3 sst.py =-- Super Star Trek in Python
5 This code is a Python translation of a C translation of a FORTRAN original.
6 The FORTRANness still shows in many ways, notably the use of a lot of
7 parallel arrays where a more modern language would use structures
8 or objects. (However, 1-origin array indexing was fixed.)
12 SRSCAN, MOVE, PHASERS, CALL, STATUS, IMPULSE, PHOTONS, ABANDON,
13 LRSCAN, WARP, SHIELDS, DESTRUCT, CHART, REST, DOCK, QUIT, and DAMAGE
14 were in the original non-"super" version of UT FORTRAN Star Trek.
16 Tholians were not in the original. Dave is dubious about their merits.
17 (They are now controlled by OPTION_THOLIAN and turned off if the game
20 Planets and dilithium crystals were not in the original. Dave is OK
21 with this idea. (It's now controlled by OPTION_PLANETS and turned
22 off if the game type is "plain".)
24 Dave says the bit about the Galileo getting turned into a
25 McDonald's is "consistant with our original vision". (This has been
26 left permanently enabled, as it can only happen if OPTION_PLANETS
29 Dave also says the Space Thingy should not be preserved across saved
30 games, so you can't prove to others that you've seen it. He says it
31 shouldn't fire back, either. It should do nothing except scream and
32 disappear when hit by photon torpedos. It's OK that it may move
33 when attacked, but it didn't in the original. (Whether the Thingy
34 can fire back is now controlled by OPTION_THINGY and turned off if the
35 game type is "plain" or "almy". The no-save behavior has been restored.)
37 The Faerie Queen, black holes, and time warping were in the original.
39 Here are Tom Almy's changes:
41 In early 1997, I got the bright idea to look for references to
42 "Super Star Trek" on the World Wide Web. There weren't many hits,
43 but there was one that came up with 1979 Fortran sources! This
44 version had a few additional features that mine didn't have,
45 however mine had some feature it didn't have. So I merged its
46 features that I liked. I also took a peek at the DECUS version (a
47 port, less sources, to the PDP-10), and some other variations.
49 1, Compared to the original UT version, I've changed the "help" command to
50 "call" and the "terminate" command to "quit" to better match
51 user expectations. The DECUS version apparently made those changes
52 as well as changing "freeze" to "save". However I like "freeze".
53 (Both "freeze" and "save" work in SST2K.)
55 2. The experimental deathray originally had only a 5% chance of
56 success, but could be used repeatedly. I guess after a couple
57 years of use, it was less "experimental" because the 1979
58 version had a 70% success rate. However it was prone to breaking
59 after use. I upgraded the deathray, but kept the original set of
60 failure modes (great humor!). (Now controlled by OPTION_DEATHRAY
61 and turned off if game type is "plain".)
63 3. The 1979 version also mentions srscan and lrscan working when
64 docked (using the starbase's scanners), so I made some changes here
65 to do this (and indicating that fact to the player), and then realized
66 the base would have a subspace radio as well -- doing a Chart when docked
67 updates the star chart, and all radio reports will be heard. The Dock
68 command will also give a report if a base is under attack.
70 4. Tholian Web from the 1979 version. (Now controlled by
71 OPTION_THOLIAN and turned off if game type is "plain".)
73 5. Enemies can ram the Enterprise. (Now controlled by OPTION_RAMMING
74 and turned off if game type is "plain".)
76 6. Regular Klingons and Romulans can move in Expert and Emeritus games.
77 This code could use improvement. (Now controlled by OPTION_MVBADDY
78 and turned off if game type is "plain".)
80 7. The deep-space probe feature from the DECUS version. (Now controlled
81 by OPTION_PROBE and turned off if game type is "plain").
83 8. 'emexit' command from the 1979 version.
85 9. Bugfix: Klingon commander movements are no longer reported if long-range
88 10. Bugfix: Better base positioning at startup (more spread out).
89 That made sense to add because most people abort games with
92 In June 2002, I fixed two known bugs and a documentation typo.
93 In June 2004 I fixed a number of bugs involving: 1) parsing invalid
94 numbers, 2) manual phasers when SR scan is damaged and commander is
95 present, 3) time warping into the future, 4) hang when moving
96 klingons in crowded quadrants. (These fixes are in SST2K.)
98 Here are Stas Sergeev's changes:
100 1. The Space Thingy can be shoved, if you ram it, and can fire back if
101 fired upon. (Now controlled by OPTION_THINGY and turned off if game
102 type is "plain" or "almy".)
104 2. When you are docked, base covers you with an almost invincible shield.
105 (A commander can still ram you, or a Romulan can destroy the base,
106 or a SCom can even succeed with direct attack IIRC, but this rarely
107 happens.) (Now controlled by OPTION_BASE and turned off if game
108 type is "plain" or "almy".)
110 3. Ramming a black hole is no longer instant death. There is a
111 chance you might get timewarped instead. (Now controlled by
112 OPTION_BLKHOLE and turned off if game type is "plain" or "almy".)
114 4. The Tholian can be hit with phasers.
116 5. SCom can't escape from you if no more enemies remain
117 (without this, chasing SCom can take an eternity).
119 6. Probe target you enter is now the destination quadrant. Before I don't
120 remember what it was, but it was something I had difficulty using.
122 7. Secret password is now autogenerated.
124 8. "Plaque" is adjusted for A4 paper :-)
126 9. Phasers now tells you how much energy needed, but only if the computer
129 10. Planets are auto-scanned when you enter the quadrant.
131 11. Mining or using crystals in presense of enemy now yields an attack.
132 There are other minor adjustments to what yields an attack
135 12. "freeze" command reverts to "save", most people will understand this
136 better anyway. (SST2K recognizes both.)
138 13. Screen-oriented interface, with sensor scans always up. (SST2K
139 supports both screen-oriented and TTY modes.)
141 Eric Raymond's changes:
143 Mainly, I translated this C code out of FORTRAN into C -- created #defines
144 for a lot of magic numbers and refactored the heck out of it.
146 1. "sos" and "call" becomes "mayday", "freeze" and "save" are both good.
148 2. Status report now indicates when dilithium crystals are on board.
150 3. Per Dave Matuszek's remarks, Thingy state is never saved across games.
152 4. Added game option selection so you can play a close (but not bug-for-
153 bug identical) approximation of older versions.
155 5. Half the quadrants now have inhabited planets, from which one
156 cannot mine dilithium (there will still be the same additional number
157 of dilithium-bearing planets). Torpedoing an inhabited world is *bad*.
158 There is BSD-Trek-like logic for Klingons to attack and enslave
159 inhabited worlds, producing more ships (only is skill is 'good' or
160 better). (Controlled by OPTION_WORLDS and turned off if game
161 type is "plain" or "almy".)
163 6. User input is now logged so we can do regression testing.
165 7. More BSD-Trek features: You can now lose if your entire crew
166 dies in battle. When abandoning ship in a game with inhabited
167 worlds enabled, they must have one in the quadrant to beam down
168 to; otherwise they die in space and this counts heavily against
169 your score. Docking at a starbase replenishes your crew.
171 8. Still more BSD-Trek: we now have a weighted damage table.
172 Also, the nav subsystem (enabling automatic course
173 setting) can be damaged separately from the main computer (which
174 handles weapons targeting, ETA calculation, and self-destruct).
176 import os, sys, math, curses, time, atexit, readline, cPickle, random, getopt
178 SSTDOC = "/usr/share/doc/sst/sst.doc"
181 # Stub to be replaced
182 def _(str): return str
186 NINHAB = (GALSIZE * GALSIZE / 2)
188 PLNETMAX = (NINHAB + MAXUNINHAB)
191 BASEMAX = (GALSIZE * GALSIZE / 12)
194 FULLCREW = 428 # BSD Trek was 387, that's wrong
197 # These functions hide the difference between 0-origin and 1-origin addressing.
198 def VALID_QUADRANT(x, y): return ((x)>=0 and (x)<GALSIZE and (y)>=0 and (y)<GALSIZE)
199 def VALID_SECTOR(x, y): return ((x)>=0 and (x)<QUADSIZE and (y)>=0 and (y)<QUADSIZE)
201 def square(i): return ((i)*(i))
202 def distance(c1, c2): return math.sqrt(square(c1.x - c2.x) + square(c1.y - c2.y))
203 def invalidate(w): w.x = w.y = 0
204 def is_valid(w): return (w.x != 0 and w.y != 0)
206 # How to represent features
231 def __init__(self, x=None, y=None):
234 def invalidate(self):
235 self.x = self.y = None
237 return self.x != None and self.y != None
238 def __eq__(self, other):
239 return other != None and self.x == other.y and self.x == other.y
240 def __add__(self, other):
241 return coord(self.x+self.x, self.y+self.y)
242 def __sub__(self, other):
243 return coord(self.x-self.x, self.y-self.y)
244 def distance(self, other):
245 return math.sqrt((self.x - other.x)**2 + (self.y - other.y)**2)
247 return coord(self.x / abs(x), self.y / abs(y));
251 return "%s - %s" % (self.x+1, self.y+1)
256 self.name = None # string-valued if inhabited
257 self.w = coord() # quadrant located
258 self.pclass = None # could be ""M", "N", "O", or "destroyed"
259 self.crystals = "absent"# could be "mined", "present", "absent"
260 self.known = "unknown" # could be "unknown", "known", "shuttle_down"
261 self.inhabited = False # is it inhabites?
272 self.supernova = None
274 self.status = None # Could be "secure", "distressed", "enslaved"
282 def fill2d(size, fillfun):
283 "Fill an empty list in 2D."
285 for i in range(size):
287 for j in range(size):
288 lst[i].append(fillfun(i, j))
293 self.snap = False # snapshot taken
294 self.crew = 0 # crew complement
295 self.remkl = 0 # remaining klingons
296 self.remcom = 0 # remaining commanders
297 self.nscrem = 0 # remaining super commanders
298 self.rembase = 0 # remaining bases
299 self.starkl = 0 # destroyed stars
300 self.basekl = 0 # destroyed bases
301 self.nromrem = 0 # Romulans remaining
302 self.nplankl = 0 # destroyed uninhabited planets
303 self.nworldkl = 0 # destroyed inhabited planets
304 self.planets = [] # Planet information
305 self.date = 0.0 # stardate
306 self.remres = 0 # remaining resources
307 self.remtime = 0 # remaining time
308 self.baseq = [] # Base quadrant coordinates
309 for i in range(BASEMAX):
310 self.baseq.append(coord())
311 self.kcmdr = [] # Commander quadrant coordinates
312 for i in range(QUADSIZE):
313 self.kcmdr.append(coord())
314 self.kscmdr = coord() # Supercommander quadrant coordinates
315 # the galaxy (subscript 0 not used)
316 self.galaxy = fill2d(GALSIZE, lambda i, j: quadrant())
317 # the starchart (subscript 0 not used)
318 self.chart = fill2d(GALSIZE, lambda i, j: page())
322 self.date = None # A real number
323 self.quadrant = None # A coord structure
326 OPTION_ALL = 0xffffffff
327 OPTION_TTY = 0x00000001 # old interface
328 OPTION_CURSES = 0x00000002 # new interface
329 OPTION_IOMODES = 0x00000003 # cover both interfaces
330 OPTION_PLANETS = 0x00000004 # planets and mining
331 OPTION_THOLIAN = 0x00000008 # Tholians and their webs
332 OPTION_THINGY = 0x00000010 # Space Thingy can shoot back
333 OPTION_PROBE = 0x00000020 # deep-space probes
334 OPTION_SHOWME = 0x00000040 # bracket Enterprise in chart
335 OPTION_RAMMING = 0x00000080 # enemies may ram Enterprise
336 OPTION_MVBADDY = 0x00000100 # more enemies can move
337 OPTION_BLKHOLE = 0x00000200 # black hole may timewarp you
338 OPTION_BASE = 0x00000400 # bases have good shields
339 OPTION_WORLDS = 0x00000800 # logic for inhabited worlds
340 OPTION_PLAIN = 0x01000000 # user chose plain game
341 OPTION_ALMY = 0x02000000 # user chose Almy variant
360 NDEVICES= 16 # Number of devices
369 def damaged(dev): return (game.damage[dev] != 0.0)
370 def communicating(): return not damaged(DRADIO) or game.condition=="docked"
372 # Define future events
373 FSPY = 0 # Spy event happens always (no future[] entry)
374 # can cause SC to tractor beam Enterprise
375 FSNOVA = 1 # Supernova
376 FTBEAM = 2 # Commander tractor beams Enterprise
377 FSNAP = 3 # Snapshot for time warp
378 FBATTAK = 4 # Commander attacks base
379 FCDBAS = 5 # Commander destroys base
380 FSCMOVE = 6 # Supercommander moves (might attack base)
381 FSCDBAS = 7 # Supercommander destroys base
382 FDSPROB = 8 # Move deep space probe
383 FDISTR = 9 # Emit distress call from an inhabited world
384 FENSLV = 10 # Inhabited word is enslaved */
385 FREPRO = 11 # Klingons build a ship in an enslaved system
389 # abstract out the event handling -- underlying data structures will change
390 # when we implement stateful events
392 def findevent(evtype): return game.future[evtype]
396 self.options = None # Game options
397 self.state = snapshot() # A snapshot structure
398 self.snapsht = snapshot() # Last snapshot taken for time-travel purposes
399 self.quad = fill2d(QUADSIZE, lambda i, j: IHDOT) # contents of our quadrant
400 self.kpower = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy energy levels
401 self.kdist = fill2d(QUADSIZE, lambda i, j: 0.0) # enemy distances
402 self.kavgd = fill2d(QUADSIZE, lambda i, j: 0.0) # average distances
403 self.damage = [0.0] * NDEVICES # damage encountered
404 self.future = [] # future events
405 for i in range(NEVENTS):
406 self.future.append(event())
407 self.passwd = None; # Self Destruct password
408 self.ks = fill2d(QUADSIZE, lambda i, j: coord()) # enemy sector locations
409 self.quadrant = None # where we are in the large
410 self.sector = None # where we are in the small
411 self.tholian = None # coordinates of Tholian
412 self.base = None # position of base in current quadrant
413 self.battle = None # base coordinates being attacked
414 self.plnet = None # location of planet in quadrant
415 self.probec = None # current probe quadrant
416 self.gamewon = False # Finished!
417 self.ididit = False # action taken -- allows enemy to attack
418 self.alive = False # we are alive (not killed)
419 self.justin = False # just entered quadrant
420 self.shldup = False # shields are up
421 self.shldchg = False # shield is changing (affects efficiency)
422 self.comhere = False # commander here
423 self.ishere = False # super-commander in quadrant
424 self.iscate = False # super commander is here
425 self.ientesc = False # attempted escape from supercommander
426 self.ithere = False # Tholian is here
427 self.resting = False # rest time
428 self.icraft = False # Kirk in Galileo
429 self.landed = False # party on planet (true), on ship (false)
430 self.alldone = False # game is now finished
431 self.neutz = False # Romulan Neutral Zone
432 self.isarmed = False # probe is armed
433 self.inorbit = False # orbiting a planet
434 self.imine = False # mining
435 self.icrystl = False # dilithium crystals aboard
436 self.iseenit = False # seen base attack report
437 self.thawed = False # thawed game
438 self.condition = None # "green", "yellow", "red", "docked", "dead"
439 self.iscraft = None # "onship", "offship", "removed"
440 self.skill = None # Player skill level
441 self.inkling = 0 # initial number of klingons
442 self.inbase = 0 # initial number of bases
443 self.incom = 0 # initial number of commanders
444 self.inscom = 0 # initial number of commanders
445 self.inrom = 0 # initial number of commanders
446 self.instar = 0 # initial stars
447 self.intorps = 0 # initial/max torpedoes
448 self.torps = 0 # number of torpedoes
449 self.ship = 0 # ship type -- 'E' is Enterprise
450 self.abandoned = 0 # count of crew abandoned in space
451 self.length = 0 # length of game
452 self.klhere = 0 # klingons here
453 self.casual = 0 # causalties
454 self.nhelp = 0 # calls for help
455 self.nkinks = 0 # count of energy-barrier crossings
456 self.iplnet = None # planet # in quadrant
457 self.inplan = 0 # initial planets
458 self.nenhere = 0 # number of enemies in quadrant
459 self.irhere = 0 # Romulans in quadrant
460 self.isatb = 0 # =1 if super commander is attacking base
461 self.tourn = 0 # tournament number
462 self.proben = 0 # number of moves for probe
463 self.nprobes = 0 # number of probes available
464 self.inresor = 0.0 # initial resources
465 self.intime = 0.0 # initial time
466 self.inenrg = 0.0 # initial/max energy
467 self.inshld = 0.0 # initial/max shield
468 self.inlsr = 0.0 # initial life support resources
469 self.indate = 0.0 # initial date
470 self.energy = 0.0 # energy level
471 self.shield = 0.0 # shield level
472 self.warpfac = 0.0 # warp speed
473 self.wfacsq = 0.0 # squared warp factor
474 self.lsupres = 0.0 # life support reserves
475 self.dist = 0.0 # movement distance
476 self.direc = 0.0 # movement direction
477 self.optime = 0.0 # time taken by current operation
478 self.docfac = 0.0 # repair factor when docking (constant?)
479 self.damfac = 0.0 # damage factor
480 self.lastchart = 0.0 # time star chart was last updated
481 self.cryprob = 0.0 # probability that crystal will work
482 self.probex = 0.0 # location of probe
484 self.probeinx = 0.0 # probe x,y increment
485 self.probeiny = 0.0 #
486 self.height = 0.0 # height of orbit around planet
488 # Stas thinks this should be (C expression):
489 # game.state.remkl + game.state.remcom > 0 ?
490 # game.state.remres/(game.state.remkl + 4*game.state.remcom) : 99
491 # He says the existing expression is prone to divide-by-zero errors
492 # after killing the last klingon when score is shown -- perhaps also
493 # if the only remaining klingon is SCOM.
494 game.state.remtime = game.state.remres/(game.state.remkl + 4*game.state.remcom)
495 # From enumerated type 'feature'
516 # From enumerated type 'FINTYPE'
540 # From enumerated type 'COLORS'
559 # Code from ai.c begins here
561 def tryexit(look, ienm, loccom, irun):
562 # a bad guy attempts to bug out
564 iq.x = game.quadrant.x+(look.x+(QUADSIZE-1))/QUADSIZE - 1
565 iq.y = game.quadrant.y+(look.y+(QUADSIZE-1))/QUADSIZE - 1
566 if not VALID_QUADRANT(iq.x,iq.y) or \
567 game.state.galaxy[iq.x][iq.y].supernova or \
568 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
569 return False; # no can do -- neg energy, supernovae, or >MAXKLQUAD-1 Klingons
571 return False; # Romulans cannot escape!
573 # avoid intruding on another commander's territory
575 for n in range(game.state.remcom):
576 if game.state.kcmdr[n] == iq:
578 # refuse to leave if currently attacking starbase
579 if game.battle == game.quadrant:
581 # don't leave if over 1000 units of energy
582 if game.kpower[loccom] > 1000.0:
584 # print escape message and move out of quadrant.
585 # we know this if either short or long range sensors are working
586 if not damaged(DSRSENS) or not damaged(DLRSENS) or \
587 game.condition == docked:
588 crmena(True, ienm, "sector", game.ks[loccom])
589 prout(_(" escapes to Quadrant %s (and regains strength).") % q)
590 # handle local matters related to escape
591 game.quad[game.ks[loccom].x][game.ks[loccom].y] = IHDOT
592 game.ks[loccom] = game.ks[game.nenhere]
593 game.kavgd[loccom] = game.kavgd[game.nenhere]
594 game.kpower[loccom] = game.kpower[game.nenhere]
595 game.kdist[loccom] = game.kdist[game.nenhere]
598 if game.condition != docked:
600 # Handle global matters related to escape
601 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
602 game.state.galaxy[iq.x][iq.y].klingons += 1
608 schedule(FSCMOVE, 0.2777)
612 for n in range(game.state.remcom):
613 if game.state.kcmdr[n] == game.quadrant:
614 game.state.kcmdr[n]=iq
617 return True; # success
620 # The bad-guy movement algorithm:
622 # 1. Enterprise has "force" based on condition of phaser and photon torpedoes.
623 # If both are operating full strength, force is 1000. If both are damaged,
624 # force is -1000. Having shields down subtracts an additional 1000.
626 # 2. Enemy has forces equal to the energy of the attacker plus
627 # 100*(K+R) + 500*(C+S) - 400 for novice through good levels OR
628 # 346*K + 400*R + 500*(C+S) - 400 for expert and emeritus.
630 # Attacker Initial energy levels (nominal):
631 # Klingon Romulan Commander Super-Commander
632 # Novice 400 700 1200
634 # Good 450 800 1300 1750
635 # Expert 475 850 1350 1875
636 # Emeritus 500 900 1400 2000
637 # VARIANCE 75 200 200 200
639 # Enemy vessels only move prior to their attack. In Novice - Good games
640 # only commanders move. In Expert games, all enemy vessels move if there
641 # is a commander present. In Emeritus games all enemy vessels move.
643 # 3. If Enterprise is not docked, an aggressive action is taken if enemy
644 # forces are 1000 greater than Enterprise.
646 # Agressive action on average cuts the distance between the ship and
647 # the enemy to 1/4 the original.
649 # 4. At lower energy advantage, movement units are proportional to the
650 # advantage with a 650 advantage being to hold ground, 800 to move forward
651 # 1, 950 for two, 150 for back 4, etc. Variance of 100.
653 # If docked, is reduced by roughly 1.75*game.skill, generally forcing a
654 # retreat, especially at high skill levels.
656 # 5. Motion is limited to skill level, except for SC hi-tailing it out.
659 def movebaddy(com, loccom, ienm):
660 # tactical movement for the bad guys
661 next = coord(); look = coord()
663 # This should probably be just game.comhere + game.ishere
664 if game.skill >= SKILL_EXPERT:
665 nbaddys = ((game.comhere*2 + game.ishere*2+game.klhere*1.23+game.irhere*1.5)/2.0)
667 nbaddys = game.comhere + game.ishere
669 dist1 = game.kdist[loccom]
670 mdist = int(dist1 + 0.5); # Nearest integer distance
672 # If SC, check with spy to see if should hi-tail it
674 (game.kpower[loccom] <= 500.0 or (game.condition=="docked" and not damaged(DPHOTON))):
678 # decide whether to advance, retreat, or hold position
679 forces = game.kpower[loccom]+100.0*game.nenhere+400*(nbaddys-1)
681 forces += 1000; # Good for enemy if shield is down!
682 if not damaged(DPHASER) or not damaged(DPHOTON):
683 if damaged(DPHASER): # phasers damaged
686 forces -= 0.2*(game.energy - 2500.0)
687 if damaged(DPHOTON): # photon torpedoes damaged
690 forces -= 50.0*game.torps
692 # phasers and photon tubes both out!
695 if forces <= 1000.0 and game.condition != "docked": # Typical situation
696 motion = ((forces+200.0*random.random())/150.0) - 5.0
698 if forces > 1000.0: # Very strong -- move in for kill
699 motion = (1.0-square(random.random()))*dist1 + 1.0
700 if game.condition=="docked" and (game.options & OPTION_BASE): # protected by base -- back off !
701 motion -= game.skill*(2.0-square(random.random()))
703 proutn("=== MOTION = %d, FORCES = %1.2f, " % (motion, forces))
704 # don't move if no motion
707 # Limit motion according to skill
708 if abs(motion) > game.skill:
713 # calculate preferred number of steps
718 if motion > 0 and nsteps > mdist:
719 nsteps = mdist; # don't overshoot
720 if nsteps > QUADSIZE:
721 nsteps = QUADSIZE; # This shouldn't be necessary
723 nsteps = 1; # This shouldn't be necessary
725 proutn("NSTEPS = %d:" % nsteps)
726 # Compute preferred values of delta X and Y
727 mx = game.sector.x - com.x
728 my = game.sector.y - com.y
729 if 2.0 * abs(mx) < abs(my):
731 if 2.0 * abs(my) < abs(game.sector.x-com.x):
745 for ll in range(nsteps):
747 proutn(" %d" % (ll+1))
748 # Check if preferred position available
760 attempts = 0; # Settle mysterious hang problem
761 while attempts < 20 and not success:
763 if look.x < 0 or look.x >= QUADSIZE:
764 if motion < 0 and tryexit(look, ienm, loccom, irun):
766 if krawlx == mx or my == 0:
768 look.x = next.x + krawlx
770 elif look.y < 0 or look.y >= QUADSIZE:
771 if motion < 0 and tryexit(look, ienm, loccom, irun):
773 if krawly == my or mx == 0:
775 look.y = next.y + krawly
777 elif (game.options & OPTION_RAMMING) and game.quad[look.x][look.y] != IHDOT:
778 # See if we should ram ship
779 if game.quad[look.x][look.y] == game.ship and \
780 (ienm == IHC or ienm == IHS):
783 if krawlx != mx and my != 0:
784 look.x = next.x + krawlx
786 elif krawly != my and mx != 0:
787 look.y = next.y + krawly
790 break; # we have failed
802 # Put commander in place within same quadrant
803 game.quad[com.x][com.y] = IHDOT
804 game.quad[next.x][next.y] = ienm
807 game.ks[loccom] = next
808 game.kdist[loccom] = game.kavgd[loccom] = distance(game.sector, next)
809 if not damaged(DSRSENS) or game.condition == docked:
812 proutn(_(" from Sector %s") % com)
813 if game.kdist[loccom] < dist1:
814 proutn(_(" advances to "))
816 proutn(_(" retreats to "))
817 prout("Sector %s." % next)
820 # Klingon tactical movement
823 # Figure out which Klingon is the commander (or Supercommander)
826 for i in range(game.nenhere):
828 if game.quad[w.x][w.y] == IHC:
832 for i in range(game.nenhere):
834 if game.quad[w.x][w.y] == IHS:
837 # If skill level is high, move other Klingons and Romulans too!
