("You will have to beam down to retrieve the shuttle craft."))
5055 if game.shldup or game.condition == "docked":
5056 prout(_("Shuttle craft cannot pass through shields."))
5058 if game.iplnet.known=="unknown":
5059 prout(_("Spock- \"Captain, we have no information on this planet"))
5060 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5061 prout(_(" you may not fly down.\""))
5063 game.optime = 3.0e-5*game.height
5064 if game.optime >= 0.8*game.state.remtime:
5065 prout(_("First Officer Spock- \"Captain, I compute that such"))
5066 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5067 int(100*game.optime/game.state.remtime))
5068 prout(_("remaining time."))
5069 proutn(_("Are you sure this is wise?\" "))
5075 if game.iscraft == "onship":
5077 if not damaged(DTRANSP):
5078 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5082 proutn(_("Shuttle crew"))
5084 proutn(_("Rescue party"))
5085 prout(_(" boards Galileo and swoops toward planet surface."))
5086 game.iscraft = "offship"
5090 game.iplnet.known="shuttle_down"
5091 prout(_("Trip complete."))
5094 # Ready to go back to ship
5095 prout(_("You and your mining party board the"))
5096 prout(_("shuttle craft for the trip back to the Enterprise."))
5098 prouts(_("The short hop begins . . ."))
5100 game.iplnet.known="known"
5106 game.iscraft = "onship"
5112 prout(_("Trip complete."))
5117 prout(_("Mining party assembles in the hangar deck,"))
5118 prout(_("ready to board the shuttle craft \"Galileo\"."))
5120 prouts(_("The hangar doors open; the trip begins."))
5123 game.iscraft = "offship"
5126 game.iplnet.known = "shuttle_down"
5129 prout(_("Trip complete."))
5133 # use the big zapper
5138 if game.ship != IHE:
5139 prout(_("Ye Faerie Queene has no death ray."))
5142 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5145 prout(_("Death Ray is damaged."))
5147 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5148 prout(_(" is highly unpredictible. Considering the alternatives,"))
5149 proutn(_(" are you sure this is wise?\" "))
5152 prout(_("Spock- \"Acknowledged.\""))
5155 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5157 prout(_("Crew scrambles in emergency preparation."))
5158 prout(_("Spock and Scotty ready the death ray and"))
5159 prout(_("prepare to channel all ship's power to the device."))
5161 prout(_("Spock- \"Preparations complete, sir.\""))
5162 prout(_("Kirk- \"Engage!\""))
5164 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5167 if game.options & OPTION_PLAIN:
5170 prouts(_("Sulu- \"Captain! It's working!\""))
5172 while game.nenhere > 0:
5173 deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
5174 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5175 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5177 if (game.options & OPTION_PLAIN) == 0:
5178 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5179 if random.random() <= 0.05:
5180 prout(_(" is still operational.\""))
5182 prout(_(" has been rendered nonfunctional.\""))
5183 game.damage[DDRAY] = 39.95
5185 r = random.random() # Pick failure method
5187 prouts(_("Sulu- \"Captain! It's working!\""))
5189 prouts(_("***RED ALERT! RED ALERT!"))
5191 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5193 prouts(_("***RED ALERT! RED A*L********************************"))
5196 prouts(_("****************** KA-BOOM!!!! *******************"))
5201 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5203 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5205 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5206 prout(_(" have apparently been transformed into strange mutations."))
5207 prout(_(" Vulcans do not seem to be affected."))
5209 prout(_("Kirk- \"Raauch! Raauch!\""))
5214 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5216 proutn(_("Spock- \"I believe the word is"))
5217 prouts(_(" *ASTONISHING*"))
5218 prout(_(" Mr. Sulu."))
5219 for i in range(QUADSIZE):
5220 for j in range(QUADSIZE):
5221 if game.quad[i][j] == IHDOT:
5222 game.quad[i][j] = IHQUEST
5223 prout(_(" Captain, our quadrant is now infested with"))
5224 prouts(_(" - - - - - - *THINGS*."))
5226 prout(_(" I have no logical explanation.\""))
5228 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5230 prout(_("Scotty- \"There are so many tribbles down here"))
5231 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5235 # Code from reports.c begins here
5237 def attackreport(curt):
5238 # report status of bases under attack
5240 if is_scheduled(FCDBAS):
5241 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5242 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5243 elif game.isatb == 1:
5244 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5245 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5247 prout(_("No Starbase is currently under attack."))
5249 if is_scheduled(FCDBAS):
5250 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5252 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5256 # report on general game status
5258 s1 = "" and game.thawed and _("thawed ")
5259 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5260 s3 = (None, _("novice"). _("fair"),
5261 _("good"), _("expert"), _("emeritus"))[game.skill]
5262 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5263 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5264 prout(_("No plaque is allowed."))
5266 prout(_("This is tournament game %d.") % game.tourn)
5267 prout(_("Your secret password is \"%s\"") % game.passwd)
5268 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5269 (game.inkling + game.incom + game.inscom)))
5270 if game.incom - game.state.remcom:
5271 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5272 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5273 prout(_(", but no Commanders."))
