3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 After these features were added, I translated this into Python and added
179 9. A long-range scan is done silently whenever you call CHART; thus
180 the LRSCAN command is no longer needed. (Controlled by OPTION_AUTOSCAN
181 and turned off if game type is "plain" or "almy".)
183 import os,sys,math,curses,time,atexit,readline,cPickle,random,getopt,copy
185 SSTDOC = "/usr/share/doc/sst/sst.doc"
188 # Stub to be replaced
189 def _(str): return str
193 NINHAB = (GALSIZE * GALSIZE / 2)
195 PLNETMAX = (NINHAB + MAXUNINHAB)
198 BASEMAX = (GALSIZE * GALSIZE / 12)
201 FULLCREW = 428 # BSD Trek was 387, that's wrong
205 # These functions hide the difference between 0-origin and 1-origin addressing.
206 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
207 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
209 # How to represent features
234 def __init__(self, x=None, y=None):
237 def invalidate(self):
238 self.x = self.y = None
240 return self.x != None and self.y != None
241 def __eq__(self, other):
242 return other != None and self.x == other.y and self.x == other.y
243 def __add__(self, other):
244 return coord(self.x+self.x, self.y+self.y)
245 def __sub__(self, other):
246 return coord(self.x-other.x, self.y-other.y)
247 def __mul__(self, other):
248 return coord(self.x*other, self.y*other)
249 def __rmul__(self, other):
250 return coord(self.x*other, self.y*other)
251 def distance(self, other=None):
252 if not other: other = coord(0, 0)
253 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
254 def bearing(self, other=None):
255 if not other: other = coord(0, 0)
256 return 1.90985*math.atan2(self.x-other.x, self.y-other.y)
262 s.x = self.x / abs(self.x)
266 s.y = self.y / abs(self.y)
270 s.x = self.x + randrange(-1, 2)
271 s.y = self.y + randrange(-1, 2)
276 if self.x == None or self.y == None:
278 return "%s - %s" % (self.x+1, self.y+1)
283 self.name = None # string-valued if inhabited
284 self.quadrant = coord() # quadrant located
285 self.pclass = None # could be ""M", "N", "O", or "destroyed"
286 self.crystals = "absent"# could be "mined", "present", "absent"
287 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
288 self.inhabited = False # is it inhabites?
299 self.supernova = None
301 self.status = None # Could be "secure", "distressed", "enslaved"
309 def fill2d(size, fillfun):
310 "Fill an empty list in 2D."
312 for i in range(size):
314 for j in range(size):
315 lst[i].append(fillfun(i, j))
320 self.snap = False # snapshot taken
321 self.crew = 0 # crew complement
322 self.remkl = 0 # remaining klingons
323 self.nscrem = 0 # remaining super commanders
324 self.starkl = 0 # destroyed stars
325 self.basekl = 0 # destroyed bases
326 self.nromrem = 0 # Romulans remaining
327 self.nplankl = 0 # destroyed uninhabited planets
328 self.nworldkl = 0 # destroyed inhabited planets
329 self.planets = [] # Planet information
330 self.date = 0.0 # stardate
331 self.remres = 0 # remaining resources
332 self.remtime = 0 # remaining time
333 self.baseq = [] # Base quadrant coordinates
334 self.kcmdr = [] # Commander quadrant coordinates
335 self.kscmdr = coord() # Supercommander quadrant coordinates
336 # the galaxy (subscript 0 not used)
337 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
338 # the starchart (subscript 0 not used)
339 self.chart = fill2d(GALSIZE, lambda i, j: page())
343 self.date = None # A real number
344 self.quadrant = None # A coord structure
347 OPTION_ALL = 0xffffffff
348 OPTION_TTY = 0x00000001 # old interface
349 OPTION_CURSES = 0x00000002 # new interface
350 OPTION_IOMODES = 0x00000003 # cover both interfaces
351 OPTION_PLANETS = 0x00000004 # planets and mining
352 OPTION_THOLIAN = 0x00000008 # Tholians and their webs (UT 1979 version)
353 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back (Stas, 2005)
354 OPTION_PROBE = 0x00000020 # deep-space probes (DECUS version, 1980)
355 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
356 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise (Almy)
357 OPTION_MVBADDY = 0x00000100 # more enemies can move (Almy)
358 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you (Stas, 2005)
359 OPTION_BASE = 0x00000400 # bases have good shields (Stas, 2005)
360 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds (ESR, 2006)
361 OPTION_AUTOSCAN = 0x00001000 # automatic LRSCAN before CHART (ESR, 2006)
362 OPTION_PLAIN = 0x01000000 # user chose plain game
363 OPTION_ALMY = 0x02000000 # user chose Almy variant
382 NDEVICES= 16 # Number of devices
391 def damaged(dev): return (game.damage[dev] != 0.0)
392 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
394 # Define future events
395 FSPY = 0 # Spy event happens always (no future[] entry)
396 # can cause SC to tractor beam Enterprise
397 FSNOVA = 1 # Supernova
398 FTBEAM = 2 # Commander tractor beams Enterprise
399 FSNAP = 3 # Snapshot for time warp
400 FBATTAK = 4 # Commander attacks base
401 FCDBAS = 5 # Commander destroys base
402 FSCMOVE = 6 # Supercommander moves (might attack base)
403 FSCDBAS = 7 # Supercommander destroys base
404 FDSPROB = 8 # Move deep space probe
405 FDISTR = 9 # Emit distress call from an inhabited world
406 FENSLV = 10 # Inhabited word is enslaved */
407 FREPRO = 11 # Klingons build a ship in an enslaved system
411 # abstract out the event handling -- underlying data structures will change
412 # when we implement stateful events
414 def findevent(evtype): return game.future[evtype]
417 def __init__(self, type=None, loc=None, power=None):
422 self.kpower = power # enemy energy level
423 game.enemies.append(self)
425 motion = (loc != self.kloc)
426 if self.kloc.x is not None and self.kloc.y is not None:
429 game.quad[self.kloc.x][self.kloc.y] = IHWEB
431 game.quad[self.kloc.x][self.kloc.y] = IHDOT
433 self.kloc = copy.copy(loc)
434 game.quad[self.kloc.x][self.kloc.y] = self.type
435 self.kdist = self.kavgd = (game.sector - loc).distance()
438 self.kdist = self.kavgd = None
439 game.enemies.remove(self)
442 return "<%s=%f>" % (self.kloc, self.kpower) # For debugging
446 self.options = None # Game options
447 self.state = snapshot() # A snapshot structure
448 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
449 self.quad = None # contents of our quadrant
450 self.damage = [0.0] * NDEVICES # damage encountered
451 self.future = [] # future events
452 for i in range(NEVENTS):
453 self.future.append(event())
454 self.passwd = None; # Self Destruct password
456 self.quadrant = None # where we are in the large
457 self.sector = None # where we are in the small
458 self.tholian = None # Tholian enemy object
459 self.base = None # position of base in current quadrant
460 self.battle = None # base coordinates being attacked
461 self.plnet = None # location of planet in quadrant
462 self.probec = None # current probe quadrant
463 self.gamewon = False # Finished!
464 self.ididit = False # action taken -- allows enemy to attack
465 self.alive = False # we are alive (not killed)
466 self.justin = False # just entered quadrant
467 self.shldup = False # shields are up
468 self.shldchg = False # shield is changing (affects efficiency)
469 self.iscate = False # super commander is here
470 self.ientesc = False # attempted escape from supercommander
471 self.resting = False # rest time
472 self.icraft = False # Kirk in Galileo
473 self.landed = False # party on planet (true), on ship (false)
474 self.alldone = False # game is now finished
475 self.neutz = False # Romulan Neutral Zone
476 self.isarmed = False # probe is armed
477 self.inorbit = False # orbiting a planet
478 self.imine = False # mining
479 self.icrystl = False # dilithium crystals aboard
480 self.iseenit = False # seen base attack report
481 self.thawed = False # thawed game
482 self.condition = None # "green", "yellow", "red", "docked", "dead"
483 self.iscraft = None # "onship", "offship", "removed"
484 self.skill = None # Player skill level
485 self.inkling = 0 # initial number of klingons
486 self.inbase = 0 # initial number of bases
487 self.incom = 0 # initial number of commanders
488 self.inscom = 0 # initial number of commanders
489 self.inrom = 0 # initial number of commanders
490 self.instar = 0 # initial stars
491 self.intorps = 0 # initial/max torpedoes
492 self.torps = 0 # number of torpedoes
493 self.ship = 0 # ship type -- 'E' is Enterprise
494 self.abandoned = 0 # count of crew abandoned in space
495 self.length = 0 # length of game
496 self.klhere = 0 # klingons here
497 self.casual = 0 # causalties
498 self.nhelp = 0 # calls for help
499 self.nkinks = 0 # count of energy-barrier crossings
500 self.iplnet = None # planet # in quadrant
501 self.inplan = 0 # initial planets
502 self.irhere = 0 # Romulans in quadrant
503 self.isatb = 0 # =1 if super commander is attacking base
504 self.tourn = None # tournament number
505 self.proben = 0 # number of moves for probe
506 self.nprobes = 0 # number of probes available
507 self.inresor = 0.0 # initial resources
508 self.intime = 0.0 # initial time
509 self.inenrg = 0.0 # initial/max energy
510 self.inshld = 0.0 # initial/max shield
511 self.inlsr = 0.0 # initial life support resources
512 self.indate = 0.0 # initial date
513 self.energy = 0.0 # energy level
514 self.shield = 0.0 # shield level
515 self.warpfac = 0.0 # warp speed
516 self.wfacsq = 0.0 # squared warp factor
517 self.lsupres = 0.0 # life support reserves
518 self.dist = 0.0 # movement distance
519 self.direc = 0.0 # movement direction
520 self.optime = 0.0 # time taken by current operation
521 self.docfac = 0.0 # repair factor when docking (constant?)
522 self.damfac = 0.0 # damage factor
523 self.lastchart = 0.0 # time star chart was last updated
524 self.cryprob = 0.0 # probability that crystal will work
525 self.probex = 0.0 # location of probe
527 self.probeinx = 0.0 # probe x,y increment
528 self.probeiny = 0.0 #
529 self.height = 0.0 # height of orbit around planet
531 # Stas thinks this should be (C expression):
532 # game.state.remkl + len(game.state.kcmdr) > 0 ?
533 # game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr)) : 99
534 # He says the existing expression is prone to divide-by-zero errors
535 # after killing the last klingon when score is shown -- perhaps also
536 # if the only remaining klingon is SCOM.
537 game.state.remtime = game.state.remres/(game.state.remkl + 4*len(game.state.kcmdr))
538 # From enumerated type 'feature'
559 # From enumerated type 'FINTYPE'
583 # Log the results of pulling random numbers so we can check determinism.
589 #logfp.write("# withprob(%s) -> %f (%s) at %s\n" % (p, v, v<p, traceback.extract_stack()[-2][1:]))
592 def randrange(*args):
593 v = random.randrange(*args)
594 #logfp.write("# randrange%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
600 v *= args[0] # returns from [0, args[0])
602 v = args[0] + v*(args[1]-args[0]) # returns from [args[0], args[1])
603 #logfp.write("# randreal%s -> %s at %s\n" % (args, v, traceback.extract_stack()[-2][1:]))
606 # Code from ai.c begins here
608 def tryexit(enemy, look, irun):
609 # a bad guy attempts to bug out
611 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
612 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
613 if not VALID_QUADRANT(iq.x,iq.y) or \
614 game.state.galaxy[iq.x][iq.y].supernova or \
615 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
616 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
617 if enemy.type == IHR:
618 return False; # Romulans cannot escape!
620 # avoid intruding on another commander's territory
621 if enemy.type == IHC:
622 if iq in game.state.kcmdr:
624 # refuse to leave if currently attacking starbase
625 if game.battle == game.quadrant:
627 # don't leave if over 1000 units of energy
628 if enemy.kpower > 1000.0:
630 # print escape message and move out of quadrant.
631 # we know this if either short or long range sensors are working
632 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
633 game.condition == "docked":
634 crmena(True, enemy.type, "sector", enemy.kloc)
635 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
636 # handle local matters related to escape
639 if game.condition != "docked":
641 # Handle global matters related to escape
642 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
643 game.state.galaxy[iq.x][iq.y].klingons += 1
648 schedule(FSCMOVE, 0.2777)
652 for cmdr in game.state.kcmdr:
653 if cmdr == game.quadrant:
654 game.state.kcmdr[n] = iq
656 return True; # success
659 # The bad-guy movement algorithm:
661 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
662 # If both are operating full strength, force is 1000. If both are damaged,
663 # force is -1000. Having shields down subtracts an additional 1000.
665 # 2. Enemy has forces equal to the energy of the attacker plus
666 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
667 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
669 # Attacker Initial energy levels (nominal):
670 # Klingon Romulan Commander Super-Commander
671 # Novice 400 700 1200
673 # Good 450 800 1300 1750
674 # Expert 475 850 1350 1875
675 # Emeritus 500 900 1400 2000
676 # VARIANCE 75 200 200 200
678 # Enemy vessels only move prior to their attack. In Novice - Good games
679 # only commanders move. In Expert games, all enemy vessels move if there
680 # is a commander present. In Emeritus games all enemy vessels move.
682 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
683 # forces are 1000 greater than Enterprise.
685 # Agressive action on average cuts the distance between the ship and
686 # the enemy to 1/4 the original.
688 # 4. At lower energy advantage, movement units are proportional to the
689 # advantage with a 650 advantage being to hold ground, 800 to move forward
690 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
692 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
693 # retreat, especially at high skill levels.
695 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
698 def movebaddy(enemy):
699 # tactical movement for the bad guys
700 next = coord(); look = coord()
702 # This should probably be just (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
703 if game.skill >= SKILL_EXPERT:
704 nbaddys = (((game.quadrant in game.state.kcmdr)*2 + (game.state.kscmdr==game.quadrant)*2+game.klhere*1.23+game.irhere*1.5)/2.0)
706 nbaddys = (game.quadrant in game.state.kcmdr) + (game.state.kscmdr==game.quadrant)
708 mdist = int(dist1 + 0.5); # Nearest integer distance
709 # If SC, check with spy to see if should hi-tail it
710 if enemy.type==IHS and \
711 (enemy.kpower <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
715 # decide whether to advance, retreat, or hold position
716 forces = enemy.kpower+100.0*len(game.enemies)+400*(nbaddys-1)
718 forces += 1000; # Good for enemy if shield is down!
719 if not damaged(DPHASER) or not damaged(DPHOTON):
720 if damaged(DPHASER): # phasers damaged
723 forces -= 0.2*(game.energy - 2500.0)
724 if damaged(DPHOTON): # photon torpedoes damaged
727 forces -= 50.0*game.torps
729 # phasers and photon tubes both out!
732 if forces <= 1000.0 and game.condition != "docked": # Typical situation
733 motion = ((forces + randreal(200))/150.0) - 5.0
735 if forces > 1000.0: # Very strong -- move in for kill
736 motion = (1.0 - randreal())**2 * dist1 + 1.0
737 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
738 motion -= game.skill*(2.0-randreal()**2)
740 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
741 # don't move if no motion
744 # Limit motion according to skill
745 if abs(motion) > game.skill:
750 # calculate preferred number of steps
755 if motion > 0 and nsteps > mdist:
756 nsteps = mdist; # don't overshoot
757 if nsteps > QUADSIZE:
758 nsteps = QUADSIZE; # This shouldn't be necessary
760 nsteps = 1; # This shouldn't be necessary
762 proutn("NSTEPS = %d:" % nsteps)
763 # Compute preferred values of delta X and Y
764 m = game.sector - enemy.kloc
765 if 2.0 * abs(m.x) < abs(m.y):
767 if 2.0 * abs(m.y) < abs(game.sector.x-enemy.kloc.x):
781 for ll in range(nsteps):
783 proutn(" %d" % (ll+1))
784 # Check if preferred position available
795 attempts = 0; # Settle mysterious hang problem
796 while attempts < 20 and not success:
798 if look.x < 0 or look.x >= QUADSIZE:
799 if motion < 0 and tryexit(enemy, look, irun):
801 if krawlx == m.x or m.y == 0:
803 look.x = next.x + krawlx
805 elif look.y < 0 or look.y >= QUADSIZE:
806 if motion < 0 and tryexit(enemy, look, irun):
808 if krawly == m.y or m.x == 0:
810 look.y = next.y + krawly
812 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
813 # See if enemy should ram ship
814 if game.quad[look.x][look.y] == game.ship and \
815 (enemy.type == IHC or enemy.type == IHS):
816 collision(rammed=True, enemy=enemy)
818 if krawlx != m.x and m.y != 0:
819 look.x = next.x + krawlx
821 elif krawly != m.y and m.x != 0:
822 look.y = next.y + krawly
825 break; # we have failed
837 if not damaged(DSRSENS) or game.condition == "docked":
840 proutn(_(" from Sector %s") % enemy.kloc)
841 if enemy.kdist < dist1:
842 proutn(_(" advances to "))
844 proutn(_(" retreats to "))
845 prout("Sector %s." % next)
848 # Klingon tactical movement
851 # Figure out which Klingon is the commander (or Supercommander)
853 if game.quadrant in game.state.kcmdr:
854 for enemy in game.enemies:
855 if enemy.type == IHC:
857 if game.state.kscmdr==game.quadrant:
858 for enemy in game.enemies:
859 if enemy.type == IHS:
862 # If skill level is high, move other Klingons and Romulans too!
863 # Move these last so they can base their actions on what the
865 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
866 for enemy in game.enemies:
867 if enemy.type in (IHK, IHR):
869 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
871 def movescom(iq, avoid):
872 # commander movement helper
873 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
874 game.state.galaxy[iq.x][iq.y].supernova or \
875 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
877 # Avoid quadrants with bases if we want to avoid Enterprise
878 if avoid and iq in game.state.baseq:
880 if game.justin and not game.iscate:
883 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
884 game.state.kscmdr = iq
885 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
886 if game.state.kscmdr==game.quadrant:
887 # SC has scooted, Remove him from current quadrant
892 for enemy in game.enemies:
893 if enemy.type == IHS:
897 if game.condition != "docked":
899 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
900 # check for a helpful planet
901 for i in range(game.inplan):
902 if game.state.planets[i].quadrant == game.state.kscmdr and \
903 game.state.planets[i].crystals == "present":
905 game.state.planets[i].pclass = "destroyed"
906 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
909 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
910 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
911 prout(_(" by the Super-commander.\""))
913 return False; # looks good!
915 def supercommander():
916 # move the Super Commander
917 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
920 prout("== SUPERCOMMANDER")
921 # Decide on being active or passive
922 avoid = ((game.incom - len(game.state.kcmdr) + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
923 (game.state.date-game.indate) < 3.0)
924 if not game.iscate and avoid:
925 # compute move away from Enterprise
926 idelta = game.state.kscmdr-game.quadrant
927 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
929 idelta.x = game.state.kscmdr.y-game.quadrant.y
930 idelta.y = game.quadrant.x-game.state.kscmdr.x
932 # compute distances to starbases
933 if not game.state.baseq:
937 sc = game.state.kscmdr
938 for base in game.state.baseq:
939 basetbl.append((i, (base - sc).distance()))
940 if game.state.baseq > 1:
941 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
942 # look for nearest base without a commander, no Enterprise, and
943 # without too many Klingons, and not already under attack.
944 ifindit = iwhichb = 0
945 for (i2, base) in enumerate(game.state.baseq):
946 i = basetbl[i2][0]; # bug in original had it not finding nearest
947 if base == game.quadrant or base == game.battle or \
948 game.state.galaxy[base.x][base.y].supernova or \
949 game.state.galaxy[base.x][base.y].klingons > MAXKLQUAD-1:
951 # if there is a commander, and no other base is appropriate,
952 # we will take the one with the commander
953 for cmdr in game.state.kcmdr:
954 if base == cmdr and ifindit != 2:
958 else: # no commander -- use this one
963 return # Nothing suitable -- wait until next time
964 ibq = game.state.baseq[iwhichb]
965 # decide how to move toward base
966 idelta = ibq - game.state.kscmdr
967 # Maximum movement is 1 quadrant in either or both axes
968 idelta = idelta.sgn()
969 # try moving in both x and y directions
970 # there was what looked like a bug in the Almy C code here,
971 # but it might be this translation is just wrong.