838 # Move these last so they can base their actions on what the
840 if game.skill >= SKILL_EXPERT and (game.options & OPTION_MVBADDY):
841 for i in range(game.nenhere):
843 if game.quad[w.x][w.y] == IHK or game.quad[w.x][w.y] == IHR:
844 movebaddy(w, i, game.quad[w.x][w.y])
847 def movescom(iq, avoid):
848 # commander movement helper
849 if iq == game.quadrant or not VALID_QUADRANT(iq.x, iq.y) or \
850 game.state.galaxy[iq.x][iq.y].supernova or \
851 game.state.galaxy[iq.x][iq.y].klingons > MAXKLQUAD-1:
854 # Avoid quadrants with bases if we want to avoid Enterprise
855 for i in range(game.state.rembase):
856 if game.state.baseq[i] == iq:
858 if game.justin and not game.iscate:
861 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons -= 1
862 game.state.kscmdr = iq
863 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].klingons += 1
865 # SC has scooted, Remove him from current quadrant
871 for i in range(game.nenhere):
872 if game.quad[game.ks[i].x][game.ks[i].y] == IHS:
874 game.quad[game.ks[i].x][game.ks[i].y] = IHDOT
875 game.ks[i] = game.ks[game.nenhere]
876 game.kdist[i] = game.kdist[game.nenhere]
877 game.kavgd[i] = game.kavgd[game.nenhere]
878 game.kpower[i] = game.kpower[game.nenhere]
881 if game.condition!=docked:
884 # check for a helpful planet
885 for i in range(game.inplan):
886 if game.state.planets[i].w == game.state.kscmdr and \
887 game.state.planets[i].crystals == "present":
889 game.state.planets[i].pclass = "destroyed"
890 game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].planet = None
893 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
894 proutn(_(" a planet in Quadrant %s has been destroyed") % game.state.kscmdr)
895 prout(_(" by the Super-commander.\""))
897 return False; # looks good!
899 def supercommander():
900 # move the Super Commander
901 iq = coord(); sc = coord(); ibq = coord(); idelta = coord()
904 prout("== SUPERCOMMANDER")
905 # Decide on being active or passive
906 avoid = ((game.incom - game.state.remcom + game.inkling - game.state.remkl)/(game.state.date+0.01-game.indate) < 0.1*game.skill*(game.skill+1.0) or \
907 (game.state.date-game.indate) < 3.0)
908 if not game.iscate and avoid:
909 # compute move away from Enterprise
910 idelta = game.state.kscmdr-game.quadrant
911 if math.sqrt(idelta.x*idelta.x+idelta.y*idelta.y) > 2.0:
913 idelta.x = game.state.kscmdr.y-game.quadrant.y
914 idelta.y = game.quadrant.x-game.state.kscmdr.x
916 # compute distances to starbases
917 if game.state.rembase <= 0:
921 sc = game.state.kscmdr
922 for i in range(game.state.rembase):
923 basetbl.append((i, distance(game.state.baseq[i], sc)))
924 if game.state.rembase > 1:
925 basetbl.sort(lambda x, y: cmp(x[1]. y[1]))
926 # look for nearest base without a commander, no Enterprise, and
927 # without too many Klingons, and not already under attack.
928 ifindit = iwhichb = 0
929 for i2 in range(game.state.rembase):
930 i = basetbl[i2][0]; # bug in original had it not finding nearest
931 ibq = game.state.baseq[i]
932 if ibq == game.quadrant or ibq == game.battle or \
933 game.state.galaxy[ibq.x][ibq.y].supernova or \
934 game.state.galaxy[ibq.x][ibq.y].klingons > MAXKLQUAD-1:
936 # if there is a commander, and no other base is appropriate,
937 # we will take the one with the commander
938 for j in range(game.state.remcom):
939 if ibq == game.state.kcmdr[j] and ifindit!= 2:
943 if j > game.state.remcom: # no commander -- use this one
948 return; # Nothing suitable -- wait until next time
949 ibq = game.state.baseq[iwhichb]
950 # decide how to move toward base
951 idelta = ibq - game.state.kscmdr
952 # Maximum movement is 1 quadrant in either or both axes
953 idelta = idelta.sgn()
954 # try moving in both x and y directions
955 # there was what looked like a bug in the Almy C code here,
956 # but it might be this translation is just wrong.
957 iq = game.state.kscmdr + idelta
958 if movescom(iq, avoid):
959 # failed -- try some other maneuvers
960 if idelta.x==0 or idelta.y==0:
963 iq.y = game.state.kscmdr.y + 1
964 if movescom(iq, avoid):
965 iq.y = game.state.kscmdr.y - 1
968 iq.x = game.state.kscmdr.x + 1
969 if movescom(iq, avoid):
970 iq.x = game.state.kscmdr.x - 1
973 # try moving just in x or y
974 iq.y = game.state.kscmdr.y
975 if movescom(iq, avoid):
976 iq.y = game.state.kscmdr.y + idelta.y
977 iq.x = game.state.kscmdr.x
980 if game.state.rembase == 0:
983 for i in range(game.state.rembase):
984 ibq = game.state.baseq[i]
985 if ibq == game.state.kscmdr and game.state.kscmdr == game.battle:
988 return; # no, don't attack base!
991 schedule(FSCDBAS, 1.0 +2.0*random.random())
992 if is_scheduled(FCDBAS):
993 postpone(FSCDBAS, scheduled(FCDBAS)-game.state.date)
994 if not communicating():
998 prout(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") \
1000 prout(_(" reports that it is under attack from the Klingon Super-commander."))
1001 proutn(_(" It can survive until stardate %d.\"") \
1002 % int(scheduled(FSCDBAS)))
1003 if not game.resting:
1005 prout(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
1008 game.resting = False
1009 game.optime = 0.0; # actually finished
1011 # Check for intelligence report
1013 (random.random() > 0.2 or \
1014 (not communicating()) or \
1015 not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].charted):
1018 prout(_("Lt. Uhura- \"Captain, Starfleet Intelligence reports"))
1019 proutn(_(" the Super-commander is in Quadrant %s,") % game.state.kscmdr)
1024 if not game.ithere or game.justin:
1027 if game.tholian.x == 0 and game.tholian.y == 0:
1028 idx = 0; idy = QUADSIZE-1
1029 elif game.tholian.x == 0 and game.tholian.y == QUADSIZE-1:
1030 idx = QUADSIZE-1; idy = QUADSIZE-1
1031 elif game.tholian.x == QUADSIZE-1 and game.tholian.y == QUADSIZE-1:
1032 idx = QUADSIZE-1; idy = 0
1033 elif game.tholian.x == QUADSIZE-1 and game.tholian.y == 0:
1036 # something is wrong!
1040 # do nothing if we are blocked
1041 if game.quad[idx][idy]!= IHDOT and game.quad[idx][idy]!= IHWEB:
1043 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1045 if game.tholian.x != idx:
1047 im = math.fabs(idx - game.tholian.x)*1.0/(idx - game.tholian.x)
1048 while game.tholian.x != idx:
1049 game.tholian.x += im
1050 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1051 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1052 elif game.tholian.y != idy:
1054 im = math.fabs(idy - game.tholian.y)*1.0/(idy - game.tholian.y)
1055 while game.tholian.y != idy:
1056 game.tholian.y += im
1057 if game.quad[game.tholian.x][game.tholian.y]==IHDOT:
1058 game.quad[game.tholian.x][game.tholian.y] = IHWEB
1059 game.quad[game.tholian.x][game.tholian.y] = IHT
1060 game.ks[game.nenhere] = game.tholian
1062 # check to see if all holes plugged
1063 for i in range(QUADSIZE):
1064 if game.quad[0][i]!=IHWEB and game.quad[0][i]!=IHT:
1066 if game.quad[QUADSIZE][i]!=IHWEB and game.quad[QUADSIZE][i]!=IHT:
1068 if game.quad[i][0]!=IHWEB and game.quad[i][0]!=IHT:
1070 if game.quad[i][QUADSIZE]!=IHWEB and game.quad[i][QUADSIZE]!=IHT:
1072 # All plugged up -- Tholian splits
1073 game.quad[game.tholian.x][game.tholian.y]=IHWEB
1075 crmena(True, IHT, "sector", game.tholian)
1076 prout(_(" completes web."))
1081 # Code from battle.c begins here
1083 def doshield(shraise):
1084 # change shield status
1092 if isit("transfer"):
1096 if damaged(DSHIELD):
1097 prout(_("Shields damaged and down."))
1104 proutn(_("Do you wish to change shield energy? "))
1106 proutn(_("Energy to transfer to shields- "))
1108 elif damaged(DSHIELD):
1109 prout(_("Shields damaged and down."))
1112 proutn(_("Shields are up. Do you want them down? "))
1119 proutn(_("Shields are down. Do you want them up? "))
1125 if action == "SHUP": # raise shields
1127 prout(_("Shields already up."))
1131 if game.condition != "docked":
1133 prout(_("Shields raised."))
1134 if game.energy <= 0:
1136 prout(_("Shields raising uses up last of energy."))
1141 elif action == "SHDN":
1143 prout(_("Shields already down."))
1147 prout(_("Shields lowered."))
1150 elif action == "NRG":
1151 while scan() != IHREAL:
1153 proutn(_("Energy to transfer to shields- "))
1157 if aaitem > game.energy:
1158 prout(_("Insufficient ship energy."))
1161 if game.shield+aaitem >= game.inshld:
1162 prout(_("Shield energy maximized."))
1163 if game.shield+aaitem > game.inshld:
1164 prout(_("Excess energy requested returned to ship energy"))
1165 game.energy -= game.inshld-game.shield
1166 game.shield = game.inshld
1168 if aaitem < 0.0 and game.energy-aaitem > game.inenrg:
1169 # Prevent shield drain loophole
1171 prout(_("Engineering to bridge--"))
1172 prout(_(" Scott here. Power circuit problem, Captain."))
1173 prout(_(" I can't drain the shields."))
1176 if game.shield+aaitem < 0:
1177 prout(_("All shield energy transferred to ship."))
1178 game.energy += game.shield
1181 proutn(_("Scotty- \""))
1183 prout(_("Transferring energy to shields.\""))
1185 prout(_("Draining energy from shields.\""))
1186 game.shield += aaitem
1187 game.energy -= aaitem
1191 # choose a device to damage, at random.
1193 # Quoth Eric Allman in the code of BSD-Trek:
1194 # "Under certain conditions you can get a critical hit. This
1195 # sort of hit damages devices. The probability that a given
1196 # device is damaged depends on the device. Well protected
1197 # devices (such as the computer, which is in the core of the
1198 # ship and has considerable redundancy) almost never get
1199 # damaged, whereas devices which are exposed (such as the
1200 # warp engines) or which are particularly delicate (such as
1201 # the transporter) have a much higher probability of being
1204 # This is one place where OPTION_PLAIN does not restore the
1205 # original behavior, which was equiprobable damage across
1206 # all devices. If we wanted that, we'd return NDEVICES*random.random()
1207 # and have done with it. Also, in the original game, DNAVYS
1208 # and DCOMPTR were the same device.
1210 # Instead, we use a table of weights similar to the one from BSD Trek.
1211 # BSD doesn't have the shuttle, shield controller, death ray, or probes.
1212 # We don't have a cloaking device. The shuttle got the allocation
1213 # for the cloaking device, then we shaved a half-percent off
1214 # everything to have some weight to give DSHCTRL/DDRAY/DDSP.
1217 105, # DSRSENS: short range scanners 10.5%
1218 105, # DLRSENS: long range scanners 10.5%
1219 120, # DPHASER: phasers 12.0%
1220 120, # DPHOTON: photon torpedoes 12.0%
1221 25, # DLIFSUP: life support 2.5%
1222 65, # DWARPEN: warp drive 6.5%
1223 70, # DIMPULS: impulse engines 6.5%
1224 145, # DSHIELD: deflector shields 14.5%
1225 30, # DRADIO: subspace radio 3.0%
1226 45, # DSHUTTL: shuttle 4.5%
1227 15, # DCOMPTR: computer 1.5%
1228 20, # NAVCOMP: navigation system 2.0%
1229 75, # DTRANSP: transporter 7.5%
1230 20, # DSHCTRL: high-speed shield controller 2.0%
1231 10, # DDRAY: death ray 1.0%
1232 30, # DDSP: deep-space probes 3.0%
1234 idx = random.random() * 1000.0 # weights must sum to 1000
1236 for (i, w) in enumerate(weights):
1240 return None; # we should never get here
1242 def ram(ibumpd, ienm, w):
1243 # make our ship ram something
1244 prouts(_("***RED ALERT! RED ALERT!"))
1246 prout(_("***COLLISION IMMINENT."))
1250 hardness = {IHR:1.5, IHC:2.0, IHS:2.5, IHT:0.5, IHQUEST:4.0}.get(ienm, 1.0)
1252 proutn(_(" rammed by "))
1255 crmena(False, ienm, sector, w)
1257 proutn(_(" (original position)"))
1259 deadkl(w, ienm, game.sector)
1262 prout(_(" heavily damaged."))
1263 icas = 10.0+20.0*random.random()
1264 prout(_("***Sickbay reports %d casualties"), icas)
1266 game.state.crew -= icas
1268 # In the pre-SST2K version, all devices got equiprobably damaged,
1269 # which was silly. Instead, pick up to half the devices at
1270 # random according to our weighting table,
1272 ncrits = random.randrange(NDEVICES/2)
1273 for m in range(ncrits):
1275 if game.damage[dev] < 0:
1277 extradm = (10.0*hardness*random.random()+1.0)*game.damfac
1278 # Damage for at least time of travel!
1279 game.damage[dev] += game.optime + extradm
1281 prout(_("***Shields are down."))
1282 if game.state.remkl + game.state.remcom + game.state.nscrem:
1289 def torpedo(course, r, incoming, i, n):
1290 # let a photon torpedo fly
1293 ac = course + 0.25*r
1294 angle = (15.0-ac)*0.5235988
1295 bullseye = (15.0 - course)*0.5235988
1296 deltax = -math.sin(angle);
1297 deltay = math.cos(angle);
1298 x = incoming.x; y = incoming.y
1299 w = coord(); jw = coord()
1300 w.x = w.y = jw.x = jw.y = 0
1301 bigger = max(math.fabs(deltax), math.fabs(deltay))
1304 if not damaged(DSRSENS) or game.condition=="docked":
1305 setwnd(srscan_window)
1307 setwnd(message_window)
1308 # Loop to move a single torpedo
1309 for l in range(1, 15+1):
1314 if not VALID_SECTOR(w.x, w.y):
1316 iquad=game.quad[w.x][w.y]
1317 tracktorpedo(w, l, i, n, iquad)
1321 setwnd(message_window)
1322 if damaged(DSRSENS) and not game.condition=="docked":
1323 skip(1); # start new line after text track
1324 if iquad in (IHE, IHF): # Hit our ship
1326 proutn(_("Torpedo hits "))
1329 hit = 700.0 + 100.0*random.random() - \
1330 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1331 newcnd(); # we're blown out of dock
1332 # We may be displaced.
1333 if game.landed or game.condition=="docked":
1334 return hit # Cheat if on a planet
1335 ang = angle + 2.5*(random.random()-0.5)
1336 temp = math.fabs(math.sin(ang))
1337 if math.fabs(math.cos(ang)) > temp:
1338 temp = math.fabs(math.cos(ang))
1339 xx = -math.sin(ang)/temp
1340 yy = math.cos(ang)/temp
1343 if not VALID_SECTOR(jw.x, jw.y):
1345 if game.quad[jw.x][jw.y]==IHBLANK:
1348 if game.quad[jw.x][jw.y]!=IHDOT:
1349 # can't move into object
1354 elif iquad in (IHC, IHS): # Hit a commander
1355 if random.random() <= 0.05:
1356 crmena(True, iquad, sector, w)
1357 prout(_(" uses anti-photon device;"))
1358 prout(_(" torpedo neutralized."))
1360 elif iquad in (IHR, IHK): # Hit a regular enemy
1362 for ll in range(game.nenhere):
1363 if w == game.ks[ll]:
1365 kp = math.fabs(game.kpower[ll])
1366 h1 = 700.0 + 100.0*random.random() - \
1367 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1371 if game.kpower[ll] < 0:
1372 game.kpower[ll] -= -h1
1374 game.kpower[ll] -= h1
1375 if game.kpower[ll] == 0:
1378 crmena(True, iquad, "sector", w)
1379 # If enemy damaged but not destroyed, try to displace
1380 ang = angle + 2.5*(random.random()-0.5)
1381 temp = math.fabs(math.sin(ang))
1382 if math.fabs(math.cos(ang)) > temp:
1383 temp = math.fabs(math.cos(ang))
1384 xx = -math.sin(ang)/temp
1385 yy = math.cos(ang)/temp
1388 if not VALID_SECTOR(jw.x, jw.y):
1389 prout(_(" damaged but not destroyed."))
1391 if game.quad[jw.x][jw.y]==IHBLANK:
1392 prout(_(" buffeted into black hole."))
1393 deadkl(w, iquad, jw)
1395 if game.quad[jw.x][jw.y]!=IHDOT:
1396 # can't move into object
1397 prout(_(" damaged but not destroyed."))
1399 proutn(_(" damaged--"))
1403 elif iquad == IHB: # Hit a base
1405 prout(_("***STARBASE DESTROYED.."))
1406 for ll in range(game.state.rembase):
1407 if game.state.baseq[ll] == game.quadrant:
1408 game.state.baseq[ll]=game.state.baseq[game.state.rembase]
1410 game.quad[w.x][w.y]=IHDOT
1411 game.state.rembase -= 1
1412 game.base.x=game.base.y=0
1413 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase -= 1
1414 game.state.chart[game.quadrant.x][game.quadrant.y].starbase -= 1
1415 game.state.basekl += 1
1418 elif iquad == IHP: # Hit a planet
1419 crmena(True, iquad, sector, w)
1420 prout(_(" destroyed."))
1421 game.state.nplankl += 1
1422 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1423 game.iplnet.pclass = "destroyed"
1425 invalidate(game.plnet)
1426 game.quad[w.x][w.y] = IHDOT
1428 # captain perishes on planet
1431 elif iquad == IHW: # Hit an inhabited world -- very bad!
1432 crmena(True, iquad, sector, w)
1433 prout(_(" destroyed."))
1434 game.state.nworldkl += 1
1435 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
1436 game.iplnet.pclass = "destroyed"
1438 invalidate(game.plnet)
1439 game.quad[w.x][w.y] = IHDOT
1441 # captain perishes on planet
1443 prout(_("You have just destroyed an inhabited planet."))
1444 prout(_("Celebratory rallies are being held on the Klingon homeworld."))
1446 elif iquad == IHSTAR: # Hit a star
1447 if random.random() > 0.10:
1450 crmena(True, IHSTAR, sector, w)
1451 prout(_(" unaffected by photon blast."))
1453 elif iquad == IHQUEST: # Hit a thingy
1454 if not (game.options & OPTION_THINGY) or random.random()>0.7:
1456 prouts(_("AAAAIIIIEEEEEEEEAAAAAAAAUUUUUGGGGGHHHHHHHHHHHH!!!"))
1458 prouts(_(" HACK! HACK! HACK! *CHOKE!* "))
1460 proutn(_("Mr. Spock-"))
1461 prouts(_(" \"Fascinating!\""))
1466 # Stas Sergeev added the possibility that
1467 # you can shove the Thingy and piss it off.
1468 # It then becomes an enemy and may fire at you.
1474 elif iquad == IHBLANK: # Black hole
1476 crmena(True, IHBLANK, sector, w)
1477 prout(_(" swallows torpedo."))
1479 elif iquad == IHWEB: # hit the web
1481 prout(_("***Torpedo absorbed by Tholian web."))
1483 elif iquad == IHT: # Hit a Tholian
1484 h1 = 700.0 + 100.0*random.random() - \
1485 1000.0 * distance(w, incoming) * math.fabs(math.sin(bullseye-angle))
1488 game.quad[w.x][w.y] = IHDOT
1493 crmena(True, IHT, sector, w)
1494 if random.random() > 0.05:
1495 prout(_(" survives photon blast."))
1497 prout(_(" disappears."))
1498 game.quad[w.x][w.y] = IHWEB
1505 proutn("Don't know how to handle torpedo collision with ")
1506 crmena(True, iquad, sector, w)
1510 if curwnd!=message_window:
1511 setwnd(message_window)
1513 game.quad[w.x][w.y]=IHDOT
1514 game.quad[jw.x][jw.y]=iquad
1515 prout(_(" displaced by blast to Sector %s ") % jw)
1516 for ll in range(game.nenhere):
1517 game.kdist[ll] = game.kavgd[ll] = distance(game.sector,game.ks[ll])
1521 prout(_("Torpedo missed."))
1525 # critical-hit resolution
1527 # a critical hit occured
1528 if hit < (275.0-25.0*game.skill)*(1.0+0.5*random.random()):
1531 ncrit = 1.0 + hit/(500.0+100.0*random.random())
1532 proutn(_("***CRITICAL HIT--"))
1533 # Select devices and cause damage
1535 for loop1 in range(ncrit):
1538 # Cheat to prevent shuttle damage unless on ship
1539 if not (game.damage[j]<0.0 or (j==DSHUTTL and game.iscraft != "onship")):
1542 extradm = (hit*game.damfac)/(ncrit*(75.0+25.0*random.random()))
1543 game.damage[j] += extradm
1545 for loop2 in range(loop1):
1546 if j == cdam[loop2]:
1555 prout(_(" damaged."))
1556 if damaged(DSHIELD) and game.shldup:
1557 prout(_("***Shields knocked down."))
1560 def attack(torps_ok):
1561 # bad guy attacks us
1562 # torps_ok == false forces use of phasers in an attack
1563 atackd = False; attempt = False; ihurt = False;
1564 hitmax=0.0; hittot=0.0; chgfac=1.0
1568 # game could be over at this point, check
1573 prout("=== ATTACK!")
1575 # Tholian gewts to move before attacking
1579 # if you have just entered the RNZ, you'll get a warning
1580 if game.neutz: # The one chance not to be attacked
1584 # commanders get a chance to tac-move towards you
1585 if (((game.comhere or game.ishere) and not game.justin) or game.skill == SKILL_EMERITUS) and torps_ok:
1588 # if no enemies remain after movement, we're done
1589 if game.nenhere==0 or (game.nenhere==1 and thing == game.quadrant and not iqengry):
1592 # set up partial hits if attack happens during shield status change
1593 pfac = 1.0/game.inshld
1595 chgfac = 0.25+0.5*random.random()
1599 # message verbosity control
1600 if game.skill <= SKILL_FAIR:
1603 for loop in range(game.nenhere):
1604 if game.kpower[loop] < 0:
1605 continue; # too weak to attack
1606 # compute hit strength and diminish shield power
1608 # Increase chance of photon torpedos if docked or enemy energy low
1609 if game.condition == "docked":
1611 if game.kpower[loop] < 500:
1614 iquad = game.quad[jay.x][jay.y]
1615 if iquad==IHT or (iquad==IHQUEST and not iqengry):
1617 # different enemies have different probabilities of throwing a torp
1618 usephasers = not torps_ok or \
1619 (iquad == IHK and r > 0.0005) or \
1620 (iquad==IHC and r > 0.015) or \
1621 (iquad==IHR and r > 0.3) or \
1622 (iquad==IHS and r > 0.07) or \
1623 (iquad==IHQUEST and r > 0.05)
1624 if usephasers: # Enemy uses phasers
1625 if game.condition == "docked":
1626 continue; # Don't waste the effort!
1627 attempt = True; # Attempt to attack
1628 dustfac = 0.8+0.05*random.random()
1629 hit = game.kpower[loop]*math.pow(dustfac,game.kavgd[loop])
1630 game.kpower[loop] *= 0.75
1631 else: # Enemy uses photon torpedo
1632 course = 1.90985*math.atan2(game.sector.y-jay.y, jay.x-game.sector.x)
1634 proutn(_("***TORPEDO INCOMING"))
1635 if not damaged(DSRSENS):
1637 crmena(False, iquad, where, jay)
1640 r = (random.random()+random.random())*0.5 -0.5
1641 r += 0.002*game.kpower[loop]*r
1642 hit = torpedo(course, r, jay, 1, 1)
1643 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1644 finish(FWON); # Klingons did themselves in!
1645 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.alldone:
1646 return; # Supernova or finished
1649 # incoming phaser or torpedo, shields may dissipate it
1650 if game.shldup or game.shldchg or game.condition=="docked":
1651 # shields will take hits
1652 propor = pfac * game.shield
1653 if game.condition =="docked":
1657 hitsh = propor*chgfac*hit+1.0
1659 if absorb > game.shield:
1660 absorb = game.shield
1661 game.shield -= absorb
1663 # taking a hit blasts us out of a starbase dock
1664 if game.condition == "docked":
1666 # but the shields may take care of it
1667 if propor > 0.1 and hit < 0.005*game.energy:
1669 # hit from this opponent got through shields, so take damage
1671 proutn(_("%d unit hit") % int(hit))
1672 if (damaged(DSRSENS) and usephasers) or game.skill<=SKILL_FAIR:
1673 proutn(_(" on the "))
1675 if not damaged(DSRSENS) and usephasers:
1677 crmena(False, iquad, where, jay)
1679 # Decide if hit is critical
1685 if game.energy <= 0:
1686 # Returning home upon your shield, not with it...