5276 if game.skill > SKILL_FAIR:
5277 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5278 if game.state.rembase != game.inbase:
5280 if game.inbase-game.state.rembase==1:
5281 proutn(_("has been 1 base"))
5283 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5284 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5286 prout(_("There are %d bases.") % game.inbase)
5287 if communicating() or game.iseenit:
5288 # Don't report this if not seen and
5289 # either the radio is dead or not at base!
5293 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5295 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5296 if game.ship == IHE:
5297 proutn(_("You have "))
5299 proutn("%d" % (game.nprobes))
5302 proutn(_(" deep space probe"))
5306 if communicating() and is_scheduled(FDSPROB):
5308 proutn(_("An armed deep space probe is in "))
5310 proutn(_("A deep space probe is in "))
5311 prout("Quadrant %s." % game.probec)
5313 if game.cryprob <= .05:
5314 prout(_("Dilithium crystals aboard ship... not yet used."))
5318 while game.cryprob > ai:
5321 prout(_("Dilithium crystals have been used %d time%s.") % \
5322 (i, (_("s"), "")[i==1]))
5326 # long-range sensor scan
5327 if damaged(DLRSENS):
5328 # Now allow base's sensors if docked
5329 if game.condition != "docked":
5330 prout(_("LONG-RANGE SENSORS DAMAGED."))
5332 prout(_("Starbase's long-range scan"))
5334 prout(_("Long-range scan"))
5335 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5337 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5338 if not VALID_QUADRANT(x, y):
5341 if not damaged(DRADIO):
5342 game.state.galaxy[x][y].charted = True
5343 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5344 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5345 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5346 if game.state.galaxy[x][y].supernova:
5349 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5357 for i in range(NDEVICES):
5360 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5361 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5363 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5364 game.damage[i]+0.05,
5365 game.docfac*game.damage[i]+0.005))
5367 prout(_("All devices functional."))
5370 # update the chart in the Enterprise's computer from galaxy data
5371 game.lastchart = game.state.date
5372 for i in range(GALSIZE):
5373 for j in range(GALSIZE):
5374 if game.state.galaxy[i][j].charted:
5375 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5376 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5377 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5380 # display the star chart
5382 if not damaged(DRADIO):
5384 if game.lastchart < game.state.date and game.condition == "docked":
5385 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5388 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5389 if game.state.date > game.lastchart:
5390 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5391 prout(" 1 2 3 4 5 6 7 8")
5392 for i in range(GALSIZE):
5393 proutn("%d |" % (i+1))
5394 for j in range(GALSIZE):
5395 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5399 if game.state.galaxy[i][j].supernova:
5401 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5403 elif game.state.galaxy[i][j].charted:
5404 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5408 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5416 def sectscan(goodScan, i, j):
5417 # light up an individual dot in a sector
5418 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5419 if (game.quad[i][j]==IHMATER0) or (game.quad[i][j]==IHMATER1) or (game.quad[i][j]==IHMATER2) or (game.quad[i][j]==IHE) or (game.quad[i][j]==IHF):
5420 if game.condition == "red": textcolor(RED)
5421 elif game.condition == "green": textcolor(GREEN)
5422 elif game.condition == "yellow": textcolor(YELLOW)
5423 elif game.condition == "docked": textcolor(CYAN)
5424 elif game.condition == "dead": textcolor(BROWN)
5425 if game.quad[i][j] != game.ship:
5427 proutn("%c " % game.quad[i][j])
5433 # print status report lines
5435 if not req or req == 1:
5436 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5437 % (game.state.date, game.state.remtime))
5438 if not req or req == 2:
5439 if game.condition != "docked":
5442 for t in range(NDEVICES):
5443 if game.damage[t]>0:
5445 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5446 if not req or req == 3:
5447 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5448 if not req or req == 4:
5449 if damaged(DLIFSUP):
5450 if game.condition == "docked":
5451 s = _("DAMAGED, Base provides")
5453 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5456 prstat(_("Life Support"), s)
5457 if not req or req == 5:
5458 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5459 if not req or req == 6:
5461 if game.icrystl and (game.options & OPTION_SHOWME):
5462 extra = _(" (have crystals)")
5463 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5464 if not req or req == 7:
5465 prstat(_("Torpedoes"), "%d" % (game.torps))
5466 if not req or req == 8:
5467 if damaged(DSHIELD):
5473 data = _(" %d%% %.1f units") \
5474 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5475 prstat(_("Shields"), s+data)
5476 if not req or req == 9:
5477 prstat(_("Klingons Left"), "%d" \
5478 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5479 if not req or req == 10:
5480 if game.options & OPTION_WORLDS:
5481 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5482 if plnet and plnet.inhabited:
5483 prstat(_("Major system"), plnet.name)
5485 prout(_("Sector is uninhabited"))
5486 elif not req or req == 11:
5487 attackreport(not req)
5490 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5491 while scan() == IHEOL:
5492 proutn(_("Information desired? "))
5494 if citem in requests:
5495 status(requests.index(citem))
5497 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5498 prout((" date, condition, position, lsupport, warpfactor,"))
5499 prout((" energy, torpedoes, shields, klingons, system, time."))
5504 if damaged(DSRSENS):
5505 # Allow base's sensors if docked
5506 if game.condition != "docked":
5507 prout(_(" S.R. SENSORS DAMAGED!"))