972 iq = game.state.kscmdr + idelta
973 if movescom(iq, avoid):
974 # failed -- try some other maneuvers
975 if idelta.x==0 or idelta.y==0:
978 iq.y = game.state.kscmdr.y + 1
979 if movescom(iq, avoid):
980 iq.y = game.state.kscmdr.y - 1
983 iq.x = game.state.kscmdr.x + 1
984 if movescom(iq, avoid):
985 iq.x = game.state.kscmdr.x - 1
988 # try moving just in x or y
989 iq.y = game.state.kscmdr.y
990 if movescom(iq, avoid):
991 iq.y = game.state.kscmdr.y + idelta.y
992 iq.x = game.state.kscmdr.x
995 if len(game.state.baseq) == 0:
998 for (i, ibq) in enumerate(game.state.baseq):
999 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
1002 return # no, don't attack base!
1003 game.iseenit = False
1005 schedule(FSCDBAS, randreal(1.0, 3.0))
1006 if is_scheduled(FCDBAS):
1007 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
1008 if not communicating():
1012 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1013 % game.state.kscmdr)
1014 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1015 proutn(_(" It can survive until stardate %d.\"") \
1016 % int(scheduled(FSCDBAS)))
1017 if not game.resting:
1019 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1022 game.resting = False
1023 game.optime = 0.0; # actually finished
1025 # Check for intelligence report
1028 (not communicating()) or \
1029 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1032 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1033 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1038 if not game.tholian or game.justin:
1041 if game.tholian.kloc.x == 0 and game.tholian.kloc.y == 0:
1042 id.x = 0; id.y = QUADSIZE-1
1043 elif game.tholian.kloc.x == 0 and game.tholian.kloc.y == QUADSIZE-1:
1044 id.x = QUADSIZE-1; id.y = QUADSIZE-1
1045 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == QUADSIZE-1:
1046 id.x = QUADSIZE-1; id.y = 0
1047 elif game.tholian.kloc.x == QUADSIZE-1 and game.tholian.kloc.y == 0:
1050 # something is wrong!
1051 game.tholian.move(None)
1052 prout("***Internal error: Tholian in a bad spot.")
1054 # do nothing if we are blocked
1055 if game.quad[id.x][id.y] not in (IHDOT, IHWEB):
1057 here = copy.copy(game.tholian.kloc)
1058 delta = (id - game.tholian.kloc).sgn()
1060 while here.x != id.x:
1061 #print "Moving in X", delta
1063 if game.quad[here.x][here.y]==IHDOT:
1064 game.tholian.move(here)
1066 while here.y != id.y:
1067 #print "Moving in Y", delta
1069 if game.quad[here.x][here.y]==IHDOT:
1070 game.tholian.move(here)
1071 # check to see if all holes plugged
1072 for i in range(QUADSIZE):
1073 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1075 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1077 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1079 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1081 # All plugged up -- Tholian splits
1082 game.quad[game.tholian.kloc.x][game.tholian.kloc.y]=IHWEB
1084 crmena(True, IHT, "sector", game.tholian)
1085 prout(_(" completes web."))
1086 game.tholian.move(None)
1087 print "Tholian movement ends"
1090 # Code from battle.c begins here
1092 def doshield(shraise):
1093 # change shield status
1099 key = scanner.next()
1101 if scanner.sees("transfer"):
1104 if damaged(DSHIELD):
1105 prout(_("Shields damaged and down."))
1107 if scanner.sees("up"):
1109 elif scanner.sees("down"):
1112 proutn(_("Do you wish to change shield energy? "))
1114 proutn(_("Energy to transfer to shields- "))
1116 elif damaged(DSHIELD):
1117 prout(_("Shields damaged and down."))
1120 proutn(_("Shields are up. Do you want them down? "))
1127 proutn(_("Shields are down. Do you want them up? "))
1133 if action == "SHUP": # raise shields
1135 prout(_("Shields already up."))
1139 if game.condition != "docked":
1141 prout(_("Shields raised."))
1142 if game.energy <= 0:
1144 prout(_("Shields raising uses up last of energy."))
1149 elif action == "SHDN":
1151 prout(_("Shields already down."))
1155 prout(_("Shields lowered."))
1158 elif action == "NRG":
1159 while scanner.next() != IHREAL:
1161 proutn(_("Energy to transfer to shields- "))
1163 if scanner.real == 0:
1165 if scanner.real > game.energy:
1166 prout(_("Insufficient ship energy."))
1169 if game.shield+scanner.real >= game.inshld:
1170 prout(_("Shield energy maximized."))
1171 if game.shield+scanner.real > game.inshld:
1172 prout(_("Excess energy requested returned to ship energy"))
1173 game.energy -= game.inshld-game.shield
1174 game.shield = game.inshld
1176 if scanner.real < 0.0 and game.energy-scanner.real > game.inenrg:
1177 # Prevent shield drain loophole
1179 prout(_("Engineering to bridge--"))
1180 prout(_(" Scott here. Power circuit problem, Captain."))
1181 prout(_(" I can't drain the shields."))
1184 if game.shield+scanner.real < 0:
1185 prout(_("All shield energy transferred to ship."))
1186 game.energy += game.shield
1189 proutn(_("Scotty- \""))
1190 if scanner.real > 0:
1191 prout(_("Transferring energy to shields.\""))
1193 prout(_("Draining energy from shields.\""))
1194 game.shield += scanner.real
1195 game.energy -= scanner.real
1199 # choose a device to damage, at random.
1201 # Quoth Eric Allman in the code of BSD-Trek:
1202 # "Under certain conditions you can get a critical hit. This
1203 # sort of hit damages devices. The probability that a given
1204 # device is damaged depends on the device. Well protected
1205 # devices (such as the computer, which is in the core of the
1206 # ship and has considerable redundancy) almost never get
1207 # damaged, whereas devices which are exposed (such as the
1208 # warp engines) or which are particularly delicate (such as
1209 # the transporter) have a much higher probability of being
1212 # This is one place where OPTION_PLAIN does not restore the
1213 # original behavior, which was equiprobable damage across
1214 # all devices. If we wanted that, we'd return randrange(NDEVICES)
1215 # and have done with it. Also, in the original game, DNAVYS
1216 # and DCOMPTR were the same device.
1218 # Instead, we use a table of weights similar to the one from BSD Trek.
1219 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1220 # We don't have a cloaking device. The shuttle got the allocation
1221 # for the cloaking device, then we shaved a half-percent off
1222 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1225 105, # DSRSENS: short range scanners 10.5%
1226 105, # DLRSENS: long range scanners 10.5%
1227 120, # DPHASER: phasers 12.0%
1228 120, # DPHOTON: photon torpedoes 12.0%
1229 25, # DLIFSUP: life support 2.5%
1230 65, # DWARPEN: warp drive 6.5%
1231 70, # DIMPULS: impulse engines 6.5%
1232 145, # DSHIELD: deflector shields 14.5%
1233 30, # DRADIO: subspace radio 3.0%
1234 45, # DSHUTTL: shuttle 4.5%
1235 15, # DCOMPTR: computer 1.5%
1236 20, # NAVCOMP: navigation system 2.0%
1237 75, # DTRANSP: transporter 7.5%
1238 20, # DSHCTRL: high-speed shield controller 2.0%
1239 10, # DDRAY: death ray 1.0%
1240 30, # DDSP: deep-space probes 3.0%
1242 idx = randrange(1000) # weights must sum to 1000
1244 for (i, w) in enumerate(weights):
1248 return None; # we should never get here
1250 def collision(rammed, enemy):
1251 # collision handling
1252 prouts(_("***RED ALERT! RED ALERT!"))
1254 prout(_("***COLLISION IMMINENT."))
1258 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(enemy.type, 1.0)
1260 proutn(_(" rammed by "))
1263 crmena(False, enemy.type, "sector", enemy.kloc)
1265 proutn(_(" (original position)"))
1267 deadkl(enemy.kloc, enemy.type, game.sector)
1270 prout(_(" heavily damaged."))
1271 icas = randrange(10, 30)
1272 prout(_("***Sickbay reports %d casualties"), icas)
1274 game.state.crew -= icas
1276 # In the pre-SST2K version, all devices got equiprobably damaged,
1277 # which was silly. Instead, pick up to half the devices at
1278 # random according to our weighting table,
1280 ncrits = randrange(NDEVICES/2)
1281 for m in range(ncrits):
1283 if game.damage[dev] < 0:
1285 extradm = (10.0*hardness*randreal()+1.0)*game.damfac
1286 # Damage for at least time of travel!
1287 game.damage[dev] += game.optime + extradm
1289 prout(_("***Shields are down."))
1290 if game.state.remkl + len(game.state.kcmdr) + game.state.nscrem:
1297 def torpedo(course, dispersion, origin, number, nburst):
1298 # let a photon torpedo fly
1301 ac = course + 0.25*dispersion
1302 angle = (15.0-ac)*0.5235988
1303 bullseye = (15.0 - course)*0.5235988
1304 deltax = -math.sin(angle);
1305 deltay = math.cos(angle);
1306 x = origin.x; y = origin.y
1307 w = coord(); jw = coord()
1308 w.x = w.y = jw.x = jw.y = 0
1309 bigger = max(math.fabs(deltax), math.fabs(deltay))
1312 if not damaged(DSRSENS) or game.condition=="docked":
1313 setwnd(srscan_window)
1315 setwnd(message_window)
1316 # Loop to move a single torpedo
1317 for step in range(1, 15+1):
1322 if not VALID_SECTOR(w.x, w.y):
1324 iquad=game.quad[w.x][w.y]
1325 tracktorpedo(origin, w, step, number, nburst, iquad)
1329 setwnd(message_window)
1330 if damaged(DSRSENS) and not game.condition=="docked":
1331 skip(1); # start new line after text track
1332 if iquad in (IHE, IHF): # Hit our ship
1334 proutn(_("Torpedo hits "))
1337 hit = 700.0 + randreal(100) - \
1338 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1339 newcnd(); # we're blown out of dock
1340 # We may be displaced.
1341 if game.landed or game.condition=="docked":
1342 return hit # Cheat if on a planet
1343 ang = angle + 2.5*(randreal()-0.5)
1344 temp = math.fabs(math.sin(ang))
1345 if math.fabs(math.cos(ang)) > temp:
1346 temp = math.fabs(math.cos(ang))
1347 xx = -math.sin(ang)/temp
1348 yy = math.cos(ang)/temp
1349 jw.x = int(w.x+xx+0.5)
1350 jw.y = int(w.y+yy+0.5)
1351 if not VALID_SECTOR(jw.x, jw.y):
1353 if game.quad[jw.x][jw.y]==IHBLANK:
1356 if game.quad[jw.x][jw.y]!=IHDOT:
1357 # can't move into object
1362 elif iquad in (IHC, IHS): # Hit a commander
1364 crmena(True, iquad, "sector", w)
1365 prout(_(" uses anti-photon device;"))
1366 prout(_(" torpedo neutralized."))
1368 elif iquad in (IHR, IHK): # Hit a regular enemy
1370 for enemy in game.enemies:
1371 if w == game.enemies[ll].kloc:
1373 kp = math.fabs(e.kpower)
1374 h1 = 700.0 + randrange(100) - \
1375 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1379 if enemy.kpower < 0:
1383 if enemy.kpower == 0:
1386 crmena(True, iquad, "sector", w)
1387 # If enemy damaged but not destroyed, try to displace
1388 ang = angle + 2.5*(randreal()-0.5)
1389 temp = math.fabs(math.sin(ang))
1390 if math.fabs(math.cos(ang)) > temp:
1391 temp = math.fabs(math.cos(ang))
1392 xx = -math.sin(ang)/temp
1393 yy = math.cos(ang)/temp
1394 jw.x = int(w.x+xx+0.5)
1395 jw.y = int(w.y+yy+0.5)
1396 if not VALID_SECTOR(jw.x, jw.y):
1397 prout(_(" damaged but not destroyed."))
1399 if game.quad[jw.x][jw.y]==IHBLANK:
1400 prout(_(" buffeted into black hole."))
1401 deadkl(w, iquad, jw)
1403 if game.quad[jw.x][jw.y]!=IHDOT:
1404 # can't move into object
1405 prout(_(" damaged but not destroyed."))
1407 proutn(_(" damaged--"))
1411 elif iquad == IHB: # Hit a base
1413 prout(_("***STARBASE DESTROYED.."))
1414 game.state.baseq = filter(lambda x: x != game.quadrant, game.state.baseq)
1415 game.quad[w.x][w.y]=IHDOT
1416 game.base.invalidate()
1417 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1418 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1419 game.state.basekl += 1
1422 elif iquad == IHP: # Hit a planet
1423 crmena(True, iquad, "sector", w)
1424 prout(_(" destroyed."))
1425 game.state.nplankl += 1
1426 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1427 game.iplnet.pclass = "destroyed"
1429 game.plnet.invalidate()
1430 game.quad[w.x][w.y] = IHDOT
1432 # captain perishes on planet
1435 elif iquad == IHW: # Hit an inhabited world -- very bad!
1436 crmena(True, iquad, "sector", w)
1437 prout(_(" destroyed."))
1438 game.state.nworldkl += 1
1439 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1440 game.iplnet.pclass = "destroyed"
1442 game.plnet.invalidate()
1443 game.quad[w.x][w.y] = IHDOT
1445 # captain perishes on planet
1447 prout(_("You have just destroyed an inhabited planet."))
1448 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1450 elif iquad == IHSTAR: # Hit a star
1454 crmena(True, IHSTAR, "sector", w)
1455 prout(_(" unaffected by photon blast."))
1457 elif iquad == IHQUEST: # Hit a thingy
1458 if not (game.options & OPTION_THINGY) or withprob(0.3):
1460 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1462 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1464 proutn(_("Mr. Spock-"))
1465 prouts(_(" \"Fascinating!\""))
1470 # Stas Sergeev added the possibility that
1471 # you can shove the Thingy and piss it off.
1472 # It then becomes an enemy and may fire at you.
1477 elif iquad == IHBLANK: # Black hole
1479 crmena(True, IHBLANK, "sector", w)
1480 prout(_(" swallows torpedo."))
1482 elif iquad == IHWEB: # hit the web
1484 prout(_("***Torpedo absorbed by Tholian web."))
1486 elif iquad == IHT: # Hit a Tholian
1487 h1 = 700.0 + randrange(100) - \
1488 1000.0 * (w-origin).distance() * math.fabs(math.sin(bullseye-angle))
1491 game.quad[w.x][w.y] = IHDOT
1496 crmena(True, IHT, "sector", w)
1498 prout(_(" survives photon blast."))
1500 prout(_(" disappears."))
1501 game.tholian.move(None)
1502 game.quad[w.x][w.y] = IHWEB
1507 proutn("Don't know how to handle torpedo collision with ")
1508 crmena(True, iquad, "sector", w)
1512 if curwnd!=message_window:
1513 setwnd(message_window)
1515 game.quad[w.x][w.y]=IHDOT
1516 game.quad[jw.x][jw.y]=iquad
1517 prout(_(" displaced by blast to Sector %s ") % jw)
1518 for ll in range(len(game.enemies)):
1519 game.enemies[ll].kdist = game.enemies[ll].kavgd = (game.sector-game.enemies[ll].kloc).distance()
1520 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1523 prout(_("Torpedo missed."))
1527 # critical-hit resolution
1528 if hit < (275.0-25.0*game.skill)*randreal(1.0, 1.5):
1530 ncrit = int(1.0 + hit/(500.0+randreal(100)))
1531 proutn(_("***CRITICAL HIT--"))
1532 # Select devices and cause damage
1534 for loop1 in range(ncrit):
1537 # Cheat to prevent shuttle damage unless on ship
1538 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1541 extradm = (hit*game.damfac)/(ncrit*randreal(75, 100))
1542 game.damage[j] += extradm
1544 for (i, j) in enumerate(cdam):
1546 if skipcount % 3 == 2 and i < len(cdam)-1:
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 attempt = False; ihurt = False;
1560 hitmax=0.0; hittot=0.0; chgfac=1.0
1562 # game could be over at this point, check
1566 prout("=== ATTACK!")
1567 # Tholian gets to move before attacking
1570 # if you have just entered the RNZ, you'll get a warning
1571 if game.neutz: # The one chance not to be attacked
1574 # commanders get a chance to tac-move towards you
1575 if (((game.quadrant in game.state.kcmdr or game.state.kscmdr==game.quadrant) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1577 # if no enemies remain after movement, we're done
1578 if len(game.enemies)==0 or (len(game.enemies)==1 and thing == game.quadrant and not thing.angry):
1580 # set up partial hits if attack happens during shield status change
1581 pfac = 1.0/game.inshld
1583 chgfac = 0.25 + randreal(0.5)
1585 # message verbosity control
1586 if game.skill <= SKILL_FAIR:
1588 for enemy in game.enemies:
1589 if enemy.kpower < 0:
1590 continue; # too weak to attack
1591 # compute hit strength and diminish shield power
1593 # Increase chance of photon torpedos if docked or enemy energy is low
1594 if game.condition == "docked":
1596 if enemy.kpower < 500:
1598 if enemy.type==IHT or (enemy.type==IHQUEST and not thing.angry):
1600 # different enemies have different probabilities of throwing a torp
1601 usephasers = not torps_ok or \
1602 (enemy.type == IHK and r > 0.0005) or \
1603 (enemy.type==IHC and r > 0.015) or \
1604 (enemy.type==IHR and r > 0.3) or \
1605 (enemy.type==IHS and r > 0.07) or \
1606 (enemy.type==IHQUEST and r > 0.05)
1607 if usephasers: # Enemy uses phasers
1608 if game.condition == "docked":
1609 continue; # Don't waste the effort!
1610 attempt = True; # Attempt to attack
1611 dustfac = randreal(0.8, 0.85)
1612 hit = enemy.kpower*math.pow(dustfac,enemy.kavgd)
1613 enemy.kpower *= 0.75
1614 else: # Enemy uses photon torpedo
1615 #course2 = (enemy.kloc-game.sector).bearing()
1616 course = 1.90985*math.atan2(game.sector.y-enemy.kloc.y, enemy.kloc.x-game.sector.x)
1618 proutn(_("***TORPEDO INCOMING"))
1619 if not damaged(DSRSENS):
1621 crmena(False, enemy.type, where, enemy.kloc)
1624 dispersion = (randreal()+randreal())*0.5 - 0.5
1625 dispersion += 0.002*enemy.kpower*dispersion
1626 hit = torpedo(course, dispersion, origin=enemy.kloc, number=1, nburst=1)
1627 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1628 finish(FWON); # Klingons did themselves in!
1629 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1630 return # Supernova or finished
1633 # incoming phaser or torpedo, shields may dissipate it
1634 if game.shldup or game.shldchg or game.condition=="docked":
1635 # shields will take hits
1636 propor = pfac * game.shield
1637 if game.condition =="docked":
1641 hitsh = propor*chgfac*hit+1.0
1643 if absorb > game.shield:
1644 absorb = game.shield
1645 game.shield -= absorb
1647 # taking a hit blasts us out of a starbase dock
1648 if game.condition == "docked":
1650 # but the shields may take care of it
1651 if propor > 0.1 and hit < 0.005*game.energy:
1653 # hit from this opponent got through shields, so take damage
1655 proutn(_("%d unit hit") % int(hit))
1656 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1657 proutn(_(" on the "))
1659 if not damaged(DSRSENS) and usephasers:
1661 crmena(False, enemy.type, where, enemy.kloc)
1663 # Decide if hit is critical
1669 if game.energy <= 0:
1670 # Returning home upon your shield, not with it...
1673 if not attempt and game.condition == "docked":
1674 prout(_("***Enemies decide against attacking your ship."))
1675 percent = 100.0*pfac*game.shield+0.5
1677 # Shields fully protect ship
1678 proutn(_("Enemy attack reduces shield strength to "))
1680 # Print message if starship suffered hit(s)
1682 proutn(_("Energy left %2d shields ") % int(game.energy))
1685 elif not damaged(DSHIELD):
1688 proutn(_("damaged, "))
1689 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1690 # Check if anyone was hurt
1691 if hitmax >= 200 or hittot >= 500:
1692 icas = randrange(int(hittot * 0.015))
1695 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1696 prout(_(" in that last attack.\""))
1698 game.state.crew -= icas
1699 # After attack, reset average distance to enemies
1700 for enemy in game.enemies:
1701 enemy.kavgd = enemy.kdist
1702 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
1705 def deadkl(w, type, mv):
1706 # kill a Klingon, Tholian, Romulan, or Thingy
1707 # Added mv to allow enemy to "move" before dying
1708 crmena(True, type, "sector", mv)
1709 # Decide what kind of enemy it is and update appropriately
1711 # chalk up a Romulan
1712 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1714 game.state.nromrem -= 1
1718 elif type == IHQUEST:
1723 # Some type of a Klingon
1724 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1727 game.state.kcmdr.remove(game.quadrant)
1729 if game.state.kcmdr:
1730 schedule(FTBEAM, expran(1.0*game.incom/len(game.state.kcmdr)))
1731 if is_scheduled(FCDBAS) and game.battle == game.quadrant:
1734 game.state.remkl -= 1
1736 game.state.nscrem -= 1
1737 game.state.kscmdr.invalidate()
1742 # For each kind of enemy, finish message to player
1743 prout(_(" destroyed."))