1689 if not attempt and game.condition == "docked":
1690 prout(_("***Enemies decide against attacking your ship."))
1693 percent = 100.0*pfac*game.shield+0.5
1695 # Shields fully protect ship
1696 proutn(_("Enemy attack reduces shield strength to "))
1698 # Print message if starship suffered hit(s)
1700 proutn(_("Energy left %2d shields ") % int(game.energy))
1703 elif not damaged(DSHIELD):
1706 proutn(_("damaged, "))
1707 prout(_("%d%%, torpedoes left %d") % (percent, game.torps))
1708 # Check if anyone was hurt
1709 if hitmax >= 200 or hittot >= 500:
1710 icas= hittot*random.random()*0.015
1713 prout(_("Mc Coy- \"Sickbay to bridge. We suffered %d casualties") % icas)
1714 prout(_(" in that last attack.\""))
1716 game.state.crew -= icas
1717 # After attack, reset average distance to enemies
1718 for loop in range(game.nenhere):
1719 game.kavgd[loop] = game.kdist[loop]
1723 def deadkl(w, type, mv):
1724 # kill a Klingon, Tholian, Romulan, or Thingy
1725 # Added mv to allow enemy to "move" before dying
1727 crmena(True, type, sector, mv)
1728 # Decide what kind of enemy it is and update appropriately
1730 # chalk up a Romulan
1731 game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans -= 1
1733 game.state.nromrem -= 1
1737 elif type == IHQUEST:
1743 # Some type of a Klingon
1744 game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons -= 1
1747 game.comhere = False
1748 for i in range(game.state.remcom):
1749 if game.state.kcmdr[i] == game.quadrant:
1751 game.state.kcmdr[i] = game.state.kcmdr[game.state.remcom]
1752 game.state.kcmdr[game.state.remcom].x = 0
1753 game.state.kcmdr[game.state.remcom].y = 0
1754 game.state.remcom -= 1
1756 if game.state.remcom != 0:
1757 schedule(FTBEAM, expran(1.0*game.incom/game.state.remcom))
1759 game.state.remkl -= 1
1761 game.state.nscrem -= 1
1763 game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
1768 prout("*** Internal error, deadkl() called on %s\n" % type)
1770 # For each kind of enemy, finish message to player
1771 prout(_(" destroyed."))
1772 game.quad[w.x][w.y] = IHDOT
1773 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1776 # Remove enemy ship from arrays describing local conditions
1777 if is_scheduled(FCDBAS) and game.battle == game.quadrant and type==IHC:
1779 for i in range(game.nenhere):
1781 for j in range(i, game.nenhere):
1782 game.ks[j] = game.ks[j+1]
1783 game.kpower[j] = game.kpower[j+1]
1784 game.kavgd[j] = game.kdist[j] = game.kdist[j+1]
1785 game.ks[game.nenhere].x = 0
1786 game.ks[game.nenhere].y = 0
1787 game.kdist[game.nenhere] = 0
1788 game.kavgd[game.nenhere] = 0
1789 game.kpower[game.nenhere] = 0
1795 def targetcheck(x, y):
1796 # Return None if target is invalid
1797 if not VALID_SECTOR(x, y):
1800 deltx = 0.1*(y - game.sector.y)
1801 delty = 0.1*(x - game.sector.x)
1802 if deltx==0 and delty== 0:
1804 prout(_("Spock- \"Bridge to sickbay. Dr. McCoy,"))
1805 prout(_(" I recommend an immediate review of"))
1806 prout(_(" the Captain's psychological profile.\""))
1809 return 1.90985932*math.atan2(deltx, delty)
1812 # launch photon torpedo
1814 if damaged(DPHOTON):
1815 prout(_("Photon tubes damaged."))
1819 prout(_("No torpedoes left."))
1828 prout(_("%d torpedoes left.") % game.torps)
1829 proutn(_("Number of torpedoes to fire- "))
1831 else: # key == IHREAL {
1833 if n <= 0: # abort command
1838 prout(_("Maximum of 3 torpedoes per burst."))
1845 for i in range(1, n+1):
1847 if i==1 and key == IHEOL:
1848 break; # we will try prompting
1849 if i==2 and key == IHEOL:
1850 # direct all torpedoes at one target
1852 targ[i][1] = targ[1][1]
1853 targ[i][2] = targ[1][2]
1854 course[i] = course[1]
1866 course[i] = targetcheck(targ[i][1], targ[i][2])
1867 if course[i] == None:
1870 if i == 1 and key == IHEOL:
1871 # prompt for each one
1872 for i in range(1, n+1):
1873 proutn(_("Target sector for torpedo number %d- ") % i)
1878 targ[i][1] = int(aaitem-0.5)
1883 targ[i][2] = int(aaitem-0.5)
1885 course[i] = targetcheck(targ[i][1], targ[i][2])
1886 if course[i] == None:
1889 # Loop for moving <n> torpedoes
1890 for i in range(1, n+1):
1891 if game.condition != "docked":
1893 r = (random.random()+random.random())*0.5 -0.5
1894 if math.fabs(r) >= 0.47:
1896 r = (random.random()+1.2) * r
1898 prouts(_("***TORPEDO NUMBER %d MISFIRES") % i)
1900 prouts(_("***TORPEDO MISFIRES."))
1903 prout(_(" Remainder of burst aborted."))
1904 if random.random() <= 0.2:
1905 prout(_("***Photon tubes damaged by misfire."))
1906 game.damage[DPHOTON] = game.damfac*(1.0+2.0*random.random())
1908 if game.shldup or game.condition == "docked":
1909 r *= 1.0 + 0.0001*game.shield
1910 torpedo(course[i], r, game.sector, i, n)
1911 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
1913 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
1917 # check for phasers overheating
1919 chekbrn = (rpow-1500.)*0.00038
1920 if random.random() <= chekbrn:
1921 prout(_("Weapons officer Sulu- \"Phasers overheated, sir.\""))
1922 game.damage[DPHASER] = game.damfac*(1.0 + random.random()) * (1.0+chekbrn)
1924 def checkshctrl(rpow):
1925 # check shield control
1928 if random.random() < 0.998:
1929 prout(_("Shields lowered."))
1931 # Something bad has happened
1932 prouts(_("***RED ALERT! RED ALERT!"))
1934 hit = rpow*game.shield/game.inshld
1935 game.energy -= rpow+hit*0.8
1936 game.shield -= hit*0.2
1937 if game.energy <= 0.0:
1938 prouts(_("Sulu- \"Captain! Shield malf***********************\""))
1943 prouts(_("Sulu- \"Captain! Shield malfunction! Phaser fire contained!\""))
1945 prout(_("Lt. Uhura- \"Sir, all decks reporting damage.\""))
1946 icas = hit*random.random()*0.012
1951 prout(_("McCoy to bridge- \"Severe radiation burns, Jim."))
1952 prout(_(" %d casualties so far.\"") % icas)
1954 game.state.crew -= icas
1956 prout(_("Phaser energy dispersed by shields."))
1957 prout(_("Enemy unaffected."))
1962 # register a phaser hit on Klingons and Romulans
1963 nenhr2=game.nenhere; kk=1
1966 for k in range(nenhr2):
1970 dustfac = 0.9 + 0.01*random.random()
1971 hit = wham*math.pow(dustfac,game.kdist[kk])
1972 kpini = game.kpower[kk]
1973 kp = math.fabs(kpini)
1974 if PHASEFAC*hit < kp:
1976 if game.kpower[kk] < 0:
1977 game.kpower[kk] -= -kp
1979 game.kpower[kk] -= kp
1980 kpow = game.kpower[kk]
1983 if not damaged(DSRSENS):
1985 proutn(_("%d unit hit on ") % int(hit))
1987 proutn(_("Very small hit on "))
1988 ienm = game.quad[w.x][w.y]
1992 crmena(False, ienm, "sector", w)
1996 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
2000 kk -= 1; # don't do the increment
2001 else: # decide whether or not to emasculate klingon
2002 if kpow > 0 and random.random() >= 0.9 and \
2003 kpow <= ((0.4 + 0.4*random.random())*kpini):
2004 prout(_("***Mr. Spock- \"Captain, the vessel at Sector %s"), w)
2005 prout(_(" has just lost its firepower.\""))
2006 game.kpower[kk] = -kpow
2013 kz = 0; k = 1; irec=0 # Cheating inhibitor
2014 ifast = False; no = False; itarg = True; msgflag = True
2019 # SR sensors and Computer are needed fopr automode
2020 if damaged(DSRSENS) or damaged(DCOMPTR):
2022 if game.condition == "docked":
2023 prout(_("Phasers can't be fired through base shields."))
2026 if damaged(DPHASER):
2027 prout(_("Phaser control damaged."))
2031 if damaged(DSHCTRL):
2032 prout(_("High speed shield control damaged."))
2035 if game.energy <= 200.0:
2036 prout(_("Insufficient energy to activate high-speed shield control."))
2039 prout(_("Weapons Officer Sulu- \"High-speed shield control enabled, sir.\""))
2042 # Original code so convoluted, I re-did it all
2043 while automode=="NOTSET":
2048 prout(_("There is no enemy present to select."))
2051 automode="AUTOMATIC"
2055 elif isit("automatic"):
2056 if (not itarg) and game.nenhere != 0:
2057 automode = "FORCEMAN"
2060 prout(_("Energy will be expended into space."))
2061 automode = "AUTOMATIC"
2070 prout(_("Energy will be expended into space."))
2071 automode = "AUTOMATIC"
2073 automode = "FORCEMAN"
2075 automode = "AUTOMATIC"
2079 prout(_("Energy will be expended into space."))
2080 automode = "AUTOMATIC"
2082 automode = "FORCEMAN"
2084 proutn(_("Manual or automatic? "))
2088 if automode == "AUTOMATIC":
2089 if key == IHALPHA and isit("no"):
2092 if key != IHREAL and game.nenhere != 0:
2093 prout(_("Phasers locked on target. Energy available: %.2f")%avail)
2098 for i in range(game.nenhere):
2099 irec += math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))*(1.01+0.05*random.random()) + 1.0
2101 proutn(_("%d units required. ") % irec)
2103 proutn(_("Units to fire= "))
2109 proutn(_("Energy available= %.2f") % avail)
2112 if not rpow > avail:
2119 if key == IHALPHA and isit("no"):
2122 game.energy -= 200; # Go and do it!
2123 if checkshctrl(rpow):
2131 for i in range(game.nenhere):
2135 hits[i] = math.fabs(game.kpower[i])/(PHASEFAC*math.pow(0.90,game.kdist[i]))
2136 over = (0.01 + 0.05*random.random())*hits[i]
2138 powrem -= hits[i] + over
2139 if powrem <= 0 and temp < hits[i]:
2148 if extra > 0 and not game.alldone:
2150 proutn(_("*** Tholian web absorbs "))
2152 proutn(_("excess "))
2153 prout(_("phaser energy."))
2155 prout(_("%d expended on empty space.") % int(extra))
2156 elif automode == "FORCEMAN":
2159 if damaged(DCOMPTR):
2160 prout(_("Battle computer damaged, manual fire only."))
2163 prouts(_("---WORKING---"))
2165 prout(_("Short-range-sensors-damaged"))
2166 prout(_("Insufficient-data-for-automatic-phaser-fire"))
2167 prout(_("Manual-fire-must-be-used"))
2169 elif automode == "MANUAL":
2171 for k in range(game.nenhere):
2173 ienm = game.quad[aim.x][aim.y]
2175 proutn(_("Energy available= %.2f") % (avail-0.006))
2179 if damaged(DSRSENS) and not (abs(game.sector.x-aim.x) < 2 and abs(game.sector.y-aim.y) < 2) and \
2180 (ienm == IHC or ienm == IHS):
2182 prout(_(" can't be located without short range scan."))
2185 hits[k] = 0; # prevent overflow -- thanks to Alexei Voitenko
2190 if itarg and k > kz:
2191 irec=(abs(game.kpower[k])/(PHASEFAC*math.pow(0.9,game.kdist[k]))) * (1.01+0.05*random.random()) + 1.0
2194 if not damaged(DCOMPTR):
2199 proutn(_("units to fire at "))
2200 crmena(False, ienm, sector, aim)
2203 if key == IHALPHA and isit("no"):
2211 if k==1: # Let me say I'm baffled by this
2220 # If total requested is too much, inform and start over
2222 prout(_("Available energy exceeded -- try again."))
2225 key = scan(); # scan for next value
2228 # zero energy -- abort
2231 if key == IHALPHA and isit("no"):
2236 game.energy -= 200.0
2237 if checkshctrl(rpow):
2241 # Say shield raised or malfunction, if necessary
2247 if random.random() >= 0.99:
2248 prout(_("Sulu- \"Sir, the high-speed shield control has malfunctioned . . ."))
2249 prouts(_(" CLICK CLICK POP . . ."))
2250 prout(_(" No response, sir!"))
2253 prout(_("Shields raised."))
2258 # Code from events,c begins here.
2260 # This isn't a real event queue a la BSD Trek yet -- you can only have one
2261 # event of each type active at any given time. Mostly these means we can
2262 # only have one FDISTR/FENSLV/FREPRO sequence going at any given time
2263 # BSD Trek, from which we swiped the idea, can have up to 5.
2267 def unschedule(evtype):
2268 # remove an event from the schedule
2269 game.future[evtype].date = FOREVER
2270 return game.future[evtype]
2272 def is_scheduled(evtype):
2273 # is an event of specified type scheduled
2274 return game.future[evtype].date != FOREVER
2276 def scheduled(evtype):
2277 # when will this event happen?
2278 return game.future[evtype].date
2280 def schedule(evtype, offset):
2281 # schedule an event of specified type
2282 game.future[evtype].date = game.state.date + offset
2283 return game.future[evtype]
2285 def postpone(evtype, offset):
2286 # postpone a scheduled event
2287 game.future[evtype].date += offset
2290 # rest period is interrupted by event
2293 proutn(_("Mr. Spock- \"Captain, shall we cancel the rest period?\""))
2295 game.resting = False
2302 # run through the event queue looking for things to do
2304 fintim = game.state.date + game.optime; yank=0
2305 ictbeam = False; istract = False
2306 w = coord(); hold = coord()
2307 ev = event(); ev2 = event()
2310 # tractor beaming cases merge here
2311 yank = math.sqrt(yank)
2313 game.optime = (10.0/(7.5*7.5))*yank # 7.5 is yank rate (warp 7.5)
2317 prout(_(" caught in long range tractor beam--"))
2318 # If Kirk & Co. screwing around on planet, handle
2319 atover(True) # atover(true) is Grab
2322 if game.icraft: # Caught in Galileo?
2325 # Check to see if shuttle is aboard
2326 if game.iscraft == "offship":
2328 if random.random() > 0.5:
2329 prout(_("Galileo, left on the planet surface, is captured"))
2330 prout(_("by aliens and made into a flying McDonald's."))
2331 game.damage[DSHUTTL] = -10
2332 game.iscraft = "removed"
2334 prout(_("Galileo, left on the planet surface, is well hidden."))
2336 game.quadrant = game.state.kscmdr
2338 game.quadrant = game.state.kcmdr[i]
2339 game.sector = randplace(QUADSIZE)
2341 prout(_(" is pulled to Quadrant %s, Sector %s") \
2342 % (game.quadrant, game.sector))
2344 prout(_("(Remainder of rest/repair period cancelled.)"))
2345 game.resting = False
2347 if not damaged(DSHIELD) and game.shield > 0:
2348 doshield(True) # raise shields
2351 prout(_("(Shields not currently useable.)"))
2353 # Adjust finish time to time of tractor beaming
2354 fintim = game.state.date+game.optime
2356 if game.state.remcom <= 0:
2359 schedule(FTBEAM, game.optime+expran(1.5*game.intime/game.state.remcom))
2362 # Code merges here for any commander destroying base
2363 # Not perfect, but will have to do
2364 # Handle case where base is in same quadrant as starship
2365 if game.battle == game.quadrant:
2366 game.state.chart[game.battle.x][game.battle.y].starbase = False
2367 game.quad[game.base.x][game.base.y] = IHDOT
2368 game.base.x=game.base.y=0
2371 prout(_("Spock- \"Captain, I believe the starbase has been destroyed.\""))
2372 elif game.state.rembase != 1 and communicating():
2373 # Get word via subspace radio
2376 prout(_("Lt. Uhura- \"Captain, Starfleet Command reports that"))
2377 proutn(_(" the starbase in Quadrant %s has been destroyed by") % game.battle)
2379 prout(_("the Klingon Super-Commander"))
2381 prout(_("a Klingon Commander"))
2382 game.state.chart[game.battle.x][game.battle.y].starbase = False
2383 # Remove Starbase from galaxy
2384 game.state.galaxy[game.battle.x][game.battle.y].starbase = False
2385 for i in range(1, game.state.rembase+1):
2386 if game.state.baseq[i] == game.battle:
2387 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2388 game.state.rembase -= 1
2390 # reinstate a commander's base attack
2394 invalidate(game.battle)
2397 prout("=== EVENTS from %.2f to %.2f:" % (game.state.date, fintim))
2398 for i in range(1, NEVENTS):
2399 if i == FSNOVA: proutn("=== Supernova ")
2400 elif i == FTBEAM: proutn("=== T Beam ")
2401 elif i == FSNAP: proutn("=== Snapshot ")
2402 elif i == FBATTAK: proutn("=== Base Attack ")
2403 elif i == FCDBAS: proutn("=== Base Destroy ")
2404 elif i == FSCMOVE: proutn("=== SC Move ")
2405 elif i == FSCDBAS: proutn("=== SC Base Destroy ")
2406 elif i == FDSPROB: proutn("=== Probe Move ")
2407 elif i == FDISTR: proutn("=== Distress Call ")
2408 elif i == FENSLV: proutn("=== Enslavement ")
2409 elif i == FREPRO: proutn("=== Klingon Build ")
2411 prout("%.2f" % (scheduled(i)))
2414 radio_was_broken = damaged(DRADIO)
2417 # Select earliest extraneous event, evcode==0 if no events
2422 for l in range(1, NEVENTS):
2423 if game.future[l].date < datemin:
2426 prout("== Event %d fires" % evcode)
2427 datemin = game.future[l].date
2428 xtime = datemin-game.state.date
2429 game.state.date = datemin
2430 # Decrement Federation resources and recompute remaining time
2431 game.state.remres -= (game.state.remkl+4*game.state.remcom)*xtime
2433 if game.state.remtime <=0:
2436 # Any crew left alive?
2437 if game.state.crew <=0:
2440 # Is life support adequate?
2441 if damaged(DLIFSUP) and game.condition != "docked":
2442 if game.lsupres < xtime and game.damage[DLIFSUP] > game.lsupres:
2445 game.lsupres -= xtime
2446 if game.damage[DLIFSUP] <= xtime:
2447 game.lsupres = game.inlsr
2450 if game.condition == "docked":
2451 repair /= game.docfac
2452 # Don't fix Deathray here
2453 for l in range(NDEVICES):
2454 if game.damage[l] > 0.0 and l != DDRAY:
2455 if game.damage[l]-repair > 0.0:
2456 game.damage[l] -= repair
2458 game.damage[l] = 0.0
2459 # If radio repaired, update star chart and attack reports
2460 if radio_was_broken and not damaged(DRADIO):
2461 prout(_("Lt. Uhura- \"Captain, the sub-space radio is working and"))
2462 prout(_(" surveillance reports are coming in."))
2464 if not game.iseenit:
2468 prout(_(" The star chart is now up to date.\""))
2470 # Cause extraneous event EVCODE to occur
2471 game.optime -= xtime
2472 if evcode == FSNOVA: # Supernova
2475 schedule(FSNOVA, expran(0.5*game.intime))
2476 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2478 elif evcode == FSPY: # Check with spy to see if SC should tractor beam
2479 if game.state.nscrem == 0 or \
2480 ictbeam or istract or \
2481 game.condition=="docked" or game.isatb==1 or game.iscate:
2483 if game.ientesc or \
2484 (game.energy<2000 and game.torps<4 and game.shield < 1250) or \
2485 (damaged(DPHASER) and (damaged(DPHOTON) or game.torps<4)) or \
2486 (damaged(DSHIELD) and \
2487 (game.energy < 2500 or damaged(DPHASER)) and \
2488 (game.torps < 5 or damaged(DPHOTON))):
2491 yank = distance(game.state.kscmdr, game.quadrant)
2496 elif evcode == FTBEAM: # Tractor beam
2497 if game.state.remcom == 0:
2500 i = random.random()*game.state.remcom+1.0
2501 yank = square(game.state.kcmdr[i].x-game.quadrant.x) + square(game.state.kcmdr[i].y-game.quadrant.y)
2502 if istract or game.condition == "docked" or yank == 0:
2503 # Drats! Have to reschedule
2505 game.optime + expran(1.5*game.intime/game.state.remcom))
2509 elif evcode == FSNAP: # Snapshot of the universe (for time warp)
2510 game.snapsht = game.state
2511 game.state.snap = True
2512 schedule(FSNAP, expran(0.5 * game.intime))
2513 elif evcode == FBATTAK: # Commander attacks starbase
2514 if game.state.remcom==0 or game.state.rembase==0:
2520 for j in range(game.state.rembase):
2521 for k in range(game.state.remcom):
2522 if game.state.baseq[j] == game.state.kcmdr[k] and \
2523 not game.state.baseq[j] == game.quadrant and \
2524 not game.state.baseq[j] == game.state.kscmdr:
2528 if j>game.state.rembase:
2529 # no match found -- try later
2530 schedule(FBATTAK, expran(0.3*game.intime))
2533 # commander + starbase combination found -- launch attack
2534 game.battle = game.state.baseq[j]
2535 schedule(FCDBAS, 1.0+3.0*random.random())
2536 if game.isatb: # extra time if SC already attacking
2537 postpone(FCDBAS, scheduled(FSCDBAS)-game.state.date)
2538 game.future[FBATTAK].date = game.future[FCDBAS].date + expran(0.3*game.intime)
2539 game.iseenit = False
2540 if not communicating():
2541 continue # No warning :-(
2545 proutn(_("Lt. Uhura- \"Captain, the starbase in Quadrant %s") % game.battle)
2546 prout(_(" reports that it is under attack and that it can"))
2547 proutn(_(" hold out only until stardate %d") % (int(scheduled(FCDBAS))))
2551 elif evcode == FSCDBAS: # Supercommander destroys base
2554 if not game.state.galaxy[game.state.kscmdr.x][game.state.kscmdr.y].starbase:
2555 continue # WAS RETURN!
2557 game.battle = game.state.kscmdr
2559 elif evcode == FCDBAS: # Commander succeeds in destroying base
2562 # find the lucky pair
2563 for i in range(game.state.remcom):
2564 if game.state.kcmdr[i] == game.battle:
2566 if i > game.state.remcom or game.state.rembase == 0 or \
2567 not game.state.galaxy[game.battle.x][game.battle.y].starbase:
2568 # No action to take after all
2569 invalidate(game.battle)
2572 elif evcode == FSCMOVE: # Supercommander moves
2573 schedule(FSCMOVE, 0.2777)
2574 if not game.ientesc and not istract and game.isatb != 1 and \
2575 (not game.iscate or not game.justin):
2577 elif evcode == FDSPROB: # Move deep space probe
2578 schedule(FDSPROB, 0.01)
2579 game.probex += game.probeinx
2580 game.probey += game.probeiny
2581 i = (int)(game.probex/QUADSIZE +0.05)
2582 j = (int)(game.probey/QUADSIZE + 0.05)
2583 if game.probec.x != i or game.probec.y != j:
2586 if not VALID_QUADRANT(i, j) or \
2587 game.state.galaxy[game.probec.x][game.probec.y].supernova:
2588 # Left galaxy or ran into supernova
2592 proutn(_("Lt. Uhura- \"The deep space probe "))
2593 if not VALID_QUADRANT(j, i):
2594 proutn(_("has left the galaxy"))
2596 proutn(_("is no longer transmitting"))
2600 if not communicating():
2603 proutn(_("Lt. Uhura- \"The deep space probe is now in Quadrant %s.\"") % game.probec)
2604 pdest = game.state.galaxy[game.probec.x][game.probec.y]
2605 # Update star chart if Radio is working or have access to radio
2607 chp = game.state.chart[game.probec.x][game.probec.y]
2608 chp.klingons = pdest.klingons
2609 chp.starbase = pdest.starbase
2610 chp.stars = pdest.stars
2611 pdest.charted = True
2612 game.proben -= 1 # One less to travel
2613 if game.proben == 0 and game.isarmed and pdest.stars:
2614 # lets blow the sucker!
2615 supernova(True, game.probec)
2617 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2619 elif evcode == FDISTR: # inhabited system issues distress call
2621 # try a whole bunch of times to find something suitable
2622 for i in range(100):
2623 # need a quadrant which is not the current one,
2624 # which has some stars which are inhabited and
2625 # not already under attack, which is not
2626 # supernova'ed, and which has some Klingons in it
2627 w = randplace(GALSIZE)
2628 q = game.state.galaxy[w.x][w.y]
2629 if not (game.quadrant == w or q.planet == None or \
2630 not q.planet.inhabited or \
2631 q.supernova or q.status!=secure or q.klingons<=0):
2634 # can't seem to find one; ignore this call
2636 prout("=== Couldn't find location for distress event.")