5510 prout(_(" [Using Base's sensors]"))
5512 prout(_(" Short-range scan"))
5513 if goodScan and not damaged(DRADIO):
5514 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5515 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5516 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5517 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5518 prout(" 1 2 3 4 5 6 7 8 9 10")
5519 if game.condition != "docked":
5521 for i in range(QUADSIZE):
5522 proutn("%2d " % (i+1))
5523 for j in range(QUADSIZE):
5524 sectscan(goodScan, i, j)
5529 # use computer to get estimated time of arrival for a warp jump
5530 w1 = coord(); w2 = coord()
5532 if damaged(DCOMPTR):
5533 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5536 if scan() != IHREAL:
5539 proutn(_("Destination quadrant and/or sector? "))
5543 w1.y = int(aaitem-0.5)
5544 if scan() != IHREAL:
5547 w1.x = int(aaitem-0.5)
5548 if scan() == IHREAL:
5549 w2.y = int(aaitem-0.5)
5550 if scan() != IHREAL:
5553 w2.x = int(aaitem-0.5)
5555 if game.quadrant.y>w1.x:
5559 if game.quadrant.x>w1.y:
5563 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5566 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5567 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5570 prout(_("Answer \"no\" if you don't know the value:"))
5573 proutn(_("Time or arrival date? "))
5576 if ttime > game.state.date:
5577 ttime -= game.state.date # Actually a star date
5578 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5579 if ttime <= 1e-10 or twarp > 10:
5580 prout(_("We'll never make it, sir."))
5587 proutn(_("Warp factor? "))
5591 if twarp<1.0 or twarp > 10.0:
5595 prout(_("Captain, certainly you can give me one of these."))
5598 ttime = (10.0*game.dist)/square(twarp)
5599 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5600 if tpower >= game.energy:
5601 prout(_("Insufficient energy, sir."))
5602 if not game.shldup or tpower > game.energy*2.0:
5605 proutn(_("New warp factor to try? "))
5606 if scan() == IHREAL:
5609 if twarp<1.0 or twarp > 10.0:
5617 prout(_("But if you lower your shields,"))
5618 proutn(_("remaining"))
5621 proutn(_("Remaining"))
5622 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5624 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5626 prout(_("Any warp speed is adequate."))
5628 prout(_("Minimum warp needed is %.2f,") % (twarp))
5629 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5630 if game.state.remtime < ttime:
5631 prout(_("Unfortunately, the Federation will be destroyed by then."))
5633 prout(_("You'll be taking risks at that speed, Captain"))
5634 if (game.isatb==1 and game.state.kscmdr == w1 and \
5635 scheduled(FSCDBAS)< ttime+game.state.date) or \
5636 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5637 prout(_("The starbase there will be destroyed by then."))
5638 proutn(_("New warp factor to try? "))
5639 if scan() == IHREAL:
5642 if twarp<1.0 or twarp > 10.0:
5651 #ifdef BSD_BUG_FOR_BUG
5652 # A visual scan is made in a particular direction of three sectors
5653 # in the general direction specified. This takes time, and
5654 # Klingons can attack you, so it should be done only when sensors
5655 # are out. Code swiped from BSD-Trek. Not presently used, as we
5656 # automatically display all adjacent sectors on the short-range
5657 # scan even when short-range sensors are out.
5659 # This struct[] has the delta x, delta y for particular directions
5677 if scan() != IHREAL:
5679 proutn(_("Direction? "))
5683 if aaitem < 0.0 or aaitem > 360.0:
5685 co = (aaitem + 22) / 45
5687 ix = game.sector.x + v.x
5688 iy = game.sector.y + v.y
5689 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5692 co = game.quad[ix][iy]
5693 printf("%d,%d %c " % (ix+1, iy+1, co))
5695 ix = game.sector.x + v.x
5696 iy = game.sector.y + v.y
5697 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5700 co = game.quad[ix][iy]
5701 printf("%c " % (co))
5703 ix = game.sector.x + v.x
5704 iy = game.sector.y + v.y
5705 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5708 co = game.quad[ix][iy]
5709 prout("%c %d,%d\n" % (co, ix+1, iy+1))
5714 # Code from setup.c begins here
5717 # issue a historically correct banner
5719 prout(_("-SUPER- STAR TREK"))
5721 #ifdef __HISTORICAL__
5722 # prout(_("Latest update-21 Sept 78"))
5724 #endif __HISTORICAL__
5729 citem = "emsave.trk"
5733 proutn(_("File name: "))
5739 if '.' not in citem:
5742 fp = open(citem, "wb")
5744 prout(_("Can't freeze game as file %s") % citem)
5746 cPickle.dump(game, fp)
5750 # retrieve saved game
5751 game.passwd[0] = '\0'
5754 proutn(_("File name: "))
5760 if '.' not in citem:
5763 fp = open(citem, "rb")
5765 prout(_("Can't thaw game in %s") % citem)
5767 game = cPickle.load(fp)
5771 # I used <http://www.memory-alpha.org> to find planets
5772 # with references in ST:TOS. Eath and the Alpha Centauri
5773 # Colony have been omitted.
5775 # Some planets marked Class G and P here will be displayed as class M
5776 # because of the way planets are generated. This is a known bug.
5779 _("Andoria (Fesoan)"), # several episodes
5780 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5781 _("Vulcan (T'Khasi)"), # many episodes
5782 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5783 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5784 _("Ardana"), # TOS: "The Cloud Minders"
5785 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5786 _("Gideon"), # TOS: "The Mark of Gideon"
5787 _("Aldebaran III"), # TOS: "The Deadly Years"
5788 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5789 _("Altair IV"), # TOS: "Amok Time
5790 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5791 _("Benecia"), # TOS: "The Conscience of the King"
5792 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5793 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5794 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5795 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5796 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5797 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5798 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5799 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5800 _("Ingraham B"), # TOS: "Operation: Annihilate"
5801 _("Janus IV"), # TOS: "The Devil in the Dark"
5802 _("Makus III"), # TOS: "The Galileo Seven"
5803 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5804 _("Omega IV"), # TOS: "The Omega Glory"
5805 _("Regulus V"), # TOS: "Amok Time
5806 _("Deneva"), # TOS: "Operation -- Annihilate!"
5807 # Worlds from BSD Trek
5808 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5809 _("Beta III"), # TOS: "The Return of the Archons"
5810 _("Triacus"), # TOS: "And the Children Shall Lead",
5811 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5813 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5814 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5815 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5816 # _("Izar"), # TOS: "Whom Gods Destroy"
5817 # _("Tiburon"), # TOS: "The Way to Eden"
5818 # _("Merak II"), # TOS: "The Cloud Minders"
5819 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5820 # _("Iotia"), # TOS: "A Piece of the Action"
5824 _("S. R. Sensors"), \
5825 _("L. R. Sensors"), \
5827 _("Photon Tubes"), \
5828 _("Life Support"), \
5829 _("Warp Engines"), \
5830 _("Impulse Engines"), \
5832 _("Subspace Radio"), \
5833 _("Shuttle Craft"), \
5835 _("Navigation System"), \
5837 _("Shield Control"), \
5842 def setup(needprompt):
5843 # prepare to play, set up cosmos
5845 # Decide how many of everything
5846 if choose(needprompt):
5847 return # frozen game
5848 # Prepare the Enterprise
5849 game.alldone = game.gamewon = False
5851 game.state.crew = FULLCREW
5852 game.energy = game.inenrg = 5000.0
5853 game.shield = game.inshld = 2500.0
5854 game.shldchg = False
5858 game.quadrant = randplace(GALSIZE)
5859 game.sector = randplace(QUADSIZE)
5860 game.torps = game.intorps = 10
5861 game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
5863 game.wfacsq = game.warpfac * game.warpfac
5864 for i in range(NDEVICES):
5865 game.damage[i] = 0.0
5866 # Set up assorted game parameters
5867 game.battle = coord()
5868 game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
5869 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5870 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5871 game.isatb = game.state.nplankl = 0
5872 game.state.starkl = game.state.basekl = 0
5873 game.iscraft = "onship"
5877 for i in range(GALSIZE):
5878 for j in range(GALSIZE):
5879 quad = game.state.galaxy[i][j]
5884 quad.starbase = False
5885 quad.supernova = False
5886 quad.status = "secure"
5887 # Initialize times for extraneous events
5888 schedule(FSNOVA, expran(0.5 * game.intime))
5889 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5890 schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
5891 schedule(FBATTAK, expran(0.3*game.intime))
5893 if game.state.nscrem:
5894 schedule(FSCMOVE, 0.2777)
5899 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5900 schedule(FDISTR, expran(1.0 + game.intime))
5905 # Starchart is functional but we've never seen it
5906 game.lastchart = FOREVER
5907 # Put stars in the galaxy
5909 for i in range(GALSIZE):
5910 for j in range(GALSIZE):
5911 k = int(random.random()*9.0 + 1.0)
5913 game.state.galaxy[i][j].stars = k
5914 # Locate star bases in galaxy
5915 for i in range(game.inbase):
5918 w = randplace(GALSIZE)
5919 if not game.state.galaxy[w.x][w.y].starbase:
5922 # C version: for (j = i-1; j > 0; j--)
5923 # so it did them in the opposite order.