1744 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1747 # Remove enemy ship from arrays describing local conditions
1748 for e in game.enemies:
1755 # Return None if target is invalid, otherwise return a course angle
1756 if not VALID_SECTOR(w.x, w.y):
1759 delta = 0.1*(w - game.sector)
1760 if delta.x==0 and delta.y== 0:
1762 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1763 prout(_(" I recommend an immediate review of"))
1764 prout(_(" the Captain's psychological profile.\""))
1767 return delta.bearing()
1770 # launch photon torpedo
1771 course = [0.0] * MAXBURST
1773 if damaged(DPHOTON):
1774 prout(_("Photon tubes damaged."))
1778 prout(_("No torpedoes left."))
1781 key = scanner.next()
1787 prout(_("%d torpedoes left.") % game.torps)
1789 proutn(_("Number of torpedoes to fire- "))
1790 key = scanner.next()
1791 else: # key == IHREAL
1793 if n <= 0: # abort command
1798 prout(_("Maximum of %d torpedoes per burst.") % MAXBURST)
1806 for i in range(MAXBURST):
1807 targ.append(coord())
1809 key = scanner.next()
1810 if i==0 and key == IHEOL:
1811 break; # we will try prompting
1812 if i==1 and key == IHEOL:
1813 # direct all torpedoes at one target
1816 course[i] = course[0]
1822 targ[i].x = scanner.int()
1823 key = scanner.next()
1827 targ[i].y = scanner.int()
1828 course[i] = targetcheck(targ[i])
1829 if course[i] == None:
1832 if i == 0 and key == IHEOL:
1833 # prompt for each one
1835 proutn(_("Target sector for torpedo number %d- ") % (i+1))
1836 key = scanner.next()
1840 targ[i].x = scanner.int()
1841 key = scanner.next()
1845 targ[i].y = scanner.int()
1847 course[i] = targetcheck(targ[i])
1848 if course[i] == None:
1851 # Loop for moving <n> torpedoes
1853 if game.condition != "docked":
1855 dispersion = (randreal()+randreal())*0.5 -0.5
1856 if math.fabs(dispersion) >= 0.47:
1858 dispersion *= randreal(1.2, 2.2)
1860 prouts(_("***TORPEDO NUMBER %d MISFIRES") % (i+1))
1862 prouts(_("***TORPEDO MISFIRES."))
1865 prout(_(" Remainder of burst aborted."))
1867 prout(_("***Photon tubes damaged by misfire."))
1868 game.damage[DPHOTON] = game.damfac * randreal(1.0, 3.0)
1870 if game.shldup or game.condition == "docked":
1871 dispersion *= 1.0 + 0.0001*game.shield
1872 torpedo(course[i], dispersion, origin=game.sector, number=i, nburst=n)
1873 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1875 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1879 # check for phasers overheating
1881 checkburn = (rpow-1500.0)*0.00038
1882 if withprob(checkburn):
1883 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1884 game.damage[DPHASER] = game.damfac* randreal(1.0, 2.0) * (1.0+checkburn)
1886 def checkshctrl(rpow):
1887 # check shield control
1890 prout(_("Shields lowered."))
1892 # Something bad has happened
1893 prouts(_("***RED ALERT! RED ALERT!"))
1895 hit = rpow*game.shield/game.inshld
1896 game.energy -= rpow+hit*0.8
1897 game.shield -= hit*0.2
1898 if game.energy <= 0.0:
1899 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1904 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1906 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1907 icas = randrange(int(hit*0.012))
1912 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1913 prout(_(" %d casualties so far.\"") % icas)
1915 game.state.crew -= icas
1917 prout(_("Phaser energy dispersed by shields."))
1918 prout(_("Enemy unaffected."))
1923 # register a phaser hit on Klingons and Romulans
1924 nenhr2 = len(game.enemies); kk=0
1927 print "Hits are:", hits
1928 for (k, wham) in enumerate(hits):
1931 dustfac = randreal(0.9, 1.0)
1932 hit = wham*math.pow(dustfac,game.enemies[kk].kdist)
1933 kpini = game.enemies[kk].kpower
1934 kp = math.fabs(kpini)
1935 if PHASEFAC*hit < kp:
1937 if game.enemies[kk].kpower < 0:
1938 game.enemies[kk].kpower -= -kp
1940 game.enemies[kk].kpower -= kp
1941 kpow = game.enemies[kk].kpower
1942 w = game.enemies[kk].kloc
1944 if not damaged(DSRSENS):
1946 proutn(_("%d unit hit on ") % int(hit))
1948 proutn(_("Very small hit on "))
1949 ienm = game.quad[w.x][w.y]
1952 crmena(False, ienm, "sector", w)
1956 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
1960 kk -= 1 # don't do the increment
1962 else: # decide whether or not to emasculate klingon
1963 if kpow>0 and withprob(0.9) and kpow <= randreal(0.4, 0.8)*kpini:
1964 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s")%w)
1965 prout(_(" has just lost its firepower.\""))
1966 game.enemies[kk].kpower = -kpow
1973 kz = 0; k = 1; irec=0 # Cheating inhibitor
1974 ifast = False; no = False; itarg = True; msgflag = True; rpow=0
1978 # SR sensors and Computer are needed for automode
1979 if damaged(DSRSENS) or damaged(DCOMPTR):
1981 if game.condition == "docked":
1982 prout(_("Phasers can't be fired through base shields."))
1985 if damaged(DPHASER):
1986 prout(_("Phaser control damaged."))
1990 if damaged(DSHCTRL):
1991 prout(_("High speed shield control damaged."))
1994 if game.energy <= 200.0:
1995 prout(_("Insufficient energy to activate high-speed shield control."))
1998 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2000 # Original code so convoluted, I re-did it all
2001 # (That was Tom Almy talking about the C code, I think -- ESR)
2002 while automode=="NOTSET":
2005 if scanner.sees("manual"):
2006 if len(game.enemies)==0:
2007 prout(_("There is no enemy present to select."))
2010 automode="AUTOMATIC"
2013 key = scanner.next()
2014 elif scanner.sees("automatic"):
2015 if (not itarg) and len(game.enemies) != 0:
2016 automode = "FORCEMAN"
2018 if len(game.enemies)==0:
2019 prout(_("Energy will be expended into space."))
2020 automode = "AUTOMATIC"
2021 key = scanner.next()
2022 elif scanner.sees("no"):
2028 if len(game.enemies)==0:
2029 prout(_("Energy will be expended into space."))
2030 automode = "AUTOMATIC"
2032 automode = "FORCEMAN"
2034 automode = "AUTOMATIC"
2037 if len(game.enemies)==0:
2038 prout(_("Energy will be expended into space."))
2039 automode = "AUTOMATIC"
2041 automode = "FORCEMAN"
2043 proutn(_("Manual or automatic? "))
2048 if automode == "AUTOMATIC":
2049 if key == IHALPHA and scanner.sees("no"):
2051 key = scanner.next()
2052 if key != IHREAL and len(game.enemies) != 0:
2053 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2058 for i in range(len(game.enemies)):
2059 irec += math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))*randreal(1.01, 1.06) + 1.0
2061 proutn(_("%d units required. ") % irec)
2063 proutn(_("Units to fire= "))
2064 key = scanner.next()
2069 proutn(_("Energy available= %.2f") % avail)
2072 if not rpow > avail:
2079 if key == IHALPHA and scanner.sees("no"):
2082 game.energy -= 200; # Go and do it!
2083 if checkshctrl(rpow):
2088 if len(game.enemies):
2091 for i in range(len(game.enemies)):
2095 hits[i] = math.fabs(game.enemies[i].kpower)/(PHASEFAC*math.pow(0.90,game.enemies[i].kdist))
2096 over = randreal(1.01, 1.06) * hits[i]
2098 powrem -= hits[i] + over
2099 if powrem <= 0 and temp < hits[i]:
2108 if extra > 0 and not game.alldone:
2110 proutn(_("*** Tholian web absorbs "))
2111 if len(game.enemies)>0:
2112 proutn(_("excess "))
2113 prout(_("phaser energy."))
2115 prout(_("%d expended on empty space.") % int(extra))
2116 elif automode == "FORCEMAN":
2119 if damaged(DCOMPTR):
2120 prout(_("Battle computer damaged, manual fire only."))
2123 prouts(_("---WORKING---"))
2125 prout(_("Short-range-sensors-damaged"))
2126 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2127 prout(_("Manual-fire-must-be-used"))
2129 elif automode == "MANUAL":
2131 for k in range(len(game.enemies)):
2132 aim = game.enemies[k].kloc
2133 ienm = game.quad[aim.x][aim.y]
2135 proutn(_("Energy available= %.2f") % (avail-0.006))
2139 if damaged(DSRSENS) and \
2140 not game.sector.distance(aim)<2**0.5 and ienm in (IHC, IHS):
2142 prout(_(" can't be located without short range scan."))
2145 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2150 if itarg and k > kz:
2151 irec=(abs(game.enemies[k].kpower)/(PHASEFAC*math.pow(0.9,game.enemies[k].kdist))) * randreal(1.01, 1.06) + 1.0
2154 if not damaged(DCOMPTR):
2159 proutn(_("units to fire at "))
2160 crmena(False, ienm, "sector", aim)
2162 key = scanner.next()
2163 if key == IHALPHA and scanner.sees("no"):
2165 key = scanner.next()
2171 if k==1: # Let me say I'm baffled by this
2174 if scanner.real < 0:
2178 hits[k] = scanner.real
2179 rpow += scanner.real
2180 # If total requested is too much, inform and start over
2182 prout(_("Available energy exceeded -- try again."))
2185 key = scanner.next(); # scan for next value
2188 # zero energy -- abort
2191 if key == IHALPHA and scanner.sees("no"):
2196 game.energy -= 200.0
2197 if checkshctrl(rpow):
2201 # Say shield raised or malfunction, if necessary
2208 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2209 prouts(_(" CLICK CLICK POP . . ."))
2210 prout(_(" No response, sir!"))
2213 prout(_("Shields raised."))
2218 # Code from events,c begins here.
2220 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2221 # event of each type active at any given time. Mostly these means we can
2222 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2223 # BSD Trek, from which we swiped the idea, can have up to 5.
2225 def unschedule(evtype):
2226 # remove an event from the schedule
2227 game.future[evtype].date = FOREVER
2228 return game.future[evtype]
2230 def is_scheduled(evtype):
2231 # is an event of specified type scheduled
2232 return game.future[evtype].date != FOREVER
2234 def scheduled(evtype):
2235 # when will this event happen?
2236 return game.future[evtype].date
2238 def schedule(evtype, offset):
2239 # schedule an event of specified type
2240 game.future[evtype].date = game.state.date + offset
2241 return game.future[evtype]
2243 def postpone(evtype, offset):
2244 # postpone a scheduled event
2245 game.future[evtype].date += offset
2248 # rest period is interrupted by event
2251 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2253 game.resting = False
2259 # run through the event queue looking for things to do
2261 fintim = game.state.date + game.optime; yank=0
2262 ictbeam = False; istract = False
2263 w = coord(); hold = coord()
2264 ev = event(); ev2 = event()
2266 def tractorbeam(yank):
2267 # tractor beaming cases merge here
2269 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2273 prout(_(" caught in long range tractor beam--"))
2274 # If Kirk & Co. screwing around on planet, handle
2275 atover(True) # atover(true) is Grab
2278 if game.icraft: # Caught in Galileo?
2281 # Check to see if shuttle is aboard
2282 if game.iscraft == "offship":
2285 prout(_("Galileo, left on the planet surface, is captured"))
2286 prout(_("by aliens and made into a flying McDonald's."))
2287 game.damage[DSHUTTL] = -10
2288 game.iscraft = "removed"
2290 prout(_("Galileo, left on the planet surface, is well hidden."))
2292 game.quadrant = game.state.kscmdr
2294 game.quadrant = game.state.kcmdr[i]
2295 game.sector = randplace(QUADSIZE)
2297 prout(_(" is pulled to Quadrant %s, Sector %s") \
2298 % (game.quadrant, game.sector))
2300 prout(_("(Remainder of rest/repair period cancelled.)"))
2301 game.resting = False
2303 if not damaged(DSHIELD) and game.shield > 0:
2304 doshield(shraise=True) # raise shields
2305 game.shldchg = False
2307 prout(_("(Shields not currently useable.)"))
2309 # Adjust finish time to time of tractor beaming
2310 fintim = game.state.date+game.optime
2311 attack(torps_ok=False)
2312 if not game.state.kcmdr:
2315 schedule(FTBEAM, game.optime+expran(1.5*game.intime/len(game.state.kcmdr)))
2318 # Code merges here for any commander destroying base
2319 # Not perfect, but will have to do
2320 # Handle case where base is in same quadrant as starship
2321 if game.battle == game.quadrant:
2322 game.state.chart[game.battle.x][game.battle.y].starbase = False
2323 game.quad[game.base.x][game.base.y] = IHDOT
2324 game.base.invalidate()
2327 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2328 elif game.state.baseq and communicating():
2329 # Get word via subspace radio
2332 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2333 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2335 prout(_("the Klingon Super-Commander"))
2337 prout(_("a Klingon Commander"))
2338 game.state.chart[game.battle.x][game.battle.y].starbase = False
2339 # Remove Starbase from galaxy
2340 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2341 game.state.baseq = filter(lambda x: x != game.battle, game.state.baseq)
2343 # reinstate a commander's base attack
2347 game.battle.invalidate()
2350 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2351 for i in range(1, NEVENTS):
2352 if i == FSNOVA: proutn("=== Supernova ")
2353 elif i == FTBEAM: proutn("=== T Beam ")
2354 elif i == FSNAP: proutn("=== Snapshot ")
2355 elif i == FBATTAK: proutn("=== Base Attack ")
2356 elif i == FCDBAS: proutn("=== Base Destroy ")
2357 elif i == FSCMOVE: proutn("=== SC Move ")
2358 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2359 elif i == FDSPROB: proutn("=== Probe Move ")
2360 elif i == FDISTR: proutn("=== Distress Call ")
2361 elif i == FENSLV: proutn("=== Enslavement ")
2362 elif i == FREPRO: proutn("=== Klingon Build ")
2364 prout("%.2f" % (scheduled(i)))
2367 radio_was_broken = damaged(DRADIO)
2370 # Select earliest extraneous event, evcode==0 if no events
2375 for l in range(1, NEVENTS):
2376 if game.future[l].date < datemin:
2379 prout("== Event %d fires" % evcode)
2380 datemin = game.future[l].date
2381 xtime = datemin-game.state.date
2382 game.state.date = datemin
2383 # Decrement Federation resources and recompute remaining time
2384 game.state.remres -= (game.state.remkl+4*len(game.state.kcmdr))*xtime
2386 if game.state.remtime <=0:
2389 # Any crew left alive?
2390 if game.state.crew <=0:
2393 # Is life support adequate?
2394 if damaged(DLIFSUP) and game.condition != "docked":
2395 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2398 game.lsupres -= xtime
2399 if game.damage[DLIFSUP] <= xtime:
2400 game.lsupres = game.inlsr
2403 if game.condition == "docked":
2404 repair /= game.docfac
2405 # Don't fix Deathray here
2406 for l in range(NDEVICES):
2407 if game.damage[l] > 0.0 and l != DDRAY:
2408 if game.damage[l]-repair > 0.0:
2409 game.damage[l] -= repair
2411 game.damage[l] = 0.0
2412 # If radio repaired, update star chart and attack reports
2413 if radio_was_broken and not damaged(DRADIO):
2414 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2415 prout(_(" surveillance reports are coming in."))
2417 if not game.iseenit:
2421 prout(_(" The star chart is now up to date.\""))
2423 # Cause extraneous event EVCODE to occur
2424 game.optime -= xtime
2425 if evcode == FSNOVA: # Supernova
2428 schedule(FSNOVA, expran(0.5*game.intime))
2429 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2431 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2432 if game.state.nscrem == 0 or \
2433 ictbeam or istract or \
2434 game.condition=="docked" or game.isatb==1 or game.iscate:
2436 if game.ientesc or \
2437 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2438 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2439 (damaged(DSHIELD) and \
2440 (game.energy < 2500 or damaged(DPHASER)) and \
2441 (game.torps < 5 or damaged(DPHOTON))):
2443 istract = ictbeam = True
2444 tractorbeam((game.state.kscmdr-game.quadrant).distance())
2447 elif evcode == FTBEAM: # Tractor beam
2448 if not game.state.kcmdr:
2451 i = randrange(len(game.state.kcmdr))
2452 yank = (game.state.kcmdr[i]-game.quadrant).distance()
2453 if istract or game.condition == "docked" or yank == 0:
2454 # Drats! Have to reschedule
2456 game.optime + expran(1.5*game.intime/len(game.state.kcmdr)))
2460 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2461 game.snapsht = copy.deepcopy(game.state)
2462 game.state.snap = True
2463 schedule(FSNAP, expran(0.5 * game.intime))
2464 elif evcode == FBATTAK: # Commander attacks starbase
2465 if not game.state.kcmdr or not game.state.baseq:
2471 for ibq in game.state.baseq:
2472 for cmdr in game.state.kcmdr:
2473 if ibq == cmdr and ibq != game.quadrant and ibq != game.state.kscmdr:
2476 # no match found -- try later
2477 schedule(FBATTAK, expran(0.3*game.intime))
2480 # commander + starbase combination found -- launch attack
2481 game.battle = game.state.baseq[j]
2482 schedule(FCDBAS, randreal(1.0, 4.0))
2483 if game.isatb: # extra time if SC already attacking
2484 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2485 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2486 game.iseenit = False
2487 if not communicating():
2488 continue # No warning :-(
2492 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2493 prout(_(" reports that it is under attack and that it can"))
2494 prout(_(" hold out only until stardate %d.\"") % (int(scheduled(FCDBAS))))
2497 elif evcode == FSCDBAS: # Supercommander destroys base
2500 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2501 continue # WAS RETURN!
2503 game.battle = game.state.kscmdr
2505 elif evcode == FCDBAS: # Commander succeeds in destroying base
2508 if not game.state.baseq() \
2509 or not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2510 game.battle.invalidate()
2512 # find the lucky pair
2513 for cmdr in game.state.kcmdr:
2514 if cmdr == game.battle:
2517 # No action to take after all
2520 elif evcode == FSCMOVE: # Supercommander moves
2521 schedule(FSCMOVE, 0.2777)
2522 if not game.ientesc and not istract and game.isatb != 1 and \
2523 (not game.iscate or not game.justin):
2525 elif evcode == FDSPROB: # Move deep space probe
2526 schedule(FDSPROB, 0.01)
2527 game.probex += game.probeinx
2528 game.probey += game.probeiny
2529 i = (int)(game.probex/QUADSIZE +0.05)
2530 j = (int)(game.probey/QUADSIZE + 0.05)
2531 if game.probec.x != i or game.probec.y != j:
2534 if not VALID_QUADRANT(i, j) or \
2535 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2536 # Left galaxy or ran into supernova
2540 proutn(_("Lt. Uhura- \"The deep space probe "))
2541 if not VALID_QUADRANT(j, i):
2542 proutn(_("has left the galaxy"))
2544 proutn(_("is no longer transmitting"))
2548 if not communicating():
2551 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2552 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2553 # Update star chart if Radio is working or have access to radio
2555 chp = game.state.chart[game.probec.x][game.probec.y]
2556 chp.klingons = pdest.klingons
2557 chp.starbase = pdest.starbase
2558 chp.stars = pdest.stars
2559 pdest.charted = True
2560 game.proben -= 1 # One less to travel
2561 if game.proben == 0 and game.isarmed and pdest.stars:
2562 # lets blow the sucker!
2563 supernova(True, game.probec)
2565 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2567 elif evcode == FDISTR: # inhabited system issues distress call
2569 # try a whole bunch of times to find something suitable
2570 for i in range(100):
2571 # need a quadrant which is not the current one,
2572 # which has some stars which are inhabited and
2573 # not already under attack, which is not
2574 # supernova'ed, and which has some Klingons in it
2575 w = randplace(GALSIZE)
2576 q = game.state.galaxy[w.x][w.y]
2577 if not (game.quadrant == w or q.planet == None or \
2578 not q.planet.inhabited or \
2579 q.supernova or q.status!="secure" or q.klingons<=0):
2582 # can't seem to find one; ignore this call
2584 prout("=== Couldn't find location for distress event.")