2638 # got one!! Schedule its enslavement
2639 ev = schedule(FENSLV, expran(game.intime))
2641 q.status = distressed
2643 # tell the captain about it if we can
2645 prout(_("Uhura- Captain, %s in Quadrant %s reports it is under attack") \
2647 prout(_("by a Klingon invasion fleet."))
2650 elif evcode == FENSLV: # starsystem is enslaved
2651 ev = unschedule(FENSLV)
2652 # see if current distress call still active
2653 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2657 q.status = "enslaved"
2659 # play stork and schedule the first baby
2660 ev2 = schedule(FREPRO, expran(2.0 * game.intime))
2661 ev2.quadrant = ev.quadrant
2663 # report the disaster if we can
2665 prout(_("Uhura- We've lost contact with starsystem %s") % \
2667 prout(_("in Quadrant %s.\n") % ev.quadrant)
2668 elif evcode == FREPRO: # Klingon reproduces
2669 # If we ever switch to a real event queue, we'll need to
2670 # explicitly retrieve and restore the x and y.
2671 ev = schedule(FREPRO, expran(1.0 * game.intime))
2672 # see if current distress call still active
2673 q = game.state.galaxy[ev.quadrant.x][ev.quadrant.y]
2677 if game.state.remkl >=MAXKLGAME:
2678 continue # full right now
2679 # reproduce one Klingon
2681 if game.klhere >= MAXKLQUAD:
2683 # this quadrant not ok, pick an adjacent one
2684 for i in range(w.x - 1, w.x + 2):
2685 for j in range(w.y - 1, w.y + 2):
2686 if not VALID_QUADRANT(i, j):
2688 q = game.state.galaxy[w.x][w.y]
2689 # check for this quad ok (not full & no snova)
2690 if q.klingons >= MAXKLQUAD or q.supernova:
2694 continue # search for eligible quadrant failed
2699 game.state.remkl += 1
2701 if game.quadrant == w:
2703 newkling(game.klhere)
2704 # recompute time left
2706 # report the disaster if we can
2708 if game.quadrant == w:
2709 prout(_("Spock- sensors indicate the Klingons have"))
2710 prout(_("launched a warship from %s.") % q.planet)
2712 prout(_("Uhura- Starfleet reports increased Klingon activity"))
2713 if q.planet != None:
2714 proutn(_("near %s") % q.planet)
2715 prout(_("in Quadrant %s.") % w)
2724 proutn(_("How long? "))
2729 origTime = delay = aaitem
2732 if delay >= game.state.remtime or game.nenhere != 0:
2733 proutn(_("Are you sure? "))
2737 # Alternate resting periods (events) with attacks
2742 game.resting = False
2743 if not game.resting:
2744 prout(_("%d stardates left.") % int(game.state.remtime))
2746 temp = game.optime = delay
2748 rtime = 1.0 + random.random()
2752 if game.optime < delay:
2761 # Repair Deathray if long rest at starbase
2762 if origTime-delay >= 9.99 and game.condition == "docked":
2763 game.damage[DDRAY] = 0.0
2764 # leave if quadrant supernovas
2765 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
2767 game.resting = False
2770 # A nova occurs. It is the result of having a star hit with a
2771 # photon torpedo, or possibly of a probe warhead going off.
2772 # Stars that go nova cause stars which surround them to undergo
2773 # the same probabilistic process. Klingons next to them are
2774 # destroyed. And if the starship is next to it, it gets zapped.
2775 # If the zap is too much, it gets destroyed.
2779 course = (0.0, 10.5, 12.0, 1.5, 9.0, 0.0, 3.0, 7.5, 6.0, 4.5)
2780 newc = coord(); scratch = coord()
2782 if random.random() < 0.05:
2783 # Wow! We've supernova'ed
2784 supernova(False, nov)
2787 # handle initial nova
2788 game.quad[nov.x][nov.y] = IHDOT
2789 crmena(False, IHSTAR, sector, nov)
2791 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2792 game.state.starkl += 1
2794 # Set up stack to recursively trigger adjacent stars
2795 bot = top = top2 = 1
2801 for mm in range(bot, top+1):
2802 for nn in range(1, 3+1): # nn,j represents coordinates around current
2803 for j in range(1, 3+1):
2806 scratch.x = hits[mm][1]+nn-2
2807 scratch.y = hits[mm][2]+j-2
2808 if not VALID_SECTOR(scratch.y, scratch.x):
2810 iquad = game.quad[scratch.x][scratch.y]
2811 # Empty space ends reaction
2812 if iquad in (IHDOT, IHQUEST, IHBLANK, IHT, IHWEB):
2814 elif iquad == IHSTAR: # Affect another star
2815 if random.random() < 0.05:
2816 # This star supernovas
2817 scratch = supernova(False)
2820 hits[top2][1]=scratch.x
2821 hits[top2][2]=scratch.y
2822 game.state.galaxy[game.quadrant.x][game.quadrant.y].stars -= 1
2823 game.state.starkl += 1
2824 crmena(True, IHSTAR, sector, scratch)
2826 game.quad[scratch.x][scratch.y] = IHDOT
2827 elif iquad == IHP: # Destroy planet
2828 game.state.galaxy[game.quadrant.x][game.quadrant.y].planet = None
2829 game.state.nplankl += 1
2830 crmena(True, IHP, sector, scratch)
2831 prout(_(" destroyed."))
2832 game.iplnet.pclass = "destroyed"
2834 invalidate(game.plnet)
2838 game.quad[scratch.x][scratch.y] = IHDOT
2839 elif iquad == IHB: # Destroy base
2840 game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase = False
2841 for i in range(game.state.rembase):
2842 if game.state.baseq[i] == game.quadrant:
2844 game.state.baseq[i] = game.state.baseq[game.state.rembase]
2845 game.state.rembase -= 1
2846 invalidate(game.base)
2847 game.state.basekl += 1
2849 crmena(True, IHB, sector, scratch)
2850 prout(_(" destroyed."))
2851 game.quad[scratch.x][scratch.y] = IHDOT
2852 elif iquad in (IHE, IHF): # Buffet ship
2853 prout(_("***Starship buffeted by nova."))
2855 if game.shield >= 2000.0:
2856 game.shield -= 2000.0
2858 diff = 2000.0 - game.shield
2862 prout(_("***Shields knocked out."))
2863 game.damage[DSHIELD] += 0.005*game.damfac*random.random()*diff
2865 game.energy -= 2000.0
2866 if game.energy <= 0:
2869 # add in course nova contributes to kicking starship
2870 icx += game.sector.x-hits[mm][1]
2871 icy += game.sector.y-hits[mm][2]
2873 elif iquad == IHK: # kill klingon
2874 deadkl(scratch,iquad, scratch)
2875 elif iquad in (IHC,IHS,IHR): # Damage/destroy big enemies
2876 for ll in range(game.nenhere):
2877 if game.ks[ll] == scratch:
2879 game.kpower[ll] -= 800.0 # If firepower is lost, die
2880 if game.kpower[ll] <= 0.0:
2881 deadkl(scratch, iquad, scratch)
2883 newc.x = scratch.x + scratch.x - hits[mm][1]
2884 newc.y = scratch.y + scratch.y - hits[mm][2]
2885 crmena(True, iquad, sector, scratch)
2886 proutn(_(" damaged"))
2887 if not VALID_SECTOR(newc.x, newc.y):
2888 # can't leave quadrant
2891 iquad1 = game.quad[newc.x][newc.y]
2892 if iquad1 == IHBLANK:
2893 proutn(_(", blasted into "))
2894 crmena(False, IHBLANK, sector, newc)
2896 deadkl(scratch, iquad, newc)
2899 # can't move into something else
2902 proutn(_(", buffeted to Sector %s") % newc)
2903 game.quad[scratch.x][scratch.y] = IHDOT
2904 game.quad[newc.x][newc.y] = iquad
2906 game.kdist[ll] = game.kavgd[ll] = distance(game.sector, newc)
2915 # Starship affected by nova -- kick it away.
2916 game.dist = kount*0.1
2919 game.direc = course[3*(icx+1)+icy+2]
2920 if game.direc == 0.0:
2922 if game.dist == 0.0:
2924 game.optime = 10.0*game.dist/16.0
2926 prout(_("Force of nova displaces starship."))
2928 game.optime = 10.0*game.dist/16.0
2931 def supernova(induced, w=None):
2932 # star goes supernova
2940 # Scheduled supernova -- select star
2941 # logic changed here so that we won't favor quadrants in top
2943 for nq.x in range(GALSIZE):
2944 for nq.y in range(GALSIZE):
2945 stars += game.state.galaxy[nq.x][nq.y].stars
2947 return # nothing to supernova exists
2948 num = random.random()*stars + 1
2949 for nq.x in range(GALSIZE):
2950 for nq.y in range(GALSIZE):
2951 num -= game.state.galaxy[nq.x][nq.y].stars
2957 proutn("=== Super nova here?")
2961 if not nq == game.quadrant or game.justin:
2962 # it isn't here, or we just entered (treat as enroute)
2965 prout(_("Message from Starfleet Command Stardate %.2f") % game.state.date)
2966 prout(_(" Supernova in Quadrant %s; caution advised.") % nq)
2969 # we are in the quadrant!
2970 num = random.random()* game.state.galaxy[nq.x][nq.y].stars + 1
2971 for ns.x in range(QUADSIZE):
2972 for ns.y in range(QUADSIZE):
2973 if game.quad[ns.x][ns.y]==IHSTAR:
2981 prouts(_("***RED ALERT! RED ALERT!"))
2983 prout(_("***Incipient supernova detected at Sector %s") % ns)
2984 if square(ns.x-game.sector.x) + square(ns.y-game.sector.y) <= 2.1:
2985 proutn(_("Emergency override attempts t"))
2986 prouts("***************")
2991 # destroy any Klingons in supernovaed quadrant
2992 kldead = game.state.galaxy[nq.x][nq.y].klingons
2993 game.state.galaxy[nq.x][nq.y].klingons = 0
2994 if nq == game.state.kscmdr:
2995 # did in the Supercommander!
2996 game.state.nscrem = game.state.kscmdr.x = game.state.kscmdr.y = game.isatb = 0
3000 if game.state.remcom:
3001 maxloop = game.state.remcom
3002 for l in range(maxloop):
3003 if game.state.kcmdr[l] == nq:
3004 game.state.kcmdr[l] = game.state.kcmdr[game.state.remcom]
3005 invalidate(game.state.kcmdr[game.state.remcom])
3006 game.state.remcom -= 1
3008 if game.state.remcom==0:
3011 game.state.remkl -= kldead
3012 # destroy Romulans and planets in supernovaed quadrant
3013 nrmdead = game.state.galaxy[nq.x][nq.y].romulans
3014 game.state.galaxy[nq.x][nq.y].romulans = 0
3015 game.state.nromrem -= nrmdead
3017 for loop in range(game.inplan):
3018 if game.state.planets[loop].w == nq:
3019 game.state.planets[loop].pclass = "destroyed"
3021 # Destroy any base in supernovaed quadrant
3022 if game.state.rembase:
3023 maxloop = game.state.rembase
3024 for loop in range(maxloop):
3025 if game.state.baseq[loop] == nq:
3026 game.state.baseq[loop] = game.state.baseq[game.state.rembase]
3027 invalidate(game.state.baseq[game.state.rembase])
3028 game.state.rembase -= 1
3030 # If starship caused supernova, tally up destruction
3032 game.state.starkl += game.state.galaxy[nq.x][nq.y].stars
3033 game.state.basekl += game.state.galaxy[nq.x][nq.y].starbase
3034 game.state.nplankl += npdead
3035 # mark supernova in galaxy and in star chart
3036 if game.quadrant == nq or communicating():
3037 game.state.galaxy[nq.x][nq.y].supernova = True
3038 # If supernova destroys last Klingons give special message
3039 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0 and not nq == game.quadrant:
3042 prout(_("Lucky you!"))
3043 proutn(_("A supernova in %s has just destroyed the last Klingons.") % nq)
3046 # if some Klingons remain, continue or die in supernova
3051 # Code from finish.c ends here.
3054 # self-destruct maneuver
3055 # Finish with a BANG!
3057 if damaged(DCOMPTR):
3058 prout(_("Computer damaged; cannot execute destruct sequence."))
3060 prouts(_("---WORKING---")); skip(1)
3061 prouts(_("SELF-DESTRUCT-SEQUENCE-ACTIVATED")); skip(1)
3062 prouts(" 10"); skip(1)
3063 prouts(" 9"); skip(1)
3064 prouts(" 8"); skip(1)
3065 prouts(" 7"); skip(1)
3066 prouts(" 6"); skip(1)
3068 prout(_("ENTER-CORRECT-PASSWORD-TO-CONTINUE-"))
3070 prout(_("SELF-DESTRUCT-SEQUENCE-OTHERWISE-"))
3072 prout(_("SELF-DESTRUCT-SEQUENCE-WILL-BE-ABORTED"))
3076 if game.passwd != citem:
3077 prouts(_("PASSWORD-REJECTED;"))
3079 prouts(_("CONTINUITY-EFFECTED"))
3082 prouts(_("PASSWORD-ACCEPTED")); skip(1)
3083 prouts(" 5"); skip(1)
3084 prouts(" 4"); skip(1)
3085 prouts(" 3"); skip(1)
3086 prouts(" 2"); skip(1)
3087 prouts(" 1"); skip(1)
3088 if random.random() < 0.15:
3089 prouts(_("GOODBYE-CRUEL-WORLD"))
3097 prouts(_("********* Entropy of "))
3099 prouts(_(" maximized *********"))
3103 if game.nenhere != 0:
3104 whammo = 25.0 * game.energy
3106 while l <= game.nenhere:
3107 if game.kpower[l]*game.kdist[l] <= whammo:
3108 deadkl(game.ks[l], game.quad[game.ks[l].x][game.ks[l].y], game.ks[l])
3113 "Compute our rate of kils over time."
3114 return ((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem))/(game.state.date-game.indate)
3118 badpt = 5.0*game.state.starkl + \
3120 10.0*game.state.nplankl + \
3121 300*game.state.nworldkl + \
3123 100.0*game.state.basekl +\
3125 if game.ship == IHF:
3127 elif game.ship == None:
3133 # end the game, with appropriate notfications
3137 prout(_("It is stardate %.1f.") % game.state.date)
3139 if ifin == FWON: # Game has been won
3140 if game.state.nromrem != 0:
3141 prout(_("The remaining %d Romulans surrender to Starfleet Command.") %
3144 prout(_("You have smashed the Klingon invasion fleet and saved"))
3145 prout(_("the Federation."))
3150 badpt = 0.0 # Close enough!
3151 # killsPerDate >= RateMax
3152 if game.state.date-game.indate < 5.0 or \
3153 killrate() >= 0.1*game.skill*(game.skill+1.0) + 0.1 + 0.008*badpt:
3155 prout(_("In fact, you have done so well that Starfleet Command"))
3156 if game.skill == SKILL_NOVICE:
3157 prout(_("promotes you one step in rank from \"Novice\" to \"Fair\"."))
3158 elif game.skill == SKILL_FAIR:
3159 prout(_("promotes you one step in rank from \"Fair\" to \"Good\"."))
3160 elif game.skill == SKILL_GOOD:
3161 prout(_("promotes you one step in rank from \"Good\" to \"Expert\"."))
3162 elif game.skill == SKILL_EXPERT:
3163 prout(_("promotes you to Commodore Emeritus."))
3165 prout(_("Now that you think you're really good, try playing"))
3166 prout(_("the \"Emeritus\" game. It will splatter your ego."))
3167 elif game.skill == SKILL_EMERITUS:
3169 proutn(_("Computer- "))
3170 prouts(_("ERROR-ERROR-ERROR-ERROR"))
3172 prouts(_(" YOUR-SKILL-HAS-EXCEEDED-THE-CAPACITY-OF-THIS-PROGRAM"))
3174 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3176 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3178 prouts(_(" THIS-PROGRAM-MUST-SURVIVE"))
3180 prouts(_(" THIS-PROGRAM-MUST?- MUST ? - SUR? ? -? VI"))
3182 prout(_("Now you can retire and write your own Star Trek game!"))
3184 elif game.skill >= SKILL_EXPERT:
3185 if game.thawed and not idebug:
3186 prout(_("You cannot get a citation, so..."))
3188 proutn(_("Do you want your Commodore Emeritus Citation printed? "))
3192 # Only grant long life if alive (original didn't!)
3194 prout(_("LIVE LONG AND PROSPER."))
3199 elif ifin == FDEPLETE: # Federation Resources Depleted
3200 prout(_("Your time has run out and the Federation has been"))
3201 prout(_("conquered. Your starship is now Klingon property,"))
3202 prout(_("and you are put on trial as a war criminal. On the"))
3203 proutn(_("basis of your record, you are "))
3204 if (game.state.remkl + game.state.remcom + game.state.nscrem)*3.0 > (game.inkling + game.incom + game.inscom):
3205 prout(_("acquitted."))
3207 prout(_("LIVE LONG AND PROSPER."))
3209 prout(_("found guilty and"))
3210 prout(_("sentenced to death by slow torture."))
3214 elif ifin == FLIFESUP:
3215 prout(_("Your life support reserves have run out, and"))
3216 prout(_("you die of thirst, starvation, and asphyxiation."))
3217 prout(_("Your starship is a derelict in space."))
3219 prout(_("Your energy supply is exhausted."))
3221 prout(_("Your starship is a derelict in space."))
3222 elif ifin == FBATTLE:
3225 prout(_("has been destroyed in battle."))
3227 prout(_("Dulce et decorum est pro patria mori."))
3229 prout(_("You have made three attempts to cross the negative energy"))
3230 prout(_("barrier which surrounds the galaxy."))
3232 prout(_("Your navigation is abominable."))
3235 prout(_("Your starship has been destroyed by a nova."))
3236 prout(_("That was a great shot."))
3238 elif ifin == FSNOVAED:
3241 prout(_(" has been fried by a supernova."))
3242 prout(_("...Not even cinders remain..."))
3243 elif ifin == FABANDN:
3244 prout(_("You have been captured by the Klingons. If you still"))
3245 prout(_("had a starbase to be returned to, you would have been"))
3246 prout(_("repatriated and given another chance. Since you have"))
3247 prout(_("no starbases, you will be mercilessly tortured to death."))
3248 elif ifin == FDILITHIUM:
3249 prout(_("Your starship is now an expanding cloud of subatomic particles"))
3250 elif ifin == FMATERIALIZE:
3251 prout(_("Starbase was unable to re-materialize your starship."))
3252 prout(_("Sic transit gloria mundi"))
3253 elif ifin == FPHASER:
3256 prout(_(" has been cremated by its own phasers."))
3258 prout(_("You and your landing party have been"))
3259 prout(_("converted to energy, disipating through space."))
3260 elif ifin == FMINING:
3261 prout(_("You are left with your landing party on"))
3262 prout(_("a wild jungle planet inhabited by primitive cannibals."))
3264 prout(_("They are very fond of \"Captain Kirk\" soup."))
3266 proutn(_("Without your leadership, the "))
3268 prout(_(" is destroyed."))
3269 elif ifin == FDPLANET:
3270 prout(_("You and your mining party perish."))
3272 prout(_("That was a great shot."))
3275 prout(_("The Galileo is instantly annihilated by the supernova."))
3276 prout(_("You and your mining party are atomized."))
3278 proutn(_("Mr. Spock takes command of the "))
3281 prout(_("joins the Romulans, reigning terror on the Federation."))
3282 elif ifin == FPNOVA:
3283 prout(_("You and your mining party are atomized."))
3285 proutn(_("Mr. Spock takes command of the "))
3288 prout(_("joins the Romulans, reigning terror on the Federation."))
3289 elif ifin == FSTRACTOR:
3290 prout(_("The shuttle craft Galileo is also caught,"))
3291 prout(_("and breaks up under the strain."))
3293 prout(_("Your debris is scattered for millions of miles."))
3294 proutn(_("Without your leadership, the "))
3296 prout(_(" is destroyed."))
3298 prout(_("The mutants attack and kill Spock."))
3299 prout(_("Your ship is captured by Klingons, and"))
3300 prout(_("your crew is put on display in a Klingon zoo."))
3301 elif ifin == FTRIBBLE:
3302 prout(_("Tribbles consume all remaining water,"))
3303 prout(_("food, and oxygen on your ship."))
3305 prout(_("You die of thirst, starvation, and asphyxiation."))
3306 prout(_("Your starship is a derelict in space."))
3308 prout(_("Your ship is drawn to the center of the black hole."))
3309 prout(_("You are crushed into extremely dense matter."))
3311 prout(_("Your last crew member has died."))
3312 if game.ship == IHF:
3314 elif game.ship == IHE:
3317 if (game.state.remkl + game.state.remcom + game.state.nscrem) != 0:
3318 goodies = game.state.remres/game.inresor
3319 baddies = (game.state.remkl + 2.0*game.state.remcom)/(game.inkling+2.0*game.incom)
3320 if goodies/baddies >= 1.0+0.5*random.random():
3321 prout(_("As a result of your actions, a treaty with the Klingon"))
3322 prout(_("Empire has been signed. The terms of the treaty are"))
3323 if goodies/baddies >= 3.0+random.random():
3324 prout(_("favorable to the Federation."))
3326 prout(_("Congratulations!"))
3328 prout(_("highly unfavorable to the Federation."))
3330 prout(_("The Federation will be destroyed."))
3332 prout(_("Since you took the last Klingon with you, you are a"))
3333 prout(_("martyr and a hero. Someday maybe they'll erect a"))
3334 prout(_("statue in your memory. Rest in peace, and try not"))
3335 prout(_("to think about pigeons."))
3340 # compute player's score
3341 timused = game.state.date - game.indate
3344 if (timused == 0 or (game.state.remkl + game.state.remcom + game.state.nscrem) != 0) and timused < 5.0:
3346 perdate = killrate()
3347 ithperd = 500*perdate + 0.5
3350 iwon = 100*game.skill
3351 if game.ship == IHE:
3353 elif game.ship == IHF:
3357 if not game.gamewon:
3358 game.state.nromrem = 0 # None captured if no win
3359 iscore = 10*(game.inkling - game.state.remkl) \
3360 + 50*(game.incom - game.state.remcom) \
3362 + 20*(game.inrom - game.state.nromrem) \
3363 + 200*(game.inscom - game.state.nscrem) \
3364 - game.state.nromrem \
3369 prout(_("Your score --"))
3370 if game.inrom - game.state.nromrem:
3371 prout(_("%6d Romulans destroyed %5d") %
3372 (game.inrom - game.state.nromrem, 20*(game.inrom - game.state.nromrem)))
3373 if game.state.nromrem:
3374 prout(_("%6d Romulans captured %5d") %
3375 (game.state.nromrem, game.state.nromrem))
3376 if game.inkling - game.state.remkl:
3377 prout(_("%6d ordinary Klingons destroyed %5d") %
3378 (game.inkling - game.state.remkl, 10*(game.inkling - game.state.remkl)))
3379 if game.incom - game.state.remcom:
3380 prout(_("%6d Klingon commanders destroyed %5d") %
3381 (game.incom - game.state.remcom, 50*(game.incom - game.state.remcom)))
3382 if game.inscom - game.state.nscrem:
3383 prout(_("%6d Super-Commander destroyed %5d") %
3384 (game.inscom - game.state.nscrem, 200*(game.inscom - game.state.nscrem)))
3386 prout(_("%6.2f Klingons per stardate %5d") %
3388 if game.state.starkl:
3389 prout(_("%6d stars destroyed by your action %5d") %
3390 (game.state.starkl, -5*game.state.starkl))
3391 if game.state.nplankl:
3392 prout(_("%6d planets destroyed by your action %5d") %
3393 (game.state.nplankl, -10*game.state.nplankl))
3394 if (game.options & OPTION_WORLDS) and game.state.nworldkl:
3395 prout(_("%6d inhabited planets destroyed by your action %5d") %
3396 (game.state.nplankl, -300*game.state.nworldkl))
3397 if game.state.basekl:
3398 prout(_("%6d bases destroyed by your action %5d") %
3399 (game.state.basekl, -100*game.state.basekl))
3401 prout(_("%6d calls for help from starbase %5d") %
3402 (game.nhelp, -45*game.nhelp))
3404 prout(_("%6d casualties incurred %5d") %
3405 (game.casual, -game.casual))
3407 prout(_("%6d crew abandoned in space %5d") %
3408 (game.abandoned, -3*game.abandoned))
3410 prout(_("%6d ship(s) lost or destroyed %5d") %
3411 (klship, -100*klship))
3413 prout(_("Penalty for getting yourself killed -200"))
3415 proutn(_("Bonus for winning "))
3416 if game.skill == SKILL_NOVICE: proutn(_("Novice game "))
3417 elif game.skill == SKILL_FAIR: proutn(_("Fair game "))
3418 elif game.skill == SKILL_GOOD: proutn(_("Good game "))
3419 elif game.skill == SKILL_EXPERT: proutn(_("Expert game "))
3420 elif game.skill == SKILL_EMERITUS: proutn(_("Emeritus game"))
3421 prout(" %5d" % iwon)
3423 prout(_("TOTAL SCORE %5d") % iscore)
3426 # emit winner's commemmorative plaque
3429 proutn(_("File or device name for your plaque: "))
3432 fp = open(winner, "w")
3435 prout(_("Invalid name."))