5924 for j in range(1, i):
5925 # Improved placement algorithm to spread out bases
5926 distq = w.distance(game.state.baseq[j])
5927 if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
5930 prout("=== Abandoning base #%d at %s" % (i, w))
5932 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5934 prout("=== Saving base #%d, close to #%d" % (i, j))
5937 game.state.baseq[i] = w
5938 game.state.galaxy[w.x][w.y].starbase = True
5939 game.state.chart[w.x][w.y].starbase = True
5940 # Position ordinary Klingon Battle Cruisers
5942 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5943 if klumper > MAXKLQUAD:
5947 klump = (1.0 - r*r)*klumper
5952 w = randplace(GALSIZE)
5953 if not game.state.galaxy[w.x][w.y].supernova and \
5954 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5956 game.state.galaxy[w.x][w.y].klingons += int(klump)
5959 # Position Klingon Commander Ships
5960 for i in range(1, game.incom+1):
5962 w = randplace(GALSIZE)
5963 if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
5964 not game.state.galaxy[w.x][w.y].supernova and \
5965 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
5966 not w in game.state.kcmdr[:i]:
5968 game.state.galaxy[w.x][w.y].klingons += 1
5969 game.state.kcmdr[i] = w
5970 # Locate planets in galaxy
5971 for i in range(game.inplan):
5973 w = randplace(GALSIZE)
5974 if game.state.galaxy[w.x][w.y].planet == None:
5978 new.crystals = "absent"
5979 if (game.options & OPTION_WORLDS) and i < NINHAB:
5980 new.pclass = "M" # All inhabited planets are class M
5981 new.crystals = "absent"
5983 new.name = systnames[i]
5984 new.inhabited = True
5986 new.pclass = ("M", "N", "O")[random.randint(0, 2)]
5987 if random.random()*1.5: # 1 in 3 chance of crystals
5988 new.crystals = "present"
5989 new.known = "unknown"
5990 new.inhabited = False
5991 game.state.galaxy[w.x][w.y].planet = new
5992 game.state.planets.append(new)
5994 for i in range(game.state.nromrem):
5995 w = randplace(GALSIZE)
5996 game.state.galaxy[w.x][w.y].romulans += 1
5997 # Locate the Super Commander
5998 if game.state.nscrem > 0:
6000 w = randplace(GALSIZE)
6001 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
6003 game.state.kscmdr = w
6004 game.state.galaxy[w.x][w.y].klingons += 1
6005 # Place thing (in tournament game, thingx == -1, don't want one!)
6008 thing = randplace(GALSIZE)
6010 game.state.snap = False
6011 if game.skill == SKILL_NOVICE:
6012 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
6013 prout(_("a deadly Klingon invasion force. As captain of the United"))
6014 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
6015 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
6016 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
6017 prout(_("your mission. As you proceed you may be given more time."))
6019 prout(_("You will have %d supporting starbases.") % (game.inbase))
6020 proutn(_("Starbase locations- "))
6022 prout(_("Stardate %d.") % int(game.state.date))
6024 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
6025 prout(_("An unknown number of Romulans."))
6026 if game.state.nscrem:
6027 prout(_("And one (GULP) Super-Commander."))
6028 prout(_("%d stardates.") % int(game.intime))
6029 proutn(_("%d starbases in ") % game.inbase)
6030 for i in range(game.inbase):
6031 proutn(`game.state.baseq[i]`)
6034 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
6035 proutn(_(" Sector %s") % game.sector)
6037 prout(_("Good Luck!"))
6038 if game.state.nscrem:
6039 prout(_(" YOU'LL NEED IT."))
6042 if game.nenhere - (thing == game.quadrant) - game.ithere:
6044 if game.neutz: # bad luck to start in a Romulan Neutral Zone
6047 def choose(needprompt):
6048 # choose your game type
6053 game.skill = SKILL_NONE
6055 if needprompt: # Can start with command line options
6056 proutn(_("Would you like a regular, tournament, or saved game? "))
6058 if len(citem)==0: # Try again
6060 if isit("tournament"):
6061 while scan() == IHEOL:
6062 proutn(_("Type in tournament number-"))
6065 continue # We don't want a blank entry
6066 game.tourn = int(round(aaitem))
6069 if isit("saved") or isit("frozen"):
6073 if game.passwd == None:
6075 if not game.alldone:
6076 game.thawed = True # No plaque if not finished
6082 proutn(_("What is \"%s\"?"), citem)
6084 while game.length==0 or game.skill==SKILL_NONE:
6085 if scan() == IHALPHA:
6088 elif isit("medium"):
6092 elif isit("novice"):
6093 game.skill = SKILL_NOVICE
6095 game.skill = SKILL_FAIR
6097 game.skill = SKILL_GOOD
6098 elif isit("expert"):
6099 game.skill = SKILL_EXPERT
6100 elif isit("emeritus"):
6101 game.skill = SKILL_EMERITUS
6103 proutn(_("What is \""))
6109 proutn(_("Would you like a Short, Medium, or Long game? "))
6110 elif game.skill == SKILL_NONE:
6111 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6112 # Choose game options -- added by ESR for SST2K
6113 if scan() != IHALPHA:
6115 proutn(_("Choose your game style (or just press enter): "))
6118 # Approximates the UT FORTRAN version.
6119 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6120 game.options |= OPTION_PLAIN
6122 # Approximates Tom Almy's version.
6123 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6124 game.options |= OPTION_ALMY
6128 proutn(_("What is \"%s\"?") % citem)
6130 if game.passwd == "debug":
6132 fputs("=== Debug mode enabled\n", sys.stdout)
6134 # Use parameters to generate initial values of things
6135 game.damfac = 0.5 * game.skill
6136 game.state.rembase = random.randint(BASEMIN, BASEMAX)
6137 game.inbase = game.state.rembase
6139 if game.options & OPTION_PLANETS:
6140 game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random())
6141 if game.options & OPTION_WORLDS:
6142 game.inplan += int(NINHAB)
6143 game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill)
6144 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6145 game.state.remtime = 7.0 * game.length
6146 game.intime = game.state.remtime
6147 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
6148 game.incom = int(game.skill + 0.0625*game.inkling*random.random())
6149 game.state.remcom = min(10, game.incom)
6150 game.incom = game.state.remcom
6151 game.state.remres = (game.inkling+4*game.incom)*game.intime
6152 game.inresor = game.state.remres
6153 if game.inkling > 50:
6154 game.state.rembase += 1
6155 game.inbase = game.state.rembase
6159 # drop a feature on a random dot in the current quadrant
6162 w = randplace(QUADSIZE)
6163 if game.quad[w.x][w.y] == IHDOT:
6165 game.quad[w.x][w.y] = iquad
6169 # update our alert status
6170 game.condition = "green"
6171 if game.energy < 1000.0:
6172 game.condition = "yellow"
6173 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6174 game.condition = "red"
6176 game.condition="dead"
6179 # drop new Klingon into current quadrant
6182 game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
6183 game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
6187 # set up a new state of quadrant, for when we enter or re-enter it
6191 game.comhere = False
6197 game.inorbit = False
6199 game.ientesc = False
6203 game.iseenit = False
6205 # Attempt to escape Super-commander, so tbeam back!