2586 # got one!! Schedule its enslavement
2587 ev = schedule(FENSLV, expran(game.intime))
2589 q.status = distressed
2591 # tell the captain about it if we can
2593 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2595 prout(_("by a Klingon invasion fleet."))
2598 elif evcode == FENSLV: # starsystem is enslaved
2599 ev = unschedule(FENSLV)
2600 # see if current distress call still active
2601 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2605 q.status = "enslaved"
2607 # play stork and schedule the first baby
2608 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2609 ev2.quadrant = ev.quadrant
2611 # report the disaster if we can
2613 prout(_("Uhura- We've lost contact with starsystem %s") % \
2615 prout(_("in Quadrant %s.\n") % ev.quadrant)
2616 elif evcode == FREPRO: # Klingon reproduces
2617 # If we ever switch to a real event queue, we'll need to
2618 # explicitly retrieve and restore the x and y.
2619 ev = schedule(FREPRO, expran(1.0 * game.intime))
2620 # see if current distress call still active
2621 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2625 if game.state.remkl >=MAXKLGAME:
2626 continue # full right now
2627 # reproduce one Klingon
2629 if game.klhere >= MAXKLQUAD:
2631 # this quadrant not ok, pick an adjacent one
2632 for i in range(w.x - 1, w.x + 2):
2633 for j in range(w.y - 1, w.y + 2):
2634 if not VALID_QUADRANT(i, j):
2636 q = game.state.galaxy[w.x][w.y]
2637 # check for this quad ok (not full & no snova)
2638 if q.klingons >= MAXKLQUAD or q.supernova:
2642 continue # search for eligible quadrant failed
2647 game.state.remkl += 1
2649 if game.quadrant == w:
2651 game.enemies.append(newkling())
2652 # recompute time left
2654 # report the disaster if we can
2656 if game.quadrant == w:
2657 prout(_("Spock- sensors indicate the Klingons have"))
2658 prout(_("launched a warship from %s.") % q.planet)
2660 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2661 if q.planet != None:
2662 proutn(_("near %s") % q.planet)
2663 prout(_("in Quadrant %s.") % w)
2669 key = scanner.next()
2672 proutn(_("How long? "))
2677 origTime = delay = scanner.real
2680 if delay >= game.state.remtime or len(game.enemies) != 0:
2681 proutn(_("Are you sure? "))
2684 # Alternate resting periods (events) with attacks
2688 game.resting = False
2689 if not game.resting:
2690 prout(_("%d stardates left.") % int(game.state.remtime))
2692 temp = game.optime = delay
2693 if len(game.enemies):
2694 rtime = randreal(1.0, 2.0)
2698 if game.optime < delay:
2699 attack(torps_ok=False)
2707 # Repair Deathray if long rest at starbase
2708 if origTime-delay >= 9.99 and game.condition == "docked":
2709 game.damage[DDRAY] = 0.0
2710 # leave if quadrant supernovas
2711 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2713 game.resting = False
2716 # A nova occurs. It is the result of having a star hit with a
2717 # photon torpedo, or possibly of a probe warhead going off.
2718 # Stars that go nova cause stars which surround them to undergo
2719 # the same probabilistic process. Klingons next to them are
2720 # destroyed. And if the starship is next to it, it gets zapped.
2721 # If the zap is too much, it gets destroyed.
2725 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2726 newc = coord(); neighbor = coord(); bump = coord(0, 0)
2728 # Wow! We've supernova'ed
2729 supernova(False, nov)
2731 # handle initial nova
2732 game.quad[nov.x][nov.y] = IHDOT
2733 crmena(False, IHSTAR, "sector", nov)
2735 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2736 game.state.starkl += 1
2737 # Set up queue to recursively trigger adjacent stars
2743 for offset.x in range(-1, 1+1):
2744 for offset.y in range(-1, 1+1):
2745 if offset.y==0 and offset.x==0:
2747 neighbor = start + offset
2748 if not VALID_SECTOR(neighbor.y, neighbor.x):
2750 iquad = game.quad[neighbor.x][neighbor.y]
2751 # Empty space ends reaction
2752 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2754 elif iquad == IHSTAR: # Affect another star
2756 # This star supernovas
2760 hits.append(neighbor)
2761 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2762 game.state.starkl += 1
2763 crmena(True, IHSTAR, "sector", neighbor)
2765 game.quad[neighbor.x][neighbor.y] = IHDOT
2767 elif iquad in (IHP, IHW): # Destroy planet
2768 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2770 game.state.nplankl += 1
2772 game.state.worldkl += 1
2773 crmena(True, iquad, "sector", neighbor)
2774 prout(_(" destroyed."))
2775 game.iplnet.pclass = "destroyed"
2777 game.plnet.invalidate()
2781 game.quad[neighbor.x][neighbor.y] = IHDOT
2782 elif iquad == IHB: # Destroy base
2783 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2784 game.state.baseq = filter(lambda x: x!= game.quadrant, game.state.baseq)
2785 game.base.invalidate()
2786 game.state.basekl += 1
2788 crmena(True, IHB, "sector", neighbor)
2789 prout(_(" destroyed."))
2790 game.quad[neighbor.x][neighbor.y] = IHDOT
2791 elif iquad in (IHE, IHF): # Buffet ship
2792 prout(_("***Starship buffeted by nova."))
2794 if game.shield >= 2000.0:
2795 game.shield -= 2000.0
2797 diff = 2000.0 - game.shield
2801 prout(_("***Shields knocked out."))
2802 game.damage[DSHIELD] += 0.005*game.damfac*randreal()*diff
2804 game.energy -= 2000.0
2805 if game.energy <= 0:
2808 # add in course nova contributes to kicking starship
2809 bump += (game.sector-hits[mm]).sgn()
2810 elif iquad == IHK: # kill klingon
2811 deadkl(neighbor, iquad, neighbor)
2812 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2813 for ll in range(len(game.enemies)):
2814 if game.enemies[ll].kloc == neighbor:
2816 game.enemies[ll].kpower -= 800.0 # If firepower is lost, die
2817 if game.enemies[ll].kpower <= 0.0:
2818 deadkl(neighbor, iquad, neighbor)
2820 newc = neighbor + neighbor - hits[mm]
2821 crmena(True, iquad, "sector", neighbor)
2822 proutn(_(" damaged"))
2823 if not VALID_SECTOR(newc.x, newc.y):
2824 # can't leave quadrant
2827 iquad1 = game.quad[newc.x][newc.y]
2828 if iquad1 == IHBLANK:
2829 proutn(_(", blasted into "))
2830 crmena(False, IHBLANK, "sector", newc)
2832 deadkl(neighbor, iquad, newc)
2835 # can't move into something else
2838 proutn(_(", buffeted to Sector %s") % newc)
2839 game.quad[neighbor.x][neighbor.y] = IHDOT
2840 game.quad[newc.x][newc.y] = iquad
2841 game.enemies[ll].move(newc)
2842 # Starship affected by nova -- kick it away.
2843 game.dist = kount*0.1
2844 game.direc = course[3*(bump.x+1)+bump.y+2]
2845 if game.direc == 0.0:
2847 if game.dist == 0.0:
2849 game.optime = 10.0*game.dist/16.0
2851 prout(_("Force of nova displaces starship."))
2852 imove(novapush=True)
2853 game.optime = 10.0*game.dist/16.0
2856 def supernova(induced, w=None):
2857 # star goes supernova
2864 # Scheduled supernova -- select star
2865 # logic changed here so that we won't favor quadrants in top
2867 for nq.x in range(GALSIZE):
2868 for nq.y in range(GALSIZE):
2869 stars += game.state.galaxy[nq.x][nq.y].stars
2871 return # nothing to supernova exists
2872 num = randrange(stars) + 1
2873 for nq.x in range(GALSIZE):
2874 for nq.y in range(GALSIZE):
2875 num -= game.state.galaxy[nq.x][nq.y].stars
2881 proutn("=== Super nova here?")
2884 if not nq == game.quadrant or game.justin:
2885 # it isn't here, or we just entered (treat as enroute)
2888 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2889 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2892 # we are in the quadrant!
2893 num = randrange(game.state.galaxy[nq.x][nq.y].stars) + 1
2894 for ns.x in range(QUADSIZE):
2895 for ns.y in range(QUADSIZE):
2896 if game.quad[ns.x][ns.y]==IHSTAR:
2903 prouts(_("***RED ALERT! RED ALERT!"))
2905 prout(_("***Incipient supernova detected at Sector %s") % ns)
2906 if (ns.x-game.sector.x)**2 + (ns.y-game.sector.y)**2 <= 2.1:
2907 proutn(_("Emergency override attempts t"))
2908 prouts("***************")
2912 # destroy any Klingons in supernovaed quadrant
2913 kldead = game.state.galaxy[nq.x][nq.y].klingons
2914 game.state.galaxy[nq.x][nq.y].klingons = 0
2915 if nq == game.state.kscmdr:
2916 # did in the Supercommander!
2917 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
2921 survivors = filter(lambda w: w != nq, game.state.kcmdr)
2922 comkills = len(game.state.kcmdr) - len(survivors)
2923 game.state.kcmdr = survivors
2925 if not game.state.kcmdr:
2927 game.state.remkl -= kldead
2928 # destroy Romulans and planets in supernovaed quadrant
2929 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
2930 game.state.galaxy[nq.x][nq.y].romulans = 0
2931 game.state.nromrem -= nrmdead
2933 for loop in range(game.inplan):
2934 if game.state.planets[loop].quadrant == nq:
2935 game.state.planets[loop].pclass = "destroyed"
2937 # Destroy any base in supernovaed quadrant
2938 game.state.baseq = filter(lambda x: x != nq, game.state.baseq)
2939 # If starship caused supernova, tally up destruction
2941 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
2942 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
2943 game.state.nplankl += npdead
2944 # mark supernova in galaxy and in star chart
2945 if game.quadrant == nq or communicating():
2946 game.state.galaxy[nq.x][nq.y].supernova = True
2947 # If supernova destroys last Klingons give special message
2948 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0 and not nq == game.quadrant:
2951 prout(_("Lucky you!"))
2952 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
2955 # if some Klingons remain, continue or die in supernova
2960 # Code from finish.c ends here.
2963 # self-destruct maneuver
2964 # Finish with a BANG!
2966 if damaged(DCOMPTR):
2967 prout(_("Computer damaged; cannot execute destruct sequence."))
2969 prouts(_("---WORKING---")); skip(1)
2970 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
2971 prouts(" 10"); skip(1)
2972 prouts(" 9"); skip(1)
2973 prouts(" 8"); skip(1)
2974 prouts(" 7"); skip(1)
2975 prouts(" 6"); skip(1)
2977 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
2979 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
2981 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
2985 if game.passwd != scanner.token:
2986 prouts(_("PASSWORD-REJECTED;"))
2988 prouts(_("CONTINUITY-EFFECTED"))
2991 prouts(_("PASSWORD-ACCEPTED")); skip(1)
2992 prouts(" 5"); skip(1)
2993 prouts(" 4"); skip(1)
2994 prouts(" 3"); skip(1)
2995 prouts(" 2"); skip(1)
2996 prouts(" 1"); skip(1)
2998 prouts(_("GOODBYE-CRUEL-WORLD"))
3006 prouts(_("********* Entropy of "))
3008 prouts(_(" maximized *********"))
3012 if len(game.enemies) != 0:
3013 whammo = 25.0 * game.energy
3015 while l <= len(game.enemies):
3016 if game.enemies[l].kpower*game.enemies[l].kdist <= whammo:
3017 deadkl(game.enemies[l].kloc, game.quad[game.enemies[l].kloc.x][game.enemies[l].kloc.y], game.enemies[l].kloc)
3022 "Compute our rate of kils over time."
3023 elapsed = game.state.date - game.indate
3024 if elapsed == 0: # Avoid divide-by-zero error if calculated on turn 0
3027 starting = (game.inkling + game.incom + game.inscom)
3028 remaining = (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)
3029 return (starting - remaining)/elapsed
3033 badpt = 5.0*game.state.starkl + \
3035 10.0*game.state.nplankl + \
3036 300*game.state.nworldkl + \
3038 100.0*game.state.basekl +\
3040 if game.ship == IHF:
3042 elif game.ship == None:
3047 # end the game, with appropriate notfications
3051 prout(_("It is stardate %.1f.") % game.state.date)
3053 if ifin == FWON: # Game has been won
3054 if game.state.nromrem != 0:
3055 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3058 prout(_("You have smashed the Klingon invasion fleet and saved"))
3059 prout(_("the Federation."))
3064 badpt = 0.0 # Close enough!
3065 # killsPerDate >= RateMax
3066 if game.state.date-game.indate < 5.0 or \
3067 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3069 prout(_("In fact, you have done so well that Starfleet Command"))
3070 if game.skill == SKILL_NOVICE:
3071 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3072 elif game.skill == SKILL_FAIR:
3073 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3074 elif game.skill == SKILL_GOOD:
3075 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3076 elif game.skill == SKILL_EXPERT:
3077 prout(_("promotes you to Commodore Emeritus."))
3079 prout(_("Now that you think you're really good, try playing"))
3080 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3081 elif game.skill == SKILL_EMERITUS:
3083 proutn(_("Computer- "))
3084 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3086 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3088 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3090 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3092 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3094 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3096 prout(_("Now you can retire and write your own Star Trek game!"))
3098 elif game.skill >= SKILL_EXPERT:
3099 if game.thawed and not idebug:
3100 prout(_("You cannot get a citation, so..."))
3102 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3106 # Only grant long life if alive (original didn't!)
3108 prout(_("LIVE LONG AND PROSPER."))
3113 elif ifin == FDEPLETE: # Federation Resources Depleted
3114 prout(_("Your time has run out and the Federation has been"))
3115 prout(_("conquered. Your starship is now Klingon property,"))
3116 prout(_("and you are put on trial as a war criminal. On the"))
3117 proutn(_("basis of your record, you are "))
3118 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3119 prout(_("acquitted."))
3121 prout(_("LIVE LONG AND PROSPER."))
3123 prout(_("found guilty and"))
3124 prout(_("sentenced to death by slow torture."))
3128 elif ifin == FLIFESUP:
3129 prout(_("Your life support reserves have run out, and"))
3130 prout(_("you die of thirst, starvation, and asphyxiation."))
3131 prout(_("Your starship is a derelict in space."))
3133 prout(_("Your energy supply is exhausted."))
3135 prout(_("Your starship is a derelict in space."))
3136 elif ifin == FBATTLE:
3139 prout(_(" has been destroyed in battle."))
3141 prout(_("Dulce et decorum est pro patria mori."))
3143 prout(_("You have made three attempts to cross the negative energy"))
3144 prout(_("barrier which surrounds the galaxy."))
3146 prout(_("Your navigation is abominable."))
3149 prout(_("Your starship has been destroyed by a nova."))
3150 prout(_("That was a great shot."))
3152 elif ifin == FSNOVAED:
3155 prout(_(" has been fried by a supernova."))
3156 prout(_("...Not even cinders remain..."))
3157 elif ifin == FABANDN:
3158 prout(_("You have been captured by the Klingons. If you still"))
3159 prout(_("had a starbase to be returned to, you would have been"))
3160 prout(_("repatriated and given another chance. Since you have"))
3161 prout(_("no starbases, you will be mercilessly tortured to death."))
3162 elif ifin == FDILITHIUM:
3163 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3164 elif ifin == FMATERIALIZE:
3165 prout(_("Starbase was unable to re-materialize your starship."))
3166 prout(_("Sic transit gloria mundi"))
3167 elif ifin == FPHASER:
3170 prout(_(" has been cremated by its own phasers."))
3172 prout(_("You and your landing party have been"))
3173 prout(_("converted to energy, disipating through space."))
3174 elif ifin == FMINING:
3175 prout(_("You are left with your landing party on"))
3176 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3178 prout(_("They are very fond of \"Captain Kirk\" soup."))
3180 proutn(_("Without your leadership, the "))
3182 prout(_(" is destroyed."))
3183 elif ifin == FDPLANET:
3184 prout(_("You and your mining party perish."))
3186 prout(_("That was a great shot."))
3189 prout(_("The Galileo is instantly annihilated by the supernova."))
3190 prout(_("You and your mining party are atomized."))
3192 proutn(_("Mr. Spock takes command of the "))
3195 prout(_("joins the Romulans, reigning terror on the Federation."))
3196 elif ifin == FPNOVA:
3197 prout(_("You and your mining party are atomized."))
3199 proutn(_("Mr. Spock takes command of the "))
3202 prout(_("joins the Romulans, reigning terror on the Federation."))
3203 elif ifin == FSTRACTOR:
3204 prout(_("The shuttle craft Galileo is also caught,"))
3205 prout(_("and breaks up under the strain."))
3207 prout(_("Your debris is scattered for millions of miles."))
3208 proutn(_("Without your leadership, the "))
3210 prout(_(" is destroyed."))
3212 prout(_("The mutants attack and kill Spock."))
3213 prout(_("Your ship is captured by Klingons, and"))
3214 prout(_("your crew is put on display in a Klingon zoo."))
3215 elif ifin == FTRIBBLE:
3216 prout(_("Tribbles consume all remaining water,"))
3217 prout(_("food, and oxygen on your ship."))
3219 prout(_("You die of thirst, starvation, and asphyxiation."))
3220 prout(_("Your starship is a derelict in space."))
3222 prout(_("Your ship is drawn to the center of the black hole."))
3223 prout(_("You are crushed into extremely dense matter."))
3225 prout(_("Your last crew member has died."))
3226 if game.ship == IHF:
3228 elif game.ship == IHE:
3231 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0:
3232 goodies = game.state.remres/game.inresor
3233 baddies = (game.state.remkl + 2.0*len(game.state.kcmdr))/(game.inkling+2.0*game.incom)
3234 if goodies/baddies >= randreal(1.0, 1.5):
3235 prout(_("As a result of your actions, a treaty with the Klingon"))
3236 prout(_("Empire has been signed. The terms of the treaty are"))
3237 if goodies/baddies >= randreal(3.0):
3238 prout(_("favorable to the Federation."))
3240 prout(_("Congratulations!"))
3242 prout(_("highly unfavorable to the Federation."))
3244 prout(_("The Federation will be destroyed."))
3246 prout(_("Since you took the last Klingon with you, you are a"))
3247 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3248 prout(_("statue in your memory. Rest in peace, and try not"))
3249 prout(_("to think about pigeons."))
3254 # compute player's score
3255 timused = game.state.date - game.indate
3257 if (timused == 0 or (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) != 0) and timused < 5.0:
3259 perdate = killrate()
3260 ithperd = 500*perdate + 0.5
3263 iwon = 100*game.skill
3264 if game.ship == IHE:
3266 elif game.ship == IHF:
3270 if not game.gamewon:
3271 game.state.nromrem = 0 # None captured if no win
3272 iscore = 10*(game.inkling - game.state.remkl) \
3273 + 50*(game.incom - len(game.state.kcmdr)) \
3275 + 20*(game.inrom - game.state.nromrem) \
3276 + 200*(game.inscom - game.state.nscrem) \
3277 - game.state.nromrem \
3282 prout(_("Your score --"))
3283 if game.inrom - game.state.nromrem:
3284 prout(_("%6d Romulans destroyed %5d") %
3285 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3286 if game.state.nromrem:
3287 prout(_("%6d Romulans captured %5d") %
3288 (game.state.nromrem, game.state.nromrem))
3289 if game.inkling - game.state.remkl:
3290 prout(_("%6d ordinary Klingons destroyed %5d") %
3291 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3292 if game.incom - len(game.state.kcmdr):
3293 prout(_("%6d Klingon commanders destroyed %5d") %
3294 (game.incom - len(game.state.kcmdr), 50*(game.incom - len(game.state.kcmdr))))
3295 if game.inscom - game.state.nscrem:
3296 prout(_("%6d Super-Commander destroyed %5d") %
3297 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3299 prout(_("%6.2f Klingons per stardate %5d") %
3301 if game.state.starkl:
3302 prout(_("%6d stars destroyed by your action %5d") %
3303 (game.state.starkl, -5*game.state.starkl))
3304 if game.state.nplankl:
3305 prout(_("%6d planets destroyed by your action %5d") %
3306 (game.state.nplankl, -10*game.state.nplankl))
3307 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3308 prout(_("%6d inhabited planets destroyed by your action %5d") %
3309 (game.state.nplankl, -300*game.state.nworldkl))
3310 if game.state.basekl:
3311 prout(_("%6d bases destroyed by your action %5d") %
3312 (game.state.basekl, -100*game.state.basekl))
3314 prout(_("%6d calls for help from starbase %5d") %
3315 (game.nhelp, -45*game.nhelp))
3317 prout(_("%6d casualties incurred %5d") %
3318 (game.casual, -game.casual))
3320 prout(_("%6d crew abandoned in space %5d") %
3321 (game.abandoned, -3*game.abandoned))
3323 prout(_("%6d ship(s) lost or destroyed %5d") %
3324 (klship, -100*klship))
3326 prout(_("Penalty for getting yourself killed -200"))
3328 proutn(_("Bonus for winning "))
3329 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3330 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3331 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3332 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3333 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3334 prout(" %5d" % iwon)
3336 prout(_("TOTAL SCORE %5d") % iscore)
3339 # emit winner's commemmorative plaque
3342 proutn(_("File or device name for your plaque: "))
3345 fp = open(winner, "w")
3348 prout(_("Invalid name."))