3437 proutn(_("Enter name to go on plaque (up to 30 characters): "))
3439 # The 38 below must be 64 for 132-column paper
3440 nskip = 38 - len(winner)/2
3442 fp.write("\n\n\n\n")
3443 # --------DRAW ENTERPRISE PICTURE.
3444 fp.write(" EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n" )
3445 fp.write(" EEE E : : : E\n" )
3446 fp.write(" EE EEE E : : NCC-1701 : E\n")
3447 fp.write("EEEEEEEEEEEEEEEE EEEEEEEEEEEEEEE : : : E\n")
3448 fp.write(" E EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE\n")
3449 fp.write(" EEEEEEEEE EEEEEEEEEEEEE E E\n")
3450 fp.write(" EEEEEEE EEEEE E E E E\n")
3451 fp.write(" EEE E E E E\n")
3452 fp.write(" E E E E\n")
3453 fp.write(" EEEEEEEEEEEEE E E\n")
3454 fp.write(" EEE : EEEEEEE EEEEEEEE\n")
3455 fp.write(" :E : EEEE E\n")
3456 fp.write(" .-E -:----- E\n")
3457 fp.write(" :E : E\n")
3458 fp.write(" EE : EEEEEEEE\n")
3459 fp.write(" EEEEEEEEEEEEEEEEEEEEEEE\n")
3461 fp.write(_(" U. S. S. ENTERPRISE\n"))
3462 fp.write("\n\n\n\n")
3463 fp.write(_(" For demonstrating outstanding ability as a starship captain\n"))
3465 fp.write(_(" Starfleet Command bestows to you\n"))
3467 fp.write("%*s%s\n\n" % (nskip, "", winner))
3468 fp.write(_(" the rank of\n\n"))
3469 fp.write(_(" \"Commodore Emeritus\"\n\n"))
3471 if game.skill == SKILL_EXPERT:
3472 fp.write(_(" Expert level\n\n"))
3473 elif game.skill == SKILL_EMERITUS:
3474 fp.write(_("Emeritus level\n\n"))
3476 fp.write(_(" Cheat level\n\n"))
3477 timestring = ctime()
3478 fp.write(_(" This day of %.6s %.4s, %.8s\n\n") %
3479 (timestring+4, timestring+20, timestring+11))
3480 fp.write(_(" Your score: %d\n\n") % iscore)
3481 fp.write(_(" Klingons per stardate: %.2f\n") % perdate)
3484 # Code from io.c begins here
3486 rows = linecount = 0 # for paging
3489 fullscreen_window = None
3490 srscan_window = None
3491 report_window = None
3492 status_window = None
3493 lrscan_window = None
3494 message_window = None
3495 prompt_window = None
3499 "wrap up, either normally or due to signal"
3500 if game.options & OPTION_CURSES:
3507 sys.stdout.write('\n')
3513 #setlocale(LC_ALL, "")
3514 #bindtextdomain(PACKAGE, LOCALEDIR)
3515 #textdomain(PACKAGE)
3516 if atexit.register(outro):
3517 sys.stderr.write("Unable to register outro(), exiting...\n")
3519 if not (game.options & OPTION_CURSES):
3520 ln_env = os.getenv("LINES")
3526 stdscr = curses.initscr()
3531 curses.start_color()
3532 curses.init_pair(curses.COLOR_BLACK, curses.COLOR_BLACK, curses.COLOR_BLACK)
3533 curses.init_pair(curses.COLOR_GREEN, curses.COLOR_GREEN, curses.COLOR_BLACK)
3534 curses.init_pair(curses.COLOR_RED, curses.COLOR_RED, curses.COLOR_BLACK)
3535 curses.init_pair(curses.COLOR_CYAN, curses.COLOR_CYAN, curses.COLOR_BLACK)
3536 curses.init_pair(curses.COLOR_WHITE, curses.COLOR_WHITE, curses.COLOR_BLACK)
3537 curses.init_pair(curses.COLOR_MAGENTA, curses.COLOR_MAGENTA, curses.COLOR_BLACK)
3538 curses.init_pair(curses.COLOR_BLUE, curses.COLOR_BLUE, curses.COLOR_BLACK)
3539 curses.init_pair(curses.COLOR_YELLOW, curses.COLOR_YELLOW, curses.COLOR_BLACK)
3541 global fullscreen_window, srscan_window, report_window, status_window
3542 global lrscan_window, message_window, prompt_window
3543 fullscreen_window = stdscr
3544 srscan_window = curses.newwin(12, 25, 0, 0)
3545 report_window = curses.newwin(11, 0, 1, 25)
3546 status_window = curses.newwin(10, 0, 1, 39)
3547 lrscan_window = curses.newwin(5, 0, 0, 64)
3548 message_window = curses.newwin(0, 0, 12, 0)
3549 prompt_window = curses.newwin(1, 0, rows-2, 0)
3550 message_window.scrollok(True)
3551 setwnd(fullscreen_window)
3556 "wait for user action -- OK to do nothing if on a TTY"
3557 if game.options & OPTION_CURSES:
3562 if game.skill > SKILL_FAIR:
3563 prouts(_("[ANOUNCEMENT ARRIVING...]"))
3565 prouts(_("[IMPORTANT ANNOUNCEMENT ARRIVING -- PRESS ENTER TO CONTINUE]"))
3569 if game.skill > SKILL_FAIR:
3570 prompt = _("[CONTINUE?]")
3572 prompt = _("[PRESS ENTER TO CONTINUE]")
3574 if game.options & OPTION_CURSES:
3576 setwnd(prompt_window)
3577 prompt_window.wclear()
3578 prompt_window.addstr(prompt)
3579 prompt_window.getstr()
3580 prompt_window.clear()
3581 prompt_window.refresh()
3582 setwnd(message_window)
3585 sys.stdout.write('\n')
3588 for j in range(rows):
3589 sys.stdout.write('\n')
3593 "Skip i lines. Pause game if this would cause a scrolling event."
3594 for dummy in range(i):
3595 if game.options & OPTION_CURSES:
3596 (y, x) = curwnd.getyx()
3597 (my, mx) = curwnd.getmaxyx()
3598 if curwnd == message_window and y >= my - 3:
3606 if rows and linecount >= rows:
3609 sys.stdout.write('\n')
3612 "Utter a line with no following line feed."
3613 if game.options & OPTION_CURSES:
3617 sys.stdout.write(line)
3627 curses.delay_output(30)
3629 if game.options & OPTION_CURSES:
3633 curses.delay_output(300)
3636 "Get a line of input."
3637 if game.options & OPTION_CURSES:
3638 line = curwnd.getstr() + "\n"
3641 if replayfp and not replayfp.closed:
3642 line = replayfp.readline()
3650 "Change windows -- OK for this to be a no-op in tty mode."
3652 if game.options & OPTION_CURSES:
3654 curses.curs_set(wnd == fullscreen_window or wnd == message_window or wnd == prompt_window)
3657 "Clear to end of line -- can be a no-op in tty mode"
3658 if game.options & OPTION_CURSES:
3663 "Clear screen -- can be a no-op in tty mode."
3665 if game.options & OPTION_CURSES:
3671 def textcolor(color):
3672 "Set the current text color"
3673 if game.options & OPTION_CURSES:
3674 if color == DEFAULT:
3676 elif color == BLACK:
3677 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK))
3679 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE))
3680 elif color == GREEN:
3681 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN))
3683 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN))
3685 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED))
3686 elif color == MAGENTA:
3687 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA))
3688 elif color == BROWN:
3689 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW))
3690 elif color == LIGHTGRAY:
3691 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE))
3692 elif color == DARKGRAY:
3693 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLACK) | curses.A_BOLD)
3694 elif color == LIGHTBLUE:
3695 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_BLUE) | curses.A_BOLD)
3696 elif color == LIGHTGREEN:
3697 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_GREEN) | curses.A_BOLD)
3698 elif color == LIGHTCYAN:
3699 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_CYAN) | curses.A_BOLD)
3700 elif color == LIGHTRED:
3701 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_RED) | curses.A_BOLD)
3702 elif color == LIGHTMAGENTA:
3703 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_MAGENTA) | curses.A_BOLD)
3704 elif color == YELLOW:
3705 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_YELLOW) | curses.A_BOLD)
3706 elif color == WHITE:
3707 curwnd.attron(curses.COLOR_PAIR(curses.COLOR_WHITE) | curses.A_BOLD)
3710 "Set highlight video, if this is reasonable."
3711 if game.options & OPTION_CURSES:
3712 curwnd.attron(curses.A_REVERSE)
3715 # Things past this point have policy implications.
3719 "Hook to be called after moving to redraw maps."
3720 if game.options & OPTION_CURSES:
3723 setwnd(srscan_window)
3727 setwnd(status_window)
3728 status_window.clear()
3729 status_window.move(0, 0)
3730 setwnd(report_window)
3731 report_window.clear()
3732 report_window.move(0, 0)
3734 setwnd(lrscan_window)
3735 lrscan_window.clear()
3736 lrscan_window.move(0, 0)
3739 def put_srscan_sym(w, sym):
3740 "Emit symbol for short-range scan."
3741 srscan_window.move(w.x+1, w.y*2+2)
3742 srscan_window.addch(sym)
3743 srscan_window.refresh()
3746 "Enemy fall down, go boom."
3747 if game.options & OPTION_CURSES:
3749 setwnd(srscan_window)
3750 srscan_window.attron(curses.A_REVERSE)
3751 put_srscan_sym(w, game.quad[w.x][w.y])
3755 srscan_window.attroff(curses.A_REVERSE)
3756 put_srscan_sym(w, game.quad[w.x][w.y])
3757 curses.delay_output(500)
3758 setwnd(message_window)
3761 "Sound and visual effects for teleportation."
3762 if game.options & OPTION_CURSES:
3764 setwnd(message_window)
3766 prouts(" . . . . . ")
3767 if game.options & OPTION_CURSES:
3768 #curses.delay_output(1000)
3772 def tracktorpedo(w, l, i, n, iquad):
3773 "Torpedo-track animation."
3774 if not game.options & OPTION_CURSES:
3778 proutn(_("Track for torpedo number %d- ") % i)
3781 proutn(_("Torpedo track- "))
3784 proutn("%d - %d " % (w.x, w.y))
3786 if not damaged(DSRSENS) or game.condition=="docked":
3787 if i != 1 and l == 1:
3789 curses.delay_output(400)
3790 if (iquad==IHDOT) or (iquad==IHBLANK):
3791 put_srscan_sym(w, '+')
3793 #curses.delay_output(100)
3795 put_srscan_sym(w, iquad)
3797 curwnd.attron(curses.A_REVERSE)
3798 put_srscan_sym(w, iquad)
3800 #curses.delay_output(1000)
3802 curwnd.attroff(curses.A_REVERSE)
3803 put_srscan_sym(w, iquad)
3805 proutn("%d - %d " % (w.x, w.y))
3808 "Display the current galaxy chart."
3809 if game.options & OPTION_CURSES:
3810 setwnd(message_window)
3811 message_window.clear()
3813 if game.options & OPTION_TTY:
3818 def prstat(txt, data):
3820 if game.options & OPTION_CURSES:
3822 setwnd(status_window)
3824 proutn(" " * (NSYM - len(txt)))
3827 if game.options & OPTION_CURSES:
3828 setwnd(report_window)
3830 # Code from moving.c begins here
3832 def imove(novapush):
3833 # movement execution for warp, impulse, supernova, and tractor-beam events
3834 w = coord(); final = coord()
3837 def no_quad_change():
3838 # No quadrant change -- compute new avg enemy distances
3839 game.quad[game.sector.x][game.sector.y] = game.ship
3841 for m in range(game.nenhere):
3842 finald = distance(w, game.ks[m])
3843 game.kavgd[m] = 0.5 * (finald+game.kdist[m])
3844 game.kdist[m] = finald
3846 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3848 for m in range(game.nenhere):
3849 game.kavgd[m] = game.kdist[m]
3852 setwnd(message_window)
3856 prout(_("Helmsman Sulu- \"Leaving standard orbit.\""))
3857 game.inorbit = False
3859 angle = ((15.0 - game.direc) * 0.5235988)
3860 deltax = -math.sin(angle)
3861 deltay = math.cos(angle)
3862 if math.fabs(deltax) > math.fabs(deltay):
3863 bigger = math.fabs(deltax)
3865 bigger = math.fabs(deltay)
3870 # If tractor beam is to occur, don't move full distance
3871 if game.state.date+game.optime >= scheduled(FTBEAM):
3873 game.condition = "red"
3874 game.dist = game.dist*(scheduled(FTBEAM)-game.state.date)/game.optime + 0.1
3875 game.optime = scheduled(FTBEAM) - game.state.date + 1e-5
3876 # Move within the quadrant
3877 game.quad[game.sector.x][game.sector.y] = IHDOT
3880 n = 10.0*game.dist*bigger+0.5
3883 for m in range(1, n+1):
3888 if not VALID_SECTOR(w.x, w.y):
3889 # Leaving quadrant -- allow final enemy attack
3890 # Don't do it if being pushed by Nova
3891 if game.nenhere != 0 and not novapush:
3893 for m in range(game.nenhere):
3894 finald = distance(w, game.ks[m])
3895 game.kavgd[m] = 0.5 * (finald + game.kdist[m])
3897 # Stas Sergeev added the condition
3898 # that attacks only happen if Klingons
3899 # are present and your skill is good.
3901 if game.skill > SKILL_GOOD and game.klhere > 0 and not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
3905 # compute final position -- new quadrant and sector
3906 x = QUADSIZE*(game.quadrant.x-1)+game.sector.x
3907 y = QUADSIZE*(game.quadrant.y-1)+game.sector.y
3908 w.x = x+10.0*game.dist*bigger*deltax+0.5
3909 w.y = y+10.0*game.dist*bigger*deltay+0.5
3910 # check for edge of galaxy
3920 if w.x > GALSIZE*QUADSIZE:
3921 w.x = (GALSIZE*QUADSIZE*2)+1 - w.x
3923 if w.y > GALSIZE*QUADSIZE:
3924 w.y = (GALSIZE*QUADSIZE*2)+1 - w.y
3933 if game.nkinks == 3:
3934 # Three strikes -- you're out!
3938 prout(_("YOU HAVE ATTEMPTED TO CROSS THE NEGATIVE ENERGY BARRIER"))
3939 prout(_("AT THE EDGE OF THE GALAXY. THE THIRD TIME YOU TRY THIS,"))
3940 prout(_("YOU WILL BE DESTROYED."))
3941 # Compute final position in new quadrant
3942 if trbeam: # Don't bother if we are to be beamed
3944 game.quadrant.x = (w.x+(QUADSIZE-1))/QUADSIZE
3945 game.quadrant.y = (w.y+(QUADSIZE-1))/QUADSIZE
3946 game.sector.x = w.x - QUADSIZE*(game.quadrant.x-1)
3947 game.sector.y = w.y - QUADSIZE*(game.quadrant.y-1)
3949 prout(_("Entering Quadrant %s.") % game.quadrant)
3950 game.quad[game.sector.x][game.sector.y] = game.ship
3952 if game.skill>SKILL_NOVICE:
3955 iquad = game.quad[w.x][w.y]
3957 # object encountered in flight path
3958 stopegy = 50.0*game.dist/game.optime
3959 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
3960 if iquad in (IHT. IHK, OHC, IHS, IHR, IHQUEST):
3962 ram(False, iquad, game.sector)
3964 elif iquad == IHBLANK:
3966 prouts(_("***RED ALERT! RED ALERT!"))
3970 proutn(_(" pulled into black hole at Sector %s") % w)
3972 # Getting pulled into a black hole was certain
3973 # death in Almy's original. Stas Sergeev added a
3974 # possibility that you'll get timewarped instead.
3977 for m in range(NDEVICES):
3978 if game.damage[m]>0:
3980 probf=math.pow(1.4,(game.energy+game.shield)/5000.0-1.0)*math.pow(1.3,1.0/(n+1)-1.0)
3981 if (game.options & OPTION_BLKHOLE) and random.random()>probf:
3991 proutn(_(" encounters Tholian web at %s;") % w)
3993 proutn(_(" blocked by object at %s;") % w)
3994 proutn(_("Emergency stop required "))
3995 prout(_("%2d units of energy.") % int(stopegy))
3996 game.energy -= stopegy
3997 final.x = x-deltax+0.5
3998 final.y = y-deltay+0.5
4000 if game.energy <= 0:
4006 game.dist = distance(game.sector, w) / (QUADSIZE * 1.0)
4013 # dock our ship at a starbase
4015 if game.condition == "docked" and verbose:
4016 prout(_("Already docked."))
4019 prout(_("You must first leave standard orbit."))
4021 if not is_valid(game.base) or abs(game.sector.x-game.base.x) > 1 or abs(game.sector.y-game.base.y) > 1:
4023 prout(_(" not adjacent to base."))
4025 game.condition = "docked"
4029 if game.energy < game.inenrg:
4030 game.energy = game.inenrg
4031 game.shield = game.inshld
4032 game.torps = game.intorps
4033 game.lsupres = game.inlsr
4034 game.state.crew = FULLCREW
4035 if not damaged(DRADIO) and \
4036 ((is_scheduled(FCDBAS) or game.isatb == 1) and not game.iseenit):
4037 # get attack report from base
4038 prout(_("Lt. Uhura- \"Captain, an important message from the starbase:\""))
4043 # This program originally required input in terms of a (clock)
4044 # direction and distance. Somewhere in history, it was changed to
4045 # cartesian coordinates. So we need to convert. Probably
4046 # "manual" input should still be done this way -- it's a real
4047 # pain if the computer isn't working! Manual mode is still confusing
4048 # because it involves giving x and y motions, yet the coordinates
4049 # are always displayed y - x, where +y is downward!
4052 def getcd(isprobe, akey):
4053 # get course and distance
4054 irowq=game.quadrant.x; icolq=game.quadrant.y; key=0
4055 navmode = "unspecified"
4060 # Get course direction and distance. If user types bad values, return
4061 # with DIREC = -1.0.
4064 if game.landed and not isprobe:
4065 prout(_("Dummy! You can't leave standard orbit until you"))
4066 proutn(_("are back aboard the ship."))
4069 while navmode == "unspecified":
4070 if damaged(DNAVSYS):
4072 prout(_("Computer damaged; manual navigation only"))
4074 prout(_("Computer damaged; manual movement only"))
4079 if isprobe and akey != -1:
4080 # For probe launch, use pre-scanned value first time
4087 proutn(_("Manual or automatic- "))
4090 elif key == IHALPHA:
4095 elif isit("automatic"):
4096 navmode = "automatic"
4105 prout(_("(Manual navigation assumed.)"))
4107 prout(_("(Manual movement assumed.)"))
4111 if navmode == "automatic":
4114 proutn(_("Target quadrant or quadrant§or- "))
4116 proutn(_("Destination sector or quadrant§or- "))
4124 xi = int(aaitem-0.05)
4129 xj = int(aaitem-0.5)
4132 # both quadrant and sector specified
4146 # only quadrant specified -- go to center of dest quad
4154 if not VALID_QUADRANT(icolq,irowq) or not VALID_SECTOR(incr.x,incr.y):
4161 prout(_("Helmsman Sulu- \"Course locked in for Sector %s.\"") % incr)
4163 prout(_("Ensign Chekov- \"Course laid in, Captain.\""))
4164 deltax = icolq - game.quadrant.y + 0.1*(incr.x-game.sector.y)
4165 deltay = game.quadrant.x - irowq + 0.1*(game.sector.x-incr.y)
4168 proutn(_("X and Y displacements- "))
4182 # Check for zero movement
4183 if deltax == 0 and deltay == 0:
4186 if itemp == "verbose" and not isprobe:
4188 prout(_("Helmsman Sulu- \"Aye, Sir.\""))
4189 game.dist = math.sqrt(deltax*deltax + deltay*deltay)
4190 game.direc = math.atan2(deltax, deltay)*1.90985932
4191 if game.direc < 0.0:
4197 # move under impulse power
4199 if damaged(DIMPULS):
4202 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4204 if game.energy > 30.0:
4206 if game.direc == -1.0:
4208 power = 20.0 + 100.0*game.dist
4212 if power >= game.energy:
4213 # Insufficient power for trip
4215 prout(_("First Officer Spock- \"Captain, the impulse engines"))
4216 prout(_("require 20.0 units to engage, plus 100.0 units per"))
4217 if game.energy > 30:
4218 proutn(_("quadrant. We can go, therefore, a maximum of %d") %
4219 int(0.01 * (game.energy-20.0)-0.05))
4220 prout(_(" quadrants.\""))
4222 prout(_("quadrant. They are, therefore, useless.\""))
4225 # Make sure enough time is left for the trip
4226 game.optime = game.dist/0.095
4227 if game.optime >= game.state.remtime:
4228 prout(_("First Officer Spock- \"Captain, our speed under impulse"))
4229 prout(_("power is only 0.95 sectors per stardate. Are you sure"))
4230 proutn(_("we dare spend the time?\" "))
4233 # Activate impulse engines and pay the cost
4238 power = 20.0 + 100.0*game.dist
4239 game.energy -= power
4240 game.optime = game.dist/0.095
4241 if game.energy <= 0:
4246 # move under warp drive
4247 blooey = False; twarp = False
4248 if not timewarp: # Not WARPX entry
4250 if game.damage[DWARPEN] > 10.0:
4253 prout(_("Engineer Scott- \"The impulse engines are damaged, Sir.\""))
4255 if damaged(DWARPEN) and game.warpfac > 4.0:
4258 prout(_("Engineer Scott- \"Sorry, Captain. Until this damage"))
4259 prout(_(" is repaired, I can only give you warp 4.\""))
4262 # Read in course and distance
4264 if game.direc == -1.0:
4267 # Make sure starship has enough energy for the trip
4268 power = (game.dist+0.05)*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4269 if power >= game.energy:
4270 # Insufficient power for trip
4273 prout(_("Engineering to bridge--"))
4274 if not game.shldup or 0.5*power > game.energy:
4275 iwarp = math.pow((game.energy/(game.dist+0.05)), 0.333333333)
4277 prout(_("We can't do it, Captain. We don't have enough energy."))
4279 proutn(_("We don't have enough energy, but we could do it at warp %d") % iwarp)
4282 prout(_("if you'll lower the shields."))
4286 prout(_("We haven't the energy to go that far with the shields up."))
4289 # Make sure enough time is left for the trip
4290 game.optime = 10.0*game.dist/game.wfacsq
4291 if game.optime >= 0.8*game.state.remtime:
4293 prout(_("First Officer Spock- \"Captain, I compute that such"))
4294 proutn(_(" a trip would require approximately %2.0f") %
4295 (100.0*game.optime/game.state.remtime))
4296 prout(_(" percent of our"))
4297 proutn(_(" remaining time. Are you sure this is wise?\" "))
4303 if game.warpfac > 6.0:
4304 # Decide if engine damage will occur
4305 prob = game.dist*(6.0-game.warpfac)*(6.0-game.warpfac)/66.666666666
4306 if prob > random.random():
4308 game.dist = random.random()*game.dist
4309 # Decide if time warp will occur
4310 if 0.5*game.dist*math.pow(7.0,game.warpfac-10.0) > random.random():
4312 if idebug and game.warpfac==10 and not twarp:
4314 proutn("=== Force time warp? ")
4318 # If time warp or engine damage, check path
4319 # If it is obstructed, don't do warp or damage
4320 angle = ((15.0-game.direc)*0.5235998)
4321 deltax = -math.sin(angle)
4322 deltay = math.cos(angle)
4323 if math.fabs(deltax) > math.fabs(deltay):
4324 bigger = math.fabs(deltax)
4326 bigger = math.fabs(deltay)
4330 n = 10.0 * game.dist * bigger +0.5
4333 for l in range(1, n+1):
4338 if not VALID_SECTOR(ix, iy):
4340 if game.quad[ix][iy] != IHDOT:
4345 # Activate Warp Engines and pay the cost
4349 game.energy -= game.dist*game.warpfac*game.warpfac*game.warpfac*(game.shldup+1)
4350 if game.energy <= 0:
4352 game.optime = 10.0*game.dist/game.wfacsq
4356 game.damage[DWARPEN] = game.damfac*(3.0*random.random()+1.0)
4358 prout(_("Engineering to bridge--"))
4359 prout(_(" Scott here. The warp engines are damaged."))
4360 prout(_(" We'll have to reduce speed to warp 4."))
4365 # change the warp factor
4371 proutn(_("Warp factor- "))
4376 if game.damage[DWARPEN] > 10.0:
4377 prout(_("Warp engines inoperative."))
4379 if damaged(DWARPEN) and aaitem > 4.0:
4380 prout(_("Engineer Scott- \"I'm doing my best, Captain,"))
4381 prout(_(" but right now we can only go warp 4.\""))
4384 prout(_("Helmsman Sulu- \"Our top speed is warp 10, Captain.\""))
4387 prout(_("Helmsman Sulu- \"We can't go below warp 1, Captain.\""))
4389 oldfac = game.warpfac
4390 game.warpfac = aaitem
4391 game.wfacsq=game.warpfac*game.warpfac
4392 if game.warpfac <= oldfac or game.warpfac <= 6.0:
4393 prout(_("Helmsman Sulu- \"Warp factor %d, Captain.\"") %
4396 if game.warpfac < 8.00:
4397 prout(_("Engineer Scott- \"Aye, but our maximum safe speed is warp 6.\""))
4399 if game.warpfac == 10.0:
4400 prout(_("Engineer Scott- \"Aye, Captain, we'll try it.\""))
4402 prout(_("Engineer Scott- \"Aye, Captain, but our engines may not take it.\""))
4406 # cope with being tossed out of quadrant by supernova or yanked by beam
4409 # is captain on planet?