6208 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6209 # cope with supernova
6212 game.klhere = q.klingons
6213 game.irhere = q.romulans
6214 game.nenhere = game.klhere + game.irhere
6216 game.quad[game.sector.x][game.sector.y] = game.ship
6218 w.x = w.y = 0 # quiet a gcc warning
6219 # Position ordinary Klingons
6220 for i in range(game.klhere):
6222 # If we need a commander, promote a Klingon
6223 for i in range(game.state.remcom):
6224 if game.state.kcmdr[i] == game.quadrant:
6227 if i <= game.state.remcom:
6228 game.quad[w.x][w.y] = IHC
6229 game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
6231 # If we need a super-commander, promote a Klingon
6232 if same(game.quadrant, game.state.kscmdr):
6233 game.quad[game.ks[0].x][game.ks[0].y] = IHS
6234 game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
6235 game.iscate = (game.state.remkl > 1)
6237 # Put in Romulans if needed
6238 for i in range(game.klhere, game.nenhere):
6241 game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
6242 game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
6243 # If quadrant needs a starbase, put it in
6245 game.base = dropin(IHB)
6246 # If quadrant needs a planet, put it in
6248 game.iplnet = q.planet
6249 if not q.planet.inhabited:
6250 game.plnet = dropin(IHP)
6252 game.plnet = dropin(IHW)
6253 # Check for condition
6255 # And finally the stars
6256 for i in range(q.stars):
6260 if game.irhere > 0 and game.klhere == 0:
6262 if not damaged(DRADIO):
6264 prout(_("LT. Uhura- \"Captain, an urgent message."))
6265 prout(_(" I'll put it on audio.\" CLICK"))
6267 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6268 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6270 # Put in THING if needed
6272 if thing == game.quadrant:
6274 thing = randplace(GALSIZE)
6276 game.ks[game.nenhere] = w
6277 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6278 distance(game.sector, w)
6279 game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
6280 if not damaged(DSRSENS):
6282 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6283 prout(_(" Please examine your short-range scan.\""))
6284 # Decide if quadrant needs a Tholian; lighten up if skill is low
6285 if game.options & OPTION_THOLIAN:
6286 if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
6287 (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
6288 (game.skill > SKILL_GOOD and random.random() <= 0.08):
6290 game.tholian.x = random.choice((0, QUADSIZE-1))
6291 game.tholian.y = random.choice((0, QUADSIZE-1))
6292 if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
6294 game.quad[game.tholian.x][game.tholian.y] = IHT
6297 game.ks[game.nenhere] = game.tholian
6298 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6299 distance(game.sector, game.tholian)
6300 game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
6301 # Reserve unoccupied corners
6302 if game.quad[0][0]==IHDOT:
6303 game.quad[0][0] = 'X'
6304 if game.quad[0][QUADSIZE-1]==IHDOT:
6305 game.quad[0][QUADSIZE-1] = 'X'
6306 if game.quad[QUADSIZE-1][0]==IHDOT:
6307 game.quad[QUADSIZE-1][0] = 'X'
6308 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6309 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6311 # Put in a few black holes
6312 for i in range(1, 3+1):
6313 if random.random() > 0.5:
6315 # Take out X's in corners if Tholian present
6317 if game.quad[0][0]=='X':
6318 game.quad[0][0] = IHDOT
6319 if game.quad[0][QUADSIZE-1]=='X':
6320 game.quad[0][QUADSIZE-1] = IHDOT
6321 if game.quad[QUADSIZE-1][0]=='X':
6322 game.quad[QUADSIZE-1][0] = IHDOT
6323 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6324 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6327 # sort Klingons by distance from us
6328 # The author liked bubble sort. So we will use it. :-(
6329 if game.nenhere-(thing==game.quadrant)-game.ithere < 2:
6333 for j in range(game.nenhere):
6334 if game.kdist[j] > game.kdist[j+1]:
6337 game.kdist[j] = game.kdist[j+1]
6340 game.kavgd[j] = game.kavgd[j+1]
6343 game.ks[j].x = game.ks[j+1].x
6346 game.ks[j].y = game.ks[j+1].y
6349 game.kpower[j] = game.kpower[j+1]
6350 game.kpower[j+1] = t
6355 # set the self-destruct password
6356 if game.options & OPTION_PLAIN:
6359 proutn(_("Please type in a secret password- "))
6362 if game.passwd != None:
6367 game.passwd += chr(97+int(random.random()*25))
6369 # Code from sst.c begins here
6372 "SRSCAN": OPTION_TTY,
6373 "STATUS": OPTION_TTY,
6374 "REQUEST": OPTION_TTY,
6375 "LRSCAN": OPTION_TTY,
6388 "SENSORS": OPTION_PLANETS,
6389 "ORBIT": OPTION_PLANETS,
6390 "TRANSPORT": OPTION_PLANETS,
6391 "MINE": OPTION_PLANETS,
6392 "CRYSTALS": OPTION_PLANETS,
6393 "SHUTTLE": OPTION_PLANETS,
6394 "PLANETS": OPTION_PLANETS,
6399 "PROBE": OPTION_PROBE,
6401 "FREEZE": 0, # Synonym for SAVE
6407 "SOS": 0, # Synonym for MAYDAY
6408 "CALL": 0, # Synonym for MAYDAY
6415 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6418 # generate a list of legal commands
6420 proutn(_("LEGAL COMMANDS ARE:"))
6421 for key in commands:
6425 proutn("%-12s " % key)
6430 # browse on-line help
6431 # Give help on commands
6435 setwnd(prompt_window)
6436 proutn(_("Help on what command? "))
6438 setwnd(message_window)
6441 if citem in commands or citem == "ABBREV":
6450 fp = open(SSTDOC, "r")
6453 fp = open(DOC_NAME, "r")
6455 prout(_("Spock- \"Captain, that information is missing from the"))
6456 proutn(_(" computer. You need to find "))
6458 prout(_(" and put it in the"))
6459 proutn(_(" current directory or to "))
6463 # This used to continue: "You need to find SST.DOC and put
6464 # it in the current directory."
6468 linebuf = fp.readline()
6470 prout(_("Spock- \"Captain, there is no information on that command.\""))
6473 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6474 linebuf = linebuf[3:].strip()
6478 prout(_("Spock- \"Captain, I've found the following information:\""))
6480 while linebuf in fp:
6481 if "******" in linebuf:
6487 # command-interpretation loop
6490 setwnd(message_window)
6491 while True: # command loop
6493 while True: # get a command
6498 setwnd(prompt_window)
6502 if game.options & OPTION_CURSES:
6507 setwnd(message_window)
6509 candidates = filter(lambda x: x.startswith(citem.upper()),
6511 if len(candidates) == 1:
6514 elif candidates and not (game.options & OPTION_PLAIN):
6515 prout("Commands with that prefix: " + " ".join(candidates))
6519 if cmd == "SRSCAN": # srscan
6521 elif cmd == "STATUS": # status
6523 elif cmd == "REQUEST": # status request
6525 elif cmd == "LRSCAN": # long range scan
6527 elif cmd == "PHASERS": # phasers
6531 elif cmd == "TORPEDO": # photon torpedos
6535 elif cmd == "MOVE": # move under warp
6537 elif cmd == "SHIELDS": # shields
6541 game.shldchg = False
6542 elif cmd == "DOCK": # dock at starbase
6546 elif cmd == "DAMAGES": # damage reports
6548 elif cmd == "CHART": # chart
6550 elif cmd == "IMPULSE": # impulse
6552 elif cmd == "REST": # rest
6556 elif cmd == "WARP": # warp
6558 elif cmd == "SCORE": # score
6560 elif cmd == "SENSORS": # sensors
6562 elif cmd == "ORBIT": # orbit
6566 elif cmd == "TRANSPORT": # transport "beam"
6568 elif cmd == "MINE": # mine
6572 elif cmd == "CRYSTALS": # crystals
6576 elif cmd == "SHUTTLE": # shuttle
6580 elif cmd == "PLANETS": # Planet list
6582 elif cmd == "REPORT": # Game Report
6584 elif cmd == "COMPUTER": # use COMPUTER!
6586 elif cmd == "COMMANDS":
6588 elif cmd == "EMEXIT": # Emergency exit
6589 clrscr() # Hide screen
6590 freeze(True) # forced save
6591 os.exit(1) # And quick exit
6592 elif cmd == "PROBE":
6593 probe() # Launch probe
6596 elif cmd == "ABANDON": # Abandon Ship
6598 elif cmd == "DESTRUCT": # Self Destruct
6600 elif cmd == "SAVE": # Save Game
6603 if game.skill > SKILL_GOOD:
6604 prout(_("WARNING--Saved games produce no plaques!"))
6605 elif cmd == "DEATHRAY": # Try a desparation measure
6609 elif cmd == "DEBUGCMD": # What do we want for debug???
6611 elif cmd == "MAYDAY": # Call for help
6616 game.alldone = True # quit the game
6619 elif cmd == "SEED": # set random-number seed
6622 seed = int(round(aaitem))
6623 #ifdef BSD_BUG_FOR_BUG
6624 # elif cmd == "VISUAL":
6625 # visual() # perform visual scan
6629 break # Game has ended
6630 if game.optime != 0.0:
6633 break # Events did us in
6634 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6637 if hitme and not game.justin:
6641 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6653 if cmd == IHR: s = _("Romulan")
6654 elif cmd == IHK: s = _("Klingon")
6655 elif cmd == IHC: s = _("Commander")
6656 elif cmd == IHS: s = _("Super-commander")
6657 elif cmd == IHSTAR: s = _("Star")
6658 elif cmd == IHP: s = _("Planet")
6659 elif cmd == IHB: s = _("Starbase")
6660 elif cmd == IHBLANK: s = _("Black hole")
6661 elif cmd == IHT: s = _("Tholian")
6662 elif cmd == IHWEB: s = _("Tholian web")
6663 elif cmd == IHQUEST: s = _("Stranger")
6664 elif cmd == IHW: s = _("Inhabited World")
6665 else: s = "Unknown??"