3350 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3352 # The 38 below must be 64 for 132-column paper
3353 nskip = 38 - len(winner)/2
3354 fp.write("\n\n\n\n")
3355 # --------DRAW ENTERPRISE PICTURE.
3356 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3357 fp.write(" EEE E : : : E\n" )
3358 fp.write(" EE EEE E : : NCC-1701 : E\n")
3359 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3360 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3361 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3362 fp.write(" EEEEEEE EEEEE E E E E\n")
3363 fp.write(" EEE E E E E\n")
3364 fp.write(" E E E E\n")
3365 fp.write(" EEEEEEEEEEEEE E E\n")
3366 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3367 fp.write(" :E : EEEE E\n")
3368 fp.write(" .-E -:----- E\n")
3369 fp.write(" :E : E\n")
3370 fp.write(" EE : EEEEEEEE\n")
3371 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3373 fp.write(_(" U. S. S. ENTERPRISE\n"))
3374 fp.write("\n\n\n\n")
3375 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3377 fp.write(_(" Starfleet Command bestows to you\n"))
3379 fp.write("%*s%s\n\n" % (nskip, "", winner))
3380 fp.write(_(" the rank of\n\n"))
3381 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3383 if game.skill == SKILL_EXPERT:
3384 fp.write(_(" Expert level\n\n"))
3385 elif game.skill == SKILL_EMERITUS:
3386 fp.write(_("Emeritus level\n\n"))
3388 fp.write(_(" Cheat level\n\n"))
3389 timestring = ctime()
3390 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3391 (timestring+4, timestring+20, timestring+11))
3392 fp.write(_(" Your score: %d\n\n") % iscore)
3393 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3396 # Code from io.c begins here
3398 rows = linecount = 0 # for paging
3401 fullscreen_window = None
3402 srscan_window = None
3403 report_window = None
3404 status_window = None
3405 lrscan_window = None
3406 message_window = None
3407 prompt_window = None
3411 "wrap up, either normally or due to signal"
3412 if game.options & OPTION_CURSES:
3419 sys.stdout.write('\n')
3425 #setlocale(LC_ALL, "")
3426 #bindtextdomain(PACKAGE, LOCALEDIR)
3427 #textdomain(PACKAGE)
3428 if atexit.register(outro):
3429 sys.stderr.write("Unable to register outro(), exiting...\n")
3431 if not (game.options & OPTION_CURSES):
3432 ln_env = os.getenv("LINES")
3438 stdscr = curses.initscr()
3443 curses.start_color()
3444 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3445 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3446 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3447 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3448 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3449 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3450 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3451 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3453 global fullscreen_window, srscan_window, report_window, status_window
3454 global lrscan_window, message_window, prompt_window
3455 (rows, columns) = stdscr.getmaxyx()
3456 fullscreen_window = stdscr
3457 srscan_window = curses.newwin(12, 25, 0, 0)
3458 report_window = curses.newwin(11, 0, 1, 25)
3459 status_window = curses.newwin(10, 0, 1, 39)
3460 lrscan_window = curses.newwin(5, 0, 0, 64)
3461 message_window = curses.newwin(0, 0, 12, 0)
3462 prompt_window = curses.newwin(1, 0, rows-2, 0)
3463 message_window.scrollok(True)
3464 setwnd(fullscreen_window)
3467 def textcolor(color):
3468 "Set text foreground color. Presently a stub."
3472 "Wrap up I/O. Presently a stub."
3476 "Wait for user action -- OK to do nothing if on a TTY"
3477 if game.options & OPTION_CURSES:
3482 if game.skill > SKILL_FAIR:
3483 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3485 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3489 if game.skill > SKILL_FAIR:
3490 prompt = _("[CONTINUE?]")
3492 prompt = _("[PRESS ENTER TO CONTINUE]")
3494 if game.options & OPTION_CURSES:
3496 setwnd(prompt_window)
3497 prompt_window.wclear()
3498 prompt_window.addstr(prompt)
3499 prompt_window.getstr()
3500 prompt_window.clear()
3501 prompt_window.refresh()
3502 setwnd(message_window)
3505 sys.stdout.write('\n')
3508 for j in range(rows):
3509 sys.stdout.write('\n')
3513 "Skip i lines. Pause game if this would cause a scrolling event."
3514 for dummy in range(i):
3515 if game.options & OPTION_CURSES:
3516 (y, x) = curwnd.getyx()
3517 (my, mx) = curwnd.getmaxyx()
3518 if curwnd == message_window and y >= my - 3:
3526 if rows and linecount >= rows:
3529 sys.stdout.write('\n')
3532 "Utter a line with no following line feed."
3533 if game.options & OPTION_CURSES:
3537 sys.stdout.write(line)
3547 if not replayfp or replayfp.closed: # Don't slow down replays
3550 if game.options & OPTION_CURSES:
3554 if not replayfp or replayfp.closed:
3558 "Get a line of input."
3559 if game.options & OPTION_CURSES:
3560 line = curwnd.getstr() + "\n"
3563 if replayfp and not replayfp.closed:
3565 line = replayfp.readline()
3568 prout("*** Replay finished")
3571 elif line[0] != "#":
3574 line = raw_input() + "\n"
3580 "Change windows -- OK for this to be a no-op in tty mode."
3582 if game.options & OPTION_CURSES:
3584 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3587 "Clear to end of line -- can be a no-op in tty mode"
3588 if game.options & OPTION_CURSES:
3593 "Clear screen -- can be a no-op in tty mode."
3595 if game.options & OPTION_CURSES:
3602 "Set highlight video, if this is reasonable."
3603 if game.options & OPTION_CURSES:
3604 curwnd.attron(curses.A_REVERSE)
3607 # Things past this point have policy implications.
3611 "Hook to be called after moving to redraw maps."
3612 if game.options & OPTION_CURSES:
3615 setwnd(srscan_window)
3619 setwnd(status_window)
3620 status_window.clear()
3621 status_window.move(0, 0)
3622 setwnd(report_window)
3623 report_window.clear()
3624 report_window.move(0, 0)
3626 setwnd(lrscan_window)
3627 lrscan_window.clear()
3628 lrscan_window.move(0, 0)
3629 lrscan(silent=False)
3631 def put_srscan_sym(w, sym):
3632 "Emit symbol for short-range scan."
3633 srscan_window.move(w.x+1, w.y*2+2)
3634 srscan_window.addch(sym)
3635 srscan_window.refresh()
3638 "Enemy fall down, go boom."
3639 if game.options & OPTION_CURSES:
3641 setwnd(srscan_window)
3642 srscan_window.attron(curses.A_REVERSE)
3643 put_srscan_sym(w, game.quad[w.x][w.y])
3647 srscan_window.attroff(curses.A_REVERSE)
3648 put_srscan_sym(w, game.quad[w.x][w.y])
3649 curses.delay_output(500)
3650 setwnd(message_window)
3653 "Sound and visual effects for teleportation."
3654 if game.options & OPTION_CURSES:
3656 setwnd(message_window)
3658 prouts(" . . . . . ")
3659 if game.options & OPTION_CURSES:
3660 #curses.delay_output(1000)
3664 def tracktorpedo(origin, w, step, i, n, iquad):
3665 "Torpedo-track animation."
3666 if not game.options & OPTION_CURSES:
3670 proutn(_("Track for %s torpedo number %d- ") % (game.quad[origin.x][origin.y],i+1))
3673 proutn(_("Torpedo track- "))
3674 elif step==4 or step==9:
3678 if not damaged(DSRSENS) or game.condition=="docked":
3679 if i != 0 and step == 1:
3682 if (iquad==IHDOT) or (iquad==IHBLANK):
3683 put_srscan_sym(w, '+')
3687 put_srscan_sym(w, iquad)
3689 curwnd.attron(curses.A_REVERSE)
3690 put_srscan_sym(w, iquad)
3694 curwnd.attroff(curses.A_REVERSE)
3695 put_srscan_sym(w, iquad)
3700 "Display the current galaxy chart."
3701 if game.options & OPTION_CURSES:
3702 setwnd(message_window)
3703 message_window.clear()
3705 if game.options & OPTION_TTY:
3710 def prstat(txt, data):
3712 if game.options & OPTION_CURSES:
3714 setwnd(status_window)
3716 proutn(" " * (NSYM - len(txt)))
3719 if game.options & OPTION_CURSES:
3720 setwnd(report_window)
3722 # Code from moving.c begins here
3724 def imove(novapush):
3725 # movement execution for warp, impulse, supernova, and tractor-beam events
3726 w = coord(); final = coord()
3729 def no_quad_change():
3730 # No quadrant change -- compute new average enemy distances
3731 game.quad[game.sector.x][game.sector.y] = game.ship
3733 for enemy in game.enemies:
3734 finald = (w-enemy.kloc).distance()
3735 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3736 enemy.kdist = finald
3737 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
3738 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3739 attack(torps_ok=False)
3740 for enemy in game.enemies:
3741 enemy.kavgd = enemy.kdist
3744 setwnd(message_window)
3747 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3748 game.inorbit = False
3749 angle = ((15.0 - game.direc) * 0.5235988)
3750 deltax = -math.sin(angle)
3751 deltay = math.cos(angle)
3752 if math.fabs(deltax) > math.fabs(deltay):
3753 bigger = math.fabs(deltax)
3755 bigger = math.fabs(deltay)
3758 # If tractor beam is to occur, don't move full distance
3759 if game.state.date+game.optime >= scheduled(FTBEAM):
3761 game.condition = "red"
3762 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3763 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3764 # Move within the quadrant
3765 game.quad[game.sector.x][game.sector.y] = IHDOT
3768 n = int(10.0*game.dist*bigger+0.5)
3770 for m in range(1, n+1):
3775 if not VALID_SECTOR(w.x, w.y):
3776 # Leaving quadrant -- allow final enemy attack
3777 # Don't do it if being pushed by Nova
3778 if len(game.enemies) != 0 and not novapush:
3780 for enemy in game.enemies:
3781 finald = (w - enemy.kloc).distance()
3782 enemy.kavgd = 0.5 * (finald + enemy.kdist)
3784 # Stas Sergeev added the condition
3785 # that attacks only happen if Klingons
3786 # are present and your skill is good.
3788 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3789 attack(torps_ok=False)
3792 # compute final position -- new quadrant and sector
3793 x = (QUADSIZE*game.quadrant.x)+game.sector.x
3794 y = (QUADSIZE*game.quadrant.y)+game.sector.y
3795 w.x = int(round(x+10.0*game.dist*bigger*deltax))
3796 w.y = int(round(y+10.0*game.dist*bigger*deltay))
3797 # check for edge of galaxy
3807 if w.x >= GALSIZE*QUADSIZE:
3808 w.x = (GALSIZE*QUADSIZE*2) - w.x
3810 if w.y >= GALSIZE*QUADSIZE:
3811 w.y = (GALSIZE*QUADSIZE*2) - w.y
3819 if game.nkinks == 3:
3820 # Three strikes -- you're out!
3824 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3825 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3826 prout(_("YOU WILL BE DESTROYED."))
3827 # Compute final position in new quadrant
3828 if trbeam: # Don't bother if we are to be beamed
3830 game.quadrant.x = w.x/QUADSIZE
3831 game.quadrant.y = w.y/QUADSIZE
3832 game.sector.x = w.x - (QUADSIZE*game.quadrant.x)
3833 game.sector.y = w.y - (QUADSIZE*game.quadrant.y)
3835 prout(_("Entering Quadrant %s.") % game.quadrant)
3836 game.quad[game.sector.x][game.sector.y] = game.ship
3838 if game.skill>SKILL_NOVICE:
3839 attack(torps_ok=False)
3841 iquad = game.quad[w.x][w.y]
3843 # object encountered in flight path
3844 stopegy = 50.0*game.dist/game.optime
3845 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3846 if iquad in (IHT, IHK, IHC, IHS, IHR, IHQUEST):
3848 for enemy in game.enemies:
3849 if enemy.kloc == game.sector:
3851 collision(rammed=False, enemy=enemy)
3853 elif iquad == IHBLANK:
3855 prouts(_("***RED ALERT! RED ALERT!"))
3859 proutn(_(" pulled into black hole at Sector %s") % w)
3861 # Getting pulled into a black hole was certain
3862 # death in Almy's original. Stas Sergeev added a
3863 # possibility that you'll get timewarped instead.
3866 for m in range(NDEVICES):
3867 if game.damage[m]>0:
3869 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3870 if (game.options & OPTION_BLKHOLE) and withprob(1-probf):
3880 proutn(_(" encounters Tholian web at %s;") % w)
3882 proutn(_(" blocked by object at %s;") % w)
3883 proutn(_("Emergency stop required "))
3884 prout(_("%2d units of energy.") % int(stopegy))
3885 game.energy -= stopegy
3886 final.x = x-deltax+0.5
3887 final.y = y-deltay+0.5
3889 if game.energy <= 0:
3895 game.dist = (game.sector - w).distance() / (QUADSIZE * 1.0)
3902 # dock our ship at a starbase
3904 if game.condition == "docked" and verbose:
3905 prout(_("Already docked."))
3908 prout(_("You must first leave standard orbit."))
3910 if not game.base.is_valid() or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
3912 prout(_(" not adjacent to base."))
3914 game.condition = "docked"
3918 if game.energy < game.inenrg:
3919 game.energy = game.inenrg
3920 game.shield = game.inshld
3921 game.torps = game.intorps
3922 game.lsupres = game.inlsr
3923 game.state.crew = FULLCREW
3924 if not damaged(DRADIO) and \
3925 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
3926 # get attack report from base
3927 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
3931 # This program originally required input in terms of a (clock)
3932 # direction and distance. Somewhere in history, it was changed to
3933 # cartesian coordinates. So we need to convert. Probably
3934 # "manual" input should still be done this way -- it's a real
3935 # pain if the computer isn't working! Manual mode is still confusing
3936 # because it involves giving x and y motions, yet the coordinates
3937 # are always displayed y - x, where +y is downward!
3939 def getcourse(isprobe, akey):
3940 # get course and distance
3942 dquad = copy.copy(game.quadrant)
3943 navmode = "unspecified"
3947 if game.landed and not isprobe:
3948 prout(_("Dummy! You can't leave standard orbit until you"))
3949 proutn(_("are back aboard the ship."))
3952 while navmode == "unspecified":
3953 if damaged(DNAVSYS):
3955 prout(_("Computer damaged; manual navigation only"))
3957 prout(_("Computer damaged; manual movement only"))
3962 if isprobe and akey != -1:
3963 # For probe launch, use pre-scanned value first time
3967 key = scanner.next()
3969 proutn(_("Manual or automatic- "))
3972 elif key == IHALPHA:
3973 if scanner.sees("manual"):
3975 key = scanner.next()
3977 elif scanner.sees("automatic"):
3978 navmode = "automatic"
3979 key = scanner.next()
3987 prout(_("(Manual navigation assumed.)"))
3989 prout(_("(Manual movement assumed.)"))
3992 if navmode == "automatic":
3995 proutn(_("Target quadrant or quadrant§or- "))
3997 proutn(_("Destination sector or quadrant§or- "))
4000 key = scanner.next()
4004 xi = int(round(scanner.real))-1
4005 key = scanner.next()
4009 xj = int(round(scanner.real))-1
4010 key = scanner.next()
4012 # both quadrant and sector specified
4013 xk = int(round(scanner.real))-1
4014 key = scanner.next()
4018 xl = int(round(scanner.real))-1
4024 # only one pair of numbers was specified
4026 # only quadrant specified -- go to center of dest quad
4029 dsect.y = dsect.x = 4 # preserves 1-origin behavior
4031 # only sector specified
4035 if not VALID_QUADRANT(dquad.y,dquad.x) or not VALID_SECTOR(dsect.x,dsect.y):
4042 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % dsect)
4044 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4045 # the actual deltas get computed here
4047 delta.x = dquad.y-game.quadrant.y + 0.1*(dsect.x-game.sector.y)
4048 delta.y = game.quadrant.x-dquad.x + 0.1*(game.sector.x-dsect.y)
4051 proutn(_("X and Y displacements- "))
4054 key = scanner.next()
4059 delta.x = scanner.real
4060 key = scanner.next()
4064 delta.y = scanner.real
4065 # Check for zero movement
4066 if delta.x == 0 and delta.y == 0:
4069 if itemp == "verbose" and not isprobe:
4071 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4072 # Course actually laid in.
4073 game.dist = delta.distance()
4074 game.direc = delta.bearing()
4075 if game.direc < 0.0:
4081 # move under impulse power
4083 if damaged(DIMPULS):
4086 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4088 if game.energy > 30.0:
4089 if not getcourse(isprobe=False, akey=0):
4091 power = 20.0 + 100.0*game.dist
4094 if power >= game.energy:
4095 # Insufficient power for trip
4097 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4098 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4099 if game.energy > 30:
4100 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4101 int(0.01 * (game.energy-20.0)-0.05))
4102 prout(_(" quadrants.\""))
4104 prout(_("quadrant. They are, therefore, useless.\""))
4107 # Make sure enough time is left for the trip
4108 game.optime = game.dist/0.095
4109 if game.optime >= game.state.remtime:
4110 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4111 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4112 proutn(_("we dare spend the time?\" "))
4115 # Activate impulse engines and pay the cost
4116 imove(novapush=False)
4120 power = 20.0 + 100.0*game.dist
4121 game.energy -= power
4122 game.optime = game.dist/0.095
4123 if game.energy <= 0:
4128 # move under warp drive
4129 blooey = False; twarp = False
4130 if not timewarp: # Not WARPX entry
4132 if game.damage[DWARPEN] > 10.0:
4135 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4137 if damaged(DWARPEN) and game.warpfac > 4.0:
4140 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4141 prout(_(" is repaired, I can only give you warp 4.\""))
4143 # Read in course and distance
4144 if not getcourse(isprobe=False, akey=0):
4146 # Make sure starship has enough energy for the trip
4147 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4148 if power >= game.energy:
4149 # Insufficient power for trip
4152 prout(_("Engineering to bridge--"))
4153 if not game.shldup or 0.5*power > game.energy:
4154 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4156 prout(_("We can't do it, Captain. We don't have enough energy."))
4158 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4161 prout(_("if you'll lower the shields."))
4165 prout(_("We haven't the energy to go that far with the shields up."))
4168 # Make sure enough time is left for the trip
4169 game.optime = 10.0*game.dist/game.wfacsq
4170 if game.optime >= 0.8*game.state.remtime:
4172 prout(_("First Officer Spock- \"Captain, I compute that such"))
4173 proutn(_(" a trip would require approximately %2.0f") %
4174 (100.0*game.optime/game.state.remtime))
4175 prout(_(" percent of our"))
4176 proutn(_(" remaining time. Are you sure this is wise?\" "))
4182 if game.warpfac > 6.0:
4183 # Decide if engine damage will occur
4184 # ESR: Seems wrong. Probability of damage goes *down* with distance?
4185 prob = game.dist*(6.0-game.warpfac)**2/66.666666666
4186 if prob > randreal():
4188 game.dist = randreal(game.dist)
4189 # Decide if time warp will occur
4190 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > randreal():
4192 if idebug and game.warpfac==10 and not twarp:
4194 proutn("=== Force time warp? ")
4198 # If time warp or engine damage, check path
4199 # If it is obstructed, don't do warp or damage
4200 angle = ((15.0-game.direc)*0.5235998)
4201 deltax = -math.sin(angle)
4202 deltay = math.cos(angle)
4203 if math.fabs(deltax) > math.fabs(deltay):
4204 bigger = math.fabs(deltax)
4206 bigger = math.fabs(deltay)
4210 n = 10.0 * game.dist * bigger +0.5
4213 for l in range(1, n+1):
4218 if not VALID_SECTOR(ix, iy):
4220 if game.quad[ix][iy] != IHDOT:
4223 # Activate Warp Engines and pay the cost
4224 imove(novapush=False)
4227 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4228 if game.energy <= 0:
4230 game.optime = 10.0*game.dist/game.wfacsq
4234 game.damage[DWARPEN] = game.damfac * randreal(1.0, 4.0)
4236 prout(_("Engineering to bridge--"))
4237 prout(_(" Scott here. The warp engines are damaged."))