4411 if damaged(DTRANSP):
4414 prout(_("Scotty rushes to the transporter controls."))
4416 prout(_("But with the shields up it's hopeless."))
4418 prouts(_("His desperate attempt to rescue you . . ."))
4419 if random.random() <= 0.5:
4423 prout(_("SUCCEEDS!"))
4426 proutn(_("The crystals mined were "))
4427 if random.random() <= 0.25:
4435 # Check to see if captain in shuttle craft
4441 # Inform captain of attempt to reach safety
4445 prouts(_("***RED ALERT! RED ALERT!"))
4449 prout(_(" has stopped in a quadrant containing"))
4450 prouts(_(" a supernova."))
4452 proutn(_("***Emergency automatic override attempts to hurl "))
4455 prout(_("safely out of quadrant."))
4456 if not damaged(DRADIO):
4457 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
4458 # Try to use warp engines
4459 if damaged(DWARPEN):
4461 prout(_("Warp engines damaged."))
4464 game.warpfac = 6.0+2.0*random.random()
4465 game.wfacsq = game.warpfac * game.warpfac
4466 prout(_("Warp factor set to %d") % int(game.warpfac))
4467 power = 0.75*game.energy
4468 game.dist = power/(game.warpfac*game.warpfac*game.warpfac*(game.shldup+1))
4469 distreq = 1.4142+random.random()
4470 if distreq < game.dist:
4472 game.optime = 10.0*game.dist/game.wfacsq
4473 game.direc = 12.0*random.random() # How dumb!
4475 game.inorbit = False
4478 # This is bad news, we didn't leave quadrant.
4482 prout(_("Insufficient energy to leave quadrant."))
4485 # Repeat if another snova
4486 if not game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
4488 if (game.state.remkl + game.state.remcom + game.state.nscrem)==0:
4489 finish(FWON) # Snova killed remaining enemy.
4492 # let's do the time warp again
4493 prout(_("***TIME WARP ENTERED."))
4494 if game.state.snap and random.random() < 0.5:
4496 prout(_("You are traveling backwards in time %d stardates.") %
4497 int(game.state.date-game.snapsht.date))
4498 game.state = game.snapsht
4499 game.state.snap = False
4500 if game.state.remcom:
4501 schedule(FTBEAM, expran(game.intime/game.state.remcom))
4502 schedule(FBATTAK, expran(0.3*game.intime))
4503 schedule(FSNOVA, expran(0.5*game.intime))
4504 # next snapshot will be sooner
4505 schedule(FSNAP, expran(0.25*game.state.remtime))
4507 if game.state.nscrem:
4508 schedule(FSCMOVE, 0.2777)
4512 invalidate(game.battle)
4514 # Make sure Galileo is consistant -- Snapshot may have been taken
4515 # when on planet, which would give us two Galileos!
4517 for l in range(game.inplan):
4518 if game.state.planets[l].known == "shuttle_down":
4520 if game.iscraft == "onship" and game.ship==IHE:
4521 prout(_("Chekov- \"Security reports the Galileo has disappeared, Sir!"))
4522 game.iscraft = "offship"
4523 # Likewise, if in the original time the Galileo was abandoned, but
4524 # was on ship earlier, it would have vanished -- let's restore it.
4525 if game.iscraft == "offship" and not gotit and game.damage[DSHUTTL] >= 0.0:
4526 prout(_("Checkov- \"Security reports the Galileo has reappeared in the dock!\""))
4527 game.iscraft = "onship"
4529 # * There used to be code to do the actual reconstrction here,
4530 # * but the starchart is now part of the snapshotted galaxy state.
4532 prout(_("Spock has reconstructed a correct star chart from memory"))
4534 # Go forward in time
4535 game.optime = -0.5*game.intime*math.log(random.random())
4536 prout(_("You are traveling forward in time %d stardates.") % int(game.optime))
4537 # cheat to make sure no tractor beams occur during time warp
4538 postpone(FTBEAM, game.optime)
4539 game.damage[DRADIO] += game.optime
4541 events() # Stas Sergeev added this -- do pending events
4544 # launch deep-space probe
4545 # New code to launch a deep space probe
4546 if game.nprobes == 0:
4549 if game.ship == IHE:
4550 prout(_("Engineer Scott- \"We have no more deep space probes, Sir.\""))
4552 prout(_("Ye Faerie Queene has no deep space probes."))
4557 prout(_("Engineer Scott- \"The probe launcher is damaged, Sir.\""))
4559 if is_scheduled(FDSPROB):
4562 if damaged(DRADIO) and game.condition != "docked":
4563 prout(_("Spock- \"Records show the previous probe has not yet"))
4564 prout(_(" reached its destination.\""))
4566 prout(_("Uhura- \"The previous probe is still reporting data, Sir.\""))
4571 # slow mode, so let Kirk know how many probes there are left
4572 if game.nprobes == 1:
4573 prout(_("1 probe left."))
4575 prout(_("%d probes left") % game.nprobes)
4576 proutn(_("Are you sure you want to fire a probe? "))
4580 game.isarmed = False
4581 if key == IHALPHA and citem == "armed":
4585 proutn(_("Arm NOVAMAX warhead? "))
4588 if game.direc == -1.0:
4591 angle = ((15.0 - game.direc) * 0.5235988)
4592 game.probeinx = -math.sin(angle)
4593 game.probeiny = math.cos(angle)
4594 if math.fabs(game.probeinx) > math.fabs(game.probeiny):
4595 bigger = math.fabs(game.probeinx)
4597 bigger = math.fabs(game.probeiny)
4599 game.probeiny /= bigger
4600 game.probeinx /= bigger
4601 game.proben = 10.0*game.dist*bigger +0.5
4602 game.probex = game.quadrant.x*QUADSIZE + game.sector.x - 1 # We will use better packing than original
4603 game.probey = game.quadrant.y*QUADSIZE + game.sector.y - 1
4604 game.probec = game.quadrant
4605 schedule(FDSPROB, 0.01) # Time to move one sector
4606 prout(_("Ensign Chekov- \"The deep space probe is launched, Captain.\""))
4610 # Here's how the mayday code works:
4612 # First, the closest starbase is selected. If there is a a starbase
4613 # in your own quadrant, you are in good shape. This distance takes
4614 # quadrant distances into account only.
4616 # A magic number is computed based on the distance which acts as the
4617 # probability that you will be rematerialized. You get three tries.
4619 # When it is determined that you should be able to be rematerialized
4620 # (i.e., when the probability thing mentioned above comes up
4621 # positive), you are put into that quadrant (anywhere). Then, we try
4622 # to see if there is a spot adjacent to the star- base. If not, you
4623 # can't be rematerialized!!! Otherwise, it drops you there. It only
4624 # tries five times to find a spot to drop you. After that, it's your
4628 # yell for help from nearest starbase
4629 # There's more than one way to move in this game!
4633 # Test for conditions which prevent calling for help
4634 if game.condition == "docked":
4635 prout(_("Lt. Uhura- \"But Captain, we're already docked.\""))
4638 prout(_("Subspace radio damaged."))
4640 if game.state.rembase==0:
4641 prout(_("Lt. Uhura- \"Captain, I'm not getting any response from Starbase.\""))
4644 proutn(_("You must be aboard the "))
4648 # OK -- call for help from nearest starbase
4651 # There's one in this quadrant
4652 ddist = distance(game.base, game.sector)
4655 for m in range(game.state.rembase):
4656 xdist = QUADSIZE * distance(game.state.baseq[m], game.quadrant)
4660 # Since starbase not in quadrant, set up new quadrant
4661 game.quadrant = game.state.baseq[line]
4663 # dematerialize starship
4664 game.quad[game.sector.x][game.sector.y]=IHDOT
4665 proutn(_("Starbase in Quadrant %s responds--") % game.quadrant)
4667 prout(_(" dematerializes."))
4669 for m in range(1, 5+1):
4670 ix = game.base.x+3.0*random.random()-1
4671 iy = game.base.y+3.0*random.random()-1
4672 if VALID_SECTOR(ix,iy) and game.quad[ix][iy]==IHDOT:
4673 # found one -- finish up
4677 if not is_valid(game.sector):
4678 prout(_("You have been lost in space..."))
4679 finish(FMATERIALIZE)
4681 # Give starbase three chances to rematerialize starship
4682 probf = math.pow((1.0 - math.pow(0.98,ddist)), 0.33333333)
4683 for m in range(1, 3+1):
4684 if m == 1: proutn(_("1st"))
4685 elif m == 2: proutn(_("2nd"))
4686 elif m == 3: proutn(_("3rd"))
4687 proutn(_(" attempt to re-materialize "))
4689 game.quad[ix][iy]=(IHMATER0,IHMATER1,IHMATER2)[m-1]
4692 if random.random() > probf:
4695 curses.delay_output(500)
4698 game.quad[ix][iy]=IHQUEST
4701 setwnd(message_window)
4702 finish(FMATERIALIZE)
4704 game.quad[ix][iy]=game.ship
4706 prout(_("succeeds."))
4710 prout(_("Lt. Uhura- \"Captain, we made it!\""))
4712 # Abandon Ship (the BSD-Trek description)
4714 # The ship is abandoned. If your current ship is the Faire
4715 # Queene, or if your shuttlecraft is dead, you're out of
4716 # luck. You need the shuttlecraft in order for the captain
4717 # (that's you!!) to escape.
4719 # Your crew can beam to an inhabited starsystem in the
4720 # quadrant, if there is one and if the transporter is working.
4721 # If there is no inhabited starsystem, or if the transporter
4722 # is out, they are left to die in outer space.
4724 # If there are no starbases left, you are captured by the
4725 # Klingons, who torture you mercilessly. However, if there
4726 # is at least one starbase, you are returned to the
4727 # Federation in a prisoner of war exchange. Of course, this
4728 # can't happen unless you have taken some prisoners.
4733 if game.condition=="docked":
4735 prout(_("You cannot abandon Ye Faerie Queene."))
4738 # Must take shuttle craft to exit
4739 if game.damage[DSHUTTL]==-1:
4740 prout(_("Ye Faerie Queene has no shuttle craft."))
4742 if game.damage[DSHUTTL]<0:
4743 prout(_("Shuttle craft now serving Big Macs."))
4745 if game.damage[DSHUTTL]>0:
4746 prout(_("Shuttle craft damaged."))
4749 prout(_("You must be aboard the ship."))
4751 if game.iscraft != "onship":
4752 prout(_("Shuttle craft not currently available."))
4754 # Print abandon ship messages
4756 prouts(_("***ABANDON SHIP! ABANDON SHIP!"))
4758 prouts(_("***ALL HANDS ABANDON SHIP!"))
4760 prout(_("Captain and crew escape in shuttle craft."))
4761 if game.state.rembase==0:
4762 # Oops! no place to go...
4765 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
4767 if not (game.options & OPTION_WORLDS) and not damaged(DTRANSP):
4768 prout(_("Remainder of ship's complement beam down"))
4769 prout(_("to nearest habitable planet."))
4770 elif q.planet != None and not damaged(DTRANSP):
4771 prout(_("Remainder of ship's complement beam down to %s.") %
4774 prout(_("Entire crew of %d left to die in outer space.") %
4776 game.casual += game.state.crew
4777 game.abandoned += game.state.crew
4779 # If at least one base left, give 'em the Faerie Queene
4781 game.icrystl = False # crystals are lost
4782 game.nprobes = 0 # No probes
4783 prout(_("You are captured by Klingons and released to"))
4784 prout(_("the Federation in a prisoner-of-war exchange."))
4785 nb = random.random()*game.state.rembase+1
4786 # Set up quadrant and position FQ adjacient to base
4787 if not game.quadrant == game.state.baseq[nb]:
4788 game.quadrant = game.state.baseq[nb]
4789 game.sector.x = game.sector.y = 5
4792 # position next to base by trial and error
4793 game.quad[game.sector.x][game.sector.y] = IHDOT
4794 for l in range(QUADSIZE):
4795 game.sector.x = 3.0*random.random() - 1.0 + game.base.x
4796 game.sector.y = 3.0*random.random() - 1.0 + game.base.y
4797 if VALID_SECTOR(game.sector.x, game.sector.y) and \
4798 game.quad[game.sector.x][game.sector.y] == IHDOT:
4801 break # found a spot
4802 game.sector.x=QUADSIZE/2
4803 game.sector.y=QUADSIZE/2
4805 # Get new commission
4806 game.quad[game.sector.x][game.sector.y] = game.ship = IHF
4807 game.state.crew = FULLCREW
4808 prout(_("Starfleet puts you in command of another ship,"))
4809 prout(_("the Faerie Queene, which is antiquated but,"))
4810 prout(_("still useable."))
4812 prout(_("The dilithium crystals have been moved."))
4814 game.iscraft = "offship" # Galileo disappears
4816 game.condition="docked"
4817 for l in range(NDEVICES):
4818 game.damage[l] = 0.0
4819 game.damage[DSHUTTL] = -1
4820 game.energy = game.inenrg = 3000.0
4821 game.shield = game.inshld = 1250.0
4822 game.torps = game.intorps = 6
4823 game.lsupres=game.inlsr=3.0
4829 # Code from planets.c begins here.
4832 # abort a lengthy operation if an event interrupts it
4835 if game.alldone or game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova or game.justin:
4840 # report on (uninhabited) planets in the galaxy
4844 prout(_("Spock- \"Planet report follows, Captain.\""))
4846 for i in range(game.inplan):
4847 if game.state.planets[i].pclass == "destroyed":
4849 if (game.state.planets[i].known != "unknown" \
4850 and not game.state.planets[i].inhabited) \
4853 if idebug and game.state.planets[i].known=="unknown":
4854 proutn("(Unknown) ")
4855 proutn(_("Quadrant %s") % game.state.planets[i].w)
4856 proutn(_(" class "))
4857 proutn(game.state.planets[i].pclass)
4859 if game.state.planets[i].crystals != present:
4861 prout(_("dilithium crystals present."))
4862 if game.state.planets[i].known=="shuttle_down":
4863 prout(_(" Shuttle Craft Galileo on surface."))
4865 prout(_("No information available."))
4868 # enter standard orbit
4872 prout(_("Already in standard orbit."))
4874 if damaged(DWARPEN) and damaged(DIMPULS):
4875 prout(_("Both warp and impulse engines damaged."))
4877 if not is_valid(game.plnet) or abs(game.sector.x-game.plnet.x) > 1 or abs(game.sector.y-game.plnet.y) > 1:
4879 prout(_(" not adjacent to planet."))
4882 game.optime = 0.02+0.03*random.random()
4883 prout(_("Helmsman Sulu- \"Entering standard orbit, Sir.\""))
4887 game.height = (1400.0+7200.0*random.random())
4888 prout(_("Sulu- \"Entered orbit at altitude %.2f kilometers.\"") % game.height)
4893 # examine planets in this quadrant
4894 if damaged(DSRSENS):
4895 if game.options & OPTION_TTY:
4896 prout(_("Short range sensors damaged."))
4898 if game.iplnet == None:
4899 if game.options & OPTION_TTY:
4900 prout(_("Spock- \"No planet in this quadrant, Captain.\""))
4902 if game.iplnet.known == "unknown":
4903 prout(_("Spock- \"Sensor scan for Quadrant %s-") % game.quadrant)
4905 prout(_(" Planet at Sector %s is of class %s.") %
4906 (game.plnet, game.iplnet.pclass))
4907 if game.iplnet.known=="shuttle_down":
4908 prout(_(" Sensors show Galileo still on surface."))
4909 proutn(_(" Readings indicate"))
4910 if game.iplnet.crystals != present:
4912 prout(_(" dilithium crystals present.\""))
4913 if game.iplnet.known == "unknown":
4914 game.iplnet.known = "known"
4915 elif game.iplnet.inhabited:
4916 prout(_("Spock- \"The inhabited planet %s is located at Sector %s, Captain.\"") % (game.iplnet.name, game.plnet))
4919 # use the transporter
4923 if damaged(DTRANSP):
4924 prout(_("Transporter damaged."))
4925 if not damaged(DSHUTTL) and (game.iplnet.known=="shuttle_down" or game.iscraft == "onship"):
4927 proutn(_("Spock- \"May I suggest the shuttle craft, Sir?\" "))
4931 if not game.inorbit:
4933 prout(_(" not in standard orbit."))
4936 prout(_("Impossible to transport through shields."))
4938 if game.iplnet.known=="unknown":
4939 prout(_("Spock- \"Captain, we have no information on this planet"))
4940 prout(_(" and Starfleet Regulations clearly state that in this situation"))
4941 prout(_(" you may not go down.\""))
4943 if not game.landed and game.iplnet.crystals=="absent":
4944 prout(_("Spock- \"Captain, I fail to see the logic in"))
4945 prout(_(" exploring a planet with no dilithium crystals."))
4946 proutn(_(" Are you sure this is wise?\" "))
4950 if not (game.options & OPTION_PLAIN):
4951 nrgneed = 50 * game.skill + game.height / 100.0
4952 if nrgneed > game.energy:
4953 prout(_("Engineering to bridge--"))
4954 prout(_(" Captain, we don't have enough energy for transportation."))
4956 if not game.landed and nrgneed * 2 > game.energy:
4957 prout(_("Engineering to bridge--"))
4958 prout(_(" Captain, we have enough energy only to transport you down to"))
4959 prout(_(" the planet, but there wouldn't be an energy for the trip back."))
4960 if game.iplnet.known == "shuttle_down":
4961 prout(_(" Although the Galileo shuttle craft may still be on a surface."))
4962 proutn(_(" Are you sure this is wise?\" "))
4967 # Coming from planet
4968 if game.iplnet.known=="shuttle_down":
4969 proutn(_("Spock- \"Wouldn't you rather take the Galileo?\" "))
4973 prout(_("Your crew hides the Galileo to prevent capture by aliens."))
4974 prout(_("Landing party assembled, ready to beam up."))
4976 prout(_("Kirk whips out communicator..."))
4977 prouts(_("BEEP BEEP BEEP"))
4979 prout(_("\"Kirk to enterprise- Lock on coordinates...energize.\""))
4982 prout(_("Scotty- \"Transporter room ready, Sir.\""))
4984 prout(_("Kirk and landing party prepare to beam down to planet surface."))
4986 prout(_("Kirk- \"Energize.\""))
4989 prouts("WWHOOOIIIIIRRRRREEEE.E.E. . . . . . .")
4991 if random.random() > 0.98:
4992 prouts("BOOOIIIOOOIIOOOOIIIOIING . . .")
4994 prout(_("Scotty- \"Oh my God! I've lost them.\""))
4997 prouts(". . . . . . .E.E.EEEERRRRRIIIIIOOOHWW")
4998 game.landed = not game.landed
4999 game.energy -= nrgneed
5001 prout(_("Transport complete."))
5002 if game.landed and game.iplnet.known=="shuttle_down":
5003 prout(_("The shuttle craft Galileo is here!"))
5004 if not game.landed and game.imine:
5011 # strip-mine a world for dilithium
5015 prout(_("Mining party not on planet."))
5017 if game.iplnet.crystals == "mined":
5018 prout(_("This planet has already been strip-mined for dilithium."))
5020 elif game.iplnet.crystals == "absent":
5021 prout(_("No dilithium crystals on this planet."))
5024 prout(_("You've already mined enough crystals for this trip."))
5026 if game.icrystl and game.cryprob == 0.05:
5027 proutn(_("With all those fresh crystals aboard the "))
5030 prout(_("there's no reason to mine more at this time."))
5032 game.optime = (0.1+0.2*random.random())*game.iplnet.pclass
5035 prout(_("Mining operation complete."))
5036 game.iplnet.crystals = "mined"
5037 game.imine = game.ididit = True
5040 # use dilithium crystals
5044 if not game.icrystl:
5045 prout(_("No dilithium crystals available."))
5047 if game.energy >= 1000:
5048 prout(_("Spock- \"Captain, Starfleet Regulations prohibit such an operation"))
5049 prout(_(" except when Condition Yellow exists."))
5051 prout(_("Spock- \"Captain, I must warn you that loading"))
5052 prout(_(" raw dilithium crystals into the ship's power"))
5053 prout(_(" system may risk a severe explosion."))
5054 proutn(_(" Are you sure this is wise?\" "))
5059 prout(_("Engineering Officer Scott- \"(GULP) Aye Sir."))
5060 prout(_(" Mr. Spock and I will try it.\""))
5062 prout(_("Spock- \"Crystals in place, Sir."))
5063 prout(_(" Ready to activate circuit.\""))
5065 prouts(_("Scotty- \"Keep your fingers crossed, Sir!\""))
5067 if random.random() <= game.cryprob:
5068 prouts(_(" \"Activating now! - - No good! It's***"))
5070 prouts(_("***RED ALERT! RED A*L********************************"))
5073 prouts(_("****************** KA-BOOM!!!! *******************"))
5077 game.energy += 5000.0*(1.0 + 0.9*random.random())
5078 prouts(_(" \"Activating now! - - "))
5079 prout(_("The instruments"))
5080 prout(_(" are going crazy, but I think it's"))
5081 prout(_(" going to work!! Congratulations, Sir!\""))
5086 # use shuttlecraft for planetary jaunt
5089 if damaged(DSHUTTL):
5090 if game.damage[DSHUTTL] == -1.0:
5091 if game.inorbit and game.iplnet.known == "shuttle_down":
5092 prout(_("Ye Faerie Queene has no shuttle craft bay to dock it at."))
5094 prout(_("Ye Faerie Queene had no shuttle craft."))
5095 elif game.damage[DSHUTTL] > 0:
5096 prout(_("The Galileo is damaged."))
5097 else: # game.damage[DSHUTTL] < 0
5098 prout(_("Shuttle craft is now serving Big Macs."))
5100 if not game.inorbit:
5102 prout(_(" not in standard orbit."))
5104 if (game.iplnet.known != "shuttle_down") and game.iscraft != "onship":
5105 prout(_("Shuttle craft not currently available."))
5107 if not game.landed and game.iplnet.known=="shuttle_down":
5108 prout(_("You will have to beam down to retrieve the shuttle craft."))
5110 if game.shldup or game.condition == "docked":
5111 prout(_("Shuttle craft cannot pass through shields."))
5113 if game.iplnet.known=="unknown":
5114 prout(_("Spock- \"Captain, we have no information on this planet"))
5115 prout(_(" and Starfleet Regulations clearly state that in this situation"))
5116 prout(_(" you may not fly down.\""))
5118 game.optime = 3.0e-5*game.height
5119 if game.optime >= 0.8*game.state.remtime:
5120 prout(_("First Officer Spock- \"Captain, I compute that such"))
5121 proutn(_(" a maneuver would require approximately %2d%% of our") % \
5122 int(100*game.optime/game.state.remtime))
5123 prout(_("remaining time."))
5124 proutn(_("Are you sure this is wise?\" "))
5130 if game.iscraft == "onship":
5132 if not damaged(DTRANSP):
5133 proutn(_("Spock- \"Would you rather use the transporter?\" "))
5137 proutn(_("Shuttle crew"))
5139 proutn(_("Rescue party"))
5140 prout(_(" boards Galileo and swoops toward planet surface."))
5141 game.iscraft = "offship"
5145 game.iplnet.known="shuttle_down"
5146 prout(_("Trip complete."))
5149 # Ready to go back to ship
5150 prout(_("You and your mining party board the"))
5151 prout(_("shuttle craft for the trip back to the Enterprise."))
5153 prouts(_("The short hop begins . . ."))
5155 game.iplnet.known="known"
5161 game.iscraft = "onship"
5167 prout(_("Trip complete."))
5172 prout(_("Mining party assembles in the hangar deck,"))
5173 prout(_("ready to board the shuttle craft \"Galileo\"."))
5175 prouts(_("The hangar doors open; the trip begins."))
5178 game.iscraft = "offship"
5181 game.iplnet.known = "shuttle_down"
5184 prout(_("Trip complete."))
5188 # use the big zapper
5194 if game.ship != IHE:
5195 prout(_("Ye Faerie Queene has no death ray."))
5198 prout(_("Sulu- \"But Sir, there are no enemies in this quadrant.\""))
5201 prout(_("Death Ray is damaged."))
5203 prout(_("Spock- \"Captain, the 'Experimental Death Ray'"))
5204 prout(_(" is highly unpredictible. Considering the alternatives,"))
5205 proutn(_(" are you sure this is wise?\" "))
5208 prout(_("Spock- \"Acknowledged.\""))
5211 prouts(_("WHOOEE ... WHOOEE ... WHOOEE ... WHOOEE"))
5213 prout(_("Crew scrambles in emergency preparation."))
5214 prout(_("Spock and Scotty ready the death ray and"))
5215 prout(_("prepare to channel all ship's power to the device."))
