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 1-origin index
7 an a lot of parallel arrays where a more modern language would use structures
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
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)>=1 and (x)<=GALSIZE and (y)>=1 and (y)<=GALSIZE)
199 def VALID_SECTOR(x, y): return ((x)>=1 and (x)<=QUADSIZE and (y)>=1 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 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, self.y)
255 self.name = None # string-valued if inhabited
256 self.w = coord() # quadrant located
257 self.pclass = None # could be ""M", "N", "O", or "destroyed"
258 self.crystals = "absent"# could be "mined", "present", "absent"
259 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
260 self.inhabited = False # is it inhabites?
272 self.supernova = None
274 self.status = None # Could be "secure", "distressed", "enslaved"
284 self.snap = False # snapshot taken
285 self.crew = 0 # crew complement
286 self.remkl = 0 # remaining klingons
287 self.remcom = 0 # remaining commanders
288 self.nscrem = 0 # remaining super commanders
289 self.rembase = 0 # remaining bases
290 self.starkl = 0 # destroyed stars
291 self.basekl = 0 # destroyed bases
292 self.nromrem = 0 # Romulans remaining
293 self.nplankl = 0 # destroyed uninhabited planets
294 self.nworldkl = 0 # destroyed inhabited planets
295 self.planets = [] # Planet information
296 self.date = 0.0 # stardate
297 self.remres = 0 # remaining resources
298 self.remtime = 0 # remaining time
299 self.baseq = [] # Base quadrant coordinates
300 for i in range(BASEMAX+1):
301 self.baseq.append(coord())
302 self.kcmdr = [] # Commander quadrant coordinates
303 for i in range(QUADSIZE+1):
304 self.kcmdr.append(coord())
305 self.kscmdr = coord() # Supercommander quadrant coordinates
306 self.galaxy = [] # The Galaxy (subscript 0 not used)
307 for i in range(GALSIZE+1):
308 self.galaxy.append([])
309 for j in range(GALSIZE+1):
310 self.galaxy[i].append(quadrant())
311 self.chart = [] # the starchart (subscript 0 not used)
312 for i in range(GALSIZE+1):
313 self.chart.append([])
314 for j in range(GALSIZE+1):
315 self.chart[i].append(page())
319 self.date = None # A real number
320 self.quadrant = None # A coord structure
323 OPTION_ALL = 0xffffffff
324 OPTION_TTY = 0x00000001 # old interface
325 OPTION_CURSES = 0x00000002 # new interface
326 OPTION_IOMODES = 0x00000003 # cover both interfaces
327 OPTION_PLANETS = 0x00000004 # planets and mining
328 OPTION_THOLIAN = 0x00000008 # Tholians and their webs
329 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
330 OPTION_PROBE = 0x00000020 # deep-space probes
331 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
332 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
333 OPTION_MVBADDY = 0x00000100 # more enemies can move
334 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
335 OPTION_BASE = 0x00000400 # bases have good shields
336 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
337 OPTION_PLAIN = 0x01000000 # user chose plain game
338 OPTION_ALMY = 0x02000000 # user chose Almy variant
357 NDEVICES= 16 # Number of devices
366 def damaged(dev): return (game.damage[dev] != 0.0)
367 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
369 # Define future events
370 FSPY = 0 # Spy event happens always (no future[] entry)
371 # can cause SC to tractor beam Enterprise
372 FSNOVA = 1 # Supernova
373 FTBEAM = 2 # Commander tractor beams Enterprise
374 FSNAP = 3 # Snapshot for time warp
375 FBATTAK = 4 # Commander attacks base
376 FCDBAS = 5 # Commander destroys base
377 FSCMOVE = 6 # Supercommander moves (might attack base)
378 FSCDBAS = 7 # Supercommander destroys base
379 FDSPROB = 8 # Move deep space probe
380 FDISTR = 9 # Emit distress call from an inhabited world
381 FENSLV = 10 # Inhabited word is enslaved */
382 FREPRO = 11 # Klingons build a ship in an enslaved system
386 # abstract out the event handling -- underlying data structures will change
387 # when we implement stateful events
389 def findevent(evtype): return game.future[evtype]
393 self.options = None # Game options
394 self.state = snapshot() # A snapshot structure
395 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
396 self.quad = [[IHDOT * (QUADSIZE+1)] * (QUADSIZE+1)] # contents of our quadrant
397 self.kpower = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy energy levels
398 self.kdist = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy distances
399 self.kavgd = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # average distances
400 self.damage = [0.0] * NDEVICES # damage encountered
401 self.future = [] # future events
402 for i in range(NEVENTS):
403 self.future.append(event())
404 self.passwd = None; # Self Destruct password
405 self.ks = [[0 * (QUADSIZE+1)] * (QUADSIZE+1)] # enemy sector locations
406 self.quadrant = None # where we are in the large
407 self.sector = None # where we are in the small
408 self.tholian = None # coordinates of Tholian
409 self.base = None # position of base in current quadrant
410 self.battle = None # base coordinates being attacked
411 self.plnet = None # location of planet in quadrant
412 self.probec = None # current probe quadrant
413 self.gamewon = False # Finished!
414 self.ididit = False # action taken -- allows enemy to attack
415 self.alive = False # we are alive (not killed)
416 self.justin = False # just entered quadrant
417 self.shldup = False # shields are up
418 self.shldchg = False # shield is changing (affects efficiency)
419 self.comhere = False # commander here
420 self.ishere = False # super-commander in quadrant
421 self.iscate = False # super commander is here
422 self.ientesc = False # attempted escape from supercommander
423 self.ithere = False # Tholian is here
424 self.resting = False # rest time
425 self.icraft = False # Kirk in Galileo
426 self.landed = False # party on planet (true), on ship (false)
427 self.alldone = False # game is now finished
428 self.neutz = False # Romulan Neutral Zone
429 self.isarmed = False # probe is armed
430 self.inorbit = False # orbiting a planet
431 self.imine = False # mining
432 self.icrystl = False # dilithium crystals aboard
433 self.iseenit = False # seen base attack report
434 self.thawed = False # thawed game
435 self.condition = None # "green", "yellow", "red", "docked", "dead"
436 self.iscraft = None # "onship", "offship", "removed"
437 self.skill = None # Player skill level
438 self.inkling = 0 # initial number of klingons
439 self.inbase = 0 # initial number of bases
440 self.incom = 0 # initial number of commanders
441 self.inscom = 0 # initial number of commanders
442 self.inrom = 0 # initial number of commanders
443 self.instar = 0 # initial stars
444 self.intorps = 0 # initial/max torpedoes
445 self.torps = 0 # number of torpedoes
446 self.ship = 0 # ship type -- 'E' is Enterprise
447 self.abandoned = 0 # count of crew abandoned in space
448 self.length = 0 # length of game
449 self.klhere = 0 # klingons here
450 self.casual = 0 # causalties
451 self.nhelp = 0 # calls for help
452 self.nkinks = 0 # count of energy-barrier crossings
453 self.iplnet = 0 # planet # in quadrant
454 self.inplan = 0 # initial planets
455 self.nenhere = 0 # number of enemies in quadrant
456 self.irhere = 0 # Romulans in quadrant
457 self.isatb = 0 # =1 if super commander is attacking base
458 self.tourn = 0 # tournament number
459 self.proben = 0 # number of moves for probe
460 self.nprobes = 0 # number of probes available
461 self.inresor = 0.0 # initial resources
462 self.intime = 0.0 # initial time
463 self.inenrg = 0.0 # initial/max energy
464 self.inshld = 0.0 # initial/max shield
465 self.inlsr = 0.0 # initial life support resources
466 self.indate = 0.0 # initial date
467 self.energy = 0.0 # energy level
468 self.shield = 0.0 # shield level
469 self.warpfac = 0.0 # warp speed
470 self.wfacsq = 0.0 # squared warp factor
471 self.lsupres = 0.0 # life support reserves
472 self.dist = 0.0 # movement distance
473 self.direc = 0.0 # movement direction
474 self.optime = 0.0 # time taken by current operation
475 self.docfac = 0.0 # repair factor when docking (constant?)
476 self.damfac = 0.0 # damage factor
477 self.lastchart = 0.0 # time star chart was last updated
478 self.cryprob = 0.0 # probability that crystal will work
479 self.probex = 0.0 # location of probe
481 self.probeinx = 0.0 # probe x,y increment
482 self.probeiny = 0.0 #
483 self.height = 0.0 # height of orbit around planet
485 # Stas thinks this should be (C expression):
486 # game.state.remkl + game.state.remcom > 0 ?
487 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
488 # He says the existing expression is prone to divide-by-zero errors
489 # after killing the last klingon when score is shown -- perhaps also
490 # if the only remaining klingon is SCOM.
491 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
492 # From enumerated type 'feature'
513 # From enumerated type 'FINTYPE'
537 # From enumerated type 'COLORS'
556 # Code from ai.c begins here
558 def tryexit(look, ienm, loccom, irun):
559 # a bad guy attempts to bug out
561 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
562 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
563 if not VALID_QUADRANT(iq.x,iq.y) or \
564 game.state.galaxy[iq.x][iq.y].supernova or \
565 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
566 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
568 return False; # Romulans cannot escape!
570 # avoid intruding on another commander's territory
572 for n in range(1, game.state.remcom+1):
573 if game.state.kcmdr[n] == iq:
575 # refuse to leave if currently attacking starbase
576 if game.battle == game.quadrant:
578 # don't leave if over 1000 units of energy
579 if game.kpower[loccom] > 1000.0:
581 # print escape message and move out of quadrant.
582 # we know this if either short or long range sensors are working
583 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
584 game.condition == docked:
585 crmena(True, ienm, "sector", game.ks[loccom])
586 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
587 # handle local matters related to escape
588 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
589 game.ks[loccom] = game.ks[game.nenhere]
590 game.kavgd[loccom] = game.kavgd[game.nenhere]
591 game.kpower[loccom] = game.kpower[game.nenhere]
592 game.kdist[loccom] = game.kdist[game.nenhere]
595 if game.condition != docked:
597 # Handle global matters related to escape
598 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
599 game.state.galaxy[iq.x][iq.y].klingons += 1
605 schedule(FSCMOVE, 0.2777)
609 for n in range(1, game.state.remcom+1):
610 if game.state.kcmdr[n] == game.quadrant:
611 game.state.kcmdr[n]=iq
614 return True; # success
617 # The bad-guy movement algorithm:
619 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
620 # If both are operating full strength, force is 1000. If both are damaged,
621 # force is -1000. Having shields down subtracts an additional 1000.
623 # 2. Enemy has forces equal to the energy of the attacker plus
624 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
625 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
627 # Attacker Initial energy levels (nominal):
628 # Klingon Romulan Commander Super-Commander
629 # Novice 400 700 1200
631 # Good 450 800 1300 1750
632 # Expert 475 850 1350 1875
633 # Emeritus 500 900 1400 2000
634 # VARIANCE 75 200 200 200
636 # Enemy vessels only move prior to their attack. In Novice - Good games
637 # only commanders move. In Expert games, all enemy vessels move if there
638 # is a commander present. In Emeritus games all enemy vessels move.
640 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
641 # forces are 1000 greater than Enterprise.
643 # Agressive action on average cuts the distance between the ship and
644 # the enemy to 1/4 the original.
646 # 4. At lower energy advantage, movement units are proportional to the
647 # advantage with a 650 advantage being to hold ground, 800 to move forward
648 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
650 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
651 # retreat, especially at high skill levels.
653 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
656 def movebaddy(com, loccom, ienm):
657 # tactical movement for the bad guys
658 next = coord(); look = coord()
660 # This should probably be just game.comhere + game.ishere
661 if game.skill >= SKILL_EXPERT:
662 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
664 nbaddys = game.comhere + game.ishere
666 dist1 = game.kdist[loccom]
667 mdist = int(dist1 + 0.5); # Nearest integer distance
669 # If SC, check with spy to see if should hi-tail it
671 (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
675 # decide whether to advance, retreat, or hold position
676 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
678 forces += 1000; # Good for enemy if shield is down!
679 if not damaged(DPHASER) or not damaged(DPHOTON):
680 if damaged(DPHASER): # phasers damaged
683 forces -= 0.2*(game.energy - 2500.0)
684 if damaged(DPHOTON): # photon torpedoes damaged
687 forces -= 50.0*game.torps
689 # phasers and photon tubes both out!
692 if forces <= 1000.0 and game.condition != "docked": # Typical situation
693 motion = ((forces+200.0*random.random())/150.0) - 5.0
695 if forces > 1000.0: # Very strong -- move in for kill
696 motion = (1.0-square(random.random()))*dist1 + 1.0
697 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
698 motion -= game.skill*(2.0-square(random.random()))
700 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
701 # don't move if no motion
704 # Limit motion according to skill
705 if abs(motion) > game.skill:
710 # calculate preferred number of steps
715 if motion > 0 and nsteps > mdist:
716 nsteps = mdist; # don't overshoot
717 if nsteps > QUADSIZE:
718 nsteps = QUADSIZE; # This shouldn't be necessary
720 nsteps = 1; # This shouldn't be necessary
722 proutn("NSTEPS = %d:" % nsteps)
723 # Compute preferred values of delta X and Y
724 mx = game.sector.x - com.x
725 my = game.sector.y - com.y
726 if 2.0 * abs(mx) < abs(my):
728 if 2.0 * abs(my) < abs(game.sector.x-com.x):
742 for ll in range(nsteps):
744 proutn(" %d" % (ll+1))
745 # Check if preferred position available
757 attempts = 0; # Settle mysterious hang problem
758 while attempts < 20 and not success:
760 if look.x < 1 or look.x > QUADSIZE:
761 if motion < 0 and tryexit(look, ienm, loccom, irun):
763 if krawlx == mx or my == 0:
765 look.x = next.x + krawlx
767 elif look.y < 1 or look.y > QUADSIZE:
768 if motion < 0 and tryexit(look, ienm, loccom, irun):
770 if krawly == my or mx == 0:
772 look.y = next.y + krawly
774 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
775 # See if we should ram ship
776 if game.quad[look.x][look.y] == game.ship and \
777 (ienm == IHC or ienm == IHS):
780 if krawlx != mx and my != 0:
781 look.x = next.x + krawlx
783 elif krawly != my and mx != 0:
784 look.y = next.y + krawly
787 break; # we have failed
799 # Put commander in place within same quadrant
800 game.quad[com.x][com.y] = IHDOT
801 game.quad[next.x][next.y] = ienm
804 game.ks[loccom] = next
805 game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
806 if not damaged(DSRSENS) or game.condition == docked:
809 proutn(_(" from Sector %s") % com)
810 if game.kdist[loccom] < dist1:
811 proutn(_(" advances to "))
813 proutn(_(" retreats to "))
814 prout("Sector %s." % next)
817 # Klingon tactical movement
820 # Figure out which Klingon is the commander (or Supercommander)
823 for i in range(1, game.nenhere+1):
825 if game.quad[w.x][w.y] == IHC:
829 for i in range(1, game.nenhere+1):
831 if game.quad[w.x][w.y] == IHS:
834 # If skill level is high, move other Klingons and Romulans too!
835 # Move these last so they can base their actions on what the
837 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
838 for i in range(1, game.nenhere+1):
840 if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
841 movebaddy(w, i, game.quad[w.x][w.y])
844 def movescom(iq, avoid):
845 # commander movement helper
846 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
847 game.state.galaxy[iq.x][iq.y].supernova or \
848 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
851 # Avoid quadrants with bases if we want to avoid Enterprise
852 for i in range(1, game.state.rembase+1):
853 if game.state.baseq[i] == iq:
855 if game.justin and not game.iscate:
858 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
859 game.state.kscmdr = iq
860 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
862 # SC has scooted, Remove him from current quadrant
868 for i in range(1, game.nenhere+1):
869 if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
871 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
872 game.ks[i] = game.ks[game.nenhere]
873 game.kdist[i] = game.kdist[game.nenhere]
874 game.kavgd[i] = game.kavgd[game.nenhere]
875 game.kpower[i] = game.kpower[game.nenhere]
878 if game.condition!=docked:
881 # check for a helpful planet
882 for i in range(game.inplan):
883 if game.state.planets[i].w == game.state.kscmdr and \
884 game.state.planets[i].crystals == "present":
886 game.state.planets[i].pclass = "destroyed"
887 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = NOPLANET
890 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
891 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
892 prout(_(" by the Super-commander.\""))
894 return False; # looks good!
896 def supercommander():
897 # move the Super Commander
898 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
901 prout("== SUPERCOMMANDER")
902 # Decide on being active or passive
903 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 \
904 (game.state.date-game.indate) < 3.0)
905 if not game.iscate and avoid:
906 # compute move away from Enterprise
907 idelta = game.state.kscmdr-game.quadrant
908 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
910 idelta.x = game.state.kscmdr.y-game.quadrant.y
911 idelta.y = game.quadrant.x-game.state.kscmdr.x
913 # compute distances to starbases
914 if game.state.rembase <= 0:
918 sc = game.state.kscmdr
919 for i in range(1, game.state.rembase+1):
920 basetbl.append((i, distance(game.state.baseq[i], sc)))
921 if game.state.rembase > 1:
922 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
923 # look for nearest base without a commander, no Enterprise, and
924 # without too many Klingons, and not already under attack.
925 ifindit = iwhichb = 0
926 for i2 in range(1, game.state.rembase+1):
927 i = basetbl[i2][0]; # bug in original had it not finding nearest
928 ibq = game.state.baseq[i]
929 if ibq == game.quadrant or ibq == game.battle or \
930 game.state.galaxy[ibq.x][ibq.y].supernova or \
931 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
933 # if there is a commander, and no other base is appropriate,
934 # we will take the one with the commander
935 for j in range(1, game.state.remcom+1):
936 if ibq == game.state.kcmdr[j] and ifindit!= 2:
940 if j > game.state.remcom: # no commander -- use this one
945 return; # Nothing suitable -- wait until next time
946 ibq = game.state.baseq[iwhichb]
947 # decide how to move toward base
948 idelta = ibq - game.state.kscmdr
949 # Maximum movement is 1 quadrant in either or both axes
950 idelta = idelta.sgn()
951 # try moving in both x and y directions
952 # there was what looked like a bug in the Almy C code here,
953 # but it might be this translation is just wrong.
954 iq = game.state.kscmdr + idelta
955 if movescom(iq, avoid):
956 # failed -- try some other maneuvers
957 if idelta.x==0 or idelta.y==0:
960 iq.y = game.state.kscmdr.y + 1
961 if movescom(iq, avoid):
962 iq.y = game.state.kscmdr.y - 1
965 iq.x = game.state.kscmdr.x + 1
966 if movescom(iq, avoid):
967 iq.x = game.state.kscmdr.x - 1
970 # try moving just in x or y
971 iq.y = game.state.kscmdr.y
972 if movescom(iq, avoid):
973 iq.y = game.state.kscmdr.y + idelta.y
974 iq.x = game.state.kscmdr.x
977 if game.state.rembase == 0:
980 for i in range(1, game.state.rembase+1):
981 ibq = game.state.baseq[i]
982 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
985 return; # no, don't attack base!
988 schedule(FSCDBAS, 1.0 +2.0*random.random())
989 if is_scheduled(FCDBAS):
990 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
991 if not communicating():
995 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
997 prout(_(" reports that it is under attack from the Klingon Super-commander."))
998 proutn(_(" It can survive until stardate %d.\"") \
999 % int(scheduled(FSCDBAS)))
1000 if not game.resting:
1002 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1005 game.resting = False
1006 game.optime = 0.0; # actually finished
1008 # Check for intelligence report
1010 (random.random() > 0.2 or \
1011 (not communicating()) or \
1012 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1015 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1016 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1021 if not game.ithere or game.justin:
1024 if game.tholian.x == 1 and game.tholian.y == 1:
1025 idx = 1; idy = QUADSIZE
1026 elif game.tholian.x == 1 and game.tholian.y == QUADSIZE:
1027 idx = QUADSIZE; idy = QUADSIZE
1028 elif game.tholian.x == QUADSIZE and game.tholian.y == QUADSIZE:
1029 idx = QUADSIZE; idy = 1
1030 elif game.tholian.x == QUADSIZE and game.tholian.y == 1:
1033 # something is wrong!