4238 prout(_(" We'll have to reduce speed to warp 4."))
4243 # change the warp factor
4249 proutn(_("Warp factor- "))
4254 if game.damage[DWARPEN] > 10.0:
4255 prout(_("Warp engines inoperative."))
4257 if damaged(DWARPEN) and scanner.real > 4.0:
4258 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4259 prout(_(" but right now we can only go warp 4.\""))
4261 if scanner.real > 10.0:
4262 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4264 if scanner.real < 1.0:
4265 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4267 oldfac = game.warpfac
4268 game.warpfac = scanner.real
4269 game.wfacsq=game.warpfac*game.warpfac
4270 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4271 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4274 if game.warpfac < 8.00:
4275 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4277 if game.warpfac == 10.0:
4278 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4280 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4284 # cope with being tossed out of quadrant by supernova or yanked by beam
4286 # is captain on planet?
4288 if damaged(DTRANSP):
4291 prout(_("Scotty rushes to the transporter controls."))
4293 prout(_("But with the shields up it's hopeless."))
4295 prouts(_("His desperate attempt to rescue you . . ."))
4300 prout(_("SUCCEEDS!"))
4303 proutn(_("The crystals mined were "))
4311 # Check to see if captain in shuttle craft
4316 # Inform captain of attempt to reach safety
4320 prouts(_("***RED ALERT! RED ALERT!"))
4324 prout(_(" has stopped in a quadrant containing"))
4325 prouts(_(" a supernova."))
4327 proutn(_("***Emergency automatic override attempts to hurl "))
4330 prout(_("safely out of quadrant."))
4331 if not damaged(DRADIO):
4332 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4333 # Try to use warp engines
4334 if damaged(DWARPEN):
4336 prout(_("Warp engines damaged."))
4339 game.warpfac = randreal(6.0, 8.0)
4340 game.wfacsq = game.warpfac * game.warpfac
4341 prout(_("Warp factor set to %d") % int(game.warpfac))
4342 power = 0.75*game.energy
4343 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4344 distreq = randreal(math.sqrt(2))
4345 if distreq < game.dist:
4347 game.optime = 10.0*game.dist/game.wfacsq
4348 game.direc = randreal(12) # How dumb!
4350 game.inorbit = False
4353 # This is bad news, we didn't leave quadrant.
4357 prout(_("Insufficient energy to leave quadrant."))
4360 # Repeat if another snova
4361 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4363 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)==0:
4364 finish(FWON) # Snova killed remaining enemy.
4367 # let's do the time warp again
4368 prout(_("***TIME WARP ENTERED."))
4369 if game.state.snap and withprob(0.5):
4371 prout(_("You are traveling backwards in time %d stardates.") %
4372 int(game.state.date-game.snapsht.date))
4373 game.state = game.snapsht
4374 game.state.snap = False
4375 if len(game.state.kcmdr):
4376 schedule(FTBEAM, expran(game.intime/len(game.state.kcmdr)))
4377 schedule(FBATTAK, expran(0.3*game.intime))
4378 schedule(FSNOVA, expran(0.5*game.intime))
4379 # next snapshot will be sooner
4380 schedule(FSNAP, expran(0.25*game.state.remtime))
4382 if game.state.nscrem:
4383 schedule(FSCMOVE, 0.2777)
4387 game.battle.invalidate()
4389 # Make sure Galileo is consistant -- Snapshot may have been taken
4390 # when on planet, which would give us two Galileos!
4392 for l in range(game.inplan):
4393 if game.state.planets[l].known == "shuttle_down":
4395 if game.iscraft == "onship" and game.ship==IHE:
4396 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4397 game.iscraft = "offship"
4398 # Likewise, if in the original time the Galileo was abandoned, but
4399 # was on ship earlier, it would have vanished -- let's restore it.
4400 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4401 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4402 game.iscraft = "onship"
4404 # * There used to be code to do the actual reconstrction here,
4405 # * but the starchart is now part of the snapshotted galaxy state.
4407 prout(_("Spock has reconstructed a correct star chart from memory"))
4409 # Go forward in time
4410 game.optime = -0.5*game.intime*math.log(randreal())
4411 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4412 # cheat to make sure no tractor beams occur during time warp
4413 postpone(FTBEAM, game.optime)
4414 game.damage[DRADIO] += game.optime
4416 events() # Stas Sergeev added this -- do pending events
4419 # launch deep-space probe
4420 # New code to launch a deep space probe
4421 if game.nprobes == 0:
4424 if game.ship == IHE:
4425 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4427 prout(_("Ye Faerie Queene has no deep space probes."))
4432 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4434 if is_scheduled(FDSPROB):
4437 if damaged(DRADIO) and game.condition != "docked":
4438 prout(_("Spock- \"Records show the previous probe has not yet"))
4439 prout(_(" reached its destination.\""))
4441 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4443 key = scanner.next()
4445 # slow mode, so let Kirk know how many probes there are left
4446 if game.nprobes == 1:
4447 prout(_("1 probe left."))
4449 prout(_("%d probes left") % game.nprobes)
4450 proutn(_("Are you sure you want to fire a probe? "))
4453 game.isarmed = False
4454 if key == IHALPHA and scanner.token == "armed":
4456 key = scanner.next()
4458 proutn(_("Arm NOVAMAX warhead? "))
4460 if not getcourse(isprobe=True, akey=key):
4463 angle = ((15.0 - game.direc) * 0.5235988)
4464 game.probeinx = -math.sin(angle)
4465 game.probeiny = math.cos(angle)
4466 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4467 bigger = math.fabs(game.probeinx)
4469 bigger = math.fabs(game.probeiny)
4470 game.probeiny /= bigger
4471 game.probeinx /= bigger
4472 game.proben = 10.0*game.dist*bigger +0.5
4473 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4474 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4475 game.probec = game.quadrant
4476 schedule(FDSPROB, 0.01) # Time to move one sector
4477 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4481 # Here's how the mayday code works:
4483 # First, the closest starbase is selected. If there is a a starbase
4484 # in your own quadrant, you are in good shape. This distance takes
4485 # quadrant distances into account only.
4487 # A magic number is computed based on the distance which acts as the
4488 # probability that you will be rematerialized. You get three tries.
4490 # When it is determined that you should be able to be rematerialized
4491 # (i.e., when the probability thing mentioned above comes up
4492 # positive), you are put into that quadrant (anywhere). Then, we try
4493 # to see if there is a spot adjacent to the star- base. If not, you
4494 # can't be rematerialized!!! Otherwise, it drops you there. It only
4495 # tries five times to find a spot to drop you. After that, it's your
4499 # yell for help from nearest starbase
4500 # There's more than one way to move in this game!
4502 # Test for conditions which prevent calling for help
4503 if game.condition == "docked":
4504 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4507 prout(_("Subspace radio damaged."))
4509 if not game.state.baseq:
4510 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4513 proutn(_("You must be aboard the "))
4517 # OK -- call for help from nearest starbase
4520 # There's one in this quadrant
4521 ddist = (game.base - game.sector).distance()
4524 for ibq in game.state.baseq:
4525 xdist = QUADSIZE * (ibq - game.quadrant).distance()
4528 # Since starbase not in quadrant, set up new quadrant
4531 # dematerialize starship
4532 game.quad[game.sector.x][game.sector.y]=IHDOT
4533 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4535 prout(_(" dematerializes."))
4537 for m in range(1, 5+1):
4538 w = game.base.scatter()
4539 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4540 # found one -- finish up
4543 if not game.sector.is_valid():
4544 prout(_("You have been lost in space..."))
4545 finish(FMATERIALIZE)
4547 # Give starbase three chances to rematerialize starship
4548 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4549 for m in range(1, 3+1):
4550 if m == 1: proutn(_("1st"))
4551 elif m == 2: proutn(_("2nd"))
4552 elif m == 3: proutn(_("3rd"))
4553 proutn(_(" attempt to re-materialize "))
4555 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4558 if randreal() > probf:
4561 curses.delay_output(500)
4564 game.quad[ix][iy]=IHQUEST
4567 setwnd(message_window)
4568 finish(FMATERIALIZE)
4570 game.quad[ix][iy]=game.ship
4572 prout(_("succeeds."))
4576 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4578 # Abandon Ship (the BSD-Trek description)
4580 # The ship is abandoned. If your current ship is the Faire
4581 # Queene, or if your shuttlecraft is dead, you're out of
4582 # luck. You need the shuttlecraft in order for the captain
4583 # (that's you!!) to escape.
4585 # Your crew can beam to an inhabited starsystem in the
4586 # quadrant, if there is one and if the transporter is working.
4587 # If there is no inhabited starsystem, or if the transporter
4588 # is out, they are left to die in outer space.
4590 # If there are no starbases left, you are captured by the
4591 # Klingons, who torture you mercilessly. However, if there
4592 # is at least one starbase, you are returned to the
4593 # Federation in a prisoner of war exchange. Of course, this
4594 # can't happen unless you have taken some prisoners.
4599 if game.condition=="docked":
4601 prout(_("You cannot abandon Ye Faerie Queene."))
4604 # Must take shuttle craft to exit
4605 if game.damage[DSHUTTL]==-1:
4606 prout(_("Ye Faerie Queene has no shuttle craft."))
4608 if game.damage[DSHUTTL]<0:
4609 prout(_("Shuttle craft now serving Big Macs."))
4611 if game.damage[DSHUTTL]>0:
4612 prout(_("Shuttle craft damaged."))
4615 prout(_("You must be aboard the ship."))
4617 if game.iscraft != "onship":
4618 prout(_("Shuttle craft not currently available."))
4620 # Print abandon ship messages
4622 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4624 prouts(_("***ALL HANDS ABANDON SHIP!"))
4626 prout(_("Captain and crew escape in shuttle craft."))
4627 if not game.state.baseq:
4628 # Oops! no place to go...
4631 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4633 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4634 prout(_("Remainder of ship's complement beam down"))
4635 prout(_("to nearest habitable planet."))
4636 elif q.planet != None and not damaged(DTRANSP):
4637 prout(_("Remainder of ship's complement beam down to %s.") %
4640 prout(_("Entire crew of %d left to die in outer space.") %
4642 game.casual += game.state.crew
4643 game.abandoned += game.state.crew
4645 # If at least one base left, give 'em the Faerie Queene
4647 game.icrystl = False # crystals are lost
4648 game.nprobes = 0 # No probes
4649 prout(_("You are captured by Klingons and released to"))
4650 prout(_("the Federation in a prisoner-of-war exchange."))
4651 nb = randrange(len(game.state.baseq))
4652 # Set up quadrant and position FQ adjacient to base
4653 if not game.quadrant == game.state.baseq[nb]:
4654 game.quadrant = game.state.baseq[nb]
4655 game.sector.x = game.sector.y = 5
4658 # position next to base by trial and error
4659 game.quad[game.sector.x][game.sector.y] = IHDOT
4660 for l in range(QUADSIZE):
4661 game.sector = game.base.scatter()
4662 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4663 game.quad[game.sector.x][game.sector.y] == IHDOT:
4666 break # found a spot
4667 game.sector.x=QUADSIZE/2
4668 game.sector.y=QUADSIZE/2
4670 # Get new commission
4671 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4672 game.state.crew = FULLCREW
4673 prout(_("Starfleet puts you in command of another ship,"))
4674 prout(_("the Faerie Queene, which is antiquated but,"))
4675 prout(_("still useable."))
4677 prout(_("The dilithium crystals have been moved."))
4679 game.iscraft = "offship" # Galileo disappears
4681 game.condition="docked"
4682 for l in range(NDEVICES):
4683 game.damage[l] = 0.0
4684 game.damage[DSHUTTL] = -1
4685 game.energy = game.inenrg = 3000.0
4686 game.shield = game.inshld = 1250.0
4687 game.torps = game.intorps = 6
4688 game.lsupres=game.inlsr=3.0
4694 # Code from planets.c begins here.
4697 # abort a lengthy operation if an event interrupts it
4700 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4705 # report on (uninhabited) planets in the galaxy
4709 prout(_("Spock- \"Planet report follows, Captain.\""))
4711 for i in range(game.inplan):
4712 if game.state.planets[i].pclass == "destroyed":
4714 if (game.state.planets[i].known != "unknown" \
4715 and not game.state.planets[i].inhabited) \
4718 if idebug and game.state.planets[i].known=="unknown":
4719 proutn("(Unknown) ")
4720 proutn(_("Quadrant %s") % game.state.planets[i].quadrant)
4721 proutn(_(" class "))
4722 proutn(game.state.planets[i].pclass)
4724 if game.state.planets[i].crystals != present:
4726 prout(_("dilithium crystals present."))
4727 if game.state.planets[i].known=="shuttle_down":
4728 prout(_(" Shuttle Craft Galileo on surface."))
4730 prout(_("No information available."))
4733 # enter standard orbit
4737 prout(_("Already in standard orbit."))
4739 if damaged(DWARPEN) and damaged(DIMPULS):
4740 prout(_("Both warp and impulse engines damaged."))
4742 if not game.plnet.is_valid() or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4744 prout(_(" not adjacent to planet."))
4747 game.optime = randreal(0.02, 0.05)
4748 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4752 game.height = randreal(1400, 8600)
4753 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4758 # examine planets in this quadrant
4759 if damaged(DSRSENS):
4760 if game.options & OPTION_TTY:
4761 prout(_("Short range sensors damaged."))
4763 if game.iplnet == None:
4764 if game.options & OPTION_TTY:
4765 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4767 if game.iplnet.known == "unknown":
4768 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4770 prout(_(" Planet at Sector %s is of class %s.") %
4771 (game.plnet, game.iplnet.pclass))
4772 if game.iplnet.known=="shuttle_down":
4773 prout(_(" Sensors show Galileo still on surface."))
4774 proutn(_(" Readings indicate"))
4775 if game.iplnet.crystals != "present":
4777 prout(_(" dilithium crystals present.\""))
4778 if game.iplnet.known == "unknown":
4779 game.iplnet.known = "known"
4780 elif game.iplnet.inhabited:
4781 prout(_("Spock- \"The inhabited planet %s ") % game.iplnet.name)
4782 prout(_(" is located at Sector %s, Captain.\"") % game.plnet)
4785 # use the transporter
4789 if damaged(DTRANSP):
4790 prout(_("Transporter damaged."))
4791 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4793 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4797 if not game.inorbit:
4799 prout(_(" not in standard orbit."))
4802 prout(_("Impossible to transport through shields."))
4804 if game.iplnet.known=="unknown":
4805 prout(_("Spock- \"Captain, we have no information on this planet"))
4806 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4807 prout(_(" you may not go down.\""))
4809 if not game.landed and game.iplnet.crystals=="absent":
4810 prout(_("Spock- \"Captain, I fail to see the logic in"))
4811 prout(_(" exploring a planet with no dilithium crystals."))
4812 proutn(_(" Are you sure this is wise?\" "))
4816 if not (game.options & OPTION_PLAIN):
4817 nrgneed = 50 * game.skill + game.height / 100.0
4818 if nrgneed > game.energy:
4819 prout(_("Engineering to bridge--"))
4820 prout(_(" Captain, we don't have enough energy for transportation."))
4822 if not game.landed and nrgneed * 2 > game.energy:
4823 prout(_("Engineering to bridge--"))
4824 prout(_(" Captain, we have enough energy only to transport you down to"))
4825 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4826 if game.iplnet.known == "shuttle_down":
4827 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4828 proutn(_(" Are you sure this is wise?\" "))
4833 # Coming from planet
4834 if game.iplnet.known=="shuttle_down":
4835 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4839 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4840 prout(_("Landing party assembled, ready to beam up."))
4842 prout(_("Kirk whips out communicator..."))
4843 prouts(_("BEEP BEEP BEEP"))
4845 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4848 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4850 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4852 prout(_("Kirk- \"Energize.\""))
4855 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4858 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4860 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4863 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4864 game.landed = not game.landed
4865 game.energy -= nrgneed
4867 prout(_("Transport complete."))
4868 if game.landed and game.iplnet.known=="shuttle_down":
4869 prout(_("The shuttle craft Galileo is here!"))
4870 if not game.landed and game.imine:
4877 # strip-mine a world for dilithium
4881 prout(_("Mining party not on planet."))
4883 if game.iplnet.crystals == "mined":
4884 prout(_("This planet has already been strip-mined for dilithium."))
4886 elif game.iplnet.crystals == "absent":
4887 prout(_("No dilithium crystals on this planet."))
4890 prout(_("You've already mined enough crystals for this trip."))
4892 if game.icrystl and game.cryprob == 0.05:
4893 proutn(_("With all those fresh crystals aboard the "))
4896 prout(_("there's no reason to mine more at this time."))
4898 game.optime = randreal(0.1, 0.3)*(ord(game.iplnet.pclass)-ord("L"))
4901 prout(_("Mining operation complete."))
4902 game.iplnet.crystals = "mined"
4903 game.imine = game.ididit = True
4906 # use dilithium crystals
4910 if not game.icrystl:
4911 prout(_("No dilithium crystals available."))
4913 if game.energy >= 1000:
4914 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
4915 prout(_(" except when Condition Yellow exists."))
4917 prout(_("Spock- \"Captain, I must warn you that loading"))
4918 prout(_(" raw dilithium crystals into the ship's power"))
4919 prout(_(" system may risk a severe explosion."))
4920 proutn(_(" Are you sure this is wise?\" "))
4925 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
4926 prout(_(" Mr. Spock and I will try it.\""))
4928 prout(_("Spock- \"Crystals in place, Sir."))
4929 prout(_(" Ready to activate circuit.\""))
4931 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
4933 if with(game.cryprob):
4934 prouts(_(" \"Activating now! - - No good! It's***"))
4936 prouts(_("***RED ALERT! RED A*L********************************"))
4939 prouts(_("****************** KA-BOOM!!!! *******************"))
4943 game.energy += randreal(5000.0, 5500.0)
4944 prouts(_(" \"Activating now! - - "))
4945 prout(_("The instruments"))
4946 prout(_(" are going crazy, but I think it's"))
4947 prout(_(" going to work!! Congratulations, Sir!\""))
4952 # use shuttlecraft for planetary jaunt
4955 if damaged(DSHUTTL):
4956 if game.damage[DSHUTTL] == -1.0:
4957 if game.inorbit and game.iplnet.known == "shuttle_down":
4958 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
4960 prout(_("Ye Faerie Queene had no shuttle craft."))
4961 elif game.damage[DSHUTTL] > 0:
4962 prout(_("The Galileo is damaged."))
4963 else: # game.damage[DSHUTTL] < 0
4964 prout(_("Shuttle craft is now serving Big Macs."))
4966 if not game.inorbit:
4968 prout(_(" not in standard orbit."))
4970 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
4971 prout(_("Shuttle craft not currently available."))
4973 if not game.landed and game.iplnet.known=="shuttle_down":
4974 prout(_("You will have to beam down to retrieve the shuttle craft."))
4976 if game.shldup or game.condition == "docked":
4977 prout(_("Shuttle craft cannot pass through shields."))
4979 if game.iplnet.known=="unknown":
4980 prout(_("Spock- \"Captain, we have no information on this planet"))
4981 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4982 prout(_(" you may not fly down.\""))
4984 game.optime = 3.0e-5*game.height
4985 if game.optime >= 0.8*game.state.remtime:
4986 prout(_("First Officer Spock- \"Captain, I compute that such"))
4987 proutn(_(" a maneuver would require approximately %2d%% of our") % \
4988 int(100*game.optime/game.state.remtime))
4989 prout(_("remaining time."))
4990 proutn(_("Are you sure this is wise?\" "))
4996 if game.iscraft == "onship":
4998 if not damaged(DTRANSP):
4999 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5003 proutn(_("Shuttle crew"))
5005 proutn(_("Rescue party"))
5006 prout(_(" boards Galileo and swoops toward planet surface."))
5007 game.iscraft = "offship"
5011 game.iplnet.known="shuttle_down"
5012 prout(_("Trip complete."))
5015 # Ready to go back to ship
5016 prout(_("You and your mining party board the"))
5017 prout(_("shuttle craft for the trip back to the Enterprise."))
5019 prouts(_("The short hop begins . . ."))
5021 game.iplnet.known="known"
5027 game.iscraft = "onship"
5033 prout(_("Trip complete."))