5217 prout(_("Spock- \"Preparations complete, sir.\""))
5218 prout(_("Kirk- \"Engage!\""))
5220 prouts(_("WHIRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"))
5223 if game.options & OPTION_PLAIN:
5226 prouts(_("Sulu- \"Captain! It's working!\""))
5228 while game.nenhere > 0:
5229 deadkl(game.ks[1], game.quad[game.ks[1].x][game.ks[1].y],game.ks[1])
5230 prout(_("Ensign Chekov- \"Congratulations, Captain!\""))
5231 if (game.state.remkl + game.state.remcom + game.state.nscrem) == 0:
5233 if (game.options & OPTION_PLAIN) == 0:
5234 prout(_("Spock- \"Captain, I believe the `Experimental Death Ray'"))
5235 if random.random() <= 0.05:
5236 prout(_(" is still operational.\""))
5238 prout(_(" has been rendered nonfunctional.\""))
5239 game.damage[DDRAY] = 39.95
5241 r = random.random() # Pick failure method
5243 prouts(_("Sulu- \"Captain! It's working!\""))
5245 prouts(_("***RED ALERT! RED ALERT!"))
5247 prout(_("***MATTER-ANTIMATTER IMPLOSION IMMINENT!"))
5249 prouts(_("***RED ALERT! RED A*L********************************"))
5252 prouts(_("****************** KA-BOOM!!!! *******************"))
5257 prouts(_("Sulu- \"Captain! Yagabandaghangrapl, brachriigringlanbla!\""))
5259 prout(_("Lt. Uhura- \"Graaeek! Graaeek!\""))
5261 prout(_("Spock- \"Fascinating! . . . All humans aboard"))
5262 prout(_(" have apparently been transformed into strange mutations."))
5263 prout(_(" Vulcans do not seem to be affected."))
5265 prout(_("Kirk- \"Raauch! Raauch!\""))
5270 prouts(_("Sulu- \"Captain! It's --WHAT?!?!\""))
5272 proutn(_("Spock- \"I believe the word is"))
5273 prouts(_(" *ASTONISHING*"))
5274 prout(_(" Mr. Sulu."))
5275 for i in range(QUADSIZE):
5276 for j in range(QUADSIZE):
5277 if game.quad[i][j] == IHDOT:
5278 game.quad[i][j] = IHQUEST
5279 prout(_(" Captain, our quadrant is now infested with"))
5280 prouts(_(" - - - - - - *THINGS*."))
5282 prout(_(" I have no logical explanation.\""))
5284 prouts(_("Sulu- \"Captain! The Death Ray is creating tribbles!\""))
5286 prout(_("Scotty- \"There are so many tribbles down here"))
5287 prout(_(" in Engineering, we can't move for 'em, Captain.\""))
5291 # Code from reports.c begins here
5293 def attackreport(curt):
5294 # report status of bases under attack
5296 if is_scheduled(FCDBAS):
5297 prout(_("Starbase in Quadrant %s is currently under Commander attack.") % game.battle)
5298 prout(_("It can hold out until Stardate %d.") % int(scheduled(FCDBAS)))
5299 elif game.isatb == 1:
5300 prout(_("Starbase in Quadrant %s is under Super-commander attack.") % game.state.kscmdr)
5301 prout(_("It can hold out until Stardate %d.") % int(scheduled(FSCDBAS)))
5303 prout(_("No Starbase is currently under attack."))
5305 if is_scheduled(FCDBAS):
5306 proutn(_("Base in %s attacked by C. Alive until %.1f") % (game.battle, scheduled(FCDBAS)))
5308 proutn(_("Base in %s attacked by S. Alive until %.1f") % (game.state.kscmdr, scheduled(FSCDBAS)))
5312 # report on general game status
5314 s1 = "" and game.thawed and _("thawed ")
5315 s2 = {1:"short", 2:"medium", 4:"long"}[game.length]
5316 s3 = (None, _("novice"). _("fair"),
5317 _("good"), _("expert"), _("emeritus"))[game.skill]
5318 prout(_("You %s a %s%s %s game.") % ((_("were playing"), _("are playing"))[game.alldone], s1, s2, s3))
5319 if game.skill>SKILL_GOOD and game.thawed and not game.alldone:
5320 prout(_("No plaque is allowed."))
5322 prout(_("This is tournament game %d.") % game.tourn)
5323 prout(_("Your secret password is \"%s\"") % game.passwd)
5324 proutn(_("%d of %d Klingons have been killed") % (((game.inkling + game.incom + game.inscom) - (game.state.remkl + game.state.remcom + game.state.nscrem)),
5325 (game.inkling + game.incom + game.inscom)))
5326 if game.incom - game.state.remcom:
5327 prout(_(", including %d Commander%s.") % (game.incom - game.state.remcom, (_("s"), "")[(game.incom - game.state.remcom)==1]))
5328 elif game.inkling - game.state.remkl + (game.inscom - game.state.nscrem) > 0:
5329 prout(_(", but no Commanders."))
5332 if game.skill > SKILL_FAIR:
5333 prout(_("The Super Commander has %sbeen destroyed.") % ("", _("not "))[game.state.nscrem])
5334 if game.state.rembase != game.inbase:
5336 if game.inbase-game.state.rembase==1:
5337 proutn(_("has been 1 base"))
5339 proutn(_("have been %d bases") % (game.inbase-game.state.rembase))
5340 prout(_(" destroyed, %d remaining.") % game.state.rembase)
5342 prout(_("There are %d bases.") % game.inbase)
5343 if communicating() or game.iseenit:
5344 # Don't report this if not seen and
5345 # either the radio is dead or not at base!
5349 prout(_("%d casualt%s suffered so far.") % (game.casual, ("y", "ies")[game.casual!=1]))
5351 prout(_("There were %d call%s for help.") % (game.nhelp, ("" , _("s"))[game.nhelp!=1]))
5352 if game.ship == IHE:
5353 proutn(_("You have "))
5355 proutn("%d" % (game.nprobes))
5358 proutn(_(" deep space probe"))
5362 if communicating() and is_scheduled(FDSPROB):
5364 proutn(_("An armed deep space probe is in "))
5366 proutn(_("A deep space probe is in "))
5367 prout("Quadrant %s." % game.probec)
5369 if game.cryprob <= .05:
5370 prout(_("Dilithium crystals aboard ship... not yet used."))
5374 while game.cryprob > ai:
5377 prout(_("Dilithium crystals have been used %d time%s.") % \
5378 (i, (_("s"), "")[i==1]))
5382 # long-range sensor scan
5383 if damaged(DLRSENS):
5384 # Now allow base's sensors if docked
5385 if game.condition != "docked":
5386 prout(_("LONG-RANGE SENSORS DAMAGED."))
5388 prout(_("Starbase's long-range scan"))
5390 prout(_("Long-range scan"))
5391 for x in range(game.quadrant.x-1, game.quadrant.x+2):
5393 for y in range(game.quadrant.y-1, game.quadrant.y+2):
5394 if not VALID_QUADRANT(x, y):
5397 if not damaged(DRADIO):
5398 game.state.galaxy[x][y].charted = True
5399 game.state.chart[x][y].klingons = game.state.galaxy[x][y].klingons
5400 game.state.chart[x][y].starbase = game.state.galaxy[x][y].starbase
5401 game.state.chart[x][y].stars = game.state.galaxy[x][y].stars
5402 if game.state.galaxy[x][y].supernova:
5405 proutn(" %3d" % (game.state.chart[x][y].klingons*100 + game.state.chart[x][y].starbase * 10 + game.state.chart[x][y].stars))
5413 for i in range(NDEVICES):
5416 prout(_("\tDEVICE\t\t\t-REPAIR TIMES-"))
5417 prout(_("\t\t\tIN FLIGHT\t\tDOCKED"))
5419 prout(" %-26s\t%8.2f\t\t%8.2f" % (device[i],
5420 game.damage[i]+0.05,
5421 game.docfac*game.damage[i]+0.005))
5423 prout(_("All devices functional."))
5426 # update the chart in the Enterprise's computer from galaxy data
5427 game.lastchart = game.state.date
5428 for i in range(GALSIZE):
5429 for j in range(GALSIZE):
5430 if game.state.galaxy[i][j].charted:
5431 game.state.chart[i][j].klingons = game.state.galaxy[i][j].klingons
5432 game.state.chart[i][j].starbase = game.state.galaxy[i][j].starbase
5433 game.state.chart[i][j].stars = game.state.galaxy[i][j].stars
5436 # display the star chart
5438 if not damaged(DRADIO):
5440 if game.lastchart < game.state.date and game.condition == "docked":
5441 prout(_("Spock- \"I revised the Star Chart from the starbase's records.\""))
5444 prout(_(" STAR CHART FOR THE KNOWN GALAXY"))
5445 if game.state.date > game.lastchart:
5446 prout(_("(Last surveillance update %d stardates ago).") % ((int)(game.state.date-game.lastchart)))
5447 prout(" 1 2 3 4 5 6 7 8")
5448 for i in range(GALSIZE):
5449 proutn("%d |" % (i))
5450 for j in range(GALSIZE):
5451 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5455 if game.state.galaxy[i][j].supernova:
5457 elif not game.state.galaxy[i][j].charted and game.state.galaxy[i][j].starbase:
5459 elif game.state.galaxy[i][j].charted:
5460 show = "%3d" % (game.state.chart[i][j].klingons*100 + game.state.chart[i][j].starbase * 10 + game.state.chart[i][j].stars)
5464 if (game.options & OPTION_SHOWME) and i == game.quadrant.x and j == game.quadrant.y:
5472 def sectscan(goodScan, i, j):
5473 # light up an individual dot in a sector
5474 if goodScan or (abs(i-game.sector.x)<= 1 and abs(j-game.sector.y) <= 1):
5475 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):
5476 if game.condition == "red": textcolor(RED)
5477 elif game.condition == "green": textcolor(GREEN)
5478 elif game.condition == "yellow": textcolor(YELLOW)
5479 elif game.condition == "docked": textcolor(CYAN)
5480 elif game.condition == "dead": textcolor(BROWN)
5481 if game.quad[i][j] != game.ship:
5483 proutn("%c " % game.quad[i][j])
5489 # print status report lines
5491 if not req or req == 1:
5492 prstat(_("Stardate"), _("%.1f, Time Left %.2f") \
5493 % (game.state.date, game.state.remtime))
5494 if not req or req == 2:
5495 if game.condition != "docked":
5498 for t in range(NDEVICES):
5499 if game.damage[t]>0:
5501 prstat(_("Condition"), _("%s, %i DAMAGES") % (game.condition.upper(), dam))
5502 if not req or req == 3:
5503 prstat(_("Position"), "%s , %s" % (game.quadrant, game.sector))
5504 if not req or req == 4:
5505 if damaged(DLIFSUP):
5506 if game.condition == "docked":
5507 s = _("DAMAGED, Base provides")
5509 s = _("DAMAGED, reserves=%4.2f") % game.lsupres
5512 prstat(_("Life Support"), s)
5513 if not req or req == 5:
5514 prstat(_("Warp Factor"), "%.1f" % game.warpfac)
5515 if not req or req == 6:
5517 if game.icrystl and (game.options & OPTION_SHOWME):
5518 extra = _(" (have crystals)")
5519 prstat(_("Energy"), "%.2f%s" % (game.energy, extra))
5520 if not req or req == 7:
5521 prstat(_("Torpedoes"), "%d" % (game.torps))
5522 if not req or req == 8:
5523 if damaged(DSHIELD):
5529 data = _(" %d%% %.1f units") \
5530 % (int((100.0*game.shield)/game.inshld + 0.5), game.shield)
5531 prstat(_("Shields"), s+data)
5532 if not req or req == 9:
5533 prstat(_("Klingons Left"), "%d" \
5534 % (game.state.remkl + game.state.remcom + game.state.nscrem))
5535 if not req or req == 10:
5536 if game.options & OPTION_WORLDS:
5537 plnet = game.state.galaxy[game.quadrant.x][game.quadrant.y].planet
5538 if plnet and plnet.inhabited:
5539 prstat(_("Major system"), plnet.name)
5541 prout(_("Sector is uninhabited"))
5542 elif not req or req == 11:
5543 attackreport(not req)
5546 requests = ("da","co","po","ls","wa","en","to","sh","kl","sy", "ti")
5547 while scan() == IHEOL:
5548 proutn(_("Information desired? "))
5550 if citem in requests:
5551 status(requests.index(citem))
5553 prout(_("UNRECOGNIZED REQUEST. Legal requests are:"))
5554 prout((" date, condition, position, lsupport, warpfactor,"))
5555 prout((" energy, torpedoes, shields, klingons, system, time."))
5560 if damaged(DSRSENS):
5561 # Allow base's sensors if docked
5562 if game.condition != "docked":
5563 prout(_(" S.R. SENSORS DAMAGED!"))
5566 prout(_(" [Using Base's sensors]"))
5568 prout(_(" Short-range scan"))
5569 if goodScan and not damaged(DRADIO):
5570 game.state.chart[game.quadrant.x][game.quadrant.y].klingons = game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons
5571 game.state.chart[game.quadrant.x][game.quadrant.y].starbase = game.state.galaxy[game.quadrant.x][game.quadrant.y].starbase
5572 game.state.chart[game.quadrant.x][game.quadrant.y].stars = game.state.galaxy[game.quadrant.x][game.quadrant.y].stars
5573 game.state.galaxy[game.quadrant.x][game.quadrant.y].charted = True
5574 prout(" 1 2 3 4 5 6 7 8 9 10")
5575 if game.condition != "docked":
5577 for i in range(QUADSIZE):
5578 proutn("%2d " % (i))
5579 for j in range(QUADSIZE):
5580 sectscan(goodScan, i, j)
5585 # use computer to get estimated time of arrival for a warp jump
5586 w1 = coord(); w2 = coord()
5588 if damaged(DCOMPTR):
5589 prout(_("COMPUTER DAMAGED, USE A POCKET CALCULATOR."))
5592 if scan() != IHREAL:
5595 proutn(_("Destination quadrant and/or sector? "))
5599 w1.y = int(aaitem-0.5)
5600 if scan() != IHREAL:
5603 w1.x = int(aaitem-0.5)
5604 if scan() == IHREAL:
5605 w2.y = int(aaitem-0.5)
5606 if scan() != IHREAL:
5609 w2.x = int(aaitem-0.5)
5611 if game.quadrant.y>w1.x:
5615 if game.quadrant.x>w1.y:
5620 if not VALID_QUADRANT(w1.x, w1.y) or not VALID_SECTOR(w2.x, w2.y):
5623 game.dist = math.sqrt(square(w1.y-game.quadrant.y+0.1*(w2.y-game.sector.y))+
5624 square(w1.x-game.quadrant.x+0.1*(w2.x-game.sector.x)))
5628 prout(_("Answer \"no\" if you don't know the value:"))
5631 proutn(_("Time or arrival date? "))
5634 if ttime > game.state.date:
5635 ttime -= game.state.date # Actually a star date
5636 twarp=(math.floor(math.sqrt((10.0*game.dist)/ttime)*10.0)+1.0)/10.0
5637 if ttime <= 1e-10 or twarp > 10:
5638 prout(_("We'll never make it, sir."))
5645 proutn(_("Warp factor? "))
5649 if twarp<1.0 or twarp > 10.0:
5653 prout(_("Captain, certainly you can give me one of these."))
5656 ttime = (10.0*game.dist)/square(twarp)
5657 tpower = game.dist*twarp*twarp*twarp*(game.shldup+1)
5658 if tpower >= game.energy:
5659 prout(_("Insufficient energy, sir."))
5660 if not game.shldup or tpower > game.energy*2.0:
5663 proutn(_("New warp factor to try? "))
5664 if scan() == IHREAL:
5667 if twarp<1.0 or twarp > 10.0:
5675 prout(_("But if you lower your shields,"))
5676 proutn(_("remaining"))
5679 proutn(_("Remaining"))
5680 prout(_(" energy will be %.2f.") % (game.energy-tpower))
5682 prout(_("And we will arrive at stardate %.2f.") % (game.state.date+ttime))
5684 prout(_("Any warp speed is adequate."))
5686 prout(_("Minimum warp needed is %.2f,") % (twarp))
5687 prout(_("and we will arrive at stardate %.2f.") % (game.state.date+ttime))
5688 if game.state.remtime < ttime:
5689 prout(_("Unfortunately, the Federation will be destroyed by then."))
5691 prout(_("You'll be taking risks at that speed, Captain"))
5692 if (game.isatb==1 and game.state.kscmdr == w1 and \
5693 scheduled(FSCDBAS)< ttime+game.state.date) or \
5694 (scheduled(FCDBAS)<ttime+game.state.date and game.battle == w1):
5695 prout(_("The starbase there will be destroyed by then."))
5696 proutn(_("New warp factor to try? "))
5697 if scan() == IHREAL:
5700 if twarp<1.0 or twarp > 10.0:
5709 #ifdef BSD_BUG_FOR_BUG
5710 # A visual scan is made in a particular direction of three sectors
5711 # in the general direction specified. This takes time, and
5712 # Klingons can attack you, so it should be done only when sensors
5713 # are out. Code swiped from BSD-Trek. Not presently used, as we
5714 # automatically display all adjacent sectors on the short-range
5715 # scan even when short-range sensors are out.
5717 # This struct[] has the delta x, delta y for particular directions
5735 if scan() != IHREAL:
5737 proutn(_("Direction? "))
5741 if aaitem < 0.0 or aaitem > 360.0:
5743 co = (aaitem + 22) / 45
5745 ix = game.sector.x + v.x
5746 iy = game.sector.y + v.y
5747 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5750 co = game.quad[ix][iy]
5751 printf("%d,%d %c " % (ix+1, iy+1, co))
5753 ix = game.sector.x + v.x
5754 iy = game.sector.y + v.y
5755 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5758 co = game.quad[ix][iy]
5759 printf("%c " % (co))
5761 ix = game.sector.x + v.x
5762 iy = game.sector.y + v.y
5763 if ix < 0 or ix >= QUADSIZE or iy < 0 or iy >= QUADSIZE:
5766 co = game.quad[ix][iy]
5767 prout("%c %d,%d\n" % (co, ix+1, iy+1))
5772 # Code from setup.c begins here
5775 return os.fstat(fd).st_size
5778 # issue a historically correct banner
5780 prout(_("-SUPER- STAR TREK"))
5782 #ifdef __HISTORICAL__
5783 # prout(_("Latest update-21 Sept 78"))
5785 #endif __HISTORICAL__
5790 citem = "emsave.trk"
5794 proutn(_("File name: "))
5800 if '.' not in citem:
5803 fp = open(citem, "wb")
5805 prout(_("Can't freeze game as file %s") % citem)
5807 cPickle.dump(game, fp)
5811 # retrieve saved game
5812 game.passwd[0] = '\0'
5815 proutn(_("File name: "))
5821 if '.' not in citem:
5824 fp = open(citem, "rb")
5826 prout(_("Can't thaw game in %s") % citem)
5828 game = cPickle.load(fp)
5832 # I used <http://www.memory-alpha.org> to find planets
5833 # with references in ST:TOS. Eath and the Alpha Centauri
5834 # Colony have been omitted.
5836 # Some planets marked Class G and P here will be displayed as class M
5837 # because of the way planets are generated. This is a known bug.
5840 _("Andoria (Fesoan)"), # several episodes
5841 _("Tellar Prime (Miracht)"), # TOS: "Journey to Babel"
5842 _("Vulcan (T'Khasi)"), # many episodes
5843 _("Medusa"), # TOS: "Is There in Truth No Beauty?"
5844 _("Argelius II (Nelphia)"),# TOS: "Wolf in the Fold" ("IV" in BSD)
5845 _("Ardana"), # TOS: "The Cloud Minders"
5846 _("Catulla (Cendo-Prae)"), # TOS: "The Way to Eden"
5847 _("Gideon"), # TOS: "The Mark of Gideon"
5848 _("Aldebaran III"), # TOS: "The Deadly Years"
5849 _("Alpha Majoris I"), # TOS: "Wolf in the Fold"
5850 _("Altair IV"), # TOS: "Amok Time
5851 _("Ariannus"), # TOS: "Let That Be Your Last Battlefield"
5852 _("Benecia"), # TOS: "The Conscience of the King"
5853 _("Beta Niobe I (Sarpeidon)"), # TOS: "All Our Yesterdays"
5854 _("Alpha Carinae II"), # TOS: "The Ultimate Computer"
5855 _("Capella IV (Kohath)"), # TOS: "Friday's Child" (Class G)
5856 _("Daran V"), # TOS: "For the World is Hollow and I Have Touched the Sky"
5857 _("Deneb II"), # TOS: "Wolf in the Fold" ("IV" in BSD)
5858 _("Eminiar VII"), # TOS: "A Taste of Armageddon"
5859 _("Gamma Canaris IV"), # TOS: "Metamorphosis"
5860 _("Gamma Tranguli VI (Vaalel)"), # TOS: "The Apple"
5861 _("Ingraham B"), # TOS: "Operation: Annihilate"
5862 _("Janus IV"), # TOS: "The Devil in the Dark"
5863 _("Makus III"), # TOS: "The Galileo Seven"
5864 _("Marcos XII"), # TOS: "And the Children Shall Lead",
5865 _("Omega IV"), # TOS: "The Omega Glory"
5866 _("Regulus V"), # TOS: "Amok Time
5867 _("Deneva"), # TOS: "Operation -- Annihilate!"
5868 # Worlds from BSD Trek
5869 _("Rigel II"), # TOS: "Shore Leave" ("III" in BSD)
5870 _("Beta III"), # TOS: "The Return of the Archons"
5871 _("Triacus"), # TOS: "And the Children Shall Lead",
5872 _("Exo III"), # TOS: "What Are Little Girls Made Of?" (Class P)
5874 # _("Hansen's Planet"), # TOS: "The Galileo Seven"
5875 # _("Taurus IV"), # TOS: "The Galileo Seven" (class G)
5876 # _("Antos IV (Doraphane)"), # TOS: "Whom Gods Destroy", "Who Mourns for Adonais?"
5877 # _("Izar"), # TOS: "Whom Gods Destroy"
5878 # _("Tiburon"), # TOS: "The Way to Eden"
5879 # _("Merak II"), # TOS: "The Cloud Minders"
5880 # _("Coridan (Desotriana)"), # TOS: "Journey to Babel"
5881 # _("Iotia"), # TOS: "A Piece of the Action"
5885 _("S. R. Sensors"), \
5886 _("L. R. Sensors"), \
5888 _("Photon Tubes"), \
5889 _("Life Support"), \
5890 _("Warp Engines"), \
5891 _("Impulse Engines"), \
5893 _("Subspace Radio"), \
5894 _("Shuttle Craft"), \
5896 _("Navigation System"), \
5898 _("Shield Control"), \
5903 def setup(needprompt):
5904 # prepare to play, set up cosmos
5907 # Decide how many of everything
5908 if choose(needprompt):
5909 return # frozen game
5910 # Prepare the Enterprise
5911 game.alldone = game.gamewon = False
5913 game.state.crew = FULLCREW
5914 game.energy = game.inenrg = 5000.0
5915 game.shield = game.inshld = 2500.0
5916 game.shldchg = False
5920 game.quadrant = randplace(GALSIZE)
5921 game.sector = randplace(QUADSIZE)
5922 game.torps = game.intorps = 10
5923 game.nprobes = int(3.0*random.random() + 2.0) # Give them 2-4 of these
5925 game.wfacsq = game.warpfac * game.warpfac
5926 for i in range(NDEVICES):
5927 game.damage[i] = 0.0
5928 # Set up assorted game parameters
5929 game.battle = coord()
5930 game.state.date = game.indate = 100.0*int(31.0*random.random()+20.0)
5931 game.nkinks = game.nhelp = game.casual = game.abandoned = 0
5932 game.iscate = game.resting = game.imine = game.icrystl = game.icraft = False
5933 game.isatb = game.state.nplankl = 0
5934 game.state.starkl = game.state.basekl = 0
5935 game.iscraft = "onship"
5939 for i in range(GALSIZE):
5940 for j in range(GALSIZE):
5941 quad = game.state.galaxy[i][j]
5946 quad.starbase = False
5947 quad.supernova = False
5948 quad.status = "secure"
5949 # Initialize times for extraneous events
5950 schedule(FSNOVA, expran(0.5 * game.intime))
5951 schedule(FTBEAM, expran(1.5 * (game.intime / game.state.remcom)))
5952 schedule(FSNAP, 1.0 + random.random()) # Force an early snapshot
5953 schedule(FBATTAK, expran(0.3*game.intime))
5955 if game.state.nscrem:
5956 schedule(FSCMOVE, 0.2777)
5961 if (game.options & OPTION_WORLDS) and game.skill >= SKILL_GOOD:
5962 schedule(FDISTR, expran(1.0 + game.intime))
5967 # Starchart is functional but we've never seen it
5968 game.lastchart = FOREVER
5969 # Put stars in the galaxy
5971 for i in range(GALSIZE):
5972 for j in range(GALSIZE):
5973 k = int(random.random()*9.0 + 1.0)
5975 game.state.galaxy[i][j].stars = k
5976 # Locate star bases in galaxy
5977 for i in range(game.inbase):
5980 w = randplace(GALSIZE)
5981 if not game.state.galaxy[w.x][w.y].starbase:
5984 # C version: for (j = i-1; j > 0; j--)
5985 # so it did them in the opposite order.