1037 # do nothing if we are blocked
1038 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
1040 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1042 if game.tholian.x != idx:
1044 im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
1045 while game.tholian.x != idx:
1046 game.tholian.x += im
1047 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1048 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1049 elif game.tholian.y != idy:
1051 im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
1052 while game.tholian.y != idy:
1053 game.tholian.y += im
1054 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1055 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1056 game.quad[game.tholian.x][game.tholian.y] = IHT
1057 game.ks[game.nenhere] = game.tholian
1059 # check to see if all holes plugged
1060 for i in range(1, QUADSIZE+1):
1061 if game.quad[1][i]!=IHWEB and game.quad[1][i]!=IHT:
1063 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1065 if game.quad[i][1]!=IHWEB and game.quad[i][1]!=IHT:
1067 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1069 # All plugged up -- Tholian splits
1070 game.quad[game.tholian.x][game.tholian.y]=IHWEB
1072 crmena(True, IHT, "sector", game.tholian)
1073 prout(_(" completes web."))
1078 # Code from battle.c begins here
1080 def doshield(shraise):
1081 # change shield status
1089 if isit("transfer"):
1093 if damaged(DSHIELD):
1094 prout(_("Shields damaged and down."))
1101 proutn(_("Do you wish to change shield energy? "))
1103 proutn(_("Energy to transfer to shields- "))
1105 elif damaged(DSHIELD):
1106 prout(_("Shields damaged and down."))
1109 proutn(_("Shields are up. Do you want them down? "))
1116 proutn(_("Shields are down. Do you want them up? "))
1122 if action == "SHUP": # raise shields
1124 prout(_("Shields already up."))
1128 if game.condition != "docked":
1130 prout(_("Shields raised."))
1131 if game.energy <= 0:
1133 prout(_("Shields raising uses up last of energy."))
1138 elif action == "SHDN":
1140 prout(_("Shields already down."))
1144 prout(_("Shields lowered."))
1147 elif action == "NRG":
1148 while scan() != IHREAL:
1150 proutn(_("Energy to transfer to shields- "))
1154 if aaitem > game.energy:
1155 prout(_("Insufficient ship energy."))
1158 if game.shield+aaitem >= game.inshld:
1159 prout(_("Shield energy maximized."))
1160 if game.shield+aaitem > game.inshld:
1161 prout(_("Excess energy requested returned to ship energy"))
1162 game.energy -= game.inshld-game.shield
1163 game.shield = game.inshld
1165 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
1166 # Prevent shield drain loophole
1168 prout(_("Engineering to bridge--"))
1169 prout(_(" Scott here. Power circuit problem, Captain."))
1170 prout(_(" I can't drain the shields."))
1173 if game.shield+aaitem < 0:
1174 prout(_("All shield energy transferred to ship."))
1175 game.energy += game.shield
1178 proutn(_("Scotty- \""))
1180 prout(_("Transferring energy to shields.\""))
1182 prout(_("Draining energy from shields.\""))
1183 game.shield += aaitem
1184 game.energy -= aaitem
1188 # choose a device to damage, at random.
1190 # Quoth Eric Allman in the code of BSD-Trek:
1191 # "Under certain conditions you can get a critical hit. This
1192 # sort of hit damages devices. The probability that a given
1193 # device is damaged depends on the device. Well protected
1194 # devices (such as the computer, which is in the core of the
1195 # ship and has considerable redundancy) almost never get
1196 # damaged, whereas devices which are exposed (such as the
1197 # warp engines) or which are particularly delicate (such as
1198 # the transporter) have a much higher probability of being
1201 # This is one place where OPTION_PLAIN does not restore the
1202 # original behavior, which was equiprobable damage across
1203 # all devices. If we wanted that, we'd return NDEVICES*random.random()
1204 # and have done with it. Also, in the original game, DNAVYS
1205 # and DCOMPTR were the same device.
1207 # Instead, we use a table of weights similar to the one from BSD Trek.
1208 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1209 # We don't have a cloaking device. The shuttle got the allocation
1210 # for the cloaking device, then we shaved a half-percent off
1211 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1214 105, # DSRSENS: short range scanners 10.5%
1215 105, # DLRSENS: long range scanners 10.5%
1216 120, # DPHASER: phasers 12.0%
1217 120, # DPHOTON: photon torpedoes 12.0%
1218 25, # DLIFSUP: life support 2.5%
1219 65, # DWARPEN: warp drive 6.5%
1220 70, # DIMPULS: impulse engines 6.5%
1221 145, # DSHIELD: deflector shields 14.5%
1222 30, # DRADIO: subspace radio 3.0%
1223 45, # DSHUTTL: shuttle 4.5%
1224 15, # DCOMPTR: computer 1.5%
1225 20, # NAVCOMP: navigation system 2.0%
1226 75, # DTRANSP: transporter 7.5%
1227 20, # DSHCTRL: high-speed shield controller 2.0%
1228 10, # DDRAY: death ray 1.0%
1229 30, # DDSP: deep-space probes 3.0%
1231 idx = random.random() * 1000.0 # weights must sum to 1000
1233 for (i, w) in enumerate(weights):
1237 return None; # we should never get here
1239 def ram(ibumpd, ienm, w):
1240 # make our ship ram something
1241 prouts(_("***RED ALERT! RED ALERT!"))
1243 prout(_("***COLLISION IMMINENT."))
1247 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
1249 proutn(_(" rammed by "))
1252 crmena(False, ienm, sector, w)
1254 proutn(_(" (original position)"))
1256 deadkl(w, ienm, game.sector)
1259 prout(_(" heavily damaged."))
1260 icas = 10.0+20.0*random.random()
1261 prout(_("***Sickbay reports %d casualties"), icas)
1263 game.state.crew -= icas
1265 # In the pre-SST2K version, all devices got equiprobably damaged,
1266 # which was silly. Instead, pick up to half the devices at
1267 # random according to our weighting table,
1269 ncrits = random.randrange(NDEVICES/2)
1270 for m in range(ncrits):
1272 if game.damage[dev] < 0:
1274 extradm = (10.0*hardness*random.random()+1.0)*game.damfac
1275 # Damage for at least time of travel!
1276 game.damage[dev] += game.optime + extradm
1278 prout(_("***Shields are down."))
1279 if game.state.remkl + game.state.remcom + game.state.nscrem:
1286 def torpedo(course, r, incoming, i, n):
1287 # let a photon torpedo fly
1290 ac = course + 0.25*r
1291 angle = (15.0-ac)*0.5235988
1292 bullseye = (15.0 - course)*0.5235988
1293 deltax = -math.sin(angle);
1294 deltay = math.cos(angle);
1295 x = incoming.x; y = incoming.y
1296 w = coord(); jw = coord()
1297 w.x = w.y = jw.x = jw.y = 0
1298 bigger = max(math.fabs(deltax), math.fabs(deltay))
1301 if not damaged(DSRSENS) or game.condition=="docked":
1302 setwnd(srscan_window)
1304 setwnd(message_window)
1305 # Loop to move a single torpedo
1306 for l in range(1, 15+1):
1311 if not VALID_SECTOR(w.x, w.y):
1313 iquad=game.quad[w.x][w.y]
1314 tracktorpedo(w, l, i, n, iquad)
1318 setwnd(message_window)
1319 if damaged(DSRSENS) and not game.condition=="docked":
1320 skip(1); # start new line after text track
1321 if iquad in (IHE, IHF): # Hit our ship
1323 proutn(_("Torpedo hits "))
1326 hit = 700.0 + 100.0*random.random() - \
1327 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1328 newcnd(); # we're blown out of dock
1329 # We may be displaced.
1330 if game.landed or game.condition=="docked":
1331 return hit # Cheat if on a planet
1332 ang = angle + 2.5*(random.random()-0.5)
1333 temp = math.fabs(math.sin(ang))
1334 if math.fabs(math.cos(ang)) > temp:
1335 temp = math.fabs(math.cos(ang))
1336 xx = -math.sin(ang)/temp
1337 yy = math.cos(ang)/temp
1340 if not VALID_SECTOR(jw.x, jw.y):
1342 if game.quad[jw.x][jw.y]==IHBLANK:
1345 if game.quad[jw.x][jw.y]!=IHDOT:
1346 # can't move into object
1351 elif iquad in (IHC, IHS): # Hit a commander
1352 if random.random() <= 0.05:
1353 crmena(True, iquad, sector, w)
1354 prout(_(" uses anti-photon device;"))
1355 prout(_(" torpedo neutralized."))
1357 elif iquad in (IHR, IHK): # Hit a regular enemy
1359 for ll in range(1, game.nenhere+1):
1360 if w == game.ks[ll]:
1362 kp = math.fabs(game.kpower[ll])
1363 h1 = 700.0 + 100.0*random.random() - \
1364 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1368 if game.kpower[ll] < 0:
1369 game.kpower[ll] -= -h1
1371 game.kpower[ll] -= h1
1372 if game.kpower[ll] == 0:
1375 crmena(True, iquad, "sector", w)
1376 # If enemy damaged but not destroyed, try to displace
1377 ang = angle + 2.5*(random.random()-0.5)
1378 temp = math.fabs(math.sin(ang))
1379 if math.fabs(math.cos(ang)) > temp:
1380 temp = math.fabs(math.cos(ang))
1381 xx = -math.sin(ang)/temp
1382 yy = math.cos(ang)/temp
1385 if not VALID_SECTOR(jw.x, jw.y):
1386 prout(_(" damaged but not destroyed."))
1388 if game.quad[jw.x][jw.y]==IHBLANK:
1389 prout(_(" buffeted into black hole."))
1390 deadkl(w, iquad, jw)
1392 if game.quad[jw.x][jw.y]!=IHDOT:
1393 # can't move into object
1394 prout(_(" damaged but not destroyed."))
1396 proutn(_(" damaged--"))
1400 elif iquad == IHB: # Hit a base
1402 prout(_("***STARBASE DESTROYED.."))
1403 for ll in range(1, game.state.rembase+1):
1404 if game.state.baseq[ll] == game.quadrant:
1405 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1407 game.quad[w.x][w.y]=IHDOT
1408 game.state.rembase -= 1
1409 game.base.x=game.base.y=0
1410 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1411 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1412 game.state.basekl += 1
1415 elif iquad == IHP: # Hit a planet
1416 crmena(True, iquad, sector, w)
1417 prout(_(" destroyed."))
1418 game.state.nplankl += 1
1419 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1420 game.state.planets[game.iplnet].pclass = destroyed
1422 invalidate(game.plnet)
1423 game.quad[w.x][w.y] = IHDOT
1425 # captain perishes on planet
1428 elif iquad == IHW: # Hit an inhabited world -- very bad!
1429 crmena(True, iquad, sector, w)
1430 prout(_(" destroyed."))
1431 game.state.nworldkl += 1
1432 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
1433 game.state.planets[game.iplnet].pclass = destroyed
1435 invalidate(game.plnet)
1436 game.quad[w.x][w.y] = IHDOT
1438 # captain perishes on planet
1440 prout(_("You have just destroyed an inhabited planet."))
1441 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1443 elif iquad == IHSTAR: # Hit a star
1444 if random.random() > 0.10:
1447 crmena(True, IHSTAR, sector, w)
1448 prout(_(" unaffected by photon blast."))
1450 elif iquad == IHQUEST: # Hit a thingy
1451 if not (game.options & OPTION_THINGY) or random.random()>0.7:
1453 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1455 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1457 proutn(_("Mr. Spock-"))
1458 prouts(_(" \"Fascinating!\""))
1463 # Stas Sergeev added the possibility that
1464 # you can shove the Thingy and piss it off.
1465 # It then becomes an enemy and may fire at you.
1470 elif iquad == IHBLANK: # Black hole
1472 crmena(True, IHBLANK, sector, w)
1473 prout(_(" swallows torpedo."))
1475 elif iquad == IHWEB: # hit the web
1477 prout(_("***Torpedo absorbed by Tholian web."))
1479 elif iquad == IHT: # Hit a Tholian
1480 h1 = 700.0 + 100.0*random.random() - \
1481 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1484 game.quad[w.x][w.y] = IHDOT
1489 crmena(True, IHT, sector, w)
1490 if random.random() > 0.05:
1491 prout(_(" survives photon blast."))
1493 prout(_(" disappears."))
1494 game.quad[w.x][w.y] = IHWEB
1501 proutn("Don't know how to handle torpedo collision with ")
1502 crmena(True, iquad, sector, w)
1506 if curwnd!=message_window:
1507 setwnd(message_window)
1509 game.quad[w.x][w.y]=IHDOT
1510 game.quad[jw.x][jw.y]=iquad
1511 prout(_(" displaced by blast to Sector %s ") % jw)
1512 for ll in range(1, game.nenhere+1):
1513 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
1517 prout(_("Torpedo missed."))
1521 # critical-hit resolution
1523 # a critical hit occured
1524 if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
1527 ncrit = 1.0 + hit/(500.0+100.0*random.random())
1528 proutn(_("***CRITICAL HIT--"))
1529 # Select devices and cause damage
1531 for loop1 in range(ncrit):
1534 # Cheat to prevent shuttle damage unless on ship
1535 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1538 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
1539 game.damage[j] += extradm
1541 for loop2 in range(loop1):
1542 if j == cdam[loop2]:
1551 prout(_(" damaged."))
1552 if damaged(DSHIELD) and game.shldup:
1553 prout(_("***Shields knocked down."))
1556 def attack(torps_ok):
1557 # bad guy attacks us
1558 # torps_ok == false forces use of phasers in an attack
1559 atackd = False; attempt = False; ihurt = False;
1560 hitmax=0.0; hittot=0.0; chgfac=1.0
1564 # game could be over at this point, check
1569 prout("=== ATTACK!")
1571 # Tholian gewts to move before attacking
1575 # if you have just entered the RNZ, you'll get a warning
1576 if game.neutz: # The one chance not to be attacked
1580 # commanders get a chance to tac-move towards you
1581 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1584 # if no enemies remain after movement, we're done
1585 if game.nenhere==0 or (game.nenhere==1 and iqhere and not iqengry):
1588 # set up partial hits if attack happens during shield status change
1589 pfac = 1.0/game.inshld
1591 chgfac = 0.25+0.5*random.random()
1595 # message verbosity control
1596 if game.skill <= SKILL_FAIR:
1599 for loop in range(1, game.nenhere+1):
1600 if game.kpower[loop] < 0:
1601 continue; # too weak to attack
1602 # compute hit strength and diminish shield power
1604 # Increase chance of photon torpedos if docked or enemy energy low
1605 if game.condition == "docked":
1607 if game.kpower[loop] < 500:
1610 iquad = game.quad[jay.x][jay.y]
1611 if iquad==IHT or (iquad==IHQUEST and not iqengry):
1613 # different enemies have different probabilities of throwing a torp
1614 usephasers = not torps_ok or \
1615 (iquad == IHK and r > 0.0005) or \
1616 (iquad==IHC and r > 0.015) or \
1617 (iquad==IHR and r > 0.3) or \
1618 (iquad==IHS and r > 0.07) or \
1619 (iquad==IHQUEST and r > 0.05)
1620 if usephasers: # Enemy uses phasers
1621 if game.condition == "docked":
1622 continue; # Don't waste the effort!
1623 attempt = True; # Attempt to attack
1624 dustfac = 0.8+0.05*random.random()
1625 hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
1626 game.kpower[loop] *= 0.75
1627 else: # Enemy uses photon torpedo
1628 course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
1630 proutn(_("***TORPEDO INCOMING"))
1631 if not damaged(DSRSENS):
1633 crmena(False, iquad, where, jay)
1636 r = (random.random()+random.random())*0.5 -0.5
1637 r += 0.002*game.kpower[loop]*r
1638 hit = torpedo(course, r, jay, 1, 1)
1639 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1640 finish(FWON); # Klingons did themselves in!
1641 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1642 return; # Supernova or finished
1645 # incoming phaser or torpedo, shields may dissipate it
1646 if game.shldup or game.shldchg or game.condition=="docked":
1647 # shields will take hits
1648 propor = pfac * game.shield
1649 if game.condition =="docked":
1653 hitsh = propor*chgfac*hit+1.0
1655 if absorb > game.shield:
1656 absorb = game.shield
1657 game.shield -= absorb
1659 # taking a hit blasts us out of a starbase dock
1660 if game.condition == "docked":
1662 # but the shields may take care of it
1663 if propor > 0.1 and hit < 0.005*game.energy:
1665 # hit from this opponent got through shields, so take damage
1667 proutn(_("%d unit hit") % int(hit))
1668 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1669 proutn(_(" on the "))
1671 if not damaged(DSRSENS) and usephasers:
1673 crmena(False, iquad, where, jay)
1675 # Decide if hit is critical
1681 if game.energy <= 0:
1682 # Returning home upon your shield, not with it...
1685 if not attempt and game.condition == "docked":
1686 prout(_("***Enemies decide against attacking your ship."))
1689 percent = 100.0*pfac*game.shield+0.5
1691 # Shields fully protect ship
1692 proutn(_("Enemy attack reduces shield strength to "))
1694 # Print message if starship suffered hit(s)
1696 proutn(_("Energy left %2d shields ") % int(game.energy))
1699 elif not damaged(DSHIELD):
1702 proutn(_("damaged, "))
1703 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1704 # Check if anyone was hurt
1705 if hitmax >= 200 or hittot >= 500:
1706 icas= hittot*random.random()*0.015
1709 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1710 prout(_(" in that last attack.\""))
1712 game.state.crew -= icas
1713 # After attack, reset average distance to enemies
1714 for loop in range(1, game.nenhere+1):
1715 game.kavgd[loop] = game.kdist[loop]
1719 def deadkl(w, type, mv):
1720 # kill a Klingon, Tholian, Romulan, or Thingy
1721 # Added mv to allow enemy to "move" before dying
1723 crmena(True, type, sector, mv)
1724 # Decide what kind of enemy it is and update appropriately
1726 # chalk up a Romulan
1727 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1729 game.state.nromrem -= 1
1733 elif type == IHQUEST:
1735 iqhere = iqengry = False
1738 # Some type of a Klingon
1739 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1742 game.comhere = False
1743 for i in range(1, game.state.remcom+1):
1744 if game.state.kcmdr[i] == game.quadrant:
1746 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1747 game.state.kcmdr[game.state.remcom].x = 0
1748 game.state.kcmdr[game.state.remcom].y = 0
1749 game.state.remcom -= 1
1751 if game.state.remcom != 0:
1752 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1754 game.state.remkl -= 1
1756 game.state.nscrem -= 1
1758 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1763 prout("*** Internal error, deadkl() called on %s\n" % type)
1765 # For each kind of enemy, finish message to player
1766 prout(_(" destroyed."))
1767 game.quad[w.x][w.y] = IHDOT
1768 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1771 # Remove enemy ship from arrays describing local conditions
1772 if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
1774 for i in range(1, game.nenhere+1):
1778 if i <= game.nenhere:
1779 for j in range(i, game.nenhere+1):
1780 game.ks[j] = game.ks[j+1]
1781 game.kpower[j] = game.kpower[j+1]
1782 game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
1783 game.ks[game.nenhere+1].x = 0
1784 game.ks[game.nenhere+1].x = 0
1785 game.kdist[game.nenhere+1] = 0
1786 game.kavgd[game.nenhere+1] = 0
1787 game.kpower[game.nenhere+1] = 0
1790 def targetcheck(x, y):
1791 # Return None if target is invalid
1792 if not VALID_SECTOR(x, y):
1795 deltx = 0.1*(y - game.sector.y)
1796 delty = 0.1*(x - game.sector.x)
1797 if deltx==0 and delty== 0:
1799 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1800 prout(_(" I recommend an immediate review of"))
1801 prout(_(" the Captain's psychological profile.\""))
1804 return 1.90985932*math.atan2(deltx, delty)
1807 # launch photon torpedo
1809 if damaged(DPHOTON):
1810 prout(_("Photon tubes damaged."))
1814 prout(_("No torpedoes left."))
1823 prout(_("%d torpedoes left.") % game.torps)
1824 proutn(_("Number of torpedoes to fire- "))
1826 else: # key == IHREAL {
1828 if n <= 0: # abort command
1833 prout(_("Maximum of 3 torpedoes per burst."))
1840 for i in range(1, n+1):
1842 if i==1 and key == IHEOL:
1843 break; # we will try prompting
1844 if i==2 and key == IHEOL:
1845 # direct all torpedoes at one target
1847 targ[i][1] = targ[1][1]
1848 targ[i][2] = targ[1][2]
1849 course[i] = course[1]
1861 course[i] = targetcheck(targ[i][1], targ[i][2])
1862 if course[i] == None:
1865 if i == 1 and key == IHEOL:
1866 # prompt for each one
1867 for i in range(1, n+1):
1868 proutn(_("Target sector for torpedo number %d- ") % i)
1880 course[i] = targetcheck(targ[i][1], targ[i][2])
1881 if course[i] == None:
1884 # Loop for moving <n> torpedoes
1885 for i in range(1, n+1):
1886 if game.condition != "docked":
1888 r = (random.random()+random.random())*0.5 -0.5
1889 if math.fabs(r) >= 0.47:
1891 r = (random.random()+1.2) * r
1893 prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
1895 prouts(_("***TORPEDO MISFIRES."))
1898 prout(_(" Remainder of burst aborted."))
1899 if random.random() <= 0.2:
1900 prout(_("***Photon tubes damaged by misfire."))
1901 game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
1903 if game.shldup or game.condition == "docked":
1904 r *= 1.0 + 0.0001*game.shield
1905 torpedo(course[i], r, game.sector, i, n)
1906 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1908 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1912 # check for phasers overheating
1914 chekbrn = (rpow-1500.)*0.00038
1915 if random.random() <= chekbrn:
1916 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1917 game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
1919 def checkshctrl(rpow):
1920 # check shield control
1923 if random.random() < 0.998:
1924 prout(_("Shields lowered."))
1926 # Something bad has happened
1927 prouts(_("***RED ALERT! RED ALERT!"))
1929 hit = rpow*game.shield/game.inshld
1930 game.energy -= rpow+hit*0.8
1931 game.shield -= hit*0.2
1932 if game.energy <= 0.0:
1933 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1938 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1940 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1941 icas = hit*random.random()*0.012
1946 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1947 prout(_(" %d casualties so far.\"") % icas)
1949 game.state.crew -= icas
1951 prout(_("Phaser energy dispersed by shields."))
1952 prout(_("Enemy unaffected."))
1956 def hittem(doublehits):
1957 # register a phaser hit on Klingons and Romulans
1958 nenhr2=game.nenhere; kk=1
1961 for k in range(1, nenhr2+1):
1965 dustfac = 0.9 + 0.01*random.random()
1966 hit = wham*math.pow(dustfac,game.kdist[kk])
1967 kpini = game.kpower[kk]
1968 kp = math.fabs(kpini)
1969 if PHASEFAC*hit < kp:
1971 if game.kpower[kk] < 0:
1972 game.kpower[kk] -= -kp
1974 game.kpower[kk] -= kp
1975 kpow = game.kpower[kk]
1978 if not damaged(DSRSENS):
1980 proutn(_("%d unit hit on ") % int(hit))
1982 proutn(_("Very small hit on "))
1983 ienm = game.quad[w.x][w.y]
1986 crmena(False, ienm, "sector", w)
1990 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1994 kk -= 1; # don't do the increment
1995 else: # decide whether or not to emasculate klingon
1996 if kpow > 0 and random.random() >= 0.9 and \
1997 kpow <= ((0.4 + 0.4*random.random())*kpini):
1998 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
1999 prout(_(" has just lost its firepower.\""))
2000 game.kpower[kk] = -kpow
2007 kz = 0; k = 1; irec=0 # Cheating inhibitor
2008 ifast = False; no = False; itarg = True; msgflag = True
2013 # SR sensors and Computer are needed fopr automode
2014 if damaged(DSRSENS) or damaged(DCOMPTR):
2016 if game.condition == "docked":
2017 prout(_("Phasers can't be fired through base shields."))
2020 if damaged(DPHASER):
2021 prout(_("Phaser control damaged."))
2025 if damaged(DSHCTRL):
2026 prout(_("High speed shield control damaged."))
2029 if game.energy <= 200.0:
2030 prout(_("Insufficient energy to activate high-speed shield control."))
2033 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2036 # Original code so convoluted, I re-did it all
2037 while automode=="NOTSET":
2042 prout(_("There is no enemy present to select."))
2045 automode="AUTOMATIC"
2049 elif isit("automatic"):
2050 if (not itarg) and game.nenhere != 0:
2051 automode = "FORCEMAN"
2054 prout(_("Energy will be expended into space."))
2055 automode = "AUTOMATIC"
2064 prout(_("Energy will be expended into space."))
2065 automode = "AUTOMATIC"
2067 automode = "FORCEMAN"
2069 automode = "AUTOMATIC"
2073 prout(_("Energy will be expended into space."))
2074 automode = "AUTOMATIC"
2076 automode = "FORCEMAN"
2078 proutn(_("Manual or automatic? "))
2082 if automode == "AUTOMATIC":
2083 if key == IHALPHA and isit("no"):
2086 if key != IHREAL and game.nenhere != 0:
2087 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2092 for i in range(1, game.nenhere+1):
2093 irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
2095 proutn(_("%d units required. ") % irec)
2097 proutn(_("Units to fire= "))
2103 proutn(_("Energy available= %.2f") % avail)
2106 if not rpow > avail:
2113 if key == IHALPHA and isit("no"):
2116 game.energy -= 200; # Go and do it!
2117 if checkshctrl(rpow):
2125 for i in range(1, game.nenhere+1):
2129 hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
2130 over = (0.01 + 0.05*random.random())*hits[i]
2132 powrem -= hits[i] + over
2133 if powrem <= 0 and temp < hits[i]:
2142 if extra > 0 and not game.alldone:
2144 proutn(_("*** Tholian web absorbs "))
2146 proutn(_("excess "))
2147 prout(_("phaser energy."))
2149 prout(_("%d expended on empty space.") % int(extra))
2150 elif automode == "FORCEMAN":
2153 if damaged(DCOMPTR):
2154 prout(_("Battle computer damaged, manual fire only."))
2157 prouts(_("---WORKING---"))
2159 prout(_("Short-range-sensors-damaged"))
2160 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2161 prout(_("Manual-fire-must-be-used"))
2163 elif automode == "MANUAL":
2165 for k in range(1, game.nenhere+1):
2167 ienm = game.quad[aim.x][aim.y]
2169 proutn(_("Energy available= %.2f") % (avail-0.006))
2173 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2174 (ienm == IHC or ienm == IHS):
2176 prout(_(" can't be located without short range scan."))
2179 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2184 if itarg and k > kz:
2185 irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
2188 if not damaged(DCOMPTR):
2193 proutn(_("units to fire at "))
2194 crmena(False, ienm, sector, aim)
2197 if key == IHALPHA and isit("no"):
2205 if k==1: # Let me say I'm baffled by this
2214 # If total requested is too much, inform and start over
2216 prout(_("Available energy exceeded -- try again."))
2219 key = scan(); # scan for next value
2222 # zero energy -- abort
2225 if key == IHALPHA and isit("no"):
2230 game.energy -= 200.0
2231 if checkshctrl(rpow):
2235 # Say shield raised or malfunction, if necessary
2241 if random.random() >= 0.99:
2242 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2243 prouts(_(" CLICK CLICK POP . . ."))
2244 prout(_(" No response, sir!"))
2247 prout(_("Shields raised."))
2252 # Code from events,c begins here.
2254 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2255 # event of each type active at any given time. Mostly these means we can
2256 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2257 # BSD Trek, from which we swiped the idea, can have up to 5.
2261 def unschedule(evtype):
2262 # remove an event from the schedule
2263 game.future[evtype].date = FOREVER
2264 return game.future[evtype]
2266 def is_scheduled(evtype):
2267 # is an event of specified type scheduled
2268 return game.future[evtype].date != FOREVER
2270 def scheduled(evtype):
2271 # when will this event happen?
2272 return game.future[evtype].date
2274 def schedule(evtype, offset):
2275 # schedule an event of specified type
2276 game.future[evtype].date = game.state.date + offset
2277 return game.future[evtype]
2279 def postpone(evtype, offset):
2280 # postpone a scheduled event
2281 game.future[evtype].date += offset
2284 # rest period is interrupted by event
2287 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2289 game.resting = False
2296 # run through the event queue looking for things to do
2298 fintim = game.state.date + game.optime; yank=0
2299 ictbeam = False; istract = False
2300 w = coord(); hold = coord()
2301 ev = event(); ev2 = event()
2304 # tractor beaming cases merge here
2305 yank = math.sqrt(yank)
2307 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2311 prout(_(" caught in long range tractor beam--"))
2312 # If Kirk & Co. screwing around on planet, handle
2313 atover(True) # atover(true) is Grab
2316 if game.icraft: # Caught in Galileo?
2319 # Check to see if shuttle is aboard
2320 if game.iscraft == "offship":
2322 if random.random() > 0.5:
2323 prout(_("Galileo, left on the planet surface, is captured"))
2324 prout(_("by aliens and made into a flying McDonald's."))
2325 game.damage[DSHUTTL] = -10
2326 game.iscraft = "removed"
2328 prout(_("Galileo, left on the planet surface, is well hidden."))
2330 game.quadrant = game.state.kscmdr
2332 game.quadrant = game.state.kcmdr[i]
2333 game.sector = randplace(QUADSIZE)
2335 prout(_(" is pulled to Quadrant %s, Sector %s") \
2336 % (game.quadrant, game.sector))
2338 prout(_("(Remainder of rest/repair period cancelled.)"))
2339 game.resting = False
2341 if not damaged(DSHIELD) and game.shield > 0:
2342 doshield(True) # raise shields
2345 prout(_("(Shields not currently useable.)"))
2347 # Adjust finish time to time of tractor beaming
2348 fintim = game.state.date+game.optime
2350 if game.state.remcom <= 0:
2353 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2356 # Code merges here for any commander destroying base
2357 # Not perfect, but will have to do
2358 # Handle case where base is in same quadrant as starship
2359 if game.battle == game.quadrant:
2360 game.state.chart[game.battle.x][game.battle.y].starbase = False
2361 game.quad[game.base.x][game.base.y] = IHDOT
2362 game.base.x=game.base.y=0
2365 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2366 elif game.state.rembase != 1 and communicating():
2367 # Get word via subspace radio
2370 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2371 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2373 prout(_("the Klingon Super-Commander"))
2375 prout(_("a Klingon Commander"))
2376 game.state.chart[game.battle.x][game.battle.y].starbase = False
2377 # Remove Starbase from galaxy
2378 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2379 for i in range(1, game.state.rembase+1):
2380 if game.state.baseq[i] == game.battle:
2381 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2382 game.state.rembase -= 1
2384 # reinstate a commander's base attack
2388 invalidate(game.battle)
2391 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2392 for i in range(1, NEVENTS):
2393 if i == FSNOVA: proutn("=== Supernova ")
2394 elif i == FTBEAM: proutn("=== T Beam ")
2395 elif i == FSNAP: proutn("=== Snapshot ")
2396 elif i == FBATTAK: proutn("=== Base Attack ")
2397 elif i == FCDBAS: proutn("=== Base Destroy ")
2398 elif i == FSCMOVE: proutn("=== SC Move ")
2399 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2400 elif i == FDSPROB: proutn("=== Probe Move ")
2401 elif i == FDISTR: proutn("=== Distress Call ")
2402 elif i == FENSLV: proutn("=== Enslavement ")
2403 elif i == FREPRO: proutn("=== Klingon Build ")
2405 prout("%.2f" % (scheduled(i)))
2408 radio_was_broken = damaged(DRADIO)
2411 # Select earliest extraneous event, evcode==0 if no events
2416 for l in range(1, NEVENTS):
2417 if game.future[l].date < datemin:
2420 prout("== Event %d fires" % evcode)
2421 datemin = game.future[l].date
2422 xtime = datemin-game.state.date
2423 game.state.date = datemin
2424 # Decrement Federation resources and recompute remaining time
2425 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2427 if game.state.remtime <=0:
2430 # Any crew left alive?
2431 if game.state.crew <=0:
2434 # Is life support adequate?
2435 if damaged(DLIFSUP) and game.condition != "docked":
2436 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2439 game.lsupres -= xtime
2440 if game.damage[DLIFSUP] <= xtime:
2441 game.lsupres = game.inlsr
2444 if game.condition == "docked":
2445 repair /= game.docfac
2446 # Don't fix Deathray here
2447 for l in range(0, NDEVICES):
2448 if game.damage[l] > 0.0 and l != DDRAY:
2449 if game.damage[l]-repair > 0.0:
2450 game.damage[l] -= repair
2452 game.damage[l] = 0.0
2453 # If radio repaired, update star chart and attack reports
2454 if radio_was_broken and not damaged(DRADIO):
2455 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2456 prout(_(" surveillance reports are coming in."))
2458 if not game.iseenit:
2462 prout(_(" The star chart is now up to date.\""))
2464 # Cause extraneous event EVCODE to occur
2465 game.optime -= xtime
2466 if evcode == FSNOVA: # Supernova
2469 schedule(FSNOVA, expran(0.5*game.intime))
2470 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2472 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2473 if game.state.nscrem == 0 or \
2474 ictbeam or istract or \
2475 game.condition=="docked" or game.isatb==1 or game.iscate:
2477 if game.ientesc or \
2478 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2479 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2480 (damaged(DSHIELD) and \
2481 (game.energy < 2500 or damaged(DPHASER)) and \
2482 (game.torps < 5 or damaged(DPHOTON))):
2485 yank = distance(game.state.kscmdr, game.quadrant)
2490 elif evcode == FTBEAM: # Tractor beam
2491 if game.state.remcom == 0:
2494 i = random.random()*game.state.remcom+1.0
2495 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
2496 if istract or game.condition == "docked" or yank == 0:
2497 # Drats! Have to reschedule
2499 game.optime + expran(1.5*game.intime/game.state.remcom))
2503 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2504 game.snapsht = game.state
2505 game.state.snap = True
2506 schedule(FSNAP, expran(0.5 * game.intime))
2507 elif evcode == FBATTAK: # Commander attacks starbase
2508 if game.state.remcom==0 or game.state.rembase==0:
2514 for j in range(1, game.state.rembase+1):
2515 for k in range(1, game.state.remcom+1):
2516 if game.state.baseq[j] == game.state.kcmdr[k] and \
2517 not game.state.baseq[j] == game.quadrant and \
2518 not game.state.baseq[j] == game.state.kscmdr:
2522 if j>game.state.rembase:
2523 # no match found -- try later
2524 schedule(FBATTAK, expran(0.3*game.intime))
2527 # commander + starbase combination found -- launch attack
2528 game.battle = game.state.baseq[j]
2529 schedule(FCDBAS, 1.0+3.0*random.random())
2530 if game.isatb: # extra time if SC already attacking
2531 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2532 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2533 game.iseenit = False
2534 if not communicating():
2535 continue # No warning :-(
2539 proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2540 prout(_(" reports that it is under attack and that it can"))
2541 proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
2545 elif evcode == FSCDBAS: # Supercommander destroys base
2548 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2549 continue # WAS RETURN!
2551 game.battle = game.state.kscmdr
2553 elif evcode == FCDBAS: # Commander succeeds in destroying base
2556 # find the lucky pair
2557 for i in range(1, game.state.remcom+1):
2558 if game.state.kcmdr[i] == game.battle:
2560 if i > game.state.remcom or game.state.rembase == 0 or \
2561 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2562 # No action to take after all
2563 invalidate(game.battle)
2566 elif evcode == FSCMOVE: # Supercommander moves
2567 schedule(FSCMOVE, 0.2777)
2568 if not game.ientesc and not istract and game.isatb != 1 and \
2569 (not game.iscate or not game.justin):
2571 elif evcode == FDSPROB: # Move deep space probe
2572 schedule(FDSPROB, 0.01)
2573 game.probex += game.probeinx
2574 game.probey += game.probeiny
2575 i = (int)(game.probex/QUADSIZE +0.05)
2576 j = (int)(game.probey/QUADSIZE + 0.05)
2577 if game.probec.x != i or game.probec.y != j:
2580 if not VALID_QUADRANT(i, j) or \
2581 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2582 # Left galaxy or ran into supernova
2586 proutn(_("Lt. Uhura- \"The deep space probe "))
2587 if not VALID_QUADRANT(j, i):
2588 proutn(_("has left the galaxy"))
2590 proutn(_("is no longer transmitting"))
2594 if not communicating():
2597 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2598 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2599 # Update star chart if Radio is working or have access to radio
2601 chp = game.state.chart[game.probec.x][game.probec.y]
2602 chp.klingons = pdest.klingons
2603 chp.starbase = pdest.starbase
2604 chp.stars = pdest.stars
2605 pdest.charted = True
2606 game.proben -= 1 # One less to travel
2607 if game.proben == 0 and game.isarmed and pdest.stars:
2608 # lets blow the sucker!
2609 supernova(True, game.probec)
2611 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2613 elif evcode == FDISTR: # inhabited system issues distress call
2615 # try a whole bunch of times to find something suitable
2616 for i in range(100):
2617 # need a quadrant which is not the current one,
2618 # which has some stars which are inhabited and
2619 # not already under attack, which is not
2620 # supernova'ed, and which has some Klingons in it
2621 w = randplace(GALSIZE)
2622 q = game.state.galaxy[w.x][w.y]
2623 if not (game.quadrant == w or q.planet == NOPLANET or \
2624 not game.state.planets[q.planet].inhabited or \
2625 q.supernova or q.status!=secure or q.klingons<=0):
2628 # can't seem to find one; ignore this call
2630 prout("=== Couldn't find location for distress event.")
2632 # got one!! Schedule its enslavement
2633 ev = schedule(FENSLV, expran(game.intime))
2635 q.status = distressed
2637 # tell the captain about it if we can
2639 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2641 prout(_("by a Klingon invasion fleet."))
2644 elif evcode == FENSLV: # starsystem is enslaved
2645 ev = unschedule(FENSLV)
2646 # see if current distress call still active
2647 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2651 q.status = "enslaved"
2653 # play stork and schedule the first baby
2654 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2655 ev2.quadrant = ev.quadrant
2657 # report the disaster if we can
2659 prout(_("Uhura- We've lost contact with starsystem %s") % \
2661 prout(_("in Quadrant %s.\n") % ev.quadrant)
2662 elif evcode == FREPRO: # Klingon reproduces
2663 # If we ever switch to a real event queue, we'll need to
2664 # explicitly retrieve and restore the x and y.
2665 ev = schedule(FREPRO, expran(1.0 * game.intime))
2666 # see if current distress call still active
2667 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2671 if game.state.remkl >=MAXKLGAME:
2672 continue # full right now
2673 # reproduce one Klingon
2675 if game.klhere >= MAXKLQUAD:
2677 # this quadrant not ok, pick an adjacent one
2678 for i in range(w.x - 1, w.x + 2):
2679 for j in range(w.y - 1, w.y + 2):
2680 if not VALID_QUADRANT(i, j):
2682 q = game.state.galaxy[w.x][w.y]
2683 # check for this quad ok (not full & no snova)
2684 if q.klingons >= MAXKLQUAD or q.supernova:
2688 continue # search for eligible quadrant failed
2693 game.state.remkl += 1
2695 if game.quadrant == w:
2697 newkling(game.klhere)
2698 # recompute time left
2700 # report the disaster if we can
2702 if game.quadrant == w:
2703 prout(_("Spock- sensors indicate the Klingons have"))
2704 prout(_("launched a warship from %s.") % q.planet)
2706 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2707 if q.planet != NOPLANET:
2708 proutn(_("near %s") % q.planet)
2709 prout(_("in Quadrant %s.") % w)
2718 proutn(_("How long? "))
2723 origTime = delay = aaitem
2726 if delay >= game.state.remtime or game.nenhere != 0:
2727 proutn(_("Are you sure? "))
2731 # Alternate resting periods (events) with attacks
2736 game.resting = False
2737 if not game.resting:
2738 prout(_("%d stardates left.") % int(game.state.remtime))
2740 temp = game.optime = delay
2742 rtime = 1.0 + random.random()
2746 if game.optime < delay:
2755 # Repair Deathray if long rest at starbase
2756 if origTime-delay >= 9.99 and game.condition == "docked":
2757 game.damage[DDRAY] = 0.0
2758 # leave if quadrant supernovas
2759 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2761 game.resting = False
2764 # A nova occurs. It is the result of having a star hit with a
2765 # photon torpedo, or possibly of a probe warhead going off.
2766 # Stars that go nova cause stars which surround them to undergo
2767 # the same probabilistic process. Klingons next to them are
2768 # destroyed. And if the starship is next to it, it gets zapped.
2769 # If the zap is too much, it gets destroyed.
2773 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2774 newc = coord(); scratch = coord()
2776 if random.random() < 0.05:
2777 # Wow! We've supernova'ed
2778 supernova(False, nov)
2781 # handle initial nova
2782 game.quad[nov.x][nov.y] = IHDOT
2783 crmena(False, IHSTAR, sector, nov)
2785 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2786 game.state.starkl += 1
2788 # Set up stack to recursively trigger adjacent stars
2789 bot = top = top2 = 1
2795 for mm in range(bot, top+1):
2796 for nn in range(1, 3+1): # nn,j represents coordinates around current
2797 for j in range(1, 3+1):
2800 scratch.x = hits[mm][1]+nn-2
2801 scratch.y = hits[mm][2]+j-2
2802 if not VALID_SECTOR(scratch.y, scratch.x):
2804 iquad = game.quad[scratch.x][scratch.y]
2805 # Empty space ends reaction
2806 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2808 elif iquad == IHSTAR: # Affect another star
2809 if random.random() < 0.05:
2810 # This star supernovas
2811 scratch = supernova(False)
2814 hits[top2][1]=scratch.x
2815 hits[top2][2]=scratch.y
2816 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2817 game.state.starkl += 1
2818 crmena(True, IHSTAR, sector, scratch)
2820 game.quad[scratch.x][scratch.y] = IHDOT
2821 elif iquad == IHP: # Destroy planet
2822 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = NOPLANET
2823 game.state.nplankl += 1
2824 crmena(True, IHP, sector, scratch)
2825 prout(_(" destroyed."))
2826 game.state.planets[game.iplnet].pclass = destroyed
2828 invalidate(game.plnet)
2832 game.quad[scratch.x][scratch.y] = IHDOT
2833 elif iquad == IHB: # Destroy base
2834 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2835 for i in range(1, game.state.rembase+1):
2836 if game.state.baseq[i] == game.quadrant:
2838 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2839 game.state.rembase -= 1
2840 invalidate(game.base)
2841 game.state.basekl += 1
2843 crmena(True, IHB, sector, scratch)
2844 prout(_(" destroyed."))
2845 game.quad[scratch.x][scratch.y] = IHDOT
2846 elif iquad in (IHE, IHF): # Buffet ship
2847 prout(_("***Starship buffeted by nova."))
2849 if game.shield >= 2000.0:
2850 game.shield -= 2000.0
2852 diff = 2000.0 - game.shield
2856 prout(_("***Shields knocked out."))
2857 game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
2859 game.energy -= 2000.0
2860 if game.energy <= 0:
2863 # add in course nova contributes to kicking starship
2864 icx += game.sector.x-hits[mm][1]
2865 icy += game.sector.y-hits[mm][2]
2867 elif iquad == IHK: # kill klingon
2868 deadkl(scratch,iquad, scratch)
2869 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2870 for ll in range(1, game.nenhere+1):
2871 if game.ks[ll] == scratch:
2873 game.kpower[ll] -= 800.0 # If firepower is lost, die
2874 if game.kpower[ll] <= 0.0:
2875 deadkl(scratch, iquad, scratch)
2877 newc.x = scratch.x + scratch.x - hits[mm][1]
2878 newc.y = scratch.y + scratch.y - hits[mm][2]
2879 crmena(True, iquad, sector, scratch)
2880 proutn(_(" damaged"))
2881 if not VALID_SECTOR(newc.x, newc.y):
2882 # can't leave quadrant
2885 iquad1 = game.quad[newc.x][newc.y]
2886 if iquad1 == IHBLANK:
2887 proutn(_(", blasted into "))
2888 crmena(False, IHBLANK, sector, newc)
2890 deadkl(scratch, iquad, newc)
2893 # can't move into something else
2896 proutn(_(", buffeted to Sector %s") % newc)
2897 game.quad[scratch.x][scratch.y] = IHDOT
2898 game.quad[newc.x][newc.y] = iquad
2900 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
2909 # Starship affected by nova -- kick it away.
2910 game.dist = kount*0.1
2913 game.direc = course[3*(icx+1)+icy+2]
2914 if game.direc == 0.0:
2916 if game.dist == 0.0:
2918 game.optime = 10.0*game.dist/16.0
2920 prout(_("Force of nova displaces starship."))
2922 game.optime = 10.0*game.dist/16.0
2925 def supernova(induced, w=None):
2926 # star goes supernova
2934 # Scheduled supernova -- select star
2935 # logic changed here so that we won't favor quadrants in top
2937 for nq.x in range(1, GALSIZE+1):
2938 for nq.y in range(1, GALSIZE+1):
2939 stars += game.state.galaxy[nq.x][nq.y].stars
2941 return # nothing to supernova exists
2942 num = random.random()*stars + 1
2943 for nq.x in range(1, GALSIZE+1):
2944 for nq.y in range(1, GALSIZE+1):
2945 num -= game.state.galaxy[nq.x][nq.y].stars
2951 proutn("=== Super nova here?")
2955 if not nq == game.quadrant or game.justin:
2956 # it isn't here, or we just entered (treat as enroute)
2959 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2960 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2963 # we are in the quadrant!
2964 num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
2965 for ns.x in range(1, QUADSIZE+1):
2966 for ns.y in range(1, QUADSIZE+1):
2967 if game.quad[ns.x][ns.y]==IHSTAR:
2975 prouts(_("***RED ALERT! RED ALERT!"))
2977 prout(_("***Incipient supernova detected at Sector %s") % ns)
2978 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2979 proutn(_("Emergency override attempts t"))
2980 prouts("***************")
2985 # destroy any Klingons in supernovaed quadrant
2986 kldead = game.state.galaxy[nq.x][nq.y].klingons
2987 game.state.galaxy[nq.x][nq.y].klingons = 0
2988 if nq == game.state.kscmdr:
2989 # did in the Supercommander!
2990 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2994 if game.state.remcom:
2995 maxloop = game.state.remcom
2996 for l in range(1, maxloop+1):
2997 if game.state.kcmdr[l] == nq:
2998 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
2999 invalidate(game.state.kcmdr[game.state.remcom])
3000 game.state.remcom -= 1
3002 if game.state.remcom==0:
3005 game.state.remkl -= kldead
3006 # destroy Romulans and planets in supernovaed quadrant
3007 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
3008 game.state.galaxy[nq.x][nq.y].romulans = 0
3009 game.state.nromrem -= nrmdead
3011 for loop in range(game.inplan):
3012 if game.state.planets[loop].w == nq:
3013 game.state.planets[loop].pclass = destroyed
3015 # Destroy any base in supernovaed quadrant
3016 if game.state.rembase:
3017 maxloop = game.state.rembase
3018 for loop in range(1, maxloop+1):
3019 if game.state.baseq[loop] == nq:
3020 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
3021 invalidate(game.state.baseq[game.state.rembase])
3022 game.state.rembase -= 1
3024 # If starship caused supernova, tally up destruction
3026 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
3027 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
3028 game.state.nplankl += npdead
3029 # mark supernova in galaxy and in star chart
3030 if game.quadrant == nq or communicating():
3031 game.state.galaxy[nq.x][nq.y].supernova = True
3032 # If supernova destroys last Klingons give special message
3033 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
3036 prout(_("Lucky you!"))
3037 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
3040 # if some Klingons remain, continue or die in supernova
3045 # Code from finish.c ends here.
3048 # self-destruct maneuver
3049 # Finish with a BANG!
3051 if damaged(DCOMPTR):
3052 prout(_("Computer damaged; cannot execute destruct sequence."))
3054 prouts(_("---WORKING---")); skip(1)
3055 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3056 prouts(" 10"); skip(1)
3057 prouts(" 9"); skip(1)
3058 prouts(" 8"); skip(1)
3059 prouts(" 7"); skip(1)
3060 prouts(" 6"); skip(1)
3062 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3064 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3066 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3070 if game.passwd != citem:
3071 prouts(_("PASSWORD-REJECTED;"))
3073 prouts(_("CONTINUITY-EFFECTED"))
3076 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3077 prouts(" 5"); skip(1)
3078 prouts(" 4"); skip(1)
3079 prouts(" 3"); skip(1)
3080 prouts(" 2"); skip(1)
3081 prouts(" 1"); skip(1)
3082 if random.random() < 0.15:
3083 prouts(_("GOODBYE-CRUEL-WORLD"))
3091 prouts(_("********* Entropy of "))
3093 prouts(_(" maximized *********"))
3097 if game.nenhere != 0:
3098 whammo = 25.0 * game.energy
3100 while l <= game.nenhere:
3101 if game.kpower[l]*game.kdist[l] <= whammo:
3102 deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
3107 "Compute our rate of kils over time."
3108 return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
3112 badpt = 5.0*game.state.starkl + \
3114 10.0*game.state.nplankl + \
3115 300*game.state.nworldkl + \
3117 100.0*game.state.basekl +\
3119 if game.ship == IHF:
3121 elif game.ship == None:
3127 # end the game, with appropriate notfications
3131 prout(_("It is stardate %.1f.") % game.state.date)
3133 if ifin == FWON: # Game has been won
3134 if game.state.nromrem != 0:
3135 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3138 prout(_("You have smashed the Klingon invasion fleet and saved"))
3139 prout(_("the Federation."))
3144 badpt = 0.0 # Close enough!
3145 # killsPerDate >= RateMax
3146 if game.state.date-game.indate < 5.0 or \
3147 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3149 prout(_("In fact, you have done so well that Starfleet Command"))
3150 if game.skill == SKILL_NOVICE:
3151 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3152 elif game.skill == SKILL_FAIR:
3153 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3154 elif game.skill == SKILL_GOOD:
3155 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3156 elif game.skill == SKILL_EXPERT:
3157 prout(_("promotes you to Commodore Emeritus."))
3159 prout(_("Now that you think you're really good, try playing"))
3160 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3161 elif game.skill == SKILL_EMERITUS:
3163 proutn(_("Computer- "))
3164 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3166 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3168 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3170 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3172 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3174 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3176 prout(_("Now you can retire and write your own Star Trek game!"))
3178 elif game.skill >= SKILL_EXPERT:
3179 if game.thawed and not idebug:
3180 prout(_("You cannot get a citation, so..."))
3182 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3186 # Only grant long life if alive (original didn't!)
3188 prout(_("LIVE LONG AND PROSPER."))
3193 elif ifin == FDEPLETE: # Federation Resources Depleted
3194 prout(_("Your time has run out and the Federation has been"))
3195 prout(_("conquered. Your starship is now Klingon property,"))
3196 prout(_("and you are put on trial as a war criminal. On the"))
3197 proutn(_("basis of your record, you are "))
3198 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3199 prout(_("acquitted."))
3201 prout(_("LIVE LONG AND PROSPER."))
3203 prout(_("found guilty and"))
3204 prout(_("sentenced to death by slow torture."))
3208 elif ifin == FLIFESUP:
3209 prout(_("Your life support reserves have run out, and"))
3210 prout(_("you die of thirst, starvation, and asphyxiation."))
3211 prout(_("Your starship is a derelict in space."))
3213 prout(_("Your energy supply is exhausted."))
3215 prout(_("Your starship is a derelict in space."))
3216 elif ifin == FBATTLE:
3219 prout(_("has been destroyed in battle."))
3221 prout(_("Dulce et decorum est pro patria mori."))
3223 prout(_("You have made three attempts to cross the negative energy"))
3224 prout(_("barrier which surrounds the galaxy."))
3226 prout(_("Your navigation is abominable."))
3229 prout(_("Your starship has been destroyed by a nova."))
3230 prout(_("That was a great shot."))
3232 elif ifin == FSNOVAED:
3235 prout(_(" has been fried by a supernova."))
3236 prout(_("...Not even cinders remain..."))
3237 elif ifin == FABANDN:
3238 prout(_("You have been captured by the Klingons. If you still"))
3239 prout(_("had a starbase to be returned to, you would have been"))
3240 prout(_("repatriated and given another chance. Since you have"))
3241 prout(_("no starbases, you will be mercilessly tortured to death."))
3242 elif ifin == FDILITHIUM:
3243 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3244 elif ifin == FMATERIALIZE:
3245 prout(_("Starbase was unable to re-materialize your starship."))
3246 prout(_("Sic transit gloria mundi"))
3247 elif ifin == FPHASER:
3250 prout(_(" has been cremated by its own phasers."))
3252 prout(_("You and your landing party have been"))
3253 prout(_("converted to energy, disipating through space."))
3254 elif ifin == FMINING:
3255 prout(_("You are left with your landing party on"))
3256 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3258 prout(_("They are very fond of \"Captain Kirk\" soup."))
3260 proutn(_("Without your leadership, the "))
3262 prout(_(" is destroyed."))
3263 elif ifin == FDPLANET:
3264 prout(_("You and your mining party perish."))
3266 prout(_("That was a great shot."))
3269 prout(_("The Galileo is instantly annihilated by the supernova."))
3270 prout(_("You and your mining party are atomized."))
3272 proutn(_("Mr. Spock takes command of the "))
3275 prout(_("joins the Romulans, reigning terror on the Federation."))
3276 elif ifin == FPNOVA:
3277 prout(_("You and your mining party are atomized."))
3279 proutn(_("Mr. Spock takes command of the "))
3282 prout(_("joins the Romulans, reigning terror on the Federation."))
3283 elif ifin == FSTRACTOR:
3284 prout(_("The shuttle craft Galileo is also caught,"))
3285 prout(_("and breaks up under the strain."))
3287 prout(_("Your debris is scattered for millions of miles."))
3288 proutn(_("Without your leadership, the "))
3290 prout(_(" is destroyed."))
3292 prout(_("The mutants attack and kill Spock."))
3293 prout(_("Your ship is captured by Klingons, and"))
3294 prout(_("your crew is put on display in a Klingon zoo."))
3295 elif ifin == FTRIBBLE:
3296 prout(_("Tribbles consume all remaining water,"))
3297 prout(_("food, and oxygen on your ship."))
3299 prout(_("You die of thirst, starvation, and asphyxiation."))
3300 prout(_("Your starship is a derelict in space."))
3302 prout(_("Your ship is drawn to the center of the black hole."))
3303 prout(_("You are crushed into extremely dense matter."))
3305 prout(_("Your last crew member has died."))
3306 if game.ship == IHF:
3308 elif game.ship == IHE:
3311 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3312 goodies = game.state.remres/game.inresor
3313 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3314 if goodies/baddies >= 1.0+0.5*random.random():
3315 prout(_("As a result of your actions, a treaty with the Klingon"))
3316 prout(_("Empire has been signed. The terms of the treaty are"))
3317 if goodies/baddies >= 3.0+random.random():
3318 prout(_("favorable to the Federation."))
3320 prout(_("Congratulations!"))
3322 prout(_("highly unfavorable to the Federation."))
3324 prout(_("The Federation will be destroyed."))
3326 prout(_("Since you took the last Klingon with you, you are a"))
3327 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3328 prout(_("statue in your memory. Rest in peace, and try not"))
3329 prout(_("to think about pigeons."))
3334 # compute player's score
3335 timused = game.state.date - game.indate
3338 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3340 perdate = killrate()
3341 ithperd = 500*perdate + 0.5
3344 iwon = 100*game.skill
3345 if game.ship == IHE:
3347 elif game.ship == IHF:
3351 if not game.gamewon:
3352 game.state.nromrem = 0 # None captured if no win
3353 iscore = 10*(game.inkling - game.state.remkl) \
3354 + 50*(game.incom - game.state.remcom) \
3356 + 20*(game.inrom - game.state.nromrem) \
3357 + 200*(game.inscom - game.state.nscrem) \
3358 - game.state.nromrem \
3363 prout(_("Your score --"))
3364 if game.inrom - game.state.nromrem:
3365 prout(_("%6d Romulans destroyed %5d") %
3366 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3367 if game.state.nromrem:
3368 prout(_("%6d Romulans captured %5d") %
3369 (game.state.nromrem, game.state.nromrem))
3370 if game.inkling - game.state.remkl:
3371 prout(_("%6d ordinary Klingons destroyed %5d") %
3372 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3373 if game.incom - game.state.remcom:
3374 prout(_("%6d Klingon commanders destroyed %5d") %
3375 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3376 if game.inscom - game.state.nscrem:
3377 prout(_("%6d Super-Commander destroyed %5d") %
3378 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3380 prout(_("%6.2f Klingons per stardate %5d") %
3382 if game.state.starkl:
3383 prout(_("%6d stars destroyed by your action %5d") %
3384 (game.state.starkl, -5*game.state.starkl))
3385 if game.state.nplankl:
3386 prout(_("%6d planets destroyed by your action %5d") %
3387 (game.state.nplankl, -10*game.state.nplankl))
3388 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3389 prout(_("%6d inhabited planets destroyed by your action %5d") %
3390 (game.state.nplankl, -300*game.state.nworldkl))
3391 if game.state.basekl:
3392 prout(_("%6d bases destroyed by your action %5d") %
3393 (game.state.basekl, -100*game.state.basekl))
3395 prout(_("%6d calls for help from starbase %5d") %
3396 (game.nhelp, -45*game.nhelp))
3398 prout(_("%6d casualties incurred %5d") %
3399 (game.casual, -game.casual))
3401 prout(_("%6d crew abandoned in space %5d") %
3402 (game.abandoned, -3*game.abandoned))
3404 prout(_("%6d ship(s) lost or destroyed %5d") %
3405 (klship, -100*klship))
3407 prout(_("Penalty for getting yourself killed -200"))
3409 proutn(_("Bonus for winning "))
3410 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3411 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3412 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3413 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3414 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3415 prout(" %5d" % iwon)
3417 prout(_("TOTAL SCORE %5d") % iscore)
3420 # emit winner's commemmorative plaque
3423 proutn(_("File or device name for your plaque: "))
3426 fp = open(winner, "w")
3429 prout(_("Invalid name."))
3431 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3433 # The 38 below must be 64 for 132-column paper
3434 nskip = 38 - len(winner)/2
3436 fp.write("\n\n\n\n")
3437 # --------DRAW ENTERPRISE PICTURE.
3438 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3439 fp.write(" EEE E : : : E\n" )
3440 fp.write(" EE EEE E : : NCC-1701 : E\n")
3441 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3442 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3443 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3444 fp.write(" EEEEEEE EEEEE E E E E\n")
3445 fp.write(" EEE E E E E\n")
3446 fp.write(" E E E E\n")
3447 fp.write(" EEEEEEEEEEEEE E E\n")
3448 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3449 fp.write(" :E : EEEE E\n")
3450 fp.write(" .-E -:----- E\n")
3451 fp.write(" :E : E\n")
3452 fp.write(" EE : EEEEEEEE\n")
3453 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3455 fp.write(_(" U. S. S. ENTERPRISE\n"))
3456 fp.write("\n\n\n\n")
3457 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3459 fp.write(_(" Starfleet Command bestows to you\n"))
3461 fp.write("%*s%s\n\n" % (nskip, "", winner))
3462 fp.write(_(" the rank of\n\n"))
3463 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3465 if game.skill == SKILL_EXPERT:
3466 fp.write(_(" Expert level\n\n"))
3467 elif game.skill == SKILL_EMERITUS:
3468 fp.write(_("Emeritus level\n\n"))
3470 fp.write(_(" Cheat level\n\n"))
3471 timestring = ctime()
3472 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3473 (timestring+4, timestring+20, timestring+11))
3474 fp.write(_(" Your score: %d\n\n") % iscore)
3475 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3478 # Code from io.c begins here
3480 rows = linecount = 0 # for paging
3483 fullscreen_window = None
3484 srscan_window = None
3485 report_window = None
3486 status_window = None
3487 lrscan_window = None
3488 message_window = None
3489 prompt_window = None
3493 "wrap up, either normally or due to signal"
3494 if game.options & OPTION_CURSES:
3501 sys.stdout.write('\n')
3507 #setlocale(LC_ALL, "")
3508 #bindtextdomain(PACKAGE, LOCALEDIR)
3509 #textdomain(PACKAGE)
3510 if atexit.register(outro):
3511 sys.stderr.write("Unable to register outro(), exiting...\n")
3513 if not (game.options & OPTION_CURSES):
3514 ln_env = os.getenv("LINES")
3520 stdscr = curses.initscr()
3525 curses.start_color()
3526 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3527 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3528 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3529 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3530 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3531 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3532 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3533 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3535 global fullscreen_window, srscan_window, report_window, status_window
3536 global lrscan_window, message_window, prompt_window
3537 fullscreen_window = stdscr
3538 srscan_window = curses.newwin(12, 25, 0, 0)
3539 report_window = curses.newwin(11, 0, 1, 25)
3540 status_window = curses.newwin(10, 0, 1, 39)
3541 lrscan_window = curses.newwin(5, 0, 0, 64)
3542 message_window = curses.newwin(0, 0, 12, 0)
3543 prompt_window = curses.newwin(1, 0, rows-2, 0)
3544 message_window.scrollok(True)
3545 setwnd(fullscreen_window)
3550 "wait for user action -- OK to do nothing if on a TTY"
3551 if game.options & OPTION_CURSES:
3556 if game.skill > SKILL_FAIR:
3557 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3559 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3563 if game.skill > SKILL_FAIR:
3564 prompt = _("[CONTINUE?]")
3566 prompt = _("[PRESS ENTER TO CONTINUE]")
3568 if game.options & OPTION_CURSES:
3570 setwnd(prompt_window)
3571 prompt_window.wclear()
3572 prompt_window.addstr(prompt)
3573 prompt_window.getstr()
3574 prompt_window.clear()
3575 prompt_window.refresh()
3576 setwnd(message_window)
3579 sys.stdout.write('\n')
3582 for j in range(0, rows):
3583 sys.stdout.write('\n')
3587 "Skip i lines. Pause game if this would cause a scrolling event."
3588 for dummy in range(i):
3589 if game.options & OPTION_CURSES:
3590 (y, x) = curwnd.getyx()
3591 (my, mx) = curwnd.getmaxyx()
3592 if curwnd == message_window and y >= my - 3:
3600 if rows and linecount >= rows:
3603 sys.stdout.write('\n')
3606 "Utter a line with no following line feed."
3607 if game.options & OPTION_CURSES:
3611 sys.stdout.write(line)
3621 curses.delay_output(30)
3623 if game.options & OPTION_CURSES:
3627 curses.delay_output(300)
3630 "Get a line of input."
3631 if game.options & OPTION_CURSES:
3632 line = curwnd.getstr() + "\n"
3635 if replayfp and not replayfp.closed:
3636 line = replayfp.readline()
3644 "Change windows -- OK for this to be a no-op in tty mode."
3646 if game.options & OPTION_CURSES:
3648 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3651 "Clear to end of line -- can be a no-op in tty mode"
3652 if game.options & OPTION_CURSES:
3657 "Clear screen -- can be a no-op in tty mode."
3659 if game.options & OPTION_CURSES:
3665 def textcolor(color):
3666 "Set the current text color"
3667 if game.options & OPTION_CURSES:
3668 if color == DEFAULT:
3670 elif color == BLACK:
3671 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3673 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3674 elif color == GREEN:
3675 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3677 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3679 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3680 elif color == MAGENTA:
3681 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3682 elif color == BROWN:
3683 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3684 elif color == LIGHTGRAY:
3685 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3686 elif color == DARKGRAY:
3687 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3688 elif color == LIGHTBLUE:
3689 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3690 elif color == LIGHTGREEN:
3691 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3692 elif color == LIGHTCYAN:
3693 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3694 elif color == LIGHTRED:
3695 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3696 elif color == LIGHTMAGENTA:
3697 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3698 elif color == YELLOW:
3699 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3700 elif color == WHITE:
3701 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3704 "Set highlight video, if this is reasonable."
3705 if game.options & OPTION_CURSES:
3706 curwnd.attron(curses.A_REVERSE)
3708 def commandhook(cmd, before):
3712 # Things past this point have policy implications.
3716 "Hook to be called after moving to redraw maps."
3717 if game.options & OPTION_CURSES:
3720 setwnd(srscan_window)
3724 setwnd(status_window)
3725 status_window.clear()
3726 status_window.move(0, 0)
3727 setwnd(report_window)
3728 report_window.clear()
3729 report_window.move(0, 0)
3731 setwnd(lrscan_window)
3732 lrscan_window.clear()
3733 lrscan_window.move(0, 0)
3736 def put_srscan_sym(w, sym):
3737 "Emit symbol for short-range scan."
3738 srscan_window.move(w.x+1, w.y*2+2)
3739 srscan_window.addch(sym)
3740 srscan_window.refresh()
3743 "Enemy fall down, go boom."
3744 if game.options & OPTION_CURSES:
3746 setwnd(srscan_window)
3747 srscan_window.attron(curses.A_REVERSE)
3748 put_srscan_sym(w, game.quad[w.x][w.y])
3752 srscan_window.attroff(curses.A_REVERSE)
3753 put_srscan_sym(w, game.quad[w.x][w.y])
3754 curses.delay_output(500)
3755 setwnd(message_window)
3758 "Sound and visual effects for teleportation."
3759 if game.options & OPTION_CURSES:
3761 setwnd(message_window)
3763 prouts(" . . . . . ")
3764 if game.options & OPTION_CURSES:
3765 #curses.delay_output(1000)
3769 def tracktorpedo(w, l, i, n, iquad):
3770 "Torpedo-track animation."
3771 if not game.options & OPTION_CURSES:
3775 proutn(_("Track for torpedo number %d- ") % i)
3778 proutn(_("Torpedo track- "))
3781 proutn("%d - %d " % (w.x, w.y))
3783 if not damaged(DSRSENS) or game.condition=="docked":
3784 if i != 1 and l == 1:
3786 curses.delay_output(400)
3787 if (iquad==IHDOT) or (iquad==IHBLANK):
3788 put_srscan_sym(w, '+')
3790 #curses.delay_output(100)
3792 put_srscan_sym(w, iquad)
3794 curwnd.attron(curses.A_REVERSE)
3795 put_srscan_sym(w, iquad)
3797 #curses.delay_output(1000)
3799 curwnd.attroff(curses.A_REVERSE)
3800 put_srscan_sym(w, iquad)
3802 proutn("%d - %d " % (w.x, w.y))
3805 "Display the current galaxy chart."
3806 if game.options & OPTION_CURSES:
3807 setwnd(message_window)
3808 message_window.clear()
3810 if game.options & OPTION_TTY:
3815 def prstat(txt, data):
3817 if game.options & OPTION_CURSES:
3819 setwnd(status_window)
3821 proutn(" " * NSYM - len(tx))
3824 if game.options & OPTION_CURSES:
3825 setwnd(report_window)
3827 # Code from moving.c begins here
3829 def imove(novapush):
3830 # movement execution for warp, impulse, supernova, and tractor-beam events
3831 w = coord(); final = coord()
3834 def no_quad_change():
3835 # No quadrant change -- compute new avg enemy distances
3836 game.quad[game.sector.x][game.sector.y] = game.ship
3838 for m in range(1, game.nenhere+1):
3839 finald = distance(w, game.ks[m])
3840 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
3841 game.kdist[m] = finald
3843 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3845 for m in range(1, game.nenhere+1):
3846 game.kavgd[m] = game.kdist[m]
3849 setwnd(message_window)
3853 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3854 game.inorbit = False
3856 angle = ((15.0 - game.direc) * 0.5235988)
3857 deltax = -math.sin(angle)
3858 deltay = math.cos(angle)
3859 if math.fabs(deltax) > math.fabs(deltay):
3860 bigger = math.fabs(deltax)
3862 bigger = math.fabs(deltay)
3867 # If tractor beam is to occur, don't move full distance
3868 if game.state.date+game.optime >= scheduled(FTBEAM):
3870 game.condition = "red"
3871 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3872 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3873 # Move within the quadrant
3874 game.quad[game.sector.x][game.sector.y] = IHDOT
3877 n = 10.0*game.dist*bigger+0.5
3880 for m in range(1, n+1):
3885 if not VALID_SECTOR(w.x, w.y):
3886 # Leaving quadrant -- allow final enemy attack
3887 # Don't do it if being pushed by Nova
3888 if game.nenhere != 0 and not novapush:
3890 for m in range(1, game.nenhere+1):
3891 finald = distance(w, game.ks[m])
3892 game.kavgd[m] = 0.5 * (finald + game.kdist[m])
3894 # Stas Sergeev added the condition
3895 # that attacks only happen if Klingons
3896 # are present and your skill is good.
3898 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3902 # compute final position -- new quadrant and sector
3903 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
3904 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
3905 w.x = x+10.0*game.dist*bigger*deltax+0.5
3906 w.y = y+10.0*game.dist*bigger*deltay+0.5
3907 # check for edge of galaxy
3917 if w.x > GALSIZE*QUADSIZE:
3918 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
3920 if w.y > GALSIZE*QUADSIZE:
3921 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
3930 if game.nkinks == 3:
3931 # Three strikes -- you're out!
3935 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3936 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3937 prout(_("YOU WILL BE DESTROYED."))
3938 # Compute final position in new quadrant
3939 if trbeam: # Don't bother if we are to be beamed
3941 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
3942 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
3943 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
3944 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
3946 prout(_("Entering Quadrant %s.") % game.quadrant)
3947 game.quad[game.sector.x][game.sector.y] = game.ship
3949 if game.skill>SKILL_NOVICE:
3952 iquad = game.quad[w.x][w.y]
3954 # object encountered in flight path
3955 stopegy = 50.0*game.dist/game.optime
3956 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3957 if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
3959 ram(False, iquad, game.sector)
3961 elif iquad == IHBLANK:
3963 prouts(_("***RED ALERT! RED ALERT!"))
3967 proutn(_(" pulled into black hole at Sector %s") % w)
3969 # Getting pulled into a black hole was certain
3970 # death in Almy's original. Stas Sergeev added a
3971 # possibility that you'll get timewarped instead.
3974 for m in range(0, NDEVICES):
3975 if game.damage[m]>0:
3977 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3978 if (game.options & OPTION_BLKHOLE) and random.random()>probf:
3988 proutn(_(" encounters Tholian web at %s;") % w)
3990 proutn(_(" blocked by object at %s;") % w)
3991 proutn(_("Emergency stop required "))
3992 prout(_("%2d units of energy.") % int(stopegy))
3993 game.energy -= stopegy
3994 final.x = x-deltax+0.5
3995 final.y = y-deltay+0.5
3997 if game.energy <= 0:
4003 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
4010 # dock our ship at a starbase
4012 if game.condition == "docked" and verbose:
4013 prout(_("Already docked."))
4016 prout(_("You must first leave standard orbit."))
4018 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
4020 prout(_(" not adjacent to base."))
4022 game.condition = "docked"
4026 if game.energy < game.inenrg:
4027 game.energy = game.inenrg
4028 game.shield = game.inshld
4029 game.torps = game.intorps
4030 game.lsupres = game.inlsr
4031 game.state.crew = FULLCREW
4032 if not damaged(DRADIO) and \
4033 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
4034 # get attack report from base
4035 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
4040 # This program originally required input in terms of a (clock)
4041 # direction and distance. Somewhere in history, it was changed to
4042 # cartesian coordinates. So we need to convert. Probably
4043 # "manual" input should still be done this way -- it's a real
4044 # pain if the computer isn't working! Manual mode is still confusing
4045 # because it involves giving x and y motions, yet the coordinates
4046 # are always displayed y - x, where +y is downward!
4049 def getcd(isprobe, akey):
4050 # get course and distance
4051 irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
4052 navmode = "unspecified"
4057 # Get course direction and distance. If user types bad values, return
4058 # with DIREC = -1.0.
4061 if game.landed and not isprobe:
4062 prout(_("Dummy! You can't leave standard orbit until you"))
4063 proutn(_("are back aboard the ship."))
4066 while navmode == "unspecified":
4067 if damaged(DNAVSYS):
4069 prout(_("Computer damaged; manual navigation only"))
4071 prout(_("Computer damaged; manual movement only"))
4076 if isprobe and akey != -1:
4077 # For probe launch, use pre-scanned value first time
4084 proutn(_("Manual or automatic- "))
4087 elif key == IHALPHA:
4092 elif isit("automatic"):
4093 navmode = "automatic"
4102 prout(_("(Manual navigation assumed.)"))
4104 prout(_("(Manual movement assumed.)"))
4108 if navmode == "automatic":
4111 proutn(_("Target quadrant or quadrant§or- "))
4113 proutn(_("Destination sector or quadrant§or- "))
4129 # both quadrant and sector specified
4143 # only quadrant specified -- go to center of dest quad
4151 if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
4158 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
4160 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4161 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
4162 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
4165 proutn(_("X and Y displacements- "))
4179 # Check for zero movement
4180 if deltax == 0 and deltay == 0:
4183 if itemp == "verbose" and not isprobe:
4185 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4186 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4187 game.direc = math.atan2(deltax, deltay)*1.90985932
4188 if game.direc < 0.0:
4194 # move under impulse power
4196 if damaged(DIMPULS):
4199 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4201 if game.energy > 30.0:
4203 if game.direc == -1.0:
4205 power = 20.0 + 100.0*game.dist
4209 if power >= game.energy:
4210 # Insufficient power for trip
4212 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4213 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4214 if game.energy > 30:
4215 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4216 int(0.01 * (game.energy-20.0)-0.05))
4217 prout(_(" quadrants.\""))
4219 prout(_("quadrant. They are, therefore, useless.\""))
4222 # Make sure enough time is left for the trip
4223 game.optime = game.dist/0.095
4224 if game.optime >= game.state.remtime:
4225 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4226 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4227 proutn(_("we dare spend the time?\" "))
4230 # Activate impulse engines and pay the cost
4235 power = 20.0 + 100.0*game.dist
4236 game.energy -= power
4237 game.optime = game.dist/0.095
4238 if game.energy <= 0:
4243 # move under warp drive
4244 blooey = False; twarp = False
4245 if not timewarp: # Not WARPX entry
4247 if game.damage[DWARPEN] > 10.0:
4250 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4252 if damaged(DWARPEN) and game.warpfac > 4.0:
4255 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4256 prout(_(" is repaired, I can only give you warp 4.\""))
4259 # Read in course and distance
4261 if game.direc == -1.0:
4264 # Make sure starship has enough energy for the trip
4265 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4266 if power >= game.energy:
4267 # Insufficient power for trip
4270 prout(_("Engineering to bridge--"))
4271 if not game.shldup or 0.5*power > game.energy:
4272 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4274 prout(_("We can't do it, Captain. We don't have enough energy."))
4276 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4279 prout(_("if you'll lower the shields."))
4283 prout(_("We haven't the energy to go that far with the shields up."))
4286 # Make sure enough time is left for the trip
4287 game.optime = 10.0*game.dist/game.wfacsq
4288 if game.optime >= 0.8*game.state.remtime:
4290 prout(_("First Officer Spock- \"Captain, I compute that such"))
4291 proutn(_(" a trip would require approximately %2.0f") %
4292 (100.0*game.optime/game.state.remtime))
4293 prout(_(" percent of our"))
4294 proutn(_(" remaining time. Are you sure this is wise?\" "))
4300 if game.warpfac > 6.0:
4301 # Decide if engine damage will occur
4302 prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
4303 if prob > random.random():
4305 game.dist = random.random()*game.dist
4306 # Decide if time warp will occur
4307 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
4309 if idebug and game.warpfac==10 and not twarp:
4311 proutn("=== Force time warp? ")
4315 # If time warp or engine damage, check path
4316 # If it is obstructed, don't do warp or damage
4317 angle = ((15.0-game.direc)*0.5235998)
4318 deltax = -math.sin(angle)
4319 deltay = math.cos(angle)
4320 if math.fabs(deltax) > math.fabs(deltay):
4321 bigger = math.fabs(deltax)
4323 bigger = math.fabs(deltay)
4327 n = 10.0 * game.dist * bigger +0.5
4330 for l in range(1, n+1):
4335 if not VALID_SECTOR(ix, iy):
4337 if game.quad[ix][iy] != IHDOT:
4342 # Activate Warp Engines and pay the cost
4346 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4347 if game.energy <= 0:
4349 game.optime = 10.0*game.dist/game.wfacsq
4353 game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
4355 prout(_("Engineering to bridge--"))
4356 prout(_(" Scott here. The warp engines are damaged."))
4357 prout(_(" We'll have to reduce speed to warp 4."))
4362 # change the warp factor
4368 proutn(_("Warp factor- "))
4373 if game.damage[DWARPEN] > 10.0:
4374 prout(_("Warp engines inoperative."))
4376 if damaged(DWARPEN) and aaitem > 4.0:
4377 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4378 prout(_(" but right now we can only go warp 4.\""))
4381 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4384 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4386 oldfac = game.warpfac
4387 game.warpfac = aaitem
4388 game.wfacsq=game.warpfac*game.warpfac
4389 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4390 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4393 if game.warpfac < 8.00:
4394 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4396 if game.warpfac == 10.0:
4397 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4399 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4403 # cope with being tossed out of quadrant by supernova or yanked by beam
4406 # is captain on planet?
4408 if damaged(DTRANSP):
4411 prout(_("Scotty rushes to the transporter controls."))
4413 prout(_("But with the shields up it's hopeless."))
4415 prouts(_("His desperate attempt to rescue you . . ."))
4416 if random.random() <= 0.5:
4420 prout(_("SUCCEEDS!"))
4423 proutn(_("The crystals mined were "))
4424 if random.random() <= 0.25:
4432 # Check to see if captain in shuttle craft
4438 # Inform captain of attempt to reach safety
4442 prouts(_("***RED ALERT! RED ALERT!"))
4446 prout(_(" has stopped in a quadrant containing"))
4447 prouts(_(" a supernova."))
4449 proutn(_("***Emergency automatic override attempts to hurl "))
4452 prout(_("safely out of quadrant."))
4453 if not damaged(DRADIO):
4454 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4455 # Try to use warp engines
4456 if damaged(DWARPEN):
4458 prout(_("Warp engines damaged."))
4461 game.warpfac = 6.0+2.0*random.random()
4462 game.wfacsq = game.warpfac * game.warpfac
4463 prout(_("Warp factor set to %d") % int(game.warpfac))
4464 power = 0.75*game.energy
4465 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4466 distreq = 1.4142+random.random()
4467 if distreq < game.dist:
4469 game.optime = 10.0*game.dist/game.wfacsq
4470 game.direc = 12.0*random.random() # How dumb!
4472 game.inorbit = False
4475 # This is bad news, we didn't leave quadrant.
4479 prout(_("Insufficient energy to leave quadrant."))
4482 # Repeat if another snova
4483 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4485 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4486 finish(FWON) # Snova killed remaining enemy.
4489 # let's do the time warp again
4490 prout(_("***TIME WARP ENTERED."))
4491 if game.state.snap and random.random() < 0.5:
4493 prout(_("You are traveling backwards in time %d stardates.") %
4494 int(game.state.date-game.snapsht.date))
4495 game.state = game.snapsht
4496 game.state.snap = False
4497 if game.state.remcom:
4498 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4499 schedule(FBATTAK, expran(0.3*game.intime))
4500 schedule(FSNOVA, expran(0.5*game.intime))
4501 # next snapshot will be sooner
4502 schedule(FSNAP, expran(0.25*game.state.remtime))
4504 if game.state.nscrem:
4505 schedule(FSCMOVE, 0.2777)
4509 invalidate(game.battle)
4511 # Make sure Galileo is consistant -- Snapshot may have been taken
4512 # when on planet, which would give us two Galileos!
4514 for l in range(game.inplan):
4515 if game.state.planets[l].known == "shuttle_down":
4517 if game.iscraft == "onship" and game.ship==IHE:
4518 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4519 game.iscraft = "offship"
4520 # Likewise, if in the original time the Galileo was abandoned, but
4521 # was on ship earlier, it would have vanished -- let's restore it.
4522 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4523 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4524 game.iscraft = "onship"
4526 # * There used to be code to do the actual reconstrction here,
4527 # * but the starchart is now part of the snapshotted galaxy state.
4529 prout(_("Spock has reconstructed a correct star chart from memory"))
4531 # Go forward in time
4532 game.optime = -0.5*game.intime*math.log(random.random())
4533 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4534 # cheat to make sure no tractor beams occur during time warp
4535 postpone(FTBEAM, game.optime)
4536 game.damage[DRADIO] += game.optime
4538 events() # Stas Sergeev added this -- do pending events
4541 # launch deep-space probe
4542 # New code to launch a deep space probe
4543 if game.nprobes == 0:
4546 if game.ship == IHE:
4547 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4549 prout(_("Ye Faerie Queene has no deep space probes."))
4554 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4556 if is_scheduled(FDSPROB):
4559 if damaged(DRADIO) and game.condition != "docked":
4560 prout(_("Spock- \"Records show the previous probe has not yet"))
4561 prout(_(" reached its destination.\""))
4563 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4568 # slow mode, so let Kirk know how many probes there are left
4569 if game.nprobes == 1:
4570 prout(_("1 probe left."))
4572 prout(_("%d probes left") % game.nprobes)
4573 proutn(_("Are you sure you want to fire a probe? "))
4577 game.isarmed = False
4578 if key == IHALPHA and citem == "armed":
4582 proutn(_("Arm NOVAMAX warhead? "))
4585 if game.direc == -1.0:
4588 angle = ((15.0 - game.direc) * 0.5235988)
4589 game.probeinx = -math.sin(angle)
4590 game.probeiny = math.cos(angle)
4591 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4592 bigger = math.fabs(game.probeinx)
4594 bigger = math.fabs(game.probeiny)
4596 game.probeiny /= bigger
4597 game.probeinx /= bigger
4598 game.proben = 10.0*game.dist*bigger +0.5
4599 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4600 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4601 game.probec = game.quadrant
4602 schedule(FDSPROB, 0.01) # Time to move one sector
4603 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4607 # Here's how the mayday code works:
4609 # First, the closest starbase is selected. If there is a a starbase
4610 # in your own quadrant, you are in good shape. This distance takes
4611 # quadrant distances into account only.
4613 # A magic number is computed based on the distance which acts as the
4614 # probability that you will be rematerialized. You get three tries.
4616 # When it is determined that you should be able to be rematerialized
4617 # (i.e., when the probability thing mentioned above comes up
4618 # positive), you are put into that quadrant (anywhere). Then, we try
4619 # to see if there is a spot adjacent to the star- base. If not, you
4620 # can't be rematerialized!!! Otherwise, it drops you there. It only
4621 # tries five times to find a spot to drop you. After that, it's your
4625 # yell for help from nearest starbase
4626 # There's more than one way to move in this game!
4630 # Test for conditions which prevent calling for help
4631 if game.condition == "docked":
4632 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4635 prout(_("Subspace radio damaged."))
4637 if game.state.rembase==0:
4638 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4641 proutn(_("You must be aboard the "))
4645 # OK -- call for help from nearest starbase
4648 # There's one in this quadrant
4649 ddist = distance(game.base, game.sector)
4652 for m in range(1, game.state.rembase+1):
4653 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4657 # Since starbase not in quadrant, set up new quadrant
4658 game.quadrant = game.state.baseq[line]
4660 # dematerialize starship
4661 game.quad[game.sector.x][game.sector.y]=IHDOT
4662 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4664 prout(_(" dematerializes."))
4666 for m in range(1, 5+1):
4667 ix = game.base.x+3.0*random.random()-1
4668 iy = game.base.y+3.0*random.random()-1
4669 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4670 # found one -- finish up
4674 if not is_valid(game.sector):
4675 prout(_("You have been lost in space..."))
4676 finish(FMATERIALIZE)
4678 # Give starbase three chances to rematerialize starship
4679 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4680 for m in range(1, 3+1):
4681 if m == 1: proutn(_("1st"))
4682 elif m == 2: proutn(_("2nd"))
4683 elif m == 3: proutn(_("3rd"))
4684 proutn(_(" attempt to re-materialize "))
4686 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4689 if random.random() > probf:
4692 curses.delay_output(500)
4695 game.quad[ix][iy]=IHQUEST
4698 setwnd(message_window)
4699 finish(FMATERIALIZE)
4701 game.quad[ix][iy]=game.ship
4703 prout(_("succeeds."))
4707 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4709 # Abandon Ship (the BSD-Trek description)
4711 # The ship is abandoned. If your current ship is the Faire
4712 # Queene, or if your shuttlecraft is dead, you're out of
4713 # luck. You need the shuttlecraft in order for the captain
4714 # (that's you!!) to escape.
4716 # Your crew can beam to an inhabited starsystem in the
4717 # quadrant, if there is one and if the transporter is working.
4718 # If there is no inhabited starsystem, or if the transporter
4719 # is out, they are left to die in outer space.
4721 # If there are no starbases left, you are captured by the
4722 # Klingons, who torture you mercilessly. However, if there
4723 # is at least one starbase, you are returned to the
4724 # Federation in a prisoner of war exchange. Of course, this
4725 # can't happen unless you have taken some prisoners.
4730 if game.condition=="docked":
4732 prout(_("You cannot abandon Ye Faerie Queene."))
4735 # Must take shuttle craft to exit
4736 if game.damage[DSHUTTL]==-1:
4737 prout(_("Ye Faerie Queene has no shuttle craft."))
4739 if game.damage[DSHUTTL]<0:
4740 prout(_("Shuttle craft now serving Big Macs."))
4742 if game.damage[DSHUTTL]>0:
4743 prout(_("Shuttle craft damaged."))
4746 prout(_("You must be aboard the ship."))
4748 if game.iscraft != "onship":
4749 prout(_("Shuttle craft not currently available."))
4751 # Print abandon ship messages
4753 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4755 prouts(_("***ALL HANDS ABANDON SHIP!"))
4757 prout(_("Captain and crew escape in shuttle craft."))
4758 if game.state.rembase==0:
4759 # Oops! no place to go...
4762 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4764 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4765 prout(_("Remainder of ship's complement beam down"))
4766 prout(_("to nearest habitable planet."))
4767 elif q.planet != NOPLANET and not damaged(DTRANSP):
4768 prout(_("Remainder of ship's complement beam down to %s.") %
4771 prout(_("Entire crew of %d left to die in outer space.") %
4773 game.casual += game.state.crew
4774 game.abandoned += game.state.crew
4776 # If at least one base left, give 'em the Faerie Queene
4778 game.icrystl = False # crystals are lost
4779 game.nprobes = 0 # No probes
4780 prout(_("You are captured by Klingons and released to"))
4781 prout(_("the Federation in a prisoner-of-war exchange."))
4782 nb = random.random()*game.state.rembase+1
4783 # Set up quadrant and position FQ adjacient to base
4784 if not game.quadrant == game.state.baseq[nb]:
4785 game.quadrant = game.state.baseq[nb]
4786 game.sector.x = game.sector.y = 5
4789 # position next to base by trial and error
4790 game.quad[game.sector.x][game.sector.y] = IHDOT
4791 for l in range(1, QUADSIZE+1):
4792 game.sector.x = 3.0*random.random() - 1.0 + game.base.x
4793 game.sector.y = 3.0*random.random() - 1.0 + game.base.y
4794 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4795 game.quad[game.sector.x][game.sector.y] == IHDOT:
4798 break # found a spot
4799 game.sector.x=QUADSIZE/2
4800 game.sector.y=QUADSIZE/2
4802 # Get new commission
4803 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4804 game.state.crew = FULLCREW
4805 prout(_("Starfleet puts you in command of another ship,"))
4806 prout(_("the Faerie Queene, which is antiquated but,"))
4807 prout(_("still useable."))
4809 prout(_("The dilithium crystals have been moved."))
4811 game.iscraft = "offship" # Galileo disappears
4813 game.condition="docked"
4814 for l in range(0, NDEVICES):
4815 game.damage[l] = 0.0
4816 game.damage[DSHUTTL] = -1
4817 game.energy = game.inenrg = 3000.0
4818 game.shield = game.inshld = 1250.0
4819 game.torps = game.intorps = 6
4820 game.lsupres=game.inlsr=3.0
4826 # Code from planets.c begins here.
4829 # abort a lengthy operation if an event interrupts it
4832 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4837 # report on (uninhabited) planets in the galaxy
4841 prout(_("Spock- \"Planet report follows, Captain.\""))
4843 for i in range(game.inplan):
4844 if game.state.planets[i].pclass == destroyed:
4846 if (game.state.planets[i].known != "unknown" \
4847 and not game.state.planets[i].inhabited) \
4850 if idebug and game.state.planets[i].known=="unknown":
4851 proutn("(Unknown) ")
4852 proutn(_("Quadrant %s") % game.state.planets[i].w)
4853 proutn(_(" class "))
4854 proutn(game.state.planets[i].pclass)
4856 if game.state.planets[i].crystals != present:
4858 prout(_("dilithium crystals present."))
4859 if game.state.planets[i].known=="shuttle_down":
4860 prout(_(" Shuttle Craft Galileo on surface."))
4862 prout(_("No information available."))
4865 # enter standard orbit
4869 prout(_("Already in standard orbit."))
4871 if damaged(DWARPEN) and damaged(DIMPULS):
4872 prout(_("Both warp and impulse engines damaged."))
4874 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4876 prout(_(" not adjacent to planet."))
4879 game.optime = 0.02+0.03*random.random()
4880 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4884 game.height = (1400.0+7200.0*random.random())
4885 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4890 # examine planets in this quadrant
4891 if damaged(DSRSENS):
4892 if game.options & OPTION_TTY:
4893 prout(_("Short range sensors damaged."))
4895 if not is_valid(game.plnet):
4896 if game.options & OPTION_TTY:
4897 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4899 if game.state.planets[game.iplnet].known == "unknown":
4900 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4902 prout(_(" Planet at Sector %s is of class %s.") %
4903 (sector,game.plnet, game.state.planets[game.iplnet]))
4904 if game.state.planets[game.iplnet].known=="shuttle_down":
4905 prout(_(" Sensors show Galileo still on surface."))
4906 proutn(_(" Readings indicate"))
4907 if game.state.planets[game.iplnet].crystals != present:
4909 prout(_(" dilithium crystals present.\""))
4910 if game.state.planets[game.iplnet].known == "unknown":
4911 game.state.planets[game.iplnet].known = "known"
4914 # use the transporter
4918 if damaged(DTRANSP):
4919 prout(_("Transporter damaged."))
4920 if not damaged(DSHUTTL) and (game.state.planets[game.iplnet].known=="shuttle_down" or game.iscraft == "onship"):
4922 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4926 if not game.inorbit:
4928 prout(_(" not in standard orbit."))
4931 prout(_("Impossible to transport through shields."))
4933 if game.state.planets[game.iplnet].known=="unknown":
4934 prout(_("Spock- \"Captain, we have no information on this planet"))
4935 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4936 prout(_(" you may not go down.\""))
4938 if not game.landed and game.state.planets[game.iplnet].crystals==absent:
4939 prout(_("Spock- \"Captain, I fail to see the logic in"))
4940 prout(_(" exploring a planet with no dilithium crystals."))
4941 proutn(_(" Are you sure this is wise?\" "))
4945 if not (game.options & OPTION_PLAIN):
4946 nrgneed = 50 * game.skill + game.height / 100.0
4947 if nrgneed > game.energy:
4948 prout(_("Engineering to bridge--"))
4949 prout(_(" Captain, we don't have enough energy for transportation."))
4951 if not game.landed and nrgneed * 2 > game.energy:
4952 prout(_("Engineering to bridge--"))
4953 prout(_(" Captain, we have enough energy only to transport you down to"))
4954 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4955 if game.state.planets[game.iplnet].known == "shuttle_down":
4956 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4957 proutn(_(" Are you sure this is wise?\" "))
4962 # Coming from planet
4963 if game.state.planets[game.iplnet].known=="shuttle_down":
4964 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4968 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4969 prout(_("Landing party assembled, ready to beam up."))
4971 prout(_("Kirk whips out communicator..."))
4972 prouts(_("BEEP BEEP BEEP"))
4974 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4977 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4979 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4981 prout(_("Kirk- \"Energize.\""))
4984 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4986 if random.random() > 0.98:
4987 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4989 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4992 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4993 game.landed = not game.landed
4994 game.energy -= nrgneed
4996 prout(_("Transport complete."))
4997 if game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
4998 prout(_("The shuttle craft Galileo is here!"))
4999 if not game.landed and game.imine:
5006 # strip-mine a world for dilithium
5010 prout(_("Mining party not on planet."))
5012 if game.state.planets[game.iplnet].crystals == mined:
5013 prout(_("This planet has already been strip-mined for dilithium."))
5015 elif game.state.planets[game.iplnet].crystals == absent:
5016 prout(_("No dilithium crystals on this planet."))
5019 prout(_("You've already mined enough crystals for this trip."))
5021 if game.icrystl and game.cryprob == 0.05:
5022 proutn(_("With all those fresh crystals aboard the "))
5025 prout(_("there's no reason to mine more at this time."))
5027 game.optime = (0.1+0.2*random.random())*game.state.planets[game.iplnet].pclass
5030 prout(_("Mining operation complete."))
5031 game.state.planets[game.iplnet].crystals = mined
5032 game.imine = game.ididit = True
5035 # use dilithium crystals
5039 if not game.icrystl:
5040 prout(_("No dilithium crystals available."))
5042 if game.energy >= 1000:
5043 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
5044 prout(_(" except when Condition Yellow exists."))
5046 prout(_("Spock- \"Captain, I must warn you that loading"))
5047 prout(_(" raw dilithium crystals into the ship's power"))
5048 prout(_(" system may risk a severe explosion."))
5049 proutn(_(" Are you sure this is wise?\" "))
5054 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
5055 prout(_(" Mr. Spock and I will try it.\""))
5057 prout(_("Spock- \"Crystals in place, Sir."))
5058 prout(_(" Ready to activate circuit.\""))
5060 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
5062 if random.random() <= game.cryprob:
5063 prouts(_(" \"Activating now! - - No good! It's***"))
5065 prouts(_("***RED ALERT! RED A*L********************************"))
5068 prouts(_("****************** KA-BOOM!!!! *******************"))
5072 game.energy += 5000.0*(1.0 + 0.9*random.random())
5073 prouts(_(" \"Activating now! - - "))
5074 prout(_("The instruments"))
5075 prout(_(" are going crazy, but I think it's"))
5076 prout(_(" going to work!! Congratulations, Sir!\""))
5081 # use shuttlecraft for planetary jaunt
5084 if damaged(DSHUTTL):
5085 if game.damage[DSHUTTL] == -1.0:
5086 if game.inorbit and game.state.planets[game.iplnet].known == "shuttle_down":
5087 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5089 prout(_("Ye Faerie Queene had no shuttle craft."))
5090 elif game.damage[DSHUTTL] > 0:
5091 prout(_("The Galileo is damaged."))
5092 else: # game.damage[DSHUTTL] < 0
5093 prout(_("Shuttle craft is now serving Big Macs."))
5095 if not game.inorbit:
5097 prout(_(" not in standard orbit."))
5099 if (game.state.planets[game.iplnet].known != "shuttle_down") and game.iscraft != "onship":
5100 prout(_("Shuttle craft not currently available."))
5102 if not game.landed and game.state.planets[game.iplnet].known=="shuttle_down":
5103 prout(_("You will have to beam down to retrieve the shuttle craft."))
5105 if game.shldup or game.condition == "docked":
5106 prout(_("Shuttle craft cannot pass through shields."))
5108 if game.state.planets[game.iplnet].known=="unknown":
5109 prout(_("Spock- \"Captain, we have no information on this planet"))
5110 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5111 prout(_(" you may not fly down.\""))
5113 game.optime = 3.0e-5*game.height
5114 if game.optime >= 0.8*game.state.remtime:
5115 prout(_("First Officer Spock- \"Captain, I compute that such"))
5116 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5117 int(100*game.optime/game.state.remtime))
5118 prout(_("remaining time."))
5119 proutn(_("Are you sure this is wise?\" "))
5125 if game.iscraft == "onship":
5127 if not damaged(DTRANSP):
5128 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5132 proutn(_("Shuttle crew"))
5134 proutn(_("Rescue party"))
5135 prout(_(" boards Galileo and swoops toward planet surface."))
5136 game.iscraft = "offship"
5140 game.state.planets[game.iplnet].known="shuttle_down"
5141 prout(_("Trip complete."))
5144 # Ready to go back to ship
5145 prout(_("You and your mining party board the"))
5146 prout(_("shuttle craft for the trip back to the Enterprise."))
5148 prouts(_("The short hop begins . . ."))
5150 game.state.planets[game.iplnet].known="known"
5156 game.iscraft = "onship"
5162 prout(_("Trip complete."))
5167 prout(_("Mining party assembles in the hangar deck,"))
5168 prout(_("ready to board the shuttle craft \"Galileo\"."))
5170 prouts(_("The hangar doors open; the trip begins."))
5173 game.iscraft = "offship"
5176 game.state.planets[game.iplnet].known = "shuttle_down"
5179 prout(_("Trip complete."))
5183 # use the big zapper
5189 if game.ship != IHE:
5190 prout(_("Ye Faerie Queene has no death ray."))
5193 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5196 prout(_("Death Ray is damaged."))
5198 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5199 prout(_(" is highly unpredictible. Considering the alternatives,"))
5200 proutn(_(" are you sure this is wise?\" "))
5203 prout(_("Spock- \"Acknowledged.\""))
5206 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5208 prout(_("Crew scrambles in emergency preparation."))
5209 prout(_("Spock and Scotty ready the death ray and"))
5210 prout(_("prepare to channel all ship's power to the device."))
5212 prout(_("Spock- \"Preparations complete, sir.\""))
5213 prout(_("Kirk- \"Engage!\""))
5215 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5218 if game.options & OPTION_PLAIN:
5221 prouts(_("Sulu- \"Captain! It's working!\""))
5223 while game.nenhere > 0:
5224 deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
5225 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5226 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5228 if (game.options & OPTION_PLAIN) == 0:
5229 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5230 if random.random() <= 0.05:
5231 prout(_(" is still operational.\""))
5233 prout(_(" has been rendered nonfunctional.\""))
5234 game.damage[DDRAY] = 39.95
5236 r = random.random() # Pick failure method
5238 prouts(_("Sulu- \"Captain! It's working!\""))
5240 prouts(_("***RED ALERT! RED ALERT!"))
5242 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5244 prouts(_("***RED ALERT! RED A*L********************************"))
5247 prouts(_("****************** KA-BOOM!!!! *******************"))
5252 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5254 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5256 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5257 prout(_(" have apparently been transformed into strange mutations."))
5258 prout(_(" Vulcans do not seem to be affected."))
5260 prout(_("Kirk- \"Raauch! Raauch!\""))
5265 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5267 proutn(_("Spock- \"I believe the word is"))
5268 prouts(_(" *ASTONISHING*"))
5269 prout(_(" Mr. Sulu."))
5270 for i in range(1, QUADSIZE+1):
5271 for j in range(1, QUADSIZE+1):
5272 if game.quad[i][j] == IHDOT:
5273 game.quad[i][j] = IHQUEST
5274 prout(_(" Captain, our quadrant is now infested with"))
5275 prouts(_(" - - - - - - *THINGS*."))
5277 prout(_(" I have no logical explanation.\""))
5279 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5281 prout(_("Scotty- \"There are so many tribbles down here"))
5282 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5286 # Code from reports.c begins here
5288 def attackreport(curt):
5289 # report status of bases under attack
5291 if is_scheduled(FCDBAS):
5292 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5293 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5294 elif game.isatb == 1:
5295 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5296 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5298 prout(_("No Starbase is currently under attack."))
5300 if is_scheduled(FCDBAS):
5301 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5303 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5307 # report on general game status
5309 s1 = "" and game.thawed and _("thawed ")
5310 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5311 s3 = (None, _("novice"). _("fair"),
5312 _("good"), _("expert"), _("emeritus"))[game.skill]
5313 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5314 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5315 prout(_("No plaque is allowed."))
5317 prout(_("This is tournament game %d.") % game.tourn)
5318 prout(_("Your secret password is \"%s\"") % game.passwd)
5319 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5320 (game.inkling + game.incom + game.inscom)))
5321 if game.incom - game.state.remcom:
5322 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5323 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5324 prout(_(", but no Commanders."))
5327 if game.skill > SKILL_FAIR:
5328 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5329 if game.state.rembase != game.inbase:
5331 if game.inbase-game.state.rembase==1:
5332 proutn(_("has been 1 base"))
5334 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5335 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5337 prout(_("There are %d bases.") % game.inbase)
5338 if communicating() or game.iseenit:
5339 # Don't report this if not seen and
5340 # either the radio is dead or not at base!
5344 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5346 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5347 if game.ship == IHE:
5348 proutn(_("You have "))
5350 proutn("%d" % (game.nprobes))
5353 proutn(_(" deep space probe"))
5357 if communicating() and is_scheduled(FDSPROB):
5359 proutn(_("An armed deep space probe is in "))
5361 proutn(_("A deep space probe is in "))
5362 prout("Quadrant %s." % game.probec)
5364 if game.cryprob <= .05:
5365 prout(_("Dilithium crystals aboard ship... not yet used."))
5369 while game.cryprob > ai:
5372 prout(_("Dilithium crystals have been used %d time%s.") % \
5373 (i, (_("s"), "")[i==1]))
5377 # long-range sensor scan
5378 if damaged(DLRSENS):
5379 # Now allow base's sensors if docked
5380 if game.condition != "docked":
5381 prout(_("LONG-RANGE SENSORS DAMAGED."))
5383 prout(_("Starbase's long-range scan"))
5385 prout(_("Long-range scan"))
5386 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5388 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5389 if not VALID_QUADRANT(x, y):
5392 if not damaged(DRADIO):
5393 game.state.galaxy[x][y].charted = True
5394 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5395 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5396 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5397 if game.state.galaxy[x][y].supernova:
5400 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5408 for i in range(NDEVICES):
5411 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5412 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5414 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5415 game.damage[i]+0.05,
5416 game.docfac*game.damage[i]+0.005))
5418 prout(_("All devices functional."))
5421 # update the chart in the Enterprise's computer from galaxy data
5422 game.lastchart = game.state.date
5423 for i in range(1, GALSIZE+1):
5424 for j in range(1, GALSIZE+1):
5425 if game.state.galaxy[i][j].charted:
5426 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5427 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5428 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5431 # display the star chart
5433 if not damaged(DRADIO):
5435 if game.lastchart < game.state.date and game.condition == "docked":
5436 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5439 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5440 if game.state.date > game.lastchart:
5441 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5442 prout(" 1 2 3 4 5 6 7 8")
5443 for i in range(1, GALSIZE+1):
5444 proutn("%d |" % (i))
5445 for j in range(1, GALSIZE+1):
5446 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5450 if game.state.galaxy[i][j].supernova:
5452 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5454 elif game.state.galaxy[i][j].charted:
5455 sprintf(buf, "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars))
5459 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5467 def sectscan(goodScan, i, j):
5468 # light up an individual dot in a sector
5469 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5470 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):
5471 if game.condition == "red": textcolor(RED)
5472 elif game.condition == "green": textcolor(GREEN)
5473 elif game.condition == "yellow": textcolor(YELLOW)
5474 elif game.condition == "docked": textcolor(CYAN)
5475 elif game.condition == "dead": textcolor(BROWN)
5476 if game.quad[i][j] != game.ship:
5478 proutn("%c " % game.quad[i][j])
5484 # print status report lines
5486 if not req or req == 1:
5487 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5488 % (game.state.date, game.state.remtime))
5489 elif not req or req == 2:
5490 if game.condition != "docked":
5493 for t in range(0, NDEVICES):
5494 if game.damage[t]>0:
5496 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5497 elif not req or req == 3:
5498 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5499 elif not req or req == 4:
5500 if damaged(DLIFSUP):
5501 if game.condition == "docked":
5502 sprintf(s, _("DAMAGED, Base provides"))
5504 sprintf(s, _("DAMAGED, reserves=%4.2f") % game.lsupres)
5506 sprintf(s, _("ACTIVE"))
5507 prstat(_("Life Support"), s)
5508 elif not req or req == 5:
5509 prstat(_("Warp Factor"), "%.1f" % (game.warpfac))
5510 elif not req or req == 6:
5512 if game.icrystl and (game.options & OPTION_SHOWME):
5513 extra = _(" (have crystals)")
5514 prstat(_("Energy"), "%.2f%s" % game.energy, extra)
5515 elif not req or req == 7:
5516 prstat(_("Torpedoes"), "%d" % (game.torps))
5517 elif not req or req == 8:
5518 if damaged(DSHIELD):
5519 strcpy(s, _("DAMAGED,"))
5523 strcpy(s, _("DOWN,"))
5524 data = _(" %d%% %.1f units") \
5525 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5526 prstat(_("Shields"), s)
5527 elif not req or req == 9:
5528 prstat(_("Klingons Left"), "%d" \
5529 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5530 elif not req or req == 10:
5531 if game.options & OPTION_WORLDS:
5532 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5533 if plnet != NOPLANET and game.state.planets[plnet].inhabited:
5534 prstat(_("Major system"), plnet.name)
5536 prout(_("Sector is uninhabited"))
5537 elif not req or req == 11:
5538 attackreport(not req)
5541 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5542 while scan() == IHEOL:
5543 proutn(_("Information desired? "))
5545 if citem in requests:
5546 status(requests.index(citem))
5548 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5549 prout((" date, condition, position, lsupport, warpfactor,"))
5550 prout((" energy, torpedoes, shields, klingons, system, time."))
5555 if damaged(DSRSENS):
5556 # Allow base's sensors if docked
5557 if game.condition != "docked":
5558 prout(_(" S.R. SENSORS DAMAGED!"))
5561 prout(_(" [Using Base's sensors]"))
5563 prout(_(" Short-range scan"))
5564 if goodScan and not damaged(DRADIO):
5565 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5566 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5567 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5568 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5569 prout(" 1 2 3 4 5 6 7 8 9 10")
5570 if game.condition != "docked":
5572 for i in range(1, QUADSIZE+1):
5573 proutn("%2d " % (i))
5574 for j in range(1, QUADSIZE+1):
5575 sectscan(goodScan, i, j)
5580 # use computer to get estimated time of arrival for a warp jump
5581 w1 = coord(); w2 = coord()
5583 if damaged(DCOMPTR):
5584 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5587 if scan() != IHREAL:
5590 proutn(_("Destination quadrant and/or sector? "))
5595 if scan() != IHREAL:
5599 if scan() == IHREAL:
5601 if scan() != IHREAL:
5606 if game.quadrant.y>w1.x:
5610 if game.quadrant.x>w1.y:
5615 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5618 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5619 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5623 prout(_("Answer \"no\" if you don't know the value:"))
5626 proutn(_("Time or arrival date? "))
5629 if ttime > game.state.date:
5630 ttime -= game.state.date # Actually a star date
5631 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5632 if ttime <= 1e-10 or twarp > 10:
5633 prout(_("We'll never make it, sir."))
5640 proutn(_("Warp factor? "))
5644 if twarp<1.0 or twarp > 10.0:
5648 prout(_("Captain, certainly you can give me one of these."))
5651 ttime = (10.0*game.dist)/square(twarp)
5652 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5653 if tpower >= game.energy:
5654 prout(_("Insufficient energy, sir."))
5655 if not game.shldup or tpower > game.energy*2.0:
5658 proutn(_("New warp factor to try? "))
5659 if scan() == IHREAL:
5662 if twarp<1.0 or twarp > 10.0:
5670 prout(_("But if you lower your shields,"))
5671 proutn(_("remaining"))
5674 proutn(_("Remaining"))
5675 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5677 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5679 prout(_("Any warp speed is adequate."))
5681 prout(_("Minimum warp needed is %.2f,") % (twarp))
5682 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5683 if game.state.remtime < ttime:
5684 prout(_("Unfortunately, the Federation will be destroyed by then."))
5686 prout(_("You'll be taking risks at that speed, Captain"))
5687 if (game.isatb==1 and game.state.kscmdr == w1 and \
5688 scheduled(FSCDBAS)< ttime+game.state.date) or \
5689 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5690 prout(_("The starbase there will be destroyed by then."))
5691 proutn(_("New warp factor to try? "))
5692 if scan() == IHREAL:
5695 if twarp<1.0 or twarp > 10.0:
5704 #ifdef BSD_BUG_FOR_BUG
5705 # A visual scan is made in a particular direction of three sectors
5706 # in the general direction specified. This takes time, and
5707 # Klingons can attack you, so it should be done only when sensors
5708 # are out. Code swiped from BSD-Trek. Not presently used, as we
5709 # automatically display all adjacent sectors on the short-range
5710 # scan even when short-range sensors are out.
5712 # This struct[] has the delta x, delta y for particular directions
5730 if scan() != IHREAL:
5732 proutn(_("Direction? "))
5736 if aaitem < 0.0 or aaitem > 360.0:
5738 co = (aaitem + 22) / 45
5740 ix = game.sector.x + v.x
5741 iy = game.sector.y + v.y
5742 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5745 co = game.quad[ix][iy]
5746 printf("%d,%d %c " % (ix, iy, co))
5748 ix = game.sector.x + v.x
5749 iy = game.sector.y + v.y
5750 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5753 co = game.quad[ix][iy]
5754 printf("%c " % (co))
5756 ix = game.sector.x + v.x
5757 iy = game.sector.y + v.y
5758 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5761 co = game.quad[ix][iy]
5762 prout("%c %d,%d\n" % (co, ix, iy))
5767 # Code from setup.c begins here
5770 return os.fstat(fd).st_size
5773 # issue a historically correct banner
5775 prout(_("-SUPER- STAR TREK"))
5777 #ifdef __HISTORICAL__
5778 # prout(_("Latest update-21 Sept 78"))
5780 #endif __HISTORICAL__
5785 citem = "emsave.trk"
5789 proutn(_("File name: "))
5795 if '.' not in citem:
5798 fp = open(citem, "wb")
5800 prout(_("Can't freeze game as file %s") % citem)
5802 cPickle.dump(game, fp)
5806 # retrieve saved game
5807 game.passwd[0] = '\0'
5810 proutn(_("File name: "))
5816 if '.' not in citem:
5819 fp = open(citem, "rb")
5821 prout(_("Can't thaw game in %s") % citem)
5823 game = cPickle.load(fp)
5827 # I used <http://www.memory-alpha.org> to find planets
5828 # with references in ST:TOS. Eath and the Alpha Centauri
5829 # Colony have been omitted.
5831 # Some planets marked Class G and P here will be displayed as class M
5832 # because of the way planets are generated. This is a known bug.
5835 _("Andoria (Fesoan)"), # several episodes
5836 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5837 _("Vulcan (T'Khasi)"), # many episodes
5838 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5839 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5840 _("Ardana"), # TOS: "The Cloud Minders"
5841 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5842 _("Gideon"), # TOS: "The Mark of Gideon"
5843 _("Aldebaran III"), # TOS: "The Deadly Years"
5844 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5845 _("Altair IV"), # TOS: "Amok Time
5846 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5847 _("Benecia"), # TOS: "The Conscience of the King"
5848 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5849 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5850 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5851 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5852 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5853 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5854 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5855 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5856 _("Ingraham B"), # TOS: "Operation: Annihilate"
5857 _("Janus IV"), # TOS: "The Devil in the Dark"
5858 _("Makus III"), # TOS: "The Galileo Seven"
5859 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5860 _("Omega IV"), # TOS: "The Omega Glory"
5861 _("Regulus V"), # TOS: "Amok Time
5862 _("Deneva"), # TOS: "Operation -- Annihilate!"
5863 # Worlds from BSD Trek
5864 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5865 _("Beta III"), # TOS: "The Return of the Archons"
5866 _("Triacus"), # TOS: "And the Children Shall Lead",
5867 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5869 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5870 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5871 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5872 # _("Izar"), # TOS: "Whom Gods Destroy"
5873 # _("Tiburon"), # TOS: "The Way to Eden"
5874 # _("Merak II"), # TOS: "The Cloud Minders"
5875 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5876 # _("Iotia"), # TOS: "A Piece of the Action"
5880 _("S. R. Sensors"), \
5881 _("L. R. Sensors"), \
5883 _("Photon Tubes"), \
5884 _("Life Support"), \
5885 _("Warp Engines"), \
5886 _("Impulse Engines"), \
5888 _("Subspace Radio"), \
5889 _("Shuttle Craft"), \
5891 _("Navigation System"), \
5893 _("Shield Control"), \
5898 def setup(needprompt):
5899 # prepare to play, set up cosmos
5902 # Decide how many of everything
5903 if choose(needprompt):
5904 return # frozen game
5905 # Prepare the Enterprise
5906 game.alldone = game.gamewon = False
5908 game.state.crew = FULLCREW
5909 game.energy = game.inenrg = 5000.0
5910 game.shield = game.inshld = 2500.0
5911 game.shldchg = False
5915 game.quadrant = randplace(GALSIZE)
5916 game.sector = randplace(QUADSIZE)
5917 game.torps = game.intorps = 10
5918 game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
5920 game.wfacsq = game.warpfac * game.warpfac
5921 for i in range(0, NDEVICES):
5922 game.damage[i] = 0.0
5923 # Set up assorted game parameters
5924 game.battle = coord()
5925 game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
5926 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5927 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5928 game.isatb = game.state.nplankl = 0
5929 game.state.starkl = game.state.basekl = 0
5930 game.iscraft = "onship"
5934 for i in range(1, GALSIZE+1):
5935 for j in range(1, GALSIZE+1):
5936 quad = game.state.galaxy[i][j]
5938 quad.planet = NOPLANET
5941 quad.starbase = False
5942 quad.supernova = False
5943 quad.status = "secure"
5944 # Initialize times for extraneous events
5945 schedule(FSNOVA, expran(0.5 * game.intime))
5946 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5947 schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
5948 schedule(FBATTAK, expran(0.3*game.intime))
5950 if game.state.nscrem:
5951 schedule(FSCMOVE, 0.2777)
5956 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5957 schedule(FDISTR, expran(1.0 + game.intime))
5962 # Starchart is functional but we've never seen it
5963 game.lastchart = FOREVER
5964 # Put stars in the galaxy
5966 for i in range(1, GALSIZE+1):
5967 for j in range(1, GALSIZE+1):
5968 k = random.random()*9.0 + 1.0
5970 game.state.galaxy[i][j].stars = k
5971 # Locate star bases in galaxy
5972 for i in range(1, game.inbase+1):
5975 w = randplace(GALSIZE)
5976 if not game.state.galaxy[w.x][w.y].starbase:
5979 # C version: for (j = i-1; j > 0; j--)
5980 # so it did them in the opposite order.
5981 for j in range(1, i):
5982 # Improved placement algorithm to spread out bases
5983 distq = w.distance(game.state.baseq[j])
5984 if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
5987 prout("=== Abandoning base #%d at %s" % (i, w))
5989 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5991 prout("=== Saving base #%d, close to #%d" % (i, j))
5994 game.state.baseq[i] = w
5995 game.state.galaxy[w.x][w.y].starbase = True
5996 game.state.chart[w.x][w.y].starbase = True
5997 # Position ordinary Klingon Battle Cruisers
5999 klumper = 0.25*game.skill*(9.0-game.length)+1.0
6000 if klumper > MAXKLQUAD:
6004 klump = (1.0 - r*r)*klumper
6009 w = randplace(GALSIZE)
6010 if not game.state.galaxy[w.x][w.y].supernova and \
6011 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
6013 game.state.galaxy[w.x][w.y].klingons += klump
6016 # Position Klingon Commander Ships
6017 for i in range(1, game.incom+1):
6019 w = randplace(GALSIZE)
6020 if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
6021 not game.state.galaxy[w.x][w.y].supernova and \
6022 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
6023 not w in game.state.kcmdr[:i]:
6025 game.state.galaxy[w.x][w.y].klingons += 1
6026 game.state.kcmdr[i] = w
6027 # Locate planets in galaxy
6028 for i in range(game.inplan):
6030 w = randplace(GALSIZE)
6031 if game.state.galaxy[w.x][w.y].planet == NOPLANET:
6035 new.crystals = "absent"
6036 if (game.options & OPTION_WORLDS) and i < NINHAB:
6037 new.pclass = "M" # All inhabited planets are class M
6038 new.crystals = "absent"
6040 new.name = systnames[i]
6041 new.inhabited = True
6043 new.pclass = ("M", "N", "O")[random.randint(0, 2)]
6044 if random.random()*1.5: # 1 in 3 chance of crystals
6045 new.crystals = "present"
6046 new.known = "unknown"
6047 new.inhabited = False
6048 game.state.galaxy[w.x][w.y].planet = new
6049 game.state.planets.append(new)
6051 for i in range(1, game.state.nromrem+1):
6052 w = randplace(GALSIZE)
6053 game.state.galaxy[w.x][w.y].romulans += 1
6054 # Locate the Super Commander
6055 if game.state.nscrem > 0:
6057 w = randplace(GALSIZE)
6058 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
6060 game.state.kscmdr = w
6061 game.state.galaxy[w.x][w.y].klingons += 1
6062 # Place thing (in tournament game, thingx == -1, don't want one!)
6065 thing = randplace(GALSIZE)
6067 game.state.snap = False
6068 if game.skill == SKILL_NOVICE:
6069 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
6070 prout(_("a deadly Klingon invasion force. As captain of the United"))
6071 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
6072 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
6073 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
6074 prout(_("your mission. As you proceed you may be given more time."))
6076 prout(_("You will have %d supporting starbases.") % (game.inbase))
6077 proutn(_("Starbase locations- "))
6079 prout(_("Stardate %d.") % int(game.state.date))
6081 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
6082 prout(_("An unknown number of Romulans."))
6083 if game.state.nscrem:
6084 prout(_("And one (GULP) Super-Commander."))
6085 prout(_("%d stardates.") % int(game.intime))
6086 proutn(_("%d starbases in ") % game.inbase)
6087 for i in range(1, game.inbase+1):
6088 proutn(`game.state.baseq[i]`)
6091 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
6092 proutn(_(" Sector %s") % game.sector)
6094 prout(_("Good Luck!"))
6095 if game.state.nscrem:
6096 prout(_(" YOU'LL NEED IT."))
6099 if game.nenhere - iqhere-game.ithere:
6101 if game.neutz: # bad luck to start in a Romulan Neutral Zone
6104 def choose(needprompt):
6105 # choose your game type
6110 game.skill = SKILL_NONE
6112 if needprompt: # Can start with command line options
6113 proutn(_("Would you like a regular, tournament, or saved game? "))
6115 if len(citem)==0: # Try again
6117 if isit("tournament"):
6118 while scan() == IHEOL:
6119 proutn(_("Type in tournament number-"))
6122 continue # We don't want a blank entry
6123 game.tourn = int(aaitem)
6126 if isit("saved") or isit("frozen"):
6130 if game.passwd == None:
6132 if not game.alldone:
6133 game.thawed = True # No plaque if not finished
6139 proutn(_("What is \"%s\"?"), citem)
6141 while game.length==0 or game.skill==SKILL_NONE:
6142 if scan() == IHALPHA:
6145 elif isit("medium"):
6149 elif isit("novice"):
6150 game.skill = SKILL_NOVICE
6152 game.skill = SKILL_FAIR
6154 game.skill = SKILL_GOOD
6155 elif isit("expert"):
6156 game.skill = SKILL_EXPERT
6157 elif isit("emeritus"):
6158 game.skill = SKILL_EMERITUS
6160 proutn(_("What is \""))
6166 proutn(_("Would you like a Short, Medium, or Long game? "))
6167 elif game.skill == SKILL_NONE:
6168 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6169 # Choose game options -- added by ESR for SST2K
6170 if scan() != IHALPHA:
6172 proutn(_("Choose your game style (or just press enter): "))
6175 # Approximates the UT FORTRAN version.
6176 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6177 game.options |= OPTION_PLAIN
6179 # Approximates Tom Almy's version.
6180 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6181 game.options |= OPTION_ALMY
6185 proutn(_("What is \"%s\"?") % citem)
6187 if game.passwd == "debug":
6189 fputs("=== Debug mode enabled\n", sys.stdout)
6191 # Use parameters to generate initial values of things
6192 game.damfac = 0.5 * game.skill
6193 game.state.rembase = random.randint(BASEMIN, BASEMAX)
6194 game.inbase = game.state.rembase
6196 if game.options & OPTION_PLANETS:
6197 game.inplan += (MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random()
6198 if game.options & OPTION_WORLDS:
6199 game.inplan += NINHAB
6200 game.state.nromrem = game.inrom = (2.0+random.random())*game.skill
6201 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6202 game.state.remtime = 7.0 * game.length
6203 game.intime = game.state.remtime
6204 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
6205 game.incom = game.skill + 0.0625*game.inkling*random.random()
6206 game.state.remcom = min(10, game.incom)
6207 game.incom = game.state.remcom
6208 game.state.remres = (game.inkling+4*game.incom)*game.intime
6209 game.inresor = game.state.remres
6210 if game.inkling > 50:
6211 game.state.rembase += 1
6212 game.inbase = game.state.rembase
6216 # drop a feature on a random dot in the current quadrant
6219 w = randplace(QUADSIZE)
6220 if game.quad[w.x][w.y] == IHDOT:
6222 game.quad[w.x][w.y] = iquad
6226 # update our alert status
6227 game.condition = "green"
6228 if game.energy < 1000.0:
6229 game.condition = "yellow"
6230 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6231 game.condition = "red"
6233 game.condition="dead"
6236 # drop new Klingon into current quadrant
6239 game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
6240 game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
6244 # set up a new state of quadrant, for when we enter or re-enter it
6247 invalidate(game.base)
6249 game.comhere = False
6250 invalidate(game.plnet)
6256 game.inorbit = False
6258 game.ientesc = False
6262 game.iseenit = False
6264 # Attempt to escape Super-commander, so tbeam back!
6268 for i in range(1, QUADSIZE+1):
6269 for j in range(1, QUADSIZE+1):
6270 game.quad[i][j] = IHDOT
6271 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6272 # cope with supernova
6275 game.klhere = q.klingons
6276 game.irhere = q.romulans
6277 game.nenhere = game.klhere + game.irhere
6280 game.quad[game.sector.x][game.sector.y] = game.ship
6283 w.x = w.y = 0 # quiet a gcc warning
6284 # Position ordinary Klingons
6285 for i in range(1, game.klhere+1):
6287 # If we need a commander, promote a Klingon
6288 for i in range(1, game.state.remcom+1):
6289 if same(game.state.kcmdr[i], game.quadrant):
6292 if i <= game.state.remcom:
6293 game.quad[w.x][w.y] = IHC
6294 game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
6297 # If we need a super-commander, promote a Klingon
6298 if same(game.quadrant, game.state.kscmdr):
6299 game.quad[game.ks[1].x][game.ks[1].y] = IHS
6300 game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
6301 game.iscate = (game.state.remkl > 1)
6303 # Put in Romulans if needed
6304 for i in range(game.klhere+1, game.nenhere+1):
6307 game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
6308 game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
6309 # If quadrant needs a starbase, put it in
6311 game.base = dropin(IHB)
6313 # If quadrant needs a planet, put it in
6314 if q.planet != NOPLANET:
6315 game.iplnet = q.planet
6316 if game.state.planets[q.planet].inhabited == UNINHABITED:
6317 game.plnet = dropin(IHP)
6319 game.plnet = dropin(IHW)
6320 # Check for condition
6322 # And finally the stars
6323 for i in range(1, q.stars+1):
6327 if game.irhere > 0 and game.klhere == 0:
6329 if not damaged(DRADIO):
6331 prout(_("LT. Uhura- \"Captain, an urgent message."))
6332 prout(_(" I'll put it on audio.\" CLICK"))
6334 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6335 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6338 # Put in THING if needed
6339 if same(thing, game.quadrant):
6341 thing = randplace(GALSIZE)
6344 game.ks[game.nenhere] = w
6345 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6346 distance(game.sector, w)
6347 game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
6348 if not damaged(DSRSENS):
6350 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6351 prout(_(" Please examine your short-range scan.\""))
6353 # Decide if quadrant needs a Tholian; lighten up if skill is low
6354 if game.options & OPTION_THOLIAN:
6355 if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
6356 (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
6357 (game.skill > SKILL_GOOD and random.random() <= 0.08):
6359 game.tholian.x = random.choice((1, QUADSIZE))
6360 game.tholian.y = random.choice((1, QUADSIZE))
6361 if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
6363 game.quad[game.tholian.x][game.tholian.y] = IHT
6366 game.ks[game.nenhere] = game.tholian
6367 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6368 distance(game.sector, game.tholian)
6369 game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
6370 # Reserve unoccupied corners
6371 if game.quad[1][1]==IHDOT:
6372 game.quad[1][1] = 'X'
6373 if game.quad[1][QUADSIZE]==IHDOT:
6374 game.quad[1][QUADSIZE] = 'X'
6375 if game.quad[QUADSIZE][1]==IHDOT:
6376 game.quad[QUADSIZE][1] = 'X'
6377 if game.quad[QUADSIZE][QUADSIZE]==IHDOT:
6378 game.quad[QUADSIZE][QUADSIZE] = 'X'
6381 # Put in a few black holes
6382 for i in range(1, 3+1):
6383 if random.random() > 0.5:
6386 # Take out X's in corners if Tholian present
6388 if game.quad[1][1]=='X':
6389 game.quad[1][1] = IHDOT
6390 if game.quad[1][QUADSIZE]=='X':
6391 game.quad[1][QUADSIZE] = IHDOT
6392 if game.quad[QUADSIZE][1]=='X':
6393 game.quad[QUADSIZE][1] = IHDOT
6394 if game.quad[QUADSIZE][QUADSIZE]=='X':
6395 game.quad[QUADSIZE][QUADSIZE] = IHDOT
6398 # sort Klingons by distance from us
6399 # The author liked bubble sort. So we will use it. :-(
6400 if game.nenhere-iqhere-game.ithere < 2:
6404 for j in range(1, game.nenhere):
6405 if game.kdist[j] > game.kdist[j+1]:
6408 game.kdist[j] = game.kdist[j+1]
6411 game.kavgd[j] = game.kavgd[j+1]
6414 game.ks[j].x = game.ks[j+1].x
6417 game.ks[j].y = game.ks[j+1].y
6420 game.kpower[j] = game.kpower[j+1]
6421 game.kpower[j+1] = t
6426 # set the self-destruct password
6427 if game.options & OPTION_PLAIN:
6430 proutn(_("Please type in a secret password- "))
6433 if game.passwd != None:
6438 game.passwd += chr(97+int(random.random()*25))
6440 # Code from sst.c begins here
6443 "SRSCAN": OPTION_TTY,
6444 "STATUS": OPTION_TTY,
6445 "REQUEST": OPTION_TTY,
6446 "LRSCAN": OPTION_TTY,
6459 "SENSORS": OPTION_PLANETS,
6460 "ORBIT": OPTION_PLANETS,
6461 "TRANSPORT": OPTION_PLANETS,
6462 "MINE": OPTION_PLANETS,
6463 "CRYSTALS": OPTION_PLANETS,
6464 "SHUTTLE": OPTION_PLANETS,
6465 "PLANETS": OPTION_PLANETS,
6470 "PROBE": OPTION_PROBE,
6472 "FREEZE": 0, # Synonym for SAVE
6478 "SOS": 0, # Synonym for MAYDAY
6479 "CALL": 0, # Synonym for MAYDAY
6486 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6489 # generate a list of legal commands
6491 proutn(_("LEGAL COMMANDS ARE:"))
6492 for key in commands:
6496 proutn("%-12s " % key)
6501 # browse on-line help
6502 # Give help on commands
6506 setwnd(prompt_window)
6507 proutn(_("Help on what command? "))
6509 setwnd(message_window)
6512 if citem in commands or citem == "ABBREV":
6521 fp = open(SSTDOC, "r")
6524 fp = open(DOC_NAME, "r")
6526 prout(_("Spock- \"Captain, that information is missing from the"))
6527 proutn(_(" computer. You need to find "))
6529 prout(_(" and put it in the"))
6530 proutn(_(" current directory or to "))
6534 # This used to continue: "You need to find SST.DOC and put
6535 # it in the current directory."
6539 linebuf = fp.readline()
6541 prout(_("Spock- \"Captain, there is no information on that command.\""))
6544 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6545 linebuf = linebuf[3:].strip()
6549 prout(_("Spock- \"Captain, I've found the following information:\""))
6551 while linebuf in fp:
6552 if "******" in linebuf:
6558 # command-interpretation loop
6561 setwnd(message_window)
6562 while True: # command loop
6564 while True: # get a command
6570 setwnd(prompt_window)
6574 if game.options & OPTION_CURSES:
6579 setwnd(message_window)
6582 if cmd not in commands:
6585 commandhook(commands[i].name, True)
6586 if cmd == "SRSCAN": # srscan
6588 elif cmd == "STATUS": # status
6590 elif cmd == "REQUEST": # status request
6592 elif cmd == "LRSCAN": # long range scan
6594 elif cmd == "PHASERS": # phasers
6598 elif cmd == "TORPEDO": # photon torpedos
6602 elif cmd == "MOVE": # move under warp
6604 elif cmd == "SHIELDS": # shields
6608 game.shldchg = False
6609 elif cmd == "DOCK": # dock at starbase
6613 elif cmd == "DAMAGES": # damage reports
6615 elif cmd == "CHART": # chart
6617 elif cmd == "IMPULSE": # impulse
6619 elif cmd == "REST": # rest
6623 elif cmd == "WARP": # warp
6625 elif cmd == "SCORE": # score
6627 elif cmd == "SENSORS": # sensors
6629 elif cmd == "ORBIT": # orbit
6633 elif cmd == "TRANSPORT": # transport "beam"
6635 elif cmd == "MINE": # mine
6639 elif cmd == "CRYSTALS": # crystals
6643 elif cmd == "SHUTTLE": # shuttle
6647 elif cmd == "PLANETS": # Planet list
6649 elif cmd == "REPORT": # Game Report
6651 elif cmd == "COMPUTER": # use COMPUTER!
6653 elif cmd == "COMMANDS":
6655 elif cmd == "EMEXIT": # Emergency exit
6656 clrscr() # Hide screen
6657 freeze(True) # forced save
6658 os.exit(1) # And quick exit
6659 elif cmd == "PROBE":
6660 probe() # Launch probe
6663 elif cmd == "ABANDON": # Abandon Ship
6665 elif cmd == "DESTRUCT": # Self Destruct
6667 elif cmd == "SAVE": # Save Game
6670 if game.skill > SKILL_GOOD:
6671 prout(_("WARNING--Saved games produce no plaques!"))
6672 elif cmd == "DEATHRAY": # Try a desparation measure
6676 elif cmd == "DEBUGCMD": # What do we want for debug???
6678 elif cmd == "MAYDAY": # Call for help
6683 game.alldone = True # quit the game
6686 elif cmd == "SEED": # set random-number seed
6690 #ifdef BSD_BUG_FOR_BUG
6691 # elif cmd == "VISUAL":
6692 # visual() # perform visual scan
6694 commandhook(commands[i].name, False)
6697 break # Game has ended
6698 if game.optime != 0.0:
6701 break # Events did us in
6702 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6705 if hitme and not game.justin:
6709 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6721 if cmd == IHR: s = _("Romulan")
6722 elif cmd == IHK: s = _("Klingon")
6723 elif cmd == IHC: s = _("Commander")
6724 elif cmd == IHS: s = _("Super-commander")
6725 elif cmd == IHSTAR: s = _("Star")
6726 elif cmd == IHP: s = _("Planet")
6727 elif cmd == IHB: s = _("Starbase")
6728 elif cmd == IHBLANK: s = _("Black hole")
6729 elif cmd == IHT: s = _("Tholian")
6730 elif cmd == IHWEB: s = _("Tholian web")
6731 elif cmd == IHQUEST: s = _("Stranger")
6732 elif cmd == IHW: s = _("Inhabited World")
6733 else: s = "Unknown??"
6736 def cramlc(loctype, w):
6738 if loctype == "quadrant":
6739 buf = _("Quadrant ")
6740 elif loctype == "sector":
6742 buf += ("%d - %d" % (w.x, w.y))
6745 def crmena(stars, enemy, loctype, w):
6746 # print an enemy and his location
6751 proutn(cramlc(loctype, w))
6754 # print our ship name
6755 if game.ship == IHE:
6757 elif game.ship == IHF:
6758 s = _("Faerie Queene")
6764 # print a line of stars
6765 prouts("******************************************************")
6769 return -avrage*math.log(1e-7 + random.random())
6771 def randplace(size):
6772 # choose a random location
6774 w.x = random.randint(1, size)
6775 w.y = random.randint(1, size)
6779 # Demand input for next scan
6784 # return IHEOL next time
6789 # Get a token from the user
6790 global inqueue, line, citem
6794 # Read a line if nothing here
6797 if curwnd==prompt_window:
6799 setwnd(message_window)
6801 # Skip leading white space
6802 line = line.lstrip()
6804 inqueue = line.split()
6810 # From here on in it's all looking at the queue
6811 citem = inqueue.pop(0)
6815 aaitem = float(citem)
6820 citem = citem.lower()
6824 # yes-or-no confirmation
6833 proutn(_("Please answer with \"y\" or \"n\": "))
6836 # complain about unparseable input
6839 prout(_("Beg your pardon, Captain?"))
6842 # compares s to citem and returns true if it matches to the length of s
6843 return s.startswith(citem)
6846 # access to the internals for debugging
6847 proutn("Reset levels? ")
6849 if game.energy < game.inenrg:
6850 game.energy = game.inenrg
6851 game.shield = game.inshld
6852 game.torps = game.intorps
6853 game.lsupres = game.inlsr
6854 proutn("Reset damage? ")
6856 for i in range(0, NDEVICES):
6857 if game.damage[i] > 0.0:
6858 game.damage[i] = 0.0
6859 proutn("Toggle debug flag? ")
6863 prout("Debug output ON")
6865 prout("Debug output OFF")
6866 proutn("Cause selective damage? ")
6868 for i in range(NDEVICES):
6874 if key == IHALPHA and isit("y"):
6875 game.damage[i] = 10.0
6876 proutn("Examine/change events? ")
6881 FSNOVA: "Supernova ",
6884 FBATTAK: "Base Attack ",
6885 FCDBAS: "Base Destroy ",
6886 FSCMOVE: "SC Move ",
6887 FSCDBAS: "SC Base Destroy ",
6888 FDSPROB: "Probe Move ",
6889 FDISTR: "Distress Call ",
6890 FENSLV: "Enslavement ",
6891 FREPRO: "Klingon Build ",
6893 for i in range(1, NEVENTS):
6896 proutn("%.2f" % (scheduled(i)-game.state.date))
6897 if i == FENSLV or i == FREPRO:
6899 proutn(" in %s" % ev.quadrant)
6909 ev = schedule(i, aaitem)
6910 if i == FENSLV or i == FREPRO:
6912 proutn("In quadrant- ")
6914 # IHEOL says to leave coordinates as they are
6917 prout("Event %d canceled, no x coordinate." % (i))
6923 prout("Event %d canceled, no y coordinate." % (i))
6929 proutn("Induce supernova here? ")
6931 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6934 if __name__ == '__main__':
6935 global line, thing, game
6936 game = citem = aaitem = inqueue = None
6942 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
6943 # Disable curses mode until the game logic is working.
6944 # if os.getenv("TERM"):
6945 # game.options |= OPTION_CURSES | OPTION_SHOWME
6947 game.options |= OPTION_TTY
6950 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6951 for (switch, val) in options:
6954 replayfp = open(optarg, "r")
6956 sys.stderr.write("sst: can't open replay file %s\n" % optarg)
6958 line = replayfp.readline().strip()
6960 (key, seed) = line.split()
6963 sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
6965 game.options |= OPTION_TTY
6966 game.options &=~ OPTION_CURSES
6967 elif switch == '-t':
6968 game.options |= OPTION_TTY
6969 game.options &=~ OPTION_CURSES
6970 elif switch == '-x':
6973 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6975 # where to save the input in case of bugs
6977 logfp = open("/usr/tmp/sst-input.log", "w")
6979 sys.stderr.write("sst: warning, can't open logfile\n")
6982 logfp.write("seed %d\n" % (seed))
6991 while True: # Play a game
6992 setwnd(fullscreen_window)
6995 setup(needprompt=not line)
6998 game.alldone = False
7005 if game.tourn and game.alldone:
7006 proutn(_("Do you want your score recorded?"))
7010 proutn(_("Do you want to play again? "))
7014 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))