5038 prout(_("Mining party assembles in the hangar deck,"))
5039 prout(_("ready to board the shuttle craft \"Galileo\"."))
5041 prouts(_("The hangar doors open; the trip begins."))
5044 game.iscraft = "offship"
5047 game.iplnet.known = "shuttle_down"
5050 prout(_("Trip complete."))
5054 # use the big zapper
5058 if game.ship != IHE:
5059 prout(_("Ye Faerie Queene has no death ray."))
5061 if len(game.enemies)==0:
5062 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5065 prout(_("Death Ray is damaged."))
5067 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5068 prout(_(" is highly unpredictible. Considering the alternatives,"))
5069 proutn(_(" are you sure this is wise?\" "))
5072 prout(_("Spock- \"Acknowledged.\""))
5075 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5077 prout(_("Crew scrambles in emergency preparation."))
5078 prout(_("Spock and Scotty ready the death ray and"))
5079 prout(_("prepare to channel all ship's power to the device."))
5081 prout(_("Spock- \"Preparations complete, sir.\""))
5082 prout(_("Kirk- \"Engage!\""))
5084 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5087 if game.options & OPTION_PLAIN:
5091 prouts(_("Sulu- \"Captain! It's working!\""))
5093 while len(game.enemies) > 0:
5094 deadkl(game.enemies[1].kloc, game.quad[game.enemies[1].kloc.x][game.enemies[1].kloc.y],game.enemies[1].kloc)
5095 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5096 if (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem) == 0:
5098 if (game.options & OPTION_PLAIN) == 0:
5099 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5101 prout(_(" is still operational.\""))
5103 prout(_(" has been rendered nonfunctional.\""))
5104 game.damage[DDRAY] = 39.95
5106 r = randreal() # Pick failure method
5108 prouts(_("Sulu- \"Captain! It's working!\""))
5110 prouts(_("***RED ALERT! RED ALERT!"))
5112 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5114 prouts(_("***RED ALERT! RED A*L********************************"))
5117 prouts(_("****************** KA-BOOM!!!! *******************"))
5122 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5124 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5126 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5127 prout(_(" have apparently been transformed into strange mutations."))
5128 prout(_(" Vulcans do not seem to be affected."))
5130 prout(_("Kirk- \"Raauch! Raauch!\""))
5135 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5137 proutn(_("Spock- \"I believe the word is"))
5138 prouts(_(" *ASTONISHING*"))
5139 prout(_(" Mr. Sulu."))
5140 for i in range(QUADSIZE):
5141 for j in range(QUADSIZE):
5142 if game.quad[i][j] == IHDOT:
5143 game.quad[i][j] = IHQUEST
5144 prout(_(" Captain, our quadrant is now infested with"))
5145 prouts(_(" - - - - - - *THINGS*."))
5147 prout(_(" I have no logical explanation.\""))
5149 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5151 prout(_("Scotty- \"There are so many tribbles down here"))
5152 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5156 # Code from reports.c begins here
5158 def attackreport(curt):
5159 # report status of bases under attack
5161 if is_scheduled(FCDBAS):
5162 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5163 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5164 elif game.isatb == 1:
5165 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5166 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5168 prout(_("No Starbase is currently under attack."))
5170 if is_scheduled(FCDBAS):
5171 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5173 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5177 # report on general game status
5179 s1 = "" and game.thawed and _("thawed ")
5180 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5181 s3 = (None, _("novice"). _("fair"),
5182 _("good"), _("expert"), _("emeritus"))[game.skill]
5183 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5184 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5185 prout(_("No plaque is allowed."))
5187 prout(_("This is tournament game %d.") % game.tourn)
5188 prout(_("Your secret password is \"%s\"") % game.passwd)
5189 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem)),
5190 (game.inkling + game.incom + game.inscom)))
5191 if game.incom - len(game.state.kcmdr):
5192 prout(_(", including %d Commander%s.") % (game.incom - len(game.state.kcmdr), (_("s"), "")[(game.incom - len(game.state.kcmdr))==1]))
5193 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5194 prout(_(", but no Commanders."))
5197 if game.skill > SKILL_FAIR:
5198 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5199 if len(game.state.baseq) != game.inbase:
5201 if game.inbase-len(game.state.baseq)==1:
5202 proutn(_("has been 1 base"))
5204 proutn(_("have been %d bases") % (game.inbase-len(game.state.baseq)))
5205 prout(_(" destroyed, %d remaining.") % len(game.state.baseq))
5207 prout(_("There are %d bases.") % game.inbase)
5208 if communicating() or game.iseenit:
5209 # Don't report this if not seen and
5210 # either the radio is dead or not at base!
5214 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5216 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5217 if game.ship == IHE:
5218 proutn(_("You have "))
5220 proutn("%d" % (game.nprobes))
5223 proutn(_(" deep space probe"))
5227 if communicating() and is_scheduled(FDSPROB):
5229 proutn(_("An armed deep space probe is in "))
5231 proutn(_("A deep space probe is in "))
5232 prout("Quadrant %s." % game.probec)
5234 if game.cryprob <= .05:
5235 prout(_("Dilithium crystals aboard ship... not yet used."))
5239 while game.cryprob > ai:
5242 prout(_("Dilithium crystals have been used %d time%s.") % \
5243 (i, (_("s"), "")[i==1]))
5247 # long-range sensor scan
5248 if damaged(DLRSENS):
5249 # Now allow base's sensors if docked
5250 if game.condition != "docked":
5252 prout(_("LONG-RANGE SENSORS DAMAGED."))
5255 prout(_("Starbase's long-range scan"))
5257 prout(_("Long-range scan"))
5258 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5261 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5262 if not VALID_QUADRANT(x, y):
5266 if not damaged(DRADIO):
5267 game.state.galaxy[x][y].charted = True
5268 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5269 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5270 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5271 if not silent and game.state.galaxy[x][y].supernova:
5274 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5282 for i in range(NDEVICES):
5285 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5286 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5288 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5289 game.damage[i]+0.05,
5290 game.docfac*game.damage[i]+0.005))
5292 prout(_("All devices functional."))
5295 # update the chart in the Enterprise's computer from galaxy data
5296 game.lastchart = game.state.date
5297 for i in range(GALSIZE):
5298 for j in range(GALSIZE):
5299 if game.state.galaxy[i][j].charted:
5300 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5301 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5302 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5305 # display the star chart
5307 if (game.options & OPTION_AUTOSCAN):
5309 if not damaged(DRADIO):
5311 if game.lastchart < game.state.date and game.condition == "docked":
5312 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5315 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5316 if game.state.date > game.lastchart:
5317 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5318 prout(" 1 2 3 4 5 6 7 8")
5319 for i in range(GALSIZE):
5320 proutn("%d |" % (i+1))
5321 for j in range(GALSIZE):
5322 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5326 if game.state.galaxy[i][j].supernova:
5328 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5330 elif game.state.galaxy[i][j].charted:
5331 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5335 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5343 def sectscan(goodScan, i, j):
5344 # light up an individual dot in a sector
5345 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5346 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):
5347 if game.condition == "red": textcolor("red")
5348 elif game.condition == "green": textcolor("green")
5349 elif game.condition == "yellow": textcolor("yellow")
5350 elif game.condition == "docked": textcolor("cyan")
5351 elif game.condition == "dead": textcolor("brown")
5352 if game.quad[i][j] != game.ship:
5354 proutn("%c " % game.quad[i][j])
5360 # print status report lines
5362 if not req or req == 1:
5363 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5364 % (game.state.date, game.state.remtime))
5365 if not req or req == 2:
5366 if game.condition != "docked":
5369 for t in range(NDEVICES):
5370 if game.damage[t]>0:
5372 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5373 if not req or req == 3:
5374 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5375 if not req or req == 4:
5376 if damaged(DLIFSUP):
5377 if game.condition == "docked":
5378 s = _("DAMAGED, Base provides")
5380 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5383 prstat(_("Life Support"), s)
5384 if not req or req == 5:
5385 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5386 if not req or req == 6:
5388 if game.icrystl and (game.options & OPTION_SHOWME):
5389 extra = _(" (have crystals)")
5390 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5391 if not req or req == 7:
5392 prstat(_("Torpedoes"), "%d" % (game.torps))
5393 if not req or req == 8:
5394 if damaged(DSHIELD):
5400 data = _(" %d%% %.1f units") \
5401 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5402 prstat(_("Shields"), s+data)
5403 if not req or req == 9:
5404 prstat(_("Klingons Left"), "%d" \
5405 % (game.state.remkl + len(game.state.kcmdr) + game.state.nscrem))
5406 if not req or req == 10:
5407 if game.options & OPTION_WORLDS:
5408 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5409 if plnet and plnet.inhabited:
5410 prstat(_("Major system"), plnet.name)
5412 prout(_("Sector is uninhabited"))
5413 elif not req or req == 11:
5414 attackreport(not req)
5417 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5418 while scanner.next() == IHEOL:
5419 proutn(_("Information desired? "))
5421 if scanner.token in requests:
5422 status(requests.index(scanner.token))
5424 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5425 prout((" date, condition, position, lsupport, warpfactor,"))
5426 prout((" energy, torpedoes, shields, klingons, system, time."))
5431 if damaged(DSRSENS):
5432 # Allow base's sensors if docked
5433 if game.condition != "docked":
5434 prout(_(" S.R. SENSORS DAMAGED!"))
5437 prout(_(" [Using Base's sensors]"))
5439 prout(_(" Short-range scan"))
5440 if goodScan and not damaged(DRADIO):
5441 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5442 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5443 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5444 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5445 prout(" 1 2 3 4 5 6 7 8 9 10")
5446 if game.condition != "docked":
5448 for i in range(QUADSIZE):
5449 proutn("%2d " % (i+1))
5450 for j in range(QUADSIZE):
5451 sectscan(goodScan, i, j)
5455 # use computer to get estimated time of arrival for a warp jump
5456 w1 = coord(); w2 = coord()
5458 if damaged(DCOMPTR):
5459 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5462 if scanner.next() != IHREAL:
5465 proutn(_("Destination quadrant and/or sector? "))
5466 if scanner.next()!=IHREAL:
5469 w1.y = int(scanner.real-0.5)
5470 if scanner.next() != IHREAL:
5473 w1.x = int(scanner.real-0.5)
5474 if scanner.next() == IHREAL:
5475 w2.y = int(scanner.real-0.5)
5476 if scanner.next() != IHREAL:
5479 w2.x = int(scanner.real-0.5)
5481 if game.quadrant.y>w1.x:
5485 if game.quadrant.x>w1.y:
5489 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5492 game.dist = math.sqrt((w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))**2+
5493 (w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x))**2)
5496 prout(_("Answer \"no\" if you don't know the value:"))
5499 proutn(_("Time or arrival date? "))
5500 if scanner.next()==IHREAL:
5501 ttime = scanner.real
5502 if ttime > game.state.date:
5503 ttime -= game.state.date # Actually a star date
5504 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5505 if ttime <= 1e-10 or twarp > 10:
5506 prout(_("We'll never make it, sir."))
5513 proutn(_("Warp factor? "))
5514 if scanner.next()== IHREAL:
5516 twarp = scanner.real
5517 if twarp<1.0 or twarp > 10.0:
5521 prout(_("Captain, certainly you can give me one of these."))
5524 ttime = (10.0*game.dist)/twarp**2
5525 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5526 if tpower >= game.energy:
5527 prout(_("Insufficient energy, sir."))
5528 if not game.shldup or tpower > game.energy*2.0:
5531 proutn(_("New warp factor to try? "))
5532 if scanner.next() == IHREAL:
5534 twarp = scanner.real
5535 if twarp<1.0 or twarp > 10.0:
5543 prout(_("But if you lower your shields,"))
5544 proutn(_("remaining"))
5547 proutn(_("Remaining"))
5548 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5550 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5552 prout(_("Any warp speed is adequate."))
5554 prout(_("Minimum warp needed is %.2f,") % (twarp))
5555 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5556 if game.state.remtime < ttime:
5557 prout(_("Unfortunately, the Federation will be destroyed by then."))
5559 prout(_("You'll be taking risks at that speed, Captain"))
5560 if (game.isatb==1 and game.state.kscmdr == w1 and \
5561 scheduled(FSCDBAS)< ttime+game.state.date) or \
5562 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5563 prout(_("The starbase there will be destroyed by then."))
5564 proutn(_("New warp factor to try? "))
5565 if scanner.next() == IHREAL:
5567 twarp = scanner.real
5568 if twarp<1.0 or twarp > 10.0:
5577 # Code from setup.c begins here
5580 # issue a historically correct banner
5582 prout(_("-SUPER- STAR TREK"))
5584 # From the FORTRAN original
5585 # prout(_("Latest update-21 Sept 78"))
5591 scanner.token = "emsave.trk"
5593 key = scanner.next()
5595 proutn(_("File name: "))
5596 key = scanner.next()
5601 if '.' not in scanner.token:
5602 scanner.token += ".trk"
5604 fp = open(scanner.token, "wb")
5606 prout(_("Can't freeze game as file %s") % scanner.token)
5608 cPickle.dump(game, fp)
5612 # retrieve saved game
5613 game.passwd[0] = '\0'
5614 key = scanner.next()
5616 proutn(_("File name: "))
5617 key = scanner.next()
5622 if '.' not in scanner.token:
5623 scanner.token += ".trk"
5625 fp = open(scanner.token, "rb")
5627 prout(_("Can't thaw game in %s") % scanner.token)
5629 game = cPickle.load(fp)
5633 # I used <http://www.memory-alpha.org> to find planets
5634 # with references in ST:TOS. Eath and the Alpha Centauri
5635 # Colony have been omitted.
5637 # Some planets marked Class G and P here will be displayed as class M
5638 # because of the way planets are generated. This is a known bug.
5641 _("Andoria (Fesoan)"), # several episodes
5642 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5643 _("Vulcan (T'Khasi)"), # many episodes
5644 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5645 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5646 _("Ardana"), # TOS: "The Cloud Minders"
5647 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5648 _("Gideon"), # TOS: "The Mark of Gideon"
5649 _("Aldebaran III"), # TOS: "The Deadly Years"
5650 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5651 _("Altair IV"), # TOS: "Amok Time
5652 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5653 _("Benecia"), # TOS: "The Conscience of the King"
5654 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5655 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5656 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5657 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5658 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5659 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5660 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5661 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5662 _("Ingraham B"), # TOS: "Operation: Annihilate"
5663 _("Janus IV"), # TOS: "The Devil in the Dark"
5664 _("Makus III"), # TOS: "The Galileo Seven"
5665 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5666 _("Omega IV"), # TOS: "The Omega Glory"
5667 _("Regulus V"), # TOS: "Amok Time
5668 _("Deneva"), # TOS: "Operation -- Annihilate!"
5669 # Worlds from BSD Trek
5670 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5671 _("Beta III"), # TOS: "The Return of the Archons"
5672 _("Triacus"), # TOS: "And the Children Shall Lead",
5673 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5675 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5676 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5677 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5678 # _("Izar"), # TOS: "Whom Gods Destroy"
5679 # _("Tiburon"), # TOS: "The Way to Eden"
5680 # _("Merak II"), # TOS: "The Cloud Minders"
5681 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5682 # _("Iotia"), # TOS: "A Piece of the Action"
5686 _("S. R. Sensors"), \
5687 _("L. R. Sensors"), \
5689 _("Photon Tubes"), \
5690 _("Life Support"), \
5691 _("Warp Engines"), \
5692 _("Impulse Engines"), \
5694 _("Subspace Radio"), \
5695 _("Shuttle Craft"), \
5697 _("Navigation System"), \
5699 _("Shield Control"), \
5705 # prepare to play, set up cosmos
5707 # Decide how many of everything
5709 return # frozen game
5710 # Prepare the Enterprise
5711 game.alldone = game.gamewon = False
5713 game.state.crew = FULLCREW
5714 game.energy = game.inenrg = 5000.0
5715 game.shield = game.inshld = 2500.0
5716 game.shldchg = False
5720 game.quadrant = randplace(GALSIZE)
5721 game.sector = randplace(QUADSIZE)
5722 game.torps = game.intorps = 10
5723 game.nprobes = randrange(2, 5)
5725 game.wfacsq = game.warpfac * game.warpfac
5726 for i in range(NDEVICES):
5727 game.damage[i] = 0.0
5728 # Set up assorted game parameters
5729 game.battle = coord()
5730 game.state.date = game.indate = 100.0 * randreal(20, 51)
5731 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5732 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5733 game.isatb = game.state.nplankl = 0
5734 game.state.starkl = game.state.basekl = 0
5735 game.iscraft = "onship"
5739 for i in range(GALSIZE):
5740 for j in range(GALSIZE):
5741 quad = game.state.galaxy[i][j]
5746 quad.starbase = False
5747 quad.supernova = False
5748 quad.status = "secure"
5749 # Starchart is functional but we've never seen it
5750 game.lastchart = FOREVER
5751 # Put stars in the galaxy
5753 for i in range(GALSIZE):
5754 for j in range(GALSIZE):
5755 k = randrange(1, QUADSIZE**2/10+1)
5757 game.state.galaxy[i][j].stars = k
5758 # Locate star bases in galaxy
5759 for i in range(game.inbase):
5762 w = randplace(GALSIZE)
5763 if not game.state.galaxy[w.x][w.y].starbase:
5766 # C version: for (j = i-1; j > 0; j--)
5767 # so it did them in the opposite order.
5768 for j in range(1, i):
5769 # Improved placement algorithm to spread out bases
5770 distq = (w - game.state.baseq[j]).distance()
5771 if distq < 6.0*(BASEMAX+1-game.inbase) and withprob(0.75):
5774 prout("=== Abandoning base #%d at %s" % (i, w))
5776 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5778 prout("=== Saving base #%d, close to #%d" % (i, j))
5781 game.state.baseq.append(w)
5782 game.state.galaxy[w.x][w.y].starbase = True
5783 game.state.chart[w.x][w.y].starbase = True
5784 # Position ordinary Klingon Battle Cruisers
5786 klumper = 0.25*game.skill*(9.0-game.length)+1.0
5787 if klumper > MAXKLQUAD:
5791 klump = (1.0 - r*r)*klumper
5796 w = randplace(GALSIZE)
5797 if not game.state.galaxy[w.x][w.y].supernova and \
5798 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
5800 game.state.galaxy[w.x][w.y].klingons += int(klump)
5803 # Position Klingon Commander Ships
5804 for i in range(game.incom):
5806 w = randplace(GALSIZE)
5807 if (game.state.galaxy[w.x][w.y].klingons or withprob(0.25)) and \
5808 not game.state.galaxy[w.x][w.y].supernova and \
5809 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
5810 not w in game.state.kcmdr[:i]:
5812 game.state.galaxy[w.x][w.y].klingons += 1
5813 game.state.kcmdr.append(w)
5814 # Locate planets in galaxy
5815 for i in range(game.inplan):
5817 w = randplace(GALSIZE)
5818 if game.state.galaxy[w.x][w.y].planet == None:
5822 new.crystals = "absent"
5823 if (game.options & OPTION_WORLDS) and i < NINHAB:
5824 new.pclass = "M" # All inhabited planets are class M
5825 new.crystals = "absent"
5827 new.name = systnames[i]
5828 new.inhabited = True
5830 new.pclass = ("M", "N", "O")[randrange(0, 3)]
5832 new.crystals = "present"
5833 new.known = "unknown"
5834 new.inhabited = False
5835 game.state.galaxy[w.x][w.y].planet = new
5836 game.state.planets.append(new)
5838 for i in range(game.state.nromrem):
5839 w = randplace(GALSIZE)
5840 game.state.galaxy[w.x][w.y].romulans += 1
5841 # Locate the Super Commander
5842 if game.state.nscrem > 0:
5844 w = randplace(GALSIZE)
5845 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
5847 game.state.kscmdr = w
5848 game.state.galaxy[w.x][w.y].klingons += 1
5849 # Initialize times for extraneous events
5850 schedule(FSNOVA, expran(0.5 * game.intime))
5851 schedule(FTBEAM, expran(1.5 * (game.intime / len(game.state.kcmdr))))
5852 schedule(FSNAP, randreal(1.0, 2.0)) # Force an early snapshot
5853 schedule(FBATTAK, expran(0.3*game.intime))
5855 if game.state.nscrem:
5856 schedule(FSCMOVE, 0.2777)
5861 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5862 schedule(FDISTR, expran(1.0 + game.intime))
5867 # Place thing (in tournament game, we don't want one!)