5986 for j in range(1, i):
5987 # Improved placement algorithm to spread out bases
5988 distq = w.distance(game.state.baseq[j])
5989 if distq < 6.0*(BASEMAX+1-game.inbase) and random.random() < 0.75:
5992 prout("=== Abandoning base #%d at %s" % (i, w))
5994 elif distq < 6.0 * (BASEMAX+1-game.inbase):
5996 prout("=== Saving base #%d, close to #%d" % (i, j))
5999 game.state.baseq[i] = w
6000 game.state.galaxy[w.x][w.y].starbase = True
6001 game.state.chart[w.x][w.y].starbase = True
6002 # Position ordinary Klingon Battle Cruisers
6004 klumper = 0.25*game.skill*(9.0-game.length)+1.0
6005 if klumper > MAXKLQUAD:
6009 klump = (1.0 - r*r)*klumper
6014 w = randplace(GALSIZE)
6015 if not game.state.galaxy[w.x][w.y].supernova and \
6016 game.state.galaxy[w.x][w.y].klingons + klump <= MAXKLQUAD:
6018 game.state.galaxy[w.x][w.y].klingons += int(klump)
6021 # Position Klingon Commander Ships
6022 for i in range(1, game.incom+1):
6024 w = randplace(GALSIZE)
6025 if (game.state.galaxy[w.x][w.y].klingons or random.random()>=0.75) and \
6026 not game.state.galaxy[w.x][w.y].supernova and \
6027 game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD-1 and \
6028 not w in game.state.kcmdr[:i]:
6030 game.state.galaxy[w.x][w.y].klingons += 1
6031 game.state.kcmdr[i] = w
6032 # Locate planets in galaxy
6033 for i in range(game.inplan):
6035 w = randplace(GALSIZE)
6036 if game.state.galaxy[w.x][w.y].planet == None:
6040 new.crystals = "absent"
6041 if (game.options & OPTION_WORLDS) and i < NINHAB:
6042 new.pclass = "M" # All inhabited planets are class M
6043 new.crystals = "absent"
6045 new.name = systnames[i]
6046 new.inhabited = True
6048 new.pclass = ("M", "N", "O")[random.randint(0, 2)]
6049 if random.random()*1.5: # 1 in 3 chance of crystals
6050 new.crystals = "present"
6051 new.known = "unknown"
6052 new.inhabited = False
6053 game.state.galaxy[w.x][w.y].planet = new
6054 game.state.planets.append(new)
6056 for i in range(game.state.nromrem):
6057 w = randplace(GALSIZE)
6058 game.state.galaxy[w.x][w.y].romulans += 1
6059 # Locate the Super Commander
6060 if game.state.nscrem > 0:
6062 w = randplace(GALSIZE)
6063 if not game.state.galaxy[w.x][w.y].supernova and game.state.galaxy[w.x][w.y].klingons <= MAXKLQUAD:
6065 game.state.kscmdr = w
6066 game.state.galaxy[w.x][w.y].klingons += 1
6067 # Place thing (in tournament game, thingx == -1, don't want one!)
6070 thing = randplace(GALSIZE)
6072 game.state.snap = False
6073 if game.skill == SKILL_NOVICE:
6074 prout(_("It is stardate %d. The Federation is being attacked by") % int(game.state.date))
6075 prout(_("a deadly Klingon invasion force. As captain of the United"))
6076 prout(_("Starship U.S.S. Enterprise, it is your mission to seek out"))
6077 prout(_("and destroy this invasion force of %d battle cruisers.") % ((game.inkling + game.incom + game.inscom)))
6078 prout(_("You have an initial allotment of %d stardates to complete") % int(game.intime))
6079 prout(_("your mission. As you proceed you may be given more time."))
6081 prout(_("You will have %d supporting starbases.") % (game.inbase))
6082 proutn(_("Starbase locations- "))
6084 prout(_("Stardate %d.") % int(game.state.date))
6086 prout(_("%d Klingons.") % (game.inkling + game.incom + game.inscom))
6087 prout(_("An unknown number of Romulans."))
6088 if game.state.nscrem:
6089 prout(_("And one (GULP) Super-Commander."))
6090 prout(_("%d stardates.") % int(game.intime))
6091 proutn(_("%d starbases in ") % game.inbase)
6092 for i in range(game.inbase):
6093 proutn(`game.state.baseq[i]`)
6096 proutn(_("The Enterprise is currently in Quadrant %s") % game.quadrant)
6097 proutn(_(" Sector %s") % game.sector)
6099 prout(_("Good Luck!"))
6100 if game.state.nscrem:
6101 prout(_(" YOU'LL NEED IT."))
6104 if game.nenhere - (thing == game.quadrant) - game.ithere:
6106 if game.neutz: # bad luck to start in a Romulan Neutral Zone
6109 def choose(needprompt):
6110 # choose your game type
6115 game.skill = SKILL_NONE
6117 if needprompt: # Can start with command line options
6118 proutn(_("Would you like a regular, tournament, or saved game? "))
6120 if len(citem)==0: # Try again
6122 if isit("tournament"):
6123 while scan() == IHEOL:
6124 proutn(_("Type in tournament number-"))
6127 continue # We don't want a blank entry
6128 game.tourn = int(aaitem)
6131 if isit("saved") or isit("frozen"):
6135 if game.passwd == None:
6137 if not game.alldone:
6138 game.thawed = True # No plaque if not finished
6144 proutn(_("What is \"%s\"?"), citem)
6146 while game.length==0 or game.skill==SKILL_NONE:
6147 if scan() == IHALPHA:
6150 elif isit("medium"):
6154 elif isit("novice"):
6155 game.skill = SKILL_NOVICE
6157 game.skill = SKILL_FAIR
6159 game.skill = SKILL_GOOD
6160 elif isit("expert"):
6161 game.skill = SKILL_EXPERT
6162 elif isit("emeritus"):
6163 game.skill = SKILL_EMERITUS
6165 proutn(_("What is \""))
6171 proutn(_("Would you like a Short, Medium, or Long game? "))
6172 elif game.skill == SKILL_NONE:
6173 proutn(_("Are you a Novice, Fair, Good, Expert, or Emeritus player? "))
6174 # Choose game options -- added by ESR for SST2K
6175 if scan() != IHALPHA:
6177 proutn(_("Choose your game style (or just press enter): "))
6180 # Approximates the UT FORTRAN version.
6181 game.options &=~ (OPTION_THOLIAN | OPTION_PLANETS | OPTION_THINGY | OPTION_PROBE | OPTION_RAMMING | OPTION_MVBADDY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6182 game.options |= OPTION_PLAIN
6184 # Approximates Tom Almy's version.
6185 game.options &=~ (OPTION_THINGY | OPTION_BLKHOLE | OPTION_BASE | OPTION_WORLDS)
6186 game.options |= OPTION_ALMY
6190 proutn(_("What is \"%s\"?") % citem)
6192 if game.passwd == "debug":
6194 fputs("=== Debug mode enabled\n", sys.stdout)
6196 # Use parameters to generate initial values of things
6197 game.damfac = 0.5 * game.skill
6198 game.state.rembase = random.randint(BASEMIN, BASEMAX)
6199 game.inbase = game.state.rembase
6201 if game.options & OPTION_PLANETS:
6202 game.inplan += int((MAXUNINHAB/2) + (MAXUNINHAB/2+1)*random.random())
6203 if game.options & OPTION_WORLDS:
6204 game.inplan += int(NINHAB)
6205 game.state.nromrem = game.inrom = int((2.0+random.random())*game.skill)
6206 game.state.nscrem = game.inscom = (game.skill > SKILL_FAIR)
6207 game.state.remtime = 7.0 * game.length
6208 game.intime = game.state.remtime
6209 game.state.remkl = game.inkling = 2.0*game.intime*((game.skill+1 - 2*random.random())*game.skill*0.1+.15)
6210 game.incom = int(game.skill + 0.0625*game.inkling*random.random())
6211 game.state.remcom = min(10, game.incom)
6212 game.incom = game.state.remcom
6213 game.state.remres = (game.inkling+4*game.incom)*game.intime
6214 game.inresor = game.state.remres
6215 if game.inkling > 50:
6216 game.state.rembase += 1
6217 game.inbase = game.state.rembase
6221 # drop a feature on a random dot in the current quadrant
6224 w = randplace(QUADSIZE)
6225 if game.quad[w.x][w.y] == IHDOT:
6227 game.quad[w.x][w.y] = iquad
6231 # update our alert status
6232 game.condition = "green"
6233 if game.energy < 1000.0:
6234 game.condition = "yellow"
6235 if game.state.galaxy[game.quadrant.x][game.quadrant.y].klingons or game.state.galaxy[game.quadrant.x][game.quadrant.y].romulans:
6236 game.condition = "red"
6238 game.condition="dead"
6241 # drop new Klingon into current quadrant
6244 game.kdist[i] = game.kavgd[i] = distance(game.sector, pi)
6245 game.kpower[i] = random.random()*150.0 +300.0 +25.0*game.skill
6249 # set up a new state of quadrant, for when we enter or re-enter it
6253 game.comhere = False
6259 game.inorbit = False
6261 game.ientesc = False
6265 game.iseenit = False
6267 # Attempt to escape Super-commander, so tbeam back!
6270 q = game.state.galaxy[game.quadrant.x][game.quadrant.y]
6271 # cope with supernova
6274 game.klhere = q.klingons
6275 game.irhere = q.romulans
6276 game.nenhere = game.klhere + game.irhere
6279 game.quad[game.sector.x][game.sector.y] = game.ship
6282 w.x = w.y = 0 # quiet a gcc warning
6283 # Position ordinary Klingons
6284 for i in range(game.klhere):
6286 # If we need a commander, promote a Klingon
6287 for i in range(game.state.remcom):
6288 if game.state.kcmdr[i] == game.quadrant:
6291 if i <= game.state.remcom:
6292 game.quad[w.x][w.y] = IHC
6293 game.kpower[game.klhere] = 950.0+400.0*random.random()+50.0*game.skill
6296 # If we need a super-commander, promote a Klingon
6297 if same(game.quadrant, game.state.kscmdr):
6298 game.quad[game.ks[0].x][game.ks[0].y] = IHS
6299 game.kpower[1] = 1175.0 + 400.0*random.random() + 125.0*game.skill
6300 game.iscate = (game.state.remkl > 1)
6302 # Put in Romulans if needed
6303 for i in range(game.klhere, game.nenhere):
6306 game.kdist[i] = game.kavgd[i] = distance(game.sector, w)
6307 game.kpower[i] = random.random()*400.0 + 450.0 + 50.0*game.skill
6308 # If quadrant needs a starbase, put it in
6310 game.base = dropin(IHB)
6312 # If quadrant needs a planet, put it in
6314 game.iplnet = q.planet
6315 if not q.planet.inhabited:
6316 game.plnet = dropin(IHP)
6318 game.plnet = dropin(IHW)
6319 # Check for condition
6321 # And finally the stars
6322 for i in range(q.stars):
6326 if game.irhere > 0 and game.klhere == 0:
6328 if not damaged(DRADIO):
6330 prout(_("LT. Uhura- \"Captain, an urgent message."))
6331 prout(_(" I'll put it on audio.\" CLICK"))
6333 prout(_("INTRUDER! YOU HAVE VIOLATED THE ROMULAN NEUTRAL ZONE."))
6334 prout(_("LEAVE AT ONCE, OR YOU WILL BE DESTROYED!"))
6337 # Put in THING if needed
6339 if thing == game.quadrant:
6341 thing = randplace(GALSIZE)
6343 game.ks[game.nenhere] = w
6344 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6345 distance(game.sector, w)
6346 game.kpower[game.nenhere] = random.random()*6000.0 +500.0 +250.0*game.skill
6347 if not damaged(DSRSENS):
6349 prout(_("Mr. Spock- \"Captain, this is most unusual."))
6350 prout(_(" Please examine your short-range scan.\""))
6352 # Decide if quadrant needs a Tholian; lighten up if skill is low
6353 if game.options & OPTION_THOLIAN:
6354 if (game.skill < SKILL_GOOD and random.random() <= 0.02) or \
6355 (game.skill == SKILL_GOOD and random.random() <= 0.05) or \
6356 (game.skill > SKILL_GOOD and random.random() <= 0.08):
6358 game.tholian.x = random.choice((0, QUADSIZE-1))
6359 game.tholian.y = random.choice((0, QUADSIZE-1))
6360 if game.quad[game.tholian.x][game.tholian.y] == IHDOT:
6362 game.quad[game.tholian.x][game.tholian.y] = IHT
6365 game.ks[game.nenhere] = game.tholian
6366 game.kdist[game.nenhere] = game.kavgd[game.nenhere] = \
6367 distance(game.sector, game.tholian)
6368 game.kpower[game.nenhere] = random.random()*400.0 +100.0 +25.0*game.skill
6369 # Reserve unoccupied corners
6370 if game.quad[0][0]==IHDOT:
6371 game.quad[0][0] = 'X'
6372 if game.quad[0][QUADSIZE-1]==IHDOT:
6373 game.quad[0][QUADSIZE-1] = 'X'
6374 if game.quad[QUADSIZE-1][0]==IHDOT:
6375 game.quad[QUADSIZE-1][0] = 'X'
6376 if game.quad[QUADSIZE-1][QUADSIZE-1]==IHDOT:
6377 game.quad[QUADSIZE-1][QUADSIZE-1] = 'X'
6380 # Put in a few black holes
6381 for i in range(1, 3+1):
6382 if random.random() > 0.5:
6385 # Take out X's in corners if Tholian present
6387 if game.quad[0][0]=='X':
6388 game.quad[0][0] = IHDOT
6389 if game.quad[0][QUADSIZE-1]=='X':
6390 game.quad[0][QUADSIZE-1] = IHDOT
6391 if game.quad[QUADSIZE-1][0]=='X':
6392 game.quad[QUADSIZE-1][0] = IHDOT
6393 if game.quad[QUADSIZE-1][QUADSIZE-1]=='X':
6394 game.quad[QUADSIZE-1][QUADSIZE-1] = IHDOT
6397 # sort Klingons by distance from us
6398 # The author liked bubble sort. So we will use it. :-(
6399 if game.nenhere-(thing==game.quadrant)-game.ithere < 2:
6403 for j in range(game.nenhere):
6404 if game.kdist[j] > game.kdist[j+1]:
6407 game.kdist[j] = game.kdist[j+1]
6410 game.kavgd[j] = game.kavgd[j+1]
6413 game.ks[j].x = game.ks[j+1].x
6416 game.ks[j].y = game.ks[j+1].y
6419 game.kpower[j] = game.kpower[j+1]
6420 game.kpower[j+1] = t
6425 # set the self-destruct password
6426 if game.options & OPTION_PLAIN:
6429 proutn(_("Please type in a secret password- "))
6432 if game.passwd != None:
6437 game.passwd += chr(97+int(random.random()*25))
6439 # Code from sst.c begins here
6442 "SRSCAN": OPTION_TTY,
6443 "STATUS": OPTION_TTY,
6444 "REQUEST": OPTION_TTY,
6445 "LRSCAN": OPTION_TTY,
6458 "SENSORS": OPTION_PLANETS,
6459 "ORBIT": OPTION_PLANETS,
6460 "TRANSPORT": OPTION_PLANETS,
6461 "MINE": OPTION_PLANETS,
6462 "CRYSTALS": OPTION_PLANETS,
6463 "SHUTTLE": OPTION_PLANETS,
6464 "PLANETS": OPTION_PLANETS,
6469 "PROBE": OPTION_PROBE,
6471 "FREEZE": 0, # Synonym for SAVE
6477 "SOS": 0, # Synonym for MAYDAY
6478 "CALL": 0, # Synonym for MAYDAY
6485 def ACCEPT(cmd): return (not commands[cmd] or (commands[cmd] & game.options))
6488 # generate a list of legal commands
6490 proutn(_("LEGAL COMMANDS ARE:"))
6491 for key in commands:
6495 proutn("%-12s " % key)
6500 # browse on-line help
6501 # Give help on commands
6505 setwnd(prompt_window)
6506 proutn(_("Help on what command? "))
6508 setwnd(message_window)
6511 if citem in commands or citem == "ABBREV":
6520 fp = open(SSTDOC, "r")
6523 fp = open(DOC_NAME, "r")
6525 prout(_("Spock- \"Captain, that information is missing from the"))
6526 proutn(_(" computer. You need to find "))
6528 prout(_(" and put it in the"))
6529 proutn(_(" current directory or to "))
6533 # This used to continue: "You need to find SST.DOC and put
6534 # it in the current directory."
6538 linebuf = fp.readline()
6540 prout(_("Spock- \"Captain, there is no information on that command.\""))
6543 if linebuf[0] == '%' and linebuf[1] == '%' and linebuf[2] == ' ':
6544 linebuf = linebuf[3:].strip()
6548 prout(_("Spock- \"Captain, I've found the following information:\""))
6550 while linebuf in fp:
6551 if "******" in linebuf:
6557 # command-interpretation loop
6560 setwnd(message_window)
6561 while True: # command loop
6563 while True: # get a command
6568 setwnd(prompt_window)
6572 if game.options & OPTION_CURSES:
6577 setwnd(message_window)
6579 candidates = filter(lambda x: x.startswith(citem.upper()),
6581 if len(candidates) == 1:
6584 elif candidates and not (game.options & OPTION_PLAIN):
6585 prout("Commands with that prefix: " + " ".join(candidates))
6589 if cmd == "SRSCAN": # srscan
6591 elif cmd == "STATUS": # status
6593 elif cmd == "REQUEST": # status request
6595 elif cmd == "LRSCAN": # long range scan
6597 elif cmd == "PHASERS": # phasers
6601 elif cmd == "TORPEDO": # photon torpedos
6605 elif cmd == "MOVE": # move under warp
6607 elif cmd == "SHIELDS": # shields
6611 game.shldchg = False
6612 elif cmd == "DOCK": # dock at starbase
6616 elif cmd == "DAMAGES": # damage reports
6618 elif cmd == "CHART": # chart
6620 elif cmd == "IMPULSE": # impulse
6622 elif cmd == "REST": # rest
6626 elif cmd == "WARP": # warp
6628 elif cmd == "SCORE": # score
6630 elif cmd == "SENSORS": # sensors
6632 elif cmd == "ORBIT": # orbit
6636 elif cmd == "TRANSPORT": # transport "beam"
6638 elif cmd == "MINE": # mine
6642 elif cmd == "CRYSTALS": # crystals
6646 elif cmd == "SHUTTLE": # shuttle
6650 elif cmd == "PLANETS": # Planet list
6652 elif cmd == "REPORT": # Game Report
6654 elif cmd == "COMPUTER": # use COMPUTER!
6656 elif cmd == "COMMANDS":
6658 elif cmd == "EMEXIT": # Emergency exit
6659 clrscr() # Hide screen
6660 freeze(True) # forced save
6661 os.exit(1) # And quick exit
6662 elif cmd == "PROBE":
6663 probe() # Launch probe
6666 elif cmd == "ABANDON": # Abandon Ship
6668 elif cmd == "DESTRUCT": # Self Destruct
6670 elif cmd == "SAVE": # Save Game
6673 if game.skill > SKILL_GOOD:
6674 prout(_("WARNING--Saved games produce no plaques!"))
6675 elif cmd == "DEATHRAY": # Try a desparation measure
6679 elif cmd == "DEBUGCMD": # What do we want for debug???
6681 elif cmd == "MAYDAY": # Call for help
6686 game.alldone = True # quit the game
6689 elif cmd == "SEED": # set random-number seed
6693 #ifdef BSD_BUG_FOR_BUG
6694 # elif cmd == "VISUAL":
6695 # visual() # perform visual scan
6699 break # Game has ended
6700 if game.optime != 0.0:
6703 break # Events did us in
6704 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6707 if hitme and not game.justin:
6711 if game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova:
6723 if cmd == IHR: s = _("Romulan")
6724 elif cmd == IHK: s = _("Klingon")
6725 elif cmd == IHC: s = _("Commander")
6726 elif cmd == IHS: s = _("Super-commander")
6727 elif cmd == IHSTAR: s = _("Star")
6728 elif cmd == IHP: s = _("Planet")
6729 elif cmd == IHB: s = _("Starbase")
6730 elif cmd == IHBLANK: s = _("Black hole")
6731 elif cmd == IHT: s = _("Tholian")
6732 elif cmd == IHWEB: s = _("Tholian web")
6733 elif cmd == IHQUEST: s = _("Stranger")
6734 elif cmd == IHW: s = _("Inhabited World")
6735 else: s = "Unknown??"
6738 def cramlc(loctype, w):
6740 if loctype == "quadrant":
6741 buf = _("Quadrant ")
6742 elif loctype == "sector":
6744 buf += ("%d - %d" % (w.x, w.y))
6747 def crmena(stars, enemy, loctype, w):
6748 # print an enemy and his location
6753 proutn(cramlc(loctype, w))
6756 # print our ship name
6757 if game.ship == IHE:
6759 elif game.ship == IHF:
6760 s = _("Faerie Queene")
6766 # print a line of stars
6767 prouts("******************************************************")
6771 return -avrage*math.log(1e-7 + random.random())
6773 def randplace(size):
6774 # choose a random location
6776 w.x = random.randint(0, size-1)
6777 w.y = random.randint(0, size-1)
6781 # Demand input for next scan
6786 # return IHEOL next time
6791 # Get a token from the user
6792 global inqueue, line, citem
6796 # Read a line if nothing here
6799 if curwnd==prompt_window:
6801 setwnd(message_window)
6803 # Skip leading white space
6804 line = line.lstrip()
6806 inqueue = line.split()
6812 # From here on in it's all looking at the queue
6813 citem = inqueue.pop(0)
6817 aaitem = float(citem)
6822 citem = citem.lower()
6826 # yes-or-no confirmation
6835 proutn(_("Please answer with \"y\" or \"n\": "))
6838 # complain about unparseable input
6841 prout(_("Beg your pardon, Captain?"))
6844 # compares s to citem and returns true if it matches to the length of s
6845 return s.startswith(citem)
6848 # access to the internals for debugging
6849 proutn("Reset levels? ")
6851 if game.energy < game.inenrg:
6852 game.energy = game.inenrg
6853 game.shield = game.inshld
6854 game.torps = game.intorps
6855 game.lsupres = game.inlsr
6856 proutn("Reset damage? ")
6858 for i in range(NDEVICES):
6859 if game.damage[i] > 0.0:
6860 game.damage[i] = 0.0
6861 proutn("Toggle debug flag? ")
6865 prout("Debug output ON")
6867 prout("Debug output OFF")
6868 proutn("Cause selective damage? ")
6870 for i in range(NDEVICES):
6876 if key == IHALPHA and isit("y"):
6877 game.damage[i] = 10.0
6878 proutn("Examine/change events? ")
6883 FSNOVA: "Supernova ",
6886 FBATTAK: "Base Attack ",
6887 FCDBAS: "Base Destroy ",
6888 FSCMOVE: "SC Move ",
6889 FSCDBAS: "SC Base Destroy ",
6890 FDSPROB: "Probe Move ",
6891 FDISTR: "Distress Call ",
6892 FENSLV: "Enslavement ",
6893 FREPRO: "Klingon Build ",
6895 for i in range(1, NEVENTS):
6898 proutn("%.2f" % (scheduled(i)-game.state.date))
6899 if i == FENSLV or i == FREPRO:
6901 proutn(" in %s" % ev.quadrant)
6911 ev = schedule(i, aaitem)
6912 if i == FENSLV or i == FREPRO:
6914 proutn("In quadrant- ")
6916 # IHEOL says to leave coordinates as they are
6919 prout("Event %d canceled, no x coordinate." % (i))
6925 prout("Event %d canceled, no y coordinate." % (i))
6931 proutn("Induce supernova here? ")
6933 game.state.galaxy[game.quadrant.x][game.quadrant.y].supernova = True
6936 if __name__ == '__main__':
6937 global line, thing, game, idebug, iqengry
6938 game = citem = aaitem = inqueue = None
6945 game.options = OPTION_ALL &~ (OPTION_IOMODES | OPTION_SHOWME | OPTION_PLAIN | OPTION_ALMY)
6946 # Disable curses mode until the game logic is working.
6947 # if os.getenv("TERM"):
6948 # game.options |= OPTION_CURSES | OPTION_SHOWME
6950 game.options |= OPTION_TTY
6953 (options, arguments) = getopt.getopt(sys.argv[1:], "r:tx")
6954 for (switch, val) in options:
6957 replayfp = open(optarg, "r")
6959 sys.stderr.write("sst: can't open replay file %s\n" % optarg)
6961 line = replayfp.readline().strip()
6963 (key, seed) = line.split()
6966 sys.stderr.write("sst: replay file %s is ill-formed\n"%optarg)
6968 game.options |= OPTION_TTY
6969 game.options &=~ OPTION_CURSES
6970 elif switch == '-t':
6971 game.options |= OPTION_TTY
6972 game.options &=~ OPTION_CURSES
6973 elif switch == '-x':
6976 sys.stderr.write("usage: sst [-t] [-x] [startcommand...].\n")
6978 # where to save the input in case of bugs
6980 logfp = open("/usr/tmp/sst-input.log", "w")
6982 sys.stderr.write("sst: warning, can't open logfile\n")
6985 logfp.write("seed %d\n" % (seed))
6994 while True: # Play a game
6995 setwnd(fullscreen_window)
6998 setup(needprompt=not inqueue)
7001 game.alldone = False
7008 if game.tourn and game.alldone:
7009 proutn(_("Do you want your score recorded?"))
7013 proutn(_("Do you want to play again? "))
7017 prout(_("May the Great Bird of the Galaxy roost upon your home planet."))