6668 def crmena(stars, enemy, loctype, w):
6669 # print an enemy and his location
6674 if loctype == "quadrant":
6675 buf = _("Quadrant ")
6676 elif loctype == "sector":
6681 # print our ship name
6682 if game.ship == IHE:
6684 elif game.ship == IHF:
6685 s = _("Faerie Queene")
6691 # print a line of stars
6692 prouts("******************************************************")
6696 return -avrage*math.log(1e-7 + random.random())
6698 def randplace(size):
6699 # choose a random location
6701 w.x = random.randint(0, size-1)
6702 w.y = random.randint(0, size-1)
6706 # Demand input for next scan
6711 # return IHEOL next time
6716 # Get a token from the user
6717 global inqueue, line, citem, aaitem
6721 # Read a line if nothing here
6724 if curwnd==prompt_window:
6726 setwnd(message_window)
6728 # Skip leading white space
6729 line = line.lstrip()
6731 inqueue = line.split()
6737 # From here on in it's all looking at the queue
6738 citem = inqueue.pop(0)
6742 aaitem = float(citem)
6747 citem = citem.lower()
6751 # yes-or-no confirmation
6760 proutn(_("Please answer with \"y\" or \"n\": "))
6763 # complain about unparseable input
6766 prout(_("Beg your pardon, Captain?"))
6769 # compares s to citem and returns true if it matches to the length of s
6770 return s.startswith(citem)
6773 # access to the internals for debugging
6774 proutn("Reset levels? ")
6776 if game.energy < game.inenrg:
6777 game.energy = game.inenrg
6778 game.shield = game.inshld
6779 game.torps = game.intorps
6780 game.lsupres = game.inlsr
6781 proutn("Reset damage? ")
6783 for i in range(NDEVICES):
6784 if game.damage[i] > 0.0:
6785 game.damage[i] = 0.0
6786 proutn("Toggle debug flag? ")
6790 prout("Debug output ON")
6792 prout("Debug output OFF")
6793 proutn("Cause selective damage? ")
6795 for i in range(NDEVICES):
6801 if key == IHALPHA and isit("y"):
6802 game.damage[i] = 10.0
6803 proutn("Examine/change events? ")
6808 FSNOVA: "Supernova ",
6811 FBATTAK: "Base Attack ",
6812 FCDBAS: "Base Destroy ",
6813 FSCMOVE: "SC Move ",
6814 FSCDBAS: "SC Base Destroy ",
6815 FDSPROB: "Probe Move ",
6816 FDISTR: "Distress Call ",
6817 FENSLV: "Enslavement ",
6818 FREPRO: "Klingon Build ",
6820 for i in range(1, NEVENTS):
6823 proutn("%.2f" % (scheduled(i)-game.state.date))
6824 if i == FENSLV or i == FREPRO:
6826 proutn(" in %s" % ev.quadrant)
6836 ev = schedule(i, aaitem)
6837 if i == FENSLV or i == FREPRO:
6839 proutn("In quadrant- ")
6841 # IHEOL says to leave coordinates as they are
6844 prout("Event %d canceled, no x coordinate." % (i))
6847 w.x = int(round(aaitem))
6850 prout("Event %d canceled, no y coordinate." % (i))
6853 w.y = int(round(aaitem))
6856 proutn("Induce supernova here? ")
6858 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6861 if __name__ == '__main__':
6862 global line, thing, game, idebug, iqengry
6863 game = citem = aaitem = inqueue = None
6869 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
6870 # Disable curses mode until the game logic is working.
6871 # if os.getenv("TERM"):
6872 # game.options |= OPTION_CURSES | OPTION_SHOWME
6874 game.options |= OPTION_TTY
6876 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6877 for (switch, val) in options:
6880 replayfp = open(optarg, "r")
6882 sys.stderr.write("sst: can't open replay file %s\n" % optarg)
6884 line = replayfp.readline().strip()
6886 (key, seed) = line.split()
6889 sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
6891 game.options |= OPTION_TTY
6892 game.options &=~ OPTION_CURSES
6893 elif switch == '-t':
6894 game.options |= OPTION_TTY
6895 game.options &=~ OPTION_CURSES
6896 elif switch == '-x':
6899 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6901 # where to save the input in case of bugs
6903 logfp = open("/usr/tmp/sst-input.log", "w")
6905 sys.stderr.write("sst: warning, can't open logfile\n")
6908 logfp.write("seed %d\n" % (seed))
6915 while True: # Play a game
6916 setwnd(fullscreen_window)
6919 setup(needprompt=not inqueue)
6922 game.alldone = False
6928 if game.tourn and game.alldone:
6929 proutn(_("Do you want your score recorded?"))
6933 proutn(_("Do you want to play again? "))
6937 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))