5869 if game.tourn is None:
5870 thing = randplace(GALSIZE)
5872 game.state.snap = False
5873 if game.skill == SKILL_NOVICE:
5874 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
5875 prout(_("a deadly Klingon invasion force. As captain of the United"))
5876 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
5877 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
5878 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
5879 prout(_("your mission. As you proceed you may be given more time."))
5881 prout(_("You will have %d supporting starbases.") % (game.inbase))
5882 proutn(_("Starbase locations- "))
5884 prout(_("Stardate %d.") % int(game.state.date))
5886 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
5887 prout(_("An unknown number of Romulans."))
5888 if game.state.nscrem:
5889 prout(_("And one (GULP) Super-Commander."))
5890 prout(_("%d stardates.") % int(game.intime))
5891 proutn(_("%d starbases in ") % game.inbase)
5892 for i in range(game.inbase):
5893 proutn(`game.state.baseq[i]`)
5896 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
5897 proutn(_(" Sector %s") % game.sector)
5899 prout(_("Good Luck!"))
5900 if game.state.nscrem:
5901 prout(_(" YOU'LL NEED IT."))
5904 if len(game.enemies) - (thing == game.quadrant) - (game.tholian != None):
5906 if game.neutz: # bad luck to start in a Romulan Neutral Zone
5907 attack(torps_ok=False)
5910 # choose your game type
5915 game.skill = SKILL_NONE
5917 if not scanner.inqueue: # Can start with command line options
5918 proutn(_("Would you like a regular, tournament, or saved game? "))
5920 if len(scanner.token)==0: # Try again
5922 if scanner.sees("tournament"):
5923 while scanner.next() == IHEOL:
5924 proutn(_("Type in tournament number-"))
5925 if scanner.real == 0:
5927 continue # We don't want a blank entry
5928 game.tourn = int(round(scanner.real))
5929 random.seed(scanner.real)
5931 logfp.write("# random.seed(%d)\n" % scanner.real)
5933 if scanner.sees("saved") or scanner.sees("frozen"):
5937 if game.passwd == None:
5939 if not game.alldone:
5940 game.thawed = True # No plaque if not finished
5944 if scanner.sees("regular"):
5946 proutn(_("What is \"%s\"?") % scanner.token)
5948 while game.length==0 or game.skill==SKILL_NONE:
5949 if scanner.next() == IHALPHA:
5950 if scanner.sees("short"):
5952 elif scanner.sees("medium"):
5954 elif scanner.sees("long"):
5956 elif scanner.sees("novice"):
5957 game.skill = SKILL_NOVICE
5958 elif scanner.sees("fair"):
5959 game.skill = SKILL_FAIR
5960 elif scanner.sees("good"):
5961 game.skill = SKILL_GOOD
5962 elif scanner.sees("expert"):
5963 game.skill = SKILL_EXPERT
5964 elif scanner.sees("emeritus"):
5965 game.skill = SKILL_EMERITUS
5967 proutn(_("What is \""))
5968 proutn(scanner.token)
5973 proutn(_("Would you like a Short, Medium, or Long game? "))
5974 elif game.skill == SKILL_NONE:
5975 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
5976 # Choose game options -- added by ESR for SST2K
5977 if scanner.next() != IHALPHA:
5979 proutn(_("Choose your game style (or just press enter): "))
5981 if scanner.sees("plain"):
5982 # Approximates the UT FORTRAN version.
5983 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5984 game.options |= OPTION_PLAIN
5985 elif scanner.sees("almy"):
5986 # Approximates Tom Almy's version.
5987 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
5988 game.options |= OPTION_ALMY
5989 elif scanner.sees("fancy"):
5991 elif len(scanner.token):
5992 proutn(_("What is \"%s\"?") % scanner.token)
5994 if game.passwd == "debug":
5996 fputs("=== Debug mode enabled\n", sys.stdout)
5998 # Use parameters to generate initial values of things
5999 game.damfac = 0.5 * game.skill
6000 game.inbase = randrange(BASEMIN, BASEMAX+1)
6002 if game.options & OPTION_PLANETS:
6003 game.inplan += randrange(MAXUNINHAB/2, MAXUNINHAB+1)
6004 if game.options & OPTION_WORLDS:
6005 game.inplan += int(NINHAB)
6006 game.state.nromrem = game.inrom = randrange(2 *game.skill)
6007 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6008 game.state.remtime = 7.0 * game.length
6009 game.intime = game.state.remtime
6010 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*randreal())*game.skill*0.1+.15)
6011 game.incom = min(10, int(game.skill + 0.0625*game.inkling*randreal()))
6012 game.state.remres = (game.inkling+4*game.incom)*game.intime
6013 game.inresor = game.state.remres
6014 if game.inkling > 50:
6015 game.state.inbase += 1
6018 def dropin(iquad=None):
6019 # drop a feature on a random dot in the current quadrant
6022 w = randplace(QUADSIZE)
6023 if game.quad[w.x][w.y] == IHDOT:
6025 if iquad is not None:
6026 game.quad[w.x][w.y] = iquad
6030 # update our alert status
6031 game.condition = "green"
6032 if game.energy < 1000.0:
6033 game.condition = "yellow"
6034 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6035 game.condition = "red"
6037 game.condition="dead"
6040 # drop new Klingon into current quadrant
6041 return enemy(IHK, loc=dropin(), power=randreal(300,450)+25.0*game.skill)
6044 # set up a new state of quadrant, for when we enter or re-enter it
6051 game.inorbit = False
6053 game.ientesc = False
6054 game.iseenit = False
6055 # Create a blank quadrant
6056 game.quad = fill2d(QUADSIZE, lambda i, j: IHDOT)
6058 # Attempt to escape Super-commander, so tbeam back!
6061 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6062 # cope with supernova
6065 game.klhere = q.klingons
6066 game.irhere = q.romulans
6068 game.quad[game.sector.x][game.sector.y] = game.ship
6071 # Position ordinary Klingons
6072 for i in range(game.klhere):
6074 # If we need a commander, promote a Klingon
6075 for cmdr in game.state.kcmdr:
6076 if cmdr == game.quadrant:
6077 e = game.enemies[game.klhere-1]
6078 game.quad[e.kloc.x][e.kloc.y] = IHC
6079 e.kpower = randreal(950,1350) + 50.0*game.skill
6081 # If we need a super-commander, promote a Klingon
6082 if game.quadrant == game.state.kscmdr:
6084 game.quad[e.kloc.x][e.kloc.y] = IHS
6085 e.kpower = randreal(1175.0, 1575.0) + 125.0*game.skill
6086 game.iscate = (game.state.remkl > 1)
6087 # Put in Romulans if needed
6088 for i in range(game.klhere, len(game.enemies)):
6089 enemy(IHR, loc=dropin(), power=randreal(400.0,850.0)+50.0*game.skill)
6090 # If quadrant needs a starbase, put it in
6092 game.base = dropin(IHB)
6093 # If quadrant needs a planet, put it in
6095 game.iplnet = q.planet
6096 if not q.planet.inhabited:
6097 game.plnet = dropin(IHP)
6099 game.plnet = dropin(IHW)
6100 # Check for condition
6103 if game.irhere > 0 and game.klhere == 0:
6105 if not damaged(DRADIO):
6107 prout(_("LT. Uhura- \"Captain, an urgent message."))
6108 prout(_(" I'll put it on audio.\" CLICK"))
6110 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6111 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6113 # Put in THING if needed
6114 if thing == game.quadrant:
6115 enemy(type=IHQUEST, loc=dropin(),
6116 power=randreal(6000,6500.0)+250.0*game.skill)
6117 if not damaged(DSRSENS):
6119 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6120 prout(_(" Please examine your short-range scan.\""))
6121 # Decide if quadrant needs a Tholian; lighten up if skill is low
6122 if game.options & OPTION_THOLIAN:
6123 if (game.skill < SKILL_GOOD and withprob(0.02)) or \
6124 (game.skill == SKILL_GOOD and withprob(0.05)) or \
6125 (game.skill > SKILL_GOOD and withprob(0.08)):
6128 w.x = withprob(0.5) * (QUADSIZE-1)
6129 w.y = withprob(0.5) * (QUADSIZE-1)
6130 if game.quad[w.x][w.y] == IHDOT:
6132 game.tholian = enemy(type=IHT, loc=w,
6133 power=randrange(100, 500) + 25.0*game.skill)
6134 # Reserve unoccupied corners
6135 if game.quad[0][0]==IHDOT:
6136 game.quad[0][0] = 'X'
6137 if game.quad[0][QUADSIZE-1]==IHDOT:
6138 game.quad[0][QUADSIZE-1] = 'X'
6139 if game.quad[QUADSIZE-1][0]==IHDOT:
6140 game.quad[QUADSIZE-1][0] = 'X'
6141 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6142 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6143 game.enemies.sort(lambda x, y: cmp(x.kdist, y.kdist))
6144 # And finally the stars
6145 for i in range(q.stars):
6147 # Put in a few black holes
6148 for i in range(1, 3+1):
6151 # Take out X's in corners if Tholian present
6153 if game.quad[0][0]=='X':
6154 game.quad[0][0] = IHDOT
6155 if game.quad[0][QUADSIZE-1]=='X':
6156 game.quad[0][QUADSIZE-1] = IHDOT
6157 if game.quad[QUADSIZE-1][0]=='X':
6158 game.quad[QUADSIZE-1][0] = IHDOT
6159 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6160 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6163 # set the self-destruct password
6164 if game.options & OPTION_PLAIN:
6167 proutn(_("Please type in a secret password- "))
6169 game.passwd = scanner.token
6170 if game.passwd != None:
6175 game.passwd += chr(ord('a')+randrange(26))
6177 # Code from sst.c begins here
6180 "SRSCAN": OPTION_TTY,
6181 "STATUS": OPTION_TTY,
6182 "REQUEST": OPTION_TTY,
6183 "LRSCAN": OPTION_TTY,
6196 "SENSORS": OPTION_PLANETS,
6197 "ORBIT": OPTION_PLANETS,
6198 "TRANSPORT": OPTION_PLANETS,
6199 "MINE": OPTION_PLANETS,
6200 "CRYSTALS": OPTION_PLANETS,
6201 "SHUTTLE": OPTION_PLANETS,
6202 "PLANETS": OPTION_PLANETS,
6207 "PROBE": OPTION_PROBE,
6209 "FREEZE": 0, # Synonym for SAVE
6215 "SOS": 0, # Synonym for MAYDAY
6216 "CALL": 0, # Synonym for MAYDAY
6223 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6226 # generate a list of legal commands
6228 proutn(_("LEGAL COMMANDS ARE:"))
6229 for key in commands:
6233 proutn("%-12s " % key)
6238 # browse on-line help
6239 # Give help on commands
6240 key = scanner.next()
6243 setwnd(prompt_window)
6244 proutn(_("Help on what command? "))
6245 key = scanner.next()
6246 setwnd(message_window)
6249 if scanner.token in commands or scanner.token == "ABBREV":
6256 cmd = scanner.token.upper()
6258 fp = open(SSTDOC, "r")
6261 fp = open(DOC_NAME, "r")
6263 prout(_("Spock- \"Captain, that information is missing from the"))
6264 proutn(_(" computer. You need to find "))
6266 prout(_(" and put it in the"))
6267 proutn(_(" current directory or to "))
6271 # This used to continue: "You need to find SST.DOC and put
6272 # it in the current directory."
6276 linebuf = fp.readline()
6278 prout(_("Spock- \"Captain, there is no information on that command.\""))
6281 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6282 linebuf = linebuf[3:].strip()
6286 prout(_("Spock- \"Captain, I've found the following information:\""))
6288 while linebuf in fp:
6289 if "******" in linebuf:
6295 # command-interpretation loop
6298 setwnd(message_window)
6299 while True: # command loop
6301 while True: # get a command
6306 setwnd(prompt_window)
6309 if scanner.next() == IHEOL:
6310 if game.options & OPTION_CURSES:
6313 elif scanner.token == "":
6317 setwnd(message_window)
6319 candidates = filter(lambda x: x.startswith(scanner.token.upper()),
6321 if len(candidates) == 1:
6324 elif candidates and not (game.options & OPTION_PLAIN):
6325 prout("Commands with prefix '%s': %s" % (scanner.token, " ".join(candidates)))
6329 if cmd == "SRSCAN": # srscan
6331 elif cmd == "STATUS": # status
6333 elif cmd == "REQUEST": # status request
6335 elif cmd == "LRSCAN": # long range scan
6336 lrscan(silent=False)
6337 elif cmd == "PHASERS": # phasers
6341 elif cmd == "TORPEDO": # photon torpedos
6345 elif cmd == "MOVE": # move under warp
6347 elif cmd == "SHIELDS": # shields
6348 doshield(shraise=False)
6351 game.shldchg = False
6352 elif cmd == "DOCK": # dock at starbase
6355 attack(torps_ok=False)
6356 elif cmd == "DAMAGES": # damage reports
6358 elif cmd == "CHART": # chart
6360 elif cmd == "IMPULSE": # impulse
6362 elif cmd == "REST": # rest
6366 elif cmd == "WARP": # warp
6368 elif cmd == "SCORE": # score
6370 elif cmd == "SENSORS": # sensors
6372 elif cmd == "ORBIT": # orbit
6376 elif cmd == "TRANSPORT": # transport "beam"
6378 elif cmd == "MINE": # mine
6382 elif cmd == "CRYSTALS": # crystals
6386 elif cmd == "SHUTTLE": # shuttle
6390 elif cmd == "PLANETS": # Planet list
6392 elif cmd == "REPORT": # Game Report
6394 elif cmd == "COMPUTER": # use COMPUTER!
6396 elif cmd == "COMMANDS":
6398 elif cmd == "EMEXIT": # Emergency exit
6399 clrscr() # Hide screen
6400 freeze(True) # forced save
6401 raise SysExit,1 # And quick exit
6402 elif cmd == "PROBE":
6403 probe() # Launch probe
6406 elif cmd == "ABANDON": # Abandon Ship
6408 elif cmd == "DESTRUCT": # Self Destruct
6410 elif cmd == "SAVE": # Save Game
6413 if game.skill > SKILL_GOOD:
6414 prout(_("WARNING--Saved games produce no plaques!"))
6415 elif cmd == "DEATHRAY": # Try a desparation measure
6419 elif cmd == "DEBUGCMD": # What do we want for debug???
6421 elif cmd == "MAYDAY": # Call for help
6426 game.alldone = True # quit the game
6431 break # Game has ended
6432 if game.optime != 0.0:
6435 break # Events did us in
6436 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6439 if hitme and not game.justin:
6440 attack(torps_ok=True)
6443 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6455 if cmd == IHR: s = _("Romulan")
6456 elif cmd == IHK: s = _("Klingon")
6457 elif cmd == IHC: s = _("Commander")
6458 elif cmd == IHS: s = _("Super-commander")
6459 elif cmd == IHSTAR: s = _("Star")
6460 elif cmd == IHP: s = _("Planet")
6461 elif cmd == IHB: s = _("Starbase")
6462 elif cmd == IHBLANK: s = _("Black hole")
6463 elif cmd == IHT: s = _("Tholian")
6464 elif cmd == IHWEB: s = _("Tholian web")
6465 elif cmd == IHQUEST: s = _("Stranger")
6466 elif cmd == IHW: s = _("Inhabited World")
6467 else: s = "Unknown??"
6470 def crmena(stars, enemy, loctype, w):
6471 # print an enemy and his location
6477 if loctype == "quadrant":
6478 buf = _("Quadrant ")
6479 elif loctype == "sector":
6484 # print our ship name
6485 if game.ship == IHE:
6487 elif game.ship == IHF:
6488 s = _("Faerie Queene")
6494 # print a line of stars
6495 prouts("******************************************************")
6499 return -avrage*math.log(1e-7 + randreal())
6501 def randplace(size):
6502 # choose a random location
6504 w.x = randrange(size)
6505 w.y = randrange(size)
6515 # Get a token from the user
6518 # Fill the token quue if nothing here
6519 while not self.inqueue:
6521 if curwnd==prompt_window:
6523 setwnd(message_window)
6527 # Skip leading white space
6528 line = line.lstrip()
6532 self.inqueue = line.lstrip().split() + [IHEOL]
6533 # From here on in it's all looking at the queue
6534 self.token = self.inqueue.pop(0)
6535 if self.token == IHEOL:
6539 self.real = float(self.token)
6545 self.token = self.token.lower()
6549 def push(self, toklist):
6550 self.inqueue += toklist
6552 # Demand input for next scan
6554 self.real = self.token = None
6556 # return IHEOL next time
6558 self.real = self.token = None
6560 # compares s to item and returns true if it matches to the length of s
6561 return s.startswith(self.token)
6563 # Round token value to nearest integer
6564 return int(round(scanner.real))
6567 # yes-or-no confirmation
6572 if scanner.token == 'y':
6574 if scanner.token == 'n':
6576 proutn(_("Please answer with \"y\" or \"n\": "))
6579 # complain about unparseable input
6582 prout(_("Beg your pardon, Captain?"))
6586 # access to the internals for debugging
6587 proutn("Reset levels? ")
6589 if game.energy < game.inenrg:
6590 game.energy = game.inenrg
6591 game.shield = game.inshld
6592 game.torps = game.intorps
6593 game.lsupres = game.inlsr
6594 proutn("Reset damage? ")
6596 for i in range(NDEVICES):
6597 if game.damage[i] > 0.0:
6598 game.damage[i] = 0.0
6599 proutn("Toggle debug flag? ")
6603 prout("Debug output ON")
6605 prout("Debug output OFF")
6606 proutn("Cause selective damage? ")
6608 for i in range(NDEVICES):
6613 key = scanner.next()
6614 if key == IHALPHA and scanner.sees("y"):
6615 game.damage[i] = 10.0
6616 proutn("Examine/change events? ")
6621 FSNOVA: "Supernova ",
6624 FBATTAK: "Base Attack ",
6625 FCDBAS: "Base Destroy ",
6626 FSCMOVE: "SC Move ",
6627 FSCDBAS: "SC Base Destroy ",
6628 FDSPROB: "Probe Move ",
6629 FDISTR: "Distress Call ",
6630 FENSLV: "Enslavement ",
6631 FREPRO: "Klingon Build ",
6633 for i in range(1, NEVENTS):
6636 proutn("%.2f" % (scheduled(i)-game.state.date))
6637 if i == FENSLV or i == FREPRO:
6639 proutn(" in %s" % ev.quadrant)
6644 key = scanner.next()
6649 ev = schedule(i, scanner.real)
6650 if i == FENSLV or i == FREPRO:
6652 proutn("In quadrant- ")
6653 key = scanner.next()
6654 # IHEOL says to leave coordinates as they are
6657 prout("Event %d canceled, no x coordinate." % (i))
6660 w.x = int(round(scanner.real))
6661 key = scanner.next()
6663 prout("Event %d canceled, no y coordinate." % (i))
6666 w.y = int(round(scanner.real))
6669 proutn("Induce supernova here? ")
6671 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6674 if __name__ == '__main__':
6676 global line, thing, game, idebug
6682 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_PLAIN | OPTION_ALMY)
6683 # Disable curses mode until the game logic is working.
6684 # if os.getenv("TERM"):
6685 # game.options |= OPTION_CURSES | OPTION_SHOWME
6687 game.options |= OPTION_TTY
6688 seed = int(time.time())
6689 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6690 for (switch, val) in options:
6693 replayfp = open(val, "r")
6695 sys.stderr.write("sst: can't open replay file %s\n" % val)
6698 line = replayfp.readline().strip()
6699 (leader, key, seed) = line.split()
6701 sys.stderr.write("sst2k: seed set to %s\n" % seed)
6702 line = replayfp.readline().strip()
6703 arguments += line.split()[2:]
6705 sys.stderr.write("sst: replay file %s is ill-formed\n"% val)
6707 game.options |= OPTION_TTY
6708 game.options &=~ OPTION_CURSES
6709 elif switch == '-t':
6710 game.options |= OPTION_TTY
6711 game.options &=~ OPTION_CURSES
6712 elif switch == '-x':
6715 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6717 # where to save the input in case of bugs
6719 logfp = open("/usr/tmp/sst-input.log", "w")
6721 sys.stderr.write("sst: warning, can't open logfile\n")
6723 logfp.write("# seed %s\n" % seed)
6724 logfp.write("# options %s\n" % " ".join(arguments))
6726 scanner = sstscanner()
6727 scanner.push(arguments)
6730 while True: # Play a game
6731 setwnd(fullscreen_window)
6737 game.alldone = False
6743 if game.tourn and game.alldone:
6744 proutn(_("Do you want your score recorded?"))
6749 proutn(_("Do you want to play again? "))
6753 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))
6757 except KeyboardInterrupt: